Posts for Mr._Pwnage

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Joined: 6/6/2004
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Is getting one of the "Through the Jet Stream" stars without Metal Cap considered a glitch? What about getting up the sand drifts that are supposed to be too steep, for a quick complation on something like Shining Atop the Pyramid? Those are probably more illustrative of having to draw the line somewhere.
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Silph Scope is in the Game Corner underground, which is already skipped. Silph Co. is where you clean out Team Rocket, who blocks the way to the gym. I tried a couple more things with no success. If Snorlax is skipped and you go to Fuschia early, the possibility exists of doing Glitch City, but it proved to be useless in Celadon (drops you off at the back entrance to the mansion--I hoped it would drop you off at the Gym thus enabling Cut to be skipped, at least if you're willing to go without Fly), Saffron (drops you off at the Poke Mart--I hoped you would spawn on top of the guard at either Silph or the gym, and thus be able to bypass them and walk in), and Route 23 (you get stuck in a glitched wall with the entrance to Victory Road onscreen--if not for that, you would be able to skip all gyms except Brock, provided you don't enter any Pokemon Centers after Pewter and are thus able to make it back to route 23 within 500 steps and without Fly).
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I don't think Pokemon Tower can be skipped, because the guard at Silph blocks the way until you get through that (unless you can do something to make him disappear just as Snorlax does, or better yet do the same for the Saffron Gym guard). I was told the route 16 Snorlax is still there, which means you'll either have to use the Flute anyway or go through routes 12-15, which are longer than Cycling Road and have, from looking a map, what appear to be 4 forced battles when you don't have Surf.
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I just got a possible clarification from samthedigital (KroniclX2 on AIM). Try following the fight manipulation steps as normal, but saving and resetting before you would collect the Mew or other manipulated Pokemon. If it works, both Snorlaxes (as well as Articuno, Zapdos, Moltres, and Mewtwo) should be removed from their standard spots forever. [UPDATE] Actually only one Snorlax is gone. It's the one on route 12, though, and that's the important one.
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At SDA, it's been found that you can skip Rock Tunnel by holding an incomplete FCBM through to the spot where Snorlax would appear, except that it doesn't. You don't have to use the Poke Flute, but I still think you have to obtain it because that's what opens up Silph (unless, of course, the guard in front of Silph or better yet the Saffron Gym is removed much as Snorlax is)...walking through routes 11 and 12 should still be much faster than taking Rock Tunnel even with the bike. [EDIT] With Route 9 no longer necessary, are there any remaining Cut spots required (since you can go to Fuschia early and use Surf to get into Vermilion's gym later on), or can the S.S. Anne and therefore Bill and Nugget Bridge be skipped as well?
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Charmander is probably the Cut slave.
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If so, I'm envisioning Viridian->Route 22/23 without needing all badges. You need Surf through Route 23, and Strength in Victory Road, so if it's true, leave from Fuschia and get into a cancelable fight, go to Viridian, and clean house (triggering a trainer fight somewhere in Victory Road just so your A button works and you can actually talk to the E5). Erika, Sabrina, Blaine, and Giovanni (along with Silph Co.) would be skippable entirely (though you would have to take the Pokemon Center in Viridian early on, and avoid the one in Cerulean, if you want to escape rope/teleport there, or else fight Erika for access to Fly).
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FractalFusion wrote:
1) Play until you reach Pewter. Get Escape Ropes and Pokeballs. 2) Use Pokecenter. 3) Go back to Viridian Forest and use trainer-fly glitch with Escape Rope. 4) Let the guy outside Pewter take you near Brock's gym. 5) Go and trigger a battle with a Pokemon with a special of 7. 6) Use Pikachu's Growl 6 times on that Pokemon. 7) Go back to Viridian Forest. Clear the message "Hi, do you have a Pikachu?". 8) Get L1 Nidoking. 9) Glitch L1 Nidoking to go to L100.
Why is step 4 necessary? It's fast movement, but not to a place you want to go just yet.
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Stat reductions from burn and paralysis are separate multipliers as stat mods. Burn is equivalent to stat * 0.5, but the stat modifier is still neutral (7). One Growl + burn would be stat * 0.25, which would take 4 Growls to reach. In any case, burn isn't going to help out here.
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40 power is still 40 power. Gengar can ride Lick up through gym 3, but it loses its effectiveness after that. Mew's Pound can get it further (33% more power in the move, plus Mew's Attack would be 237 instead of 167 for Gengar), but it still breaks down by the time you get to Koga and the rival in Silph Co. The benefit to Mew would be in not having to catch Pidgey. Mew would probably take Thunderbolt once you get it from gym 3, and obviously it gets Fly and Surf as you pick those up. Strength will have to go somewhere, and Charmander/Charmeleon will have a full moveset too so there's no escaping the move overwrite dialog, so is it worth changing Mew's Pound to Strength or should Charmander take Strength while Mew gets something better? That's assuming Mew's higher stats/ability to concentrate on fewer moves without overwriting, plus the removal of need to catch another Pokemon for Fly, can compare to the absurdly long cry time that you lose in every battle.
