Joined: 5/9/2007
Posts: 93
Location: The Netherlands
Sorry for not responding in a while. Have been busy (yay graduation!). The route I'm probably gonnna use for segmented BtW: Segment 1: Set Text Speed to 'Fast' Set Battle Animation to 'Off' Start the game Name self "-" (or really whatever you desire, it's not important for igt) Name rival "Z " Get Charmander and name it "A" (get DVs: 1/0/2/4; fun...) Save before rival fight Segment 2: Fight rival (I haven't figured out how the fastest battle would look like, because the crit message takes time as well. 4 perfect crits would KO Squirtle, but that's never gonna happen, so a 5KO is probably the way to go, which is still 5 crits or 5 max damage rolls...) Get Pokédex (talk to Oak from the back) and save before route 1 (this is still a difficult segment, but cuts out a save by splitting up route 1) Segment 3: Go to Viridian Forest (and through as much grass as possible to save time, I call it yolo grass) Pick up the Antidote Fight the Bug Catcher (same thing as the Rival fight. I need to figure out what is doable and what is the fastest method) Pick up the Potion Enter Pewter City Mart and buy Escape Rope, Burn Heal, Parlyz Heal and 2 Poké Balls (not neccesarily in that order, I forgot which order was best) Set cursor to Save and Save after talking to the 'Brockbringer' Segment 4: BtW and heal in Saffron City PokéCenter Go to Route 6 and death-warp just before the Bug Catcher by fainting to Meowth's Bite Go to Route 7 and Save Segment 5: Encounter a level 19 Bellsprout with a Special DV between 0 and 3 on the lower left patch of grass and get Poisoned by trying to escape and fail Escape on the second turn Walk all the way to floor 6 of Celadon's Mart and buy a Fresh Water Faint by taking one extra step Press Start and rearrange your items so that the Potion is in slot 6 (this can be done before fainting, the difference is the text that appears during the T/F glitch) Head to Route 6 and a text/the Start menu will pop up. Encounter MissingNo Do whatever first turn (for segmented, a Scratch might be better because it increases the chance of catching MissingNo) and get Water Gun'd Heal Water Gun with a Potion and get Water Gun'd again Heal Water Gun with a Potion and let MissingNo use Sky Attack Catch MissingNo with a Poké Ball Enter the Guard house Swap the Potion to the 2nd place in your list and toss the first item, then toss the rest of the items Talk to the Guard Swap the item 'PokéTrainer' with the 'Master Ball 18x' and toss 9. Warp to the HoF. Obviously, if I knew how to warp to the end credits, I would. =P
Joined: 8/21/2014
Posts: 21
PikachuMan wrote:
I wonder if you can do the trainer fly glitch after doing the safari zone glitch? (like walk in front of the trainer right when the timer hits 0) It may be impractical, but I wonder if it can be done in Pokemon Brown. (holding start to enter the menu in front of a trainer is not possible in the hack)
No it doesnt allow you to setup trainer fly. The only ways that I know that you can setup trainer fly on a non max ranged trainer is by either getting a wild encounter in front of them and dying, or by using the "Jack Fly" glitch (use the jack item or its equivalents and walking in front of a trainer and flying away)
Joined: 8/21/2014
Posts: 21
jlun2 wrote:
Now I'm wondering what happens if you did that in a gym or some building. Also, forced reset? Are there any triggers other than reset?
You cant keep the BTW Stats as you enter a building, however you can get the Jack glitch item in the underflow menu, which allows you to deload trainers from the overworld until you view your pokemon menu.
Chamale
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Joined: 10/20/2006
Posts: 1355
Location: Canada
Thomaz wrote:
get Poisoned by trying to escape and fail
That's one trick I didn't think about, good call.
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Joined: 7/24/2013
Posts: 175
Chamale wrote:
There's a problem with the Pidgey route, and I'm not sure exactly why. I end up stuck in something similar to the faint Trainer-Fly glitch, where I can't talk to most NPCs and I need to use a PC to save and restart. It doesn't stop the route from working but it's a serious time waste, and I need to find a way to make the Pokemon Center work. I have all the difficult luck-manipulation out of the way, so I'll finish up this version for a demonstration, but I'm frustrated that I can't find the reason for this glitch and couldn't catch it in testing.
