I haven't had any time to work on the script, but I posted it earlier. Instructions are included in the post.
http://tasvideos.org/forum/viewtopic.php?p=303383#303383
Stevmay09, all you need to do is load this script into Lua. It displays some things that will help.
Anyway, here's how I'd approach this TAS:
- First, I use MID speed, never FAST speed. This makes it so much better to luck-manipulate. By pressing A and B, you can control the speed of the text.
- There is a RNG chart mode (this is mode 3 in the script; press '9'+frame advance to get there). Let's consider the critical hit chart (the one with multicolored red/orange squares).
-- Colored squares are critical hits; this is when the fourth digit of the RNG value is 0.
-- The top-left corner is the current value. The one to the right is the next value, and so on. The one below is the value 18 steps ahead, and so on.
-- The colored squares scroll right-to-left and bottom-to-top.
-- When the script detects an abnormal jump in the number of RNG values used on the frame, it flashes an indicator (this is a black-and-red box above the chart).
--- For the indicator to function correctly, the chart must be set in 2-RNG-values-per-frame mode if normally the RNG scrolls at 2 per frame, and 3-RNG-values-per-frame mode if normally the RNG scrolls at 3 per frame. (To get the right mode, you have to scroll through the charts and see that the chart background uses either multiple-of-2 or multiple-of-3 grey coloring.
--- It can flash the indicator for any reason, but the first time it flashes after it says "A used attack!", almost always that indicates that the current value is used to determine if it is a critical hit or not.
--- Note that after the indicator flashes to determine a critical hit, it almost always flashes 3 frames later to determine damage variation. This again uses the fourth digit of the RNG value, with 0 doing the most and F doing the least.
-- At that time a critical hit is determined (see indicator), if the top-left box is colored, then the attack will be a critical hit. The goal is to time it so that the colored box ends up in the top-left corner at that moment. Normally, the boxes that are able to end up in the top-left corner are aligned with the light grey coloring in the background, and not the dark ones. However, there are ways to realign the boxes. One way is to wait before battle. Another way is to abuse the help system dialog (it can be called anytime, and can even split the critical hit indication and the damage variation indication, making manipulation of high criticals even easier).
- I normally set autofire for A and B to make text scroll faster. Note that this should only be done in test runs, or otherwise in places where you know you won't risk losing a frame if you do so.
- I also have autohold B, since the main character will do a bit of running.
Also, I had a look at cstrakm's run on the Japanese version on nicovideo. Here's roughly how the run goes (sorry for my notes; they are messy).
-Get Squirtle. Give it one-char name
-@Bulbasaur: 3 tackles. First is not crit, next two are crits.
-Run 1
-Catch enc 2 (Pidgey), don't give name
-Run 3,4,5
-@Weedle: 3 critical tackles. Lets Weedle hit twice with poison sting
-@Brock
-@Geodude: Critical bubble (note: doesn't use torrent)
-@Onix: Critical bubble (again, doesn't use torrent)
-Shop: Buy 13 repel
-@Caterpie: 2 tackles @Weedle 2 tackles @Caterpie 2 tackles
-@Lass @Rattata 2 bubble @NidoranF Water gun
-go back to pewter and come back to reset lass
-2water gun
-you can cancel mt. moon entrance logo
-use 3 repels in mt. moon
-use water gun (note: torrent range)
-squirtle evolves here
-replace bubble with mega punch and tackle with mega kick
-use center and go to gym
-you can bypass the juniorF? hm
-@Misty
-@Staryu MegaKick @Starmie two MegaKicks
-Replace withdraw with Water Pulse
-@Rival
-@all megapunch
-don't learn bite
-nugget bridge megapunch (grass or poison pokemon, mankey) or water gun
-water pulse on a zubat?
-get abra
-after bill's house, teleport
-the fence is redone in such a way that the juniorF beside the juniorM is bypassable
-go to ship, get HM01
-catch diglett in diglett cave? teach cut
-@Surge @Raichu swap to diglett to take shock wave, survive quick attack, KO raichu with Magnitude
-teleport back to Cerulean and get bike
-use 3 repels in Rock tunnel
-go to celadon city and use Pokemon Center there
-beat team rocket here; kangaskhan needs two hits, dig with Diglett
-Celadon Gym @Erika @all mega kick
-get tea from some celadon building
-get TM43 (secret power), 11x super repel, 11x x attack, 11x x special
-get fly and put fly on pidgey and secret power on wartortle (replace water gun), fly to lavender
-complete lavender tower; 1 repel; wartortle evolves here; teleport to celadon
-go through cycling road to fuchsia city
-go to safari zone; get quick claw, gold teeth (for strength) and Surf
-fly out of safari zone, go to gym, put on quick claw
-@Koga @all use surf
-get strength
-go to cinnabar and complete everything
-go to saffron and complete everything
-get ppmax near indigo plateau
-finish the game
L54 HP 162 Atk 126 Def 117 SpAtk 112 SpDef 131 Spe 110
L54 stats included if anyone wants to find Blastoise's IVs. I obviously left out a lot of detail at the end, but because of quick claw+secret power+Stat up items, the rest of the run really isn't that hard to do. Quick claw+secret power ensures Blastoise's survival, so the only question is what is the best way to stat up and KO the rest of the pokemon.
If you have any other ideas about the strategies the run should use, list them here.
I did notice that the J version is much faster than the U version in general, not only due to shorter text, but also because there is a delay in the U version when a trainer sends out the first pokemon.