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The link from attack modifier to level was just recently found, so I haven't known that this particular trick could be incorporated into the run for long. Level 1 Mew and other faders having negative experience and being able to shoot up to 100 instantly was already known, but it took this in order to show that level-1s could be caught without having to use Cinnabar coast and wrap around with Rare Candies (which would have defeated the whole purpose of being level-1). Gengar does have an attack shortage, but never underestimate the power of being 80 levels up. Even Lick should be able to take out anything that isn't Normal or Psychic all the way up to Lt. Surge in one hit, and at that point you get Thunderbolt for power. With that you should be set, at least up to Giovanni, for whom you have two choices: use Mega Drain you got from Erika's gym, or take a diversion during your trip to Saffron and enter the Psychic house (boosting your "plain old strong attack" PP from 15 to 25 would probably be welcome at the point where Night Shade starts losing effectiveness). Either way, Rival's Exeggutor is a final hurdle. Do you know its HP--the range could go either side of 200, and if it's less then maybe double-Night-Shade would just be a pain-free plan of action? Nidoking/Nidoqueen would be the other option. I don't know how much time Thrash saves over what Nidoqueen would be able to do, but it has to be weighted against Nidoking's cry for each battle in the game. They do benefit over Gengar by not having to catch an extra Surf Pokemon, and PP should never be an issue here, what with all the TMs you can throw over top of each other. There might be a stat deficiency compared to Gengar that comes back to make later battles require extra turns (if the level-1 battle is against a Pokemon with 50 base Special or higher, Nidoking/Nidoqueen will have 187 Special, compared to 297 for Gengar provided you don't waste time putting the Pokemon in and out of the PC to recalculate stats later on), but given the ability to cover types with so many attacks, I'd think this doesn't come into play (just make sure your Speed DV is high enough that you don't go second against Lance's Aerodactyl), and Nidoqueen is probably the best option.
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Rare Candy doesn't care about what the experience points say, and simply raises level then sets experience accordingly. Try it on a level-1 Mew and you'll end up with a level-2 Mew that has 9 EXP, rendering it useless as a subject for quick promotion to level 100.
Post subject: An explanation of the trick, for anyone who wants to know
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For a long time, it was wondered where the number 7 for the enemy level comes from. Since the first week of the discovery, levels such as 8 or 9 were known to happen, but their cause was a mystery. What's a variable with a default value of 7? The answer, as it turns out, is stat modifier variables. The range of -6 to +6 is represented using the numbers 1-13. And as it was recently uncovered, the opponent's Attack stat modifier is what's been controlling the level, and since the mindset of performing FCBM (which stands for fight-cancelled battle manipulation, the term I've given to describe this so-called "Trainer/Fly" glitch) usually just wants you to dispatch the Pokemon used to manipulate the fight quickly, Attack modifiers rarely got a chance to matter, leading to the belief that level 7 is just what "happened". So you can find your Mew, or whatever else you want, at a level from 1-13 (though levels 8 and up will require that the enemy has Swords Dance or something similar). As it turns out, level 1 (and only level 1) is the key here. There are four different formulas determining how EXP leads to level growth, and three of them are just scalars applied to L^3. The fourth one is more complex, 1.2L^3 - 15L^2 + 100L - 140. The first few levels for these "Fading" schedule Pokemon require very few EXP--what's interesting is the result of that formula for levels less than 2. No Pokemon was ever supposed to exist below level 2, so it was thought that the hole in this formula didn't matter. But now that you've seen that you can catch a Pokemon at level 1, it becomes relevant. A Fading-schedule Pokemon at level 0 has -140 EXP, and at level 1 it has -54. The game expects EXP to be 24 bits unsigned, so treats these signed values as the unsigned 16777076 and 16777162, respectively. Indeed, if you check the information on your level-1 Mew, you'll find that its EXP Points are listed as a blank non-character tile followed by 777162. Because the game has no reason to believe experience should ever go negative, that level-1 Mew is treated as if it really does have over 16 million EXP, which would be enough for level 245. If you can get the game to recalculate level on that, it'll be considered as 245 and then immediately be brought down to 100 like all Pokemon of level 101+ are upon participating in battle. But as I just tested, this check is made after the experience is awarded, and if you get enough to wrap around to 0 or a bit more, this won't come into play and Mew will be treated like just another low-level Pokemon. You'll need to get 53 or fewer experience awarded to Mew in order to trigger the event. As for choosing a Pokemon with a shorter cry, your options are limited (though admittedly the presence of almost any other options at all would be enough to beat Mew in that regard). This only works due to the output of the Fading experience formula at levels less than 2, so you're limited to Pokemon that use that schedule (Mew plus most 3-stage evolution lines). As far as combining short cries with a decent amount of flexibility, the most promising choices I see are Gengar and Nidoqueen. Both have low enough reference numbers (14 and 16) that you can pick them up with FCBM at that point in the game.