This is caused by setting bit 0 of $cd60 during the memory corruption, like I described in a previous post. You can get rid of it by saving&resetting or fainting, just like the Trainer-fly effect. Ideally though, you probably don't want this to happen in the first place, by choosing the address from which the path data is read more carefully. Sorry for my delayed response, haven't got much time to look into this lately. Also I won't look into the ACE possibilities right now to not undermine the work you already put into your WIP no-save-corruption TAS. I may try to stir up the categories a bit though, the submission should be done in a day or two ;)
Joined: 4/8/2011
Posts: 15
I've rediscovered an old glitch in Red/Green/JP Blue that lets you turn Trainers into Pokémon, and I did an analysis of it. I don't know how useful it would be because I'm not good with logistics. In theory, it would be most useful for catch 'em all. See here for a detailed, but incomplete image that explains how it works. To set it up, you press select on the 20th item, exit with B and then swap the 20th Pokémon with a Pokémon of your choice. This messes up the Trainers to possibly give you Pokémon, and they are based on the old Pokémon data (that you switched). For now, I don't know what Pokémon data alters the desired bytes, but I'll work on it. Unfortunately, the Trainer texts get messed up too, but if you just alter the bytes from D485 (text ID 1 yield) onward, you can alter the Pokémon (or Trainers, ha) that Trainers give. I know that select glitches are basically swapping Pokémon past the end of the list; not swapping items with Pokémon. So I wonder if an expanded 6+ party via Super Glitch could be used to recreate a similar effect. Edit: These are results. Initial addresses are based on Pokémon 1. Does not change: Trainer 01 turning data D463 Does not change: Trainer 01 text D464 Does not change: Trainer 02 turning data D465 Does not change: Trainer 02 text D466 Does not change: Trainer 03 turning data D467 Does not change: Trainer 03 text D468 Does not change: Trainer 04 turning data D469 Does not change: Trainer 04 text D46A Does not change: Trainer 05 turning data D46B Does not change: Trainer 05 text D46C Does not change: Trainer 06 turning data D46D Does not change: Trainer 06 text D46E D12B Species byte 2 -> Trainer 07 turning data D46F D12C Current HP byte 1 -> Trainer 07 text D470 D12D Current HP byte 2 -> Trainer 08 turning data D471 D12E Level? -> Trainer 08 text D472 D12F Status ailment -> Trainer 09 turning data D473 D130 Type 1 -> Trainer 09 text D474 D131 Type 2 -> Trainer 10 turning data D475 D132 Catch rate -> Trainer 10 text D476 D13F Attack experience byte 2->Pokémon 1 species D483 D140 Defense experience byte 1->Pokémon 1 level D484 D141 Defense experience byte 2->Pokémon 2 species D485 D142 Speed experience byte 1->Pokémon 2 level D486 D143 Speed experience byte 2->Pokémon 3 species D487 D144 Special experience byte 1 -> Pokémon 3 level D488 D145 Special experience byte 2 -> Pokemon 4 species D489 D146 Attack & Defense DV -> Pokémon 4 level D48A D147 Speed & Special DV -> Pokémon 5 species D48B D148 PP of move 1 -> Pokémon 5 level D48C D149 PP of move 2 -> Pokémon 6 species D48D D14A PP of move 3 -> Pokémon 6 level D48E D14B PP of move 4 -> Pokémon 7 species D48F D14C Pokémon level -> Pokemon 7 level D490 D14D Max HP byte 1 -> Pokémon 8 species D491 D14E Max HP byte 2 -> Pokémon 8 level D492 D14F Attack byte 1 -> Pokémon 9 species D493 (not verified) D150 Attack byte 2 -> Pokémon 9 level D494 (not verified) D151 Defense byte 1 -> Pokémon 10 species D495 D152 Defense byte 2 -> Pokémon 10 level D496 Did I make any errors? Also, if you want to discuss it outside of how it could be used in a speedrun, see my Glitch City Laboratories thread on it, or my new video.
Joined: 9/15/2013
Posts: 154
http://www.smogon.com/forums/threads/5th-gen-prng-help-info-latest-rng-reporter-9-96-5-pprng-1-15-0.83057/ Basically, it's a program that will tell you what time (and frame/etc) you have to start the game then do specific actions to advance the RNG to get your desired Pokemon. In Gen 3 Hoenn games (Ruby/Sapphire/Emerald) it was a static seed, your only concern was the current frame (which was sometimes off a bit, I think starters are +122 frames ahead of the current count for instance) Is there anything similar for R/B/Y RNG abuse? How do people find the specific spreads and when to get them for the TASes here? A project (tool-assisted but not a speedrun) that I'm working on would benefit greatly from the Brock Through Walls glitch. Does it work in Yellow or purely R/B?