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Does that experience overflow trigger on any experience gain, or does it have to be +53 or less to avoid being treated like a standard level 1? Level 1 Mew has -54 EXP, which is actually 16777162, and as far as the game knows that figure should be unsigned and corresponds to L245. So basically, is the trigger of "Experience points correspond to a level greater than 100" made before or after the experience is actually assigned? [EDIT] I just tried it. L1 Mew was piggybacked, getting 215 out of 430 EXP for a battle...and went to level 5 instead of 100. So you will need to make sure that Mew doesn't cross 0 EXP from that first battle, but at that point in the game (enemy Pokemon probably around L10, at 10.0 or fewer experience per level, and presumably the experience would be split in half from a piggyback because watching a L1 Pokemon chip away with Pound would take a long time) it sounds like that's what would happen anyway.
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I've only made one picture of myself available online, and it dates back to December 2003, but it's still pretty much representative of me.
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The player's name is going to be AIR, meaning that after setting up Cinnabar coast, the wild Pokemon table will consist of level 136 Marowak, level 80 and 0 'M (the name has a few more characters than that, but they aren't letters), and uninteresting Pokemon. Obviously the battle will be manipulated to be the Marowak. After it's caught, Marowak will do the remainder of the game's fighting, with the first battle resetting its level to 100 where it will remain for the rest of the game.
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I've found that power bounces seem to be scaled by enemy. The final Bowser tends not to let you get more than 5 hits (you can verify this by using the Double or Nothing badge and noting that after a while you just bounce off, whereas if you mistimed the action you'd get a "MISS" and pass right through the enemy). However, during an exercise to see just how much damage I could deal in a single round, I charged my attack power to 99 and let loose on a hapless Goomba, and managed 101 hits there. So higher-level enemies appear to have an anti-Power-Bounce mechanism that kicks in sooner, and lower-level ones will be long dead before they force you to stop.
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I had a file once where the character's name had a symbol. It said they had 6 Pokemon, but scoring a KO didn't decrease that number. Eventually there was a bad Pokemon that froze the game. This might not work. In Blue, where you can observe the results better, does the letter for level affect what Blaine has at all? There must be some way to figure out just what kind of garbage the game is drawing from to get this Pokemon data, and preferably there would be a way to manipulate it. The "Pokemon count fails to decrease from 6" observation is probably a result of having to look forward more than 6 Pokemon increments before the game finds a NULL reference. If you can get Blaine's data to be looked up from elsewhere somehow, you may be able to get a 1-Pokemon fight (and hopefully not one that crashes the game). I'm not sure what would happen if you fight a trainer that holds 0 Pokemon.
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It looks like you've mixed up Wing Mario over the Rainbow with Somewhere Over the Rainbow. The latter was recently proved to be possible, so it's not on the list. Wing Mario over the Rainbow is the "secret" level where you only have clouds to stand on, and there's no way in hell that you'd be able to navigate across all the clouds without the Wing Cap or the cannons. Besides that, the whole purpose of that secret level is to collect red coins, so this appears to be the most blatantly impossible CCC-less star of all.
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Why only 54 on Dam A?
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I seemed to notice that higher-numbered stages get you moving down the track faster. Assuming the track isn't made any longer to compensate, that means it'd be a good idea to pick one character and stick to it, so that you get a stage at speed 1, a stage at speed 2, ... and a stage at speed 7, instead of dropping the speed-7 stage for another speed-1.
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If Knuckles somehow accelerates to 128 pixels per frame while gliding (or doing anything else), the speed resets to less than 1 pixel per frame in the other direction. It would, of course, take a huge level the likes of which haven't been designed yet to accelerate to such a speed.
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There is no "polygon ranks" bonus.
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Joined: 6/6/2004
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Stadium fixed the 99.6 rule, so no misses from moves like Surf. The big question here is should you use your own Pokemon? Rentals basically suck and don't give you a well-built team, leaving a TAS with the impression that it's sloppy. On the other hand, the Transfer Pak might not be supported. If not, there's no real choice here. If the use of custom-built Pokemon is possible, you'll probably want the most hyper-aggressive teams you can come up with. Pure aggression is what I use anyway in the low-level cups, but when you enter the realm of the TAS, you'd be able to exploit things like Fissure for all they're worth, which wouldn't get very far in standard play. It would also be worth considering to check each attack's animation length, and possibly luck-manipulate them into choosing Pokemon that will fall easily to the faster attack. If the Transfer Pak works, a consideration is how far are you allowed to set it up? Could you select a Dragonite with Earthquake/Drill Peck/Rock Slide/Explosion, moves it couldn't possibly learn in a real game? FCBM could be used to explain why you would have a level 20 Dragonite entered in the Pika Cup, but would those moves be permitted? What about moves that can be learned, but only by having the Pokemon learn that move in a GSC game and trading back? GSC moves and flat-out inaccessible moves show up in the same pink, "You're-not-supposed-to-have-this" color, since Stadium wasn't able to predict the future as far as which Pokemon would gain access to which moves. What rules to we need to go by?
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