Joined: 5/9/2007
Posts: 93
Location: The Netherlands
Brock through Walls only works in Red and Blue. You can't Brock skip in Yellow. =(
MarbleousDave
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Is there a way to skip the badge checks on Yellow?
Joined: 5/9/2007
Posts: 93
Location: The Netherlands
PikachuMan wrote:
Is there a way to skip the badge checks on Yellow?
You can skip Brock and Giovanni's badge check by WtW or you can skip all by item underflow warping to the E4.
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Joined: 5/15/2007
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I would like to note here again that I would love to see a glitchless Blue/Red TAS.
Noxxa
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MUGG wrote:
I would like to note here again that I would love to see a glitchless Blue/Red TAS.
FractalFusion wrote:
There is a glitchless TAS of sorts, but it is on the Japanese version. Red HP sound glitch and 1/256 miss is used, but not Marowak Pokedoll skip. It uses the Nidoran route, and explicitly says that a former TAS using the Squirtle route was slower by over a minute. (1/4): https://www.youtube.com/watch?v=_flV070jIEY (2/4): https://www.youtube.com/watch?v=kmyhjnZpNUo (3/4): https://www.youtube.com/watch?v=UNYqO5BWE1A (4/4): https://www.youtube.com/watch?v=GJRjvtNG5Vw (click CC for translation notes; also, please tolerate the red HP and sound glitching because it is everywhere in this run).
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Joined: 7/11/2010
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Anyone who knows this game, is there any chance that (given an appropriate TASbot) this game could be console-verifiable? I'm mostly worried about the RNG, because I don't completely understand how it works. How sensitive would it be to things like temperature and slight variations in clock speed?
Chamale
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Posts: 1355
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ais523 wrote:
Anyone who knows this game, is there any chance that (given an appropriate TASbot) this game could be console-verifiable? I'm mostly worried about the RNG, because I don't completely understand how it works. How sensitive would it be to things like temperature and slight variations in clock speed?
A frame-precise bot would work with this run, but not one that uses hard resets to save corrupt. Save corruption is unpredictable because it depends on precisely when different parts of the Gameboy lose power and timing differences of less than a frame can make a difference.
Patashu
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Joined: 10/2/2005
Posts: 4043
But isn't the concept of when a frame happens slightly non-deterministic in this game?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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Real-time runners are now running a "Reverse Badge Order" category for this game like Super Metroid's "Reverse Boss Order". http://wiki.pokemonspeedruns.com/index.php/User:Luckytyphlosion/Reverse_Badges This game just keeps on giving :)
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Huh. I started doing that casually a while back (still have the save file), but by the time I beat Blaine, I decided that I'd proved it was possible and then got stuck thinking up ways to entertain my audience. My route was quite different, though (also horribly inefficient, especially outside TAS conditions).
Joined: 10/14/2007
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Location: La Plata, Argentina
How hard would be to complete all Gen I games (maybe including the Japanese Blue) with one input, as it was done with other games, including two Final Fantasy games in the RPG genre. Other generation games can later be followed.
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Perfect Death wrote:
How hard would be to complete all Gen I games (maybe including the Japanese Blue) with one input, as it was done with other games, including two Final Fantasy games in the RPG genre. Other generation games can later be followed.
So Red, Blue, and Yellow then? Sounds difficult, but interesting.
effort on the first draft means less effort on any draft thereafter - some loser
Spikestuff
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sighs Can we get this right? Pokemon Red(Jap)/Green(Jap) Pokemon Blue(Jap)/Red/Blue Pokemon Yellow(Jap)/Yellow
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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Yellow/Not Yellow has the most variety due to actual Trainers being different. Maybe pair up Yellow (U) with Green (J)? In all seriousness, pairing up Red (U) with Blue (U) or Red (J) with Green (J) is less impressive because I don't think anything's different between the two outside of random encounters. EDIT: So I should have asked this when I posted originally, but how do the memory domain addresses in BizHawk's RAM Watch correspond with the memory addresses on the Pokemon resources page?
Adventures in Lua When did I get a vest?
MarbleousDave
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The select glitch in Japanese Red and Green allows you to swap items for moves. Slot 5 and 6 is ID (multiples of 256 at left) For Thunderbolt, ID must be between 21760 and 22015 or be 55 hexadecimal on either one. Can also affect the ID number and Pokemon may not respond to your every move. Slots 7, 8, and 9 are the Experience. If you want a Level 99 Pidgey, do the glitch with the seventh item slot and switch with Gust. For Level 100, it must be done with Wing Attack and so on. If your ID or Experience is between 65280 and 65535 or in multiples of 256 - 1 (or multiples of 65536 - 256 in case of Experience) You can max out your EV's with ease with slots 10, 12, 14, 16, and 18 and IV's of Attack and Defense and high IV of HP with slot 20. It can't be done with cancel however. So the only way with Max IV's of HP, Speed, and Special is with data corruption. At least 64512, multiples of 256 - 4, or multiples of 65536 - 1024 will also work for max EV's. To do this, go into battle, swap whatever is hexdecimal FF. Go into the item menu, select with what item slot corresponding to the Pokemon's data, press select, press b, enter attack menu, press select on whatever move to forget, it will be replaced with a glitch move (FF = TM55).
Pokemon
Slot 1    2    3    4    5    6
    D133 D15F D18B D1B7 D1E3 D20F Item Slot  1 Move Slot 1
    D134 D160 D18C D1B8 D1E4 D210 Item Slot  2 Move Slot 2
    D135 D161 D18D D1B9 D1E5 D211 Item Slot  3 Move Slot 3
    D136 D162 D18E D1BA D1E6 D212 Item Slot  4 Move Slot 4
    D137 D163 D18F D1BB D1E7 D213 Item Slot  5 ID Number (multiples of 256)
    D138 D164 D190 D1BC D1E8 D214 Item Slot  6 ID Number 
    D139 D165 D191 D1BD D1E9 D215 Item Slot  7 Experience (multiples of 65536)
    D13A D166 D192 D1BE D1EA D216 Item Slot  8 Experience (multiples of 256)
    D13B D167 D193 D1BF D1EB D217 Item Slot  9 Experience
    D13C D168 D194 D1C0 D1EC D218 Item Slot 10 EV's for HP (multiples of 256)
    D13D D169 D195 D1C1 D1ED D219 Item Slot 11 EV's for HP
    D13E D16A D196 D1C2 D1EE D21A Item Slot 12 EV's for Attack (multiples of 256)
    D13F D16B D197 D1C3 D1EF D21B Item Slot 13 EV's for Attack
    D140 D16C D198 D1C4 D1F0 D21C Item Slot 14 EV's for Defense (multiples of 256)
    D141 D16D D199 D1C5 D1F1 D21D Item Slot 15 EV's for Defense
    D142 D16E D19A D1C6 D1F2 D21E Item Slot 16 EV's for Speed (multiples of 256)
    D143 D16F D19B D1C7 D1F3 D21F Item Slot 17 EV's for Speed
    D144 D170 D19C D1C8 D1F4 D220 Item Slot 18 EV's for Special (multiples of 256)
    D145 D171 D19D D1C9 D1F5 D221 Item Slot 19 EV's for Special
    D146 D172 D19E D1CA D1F6 D222 Item Slot 20 IV's for Attack/Defense
    D147 D173 D19F D1CB D1F7 D223 Item Slot 21 IV's for Speed Special
Fortranm
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What's the level of glitching of trainer-fly, safari, and "follow me" walking through wall glitches, respectively? Are all of them memory corrupting?
Joined: 12/29/2007
Posts: 489
Encountering Missingno. is unarguably memory corruption since doing so writes garbage to the Hall of Fame records and writes/flips an unintended bit in the inventory to give you 128 more of your sixth item. Not sure if performing the Old Man glitch alone, or performing "vanilla" Trainer-Fly could be considered the same as the game is only reading garbage rather than writing it. No idea about the Brock Through Walls and Safari Zone walk through walls glitches; someone with a more detailed knowledge of what the game is actually doing behind the scenes could probably clarify better. Edit: Come to think of it, watching the Old Man's tutorial at all will write the player's name to the "wild Pokemon on land" encounter data. The developers are simply assuming that it's impossible to encounter wild Pokemon on land without passing through an area that overwrites that data. Would this be considered writing garbage, and then would talking to the Old Man at all be automatically considered memory corruption?
Joined: 8/3/2015
Posts: 17
Hey guy , im new , At first a big thank for all work , strat , route ive done a TAS run here with ur tactic (Shenanagans,Thomaz,Chamale ) http://tasvideos.org/4787S.html This can be better , MrWint if u come again on forum can i use ur start bk2 pokemon red , 4 missed growl are just awesome so hard to get this haha