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Experienced player (647)
Joined: 5/16/2009
Posts: 235
I did a test of how the beginning of a Clefable run would look like. File: http://dehacked.2y.net/microstorage.php/info/354787031/clefabletest.vbm Initial seed: D4D4 Squirtle IV's: HP: 8 Atk: 13 Def: 18 SpAtk: 31 SpDef: 26 Speed: 10 (+sp.atk/-sp.def) Clefable IV's: HP: 31 Atk: 31 Def: 19 SpAtk: 29 SpDef: 17 Speed: 31 (+atk/-def) Most of that rerecord count was just to find a proper seed. Still, I couldn't find the seeds that theoretically would be better than this one (which are 3E30 and 72AF). Lua savestates being messed up do not really help the search though. About the run: - If a Clefable run is done, Squirtle needs a + special attack nature, making route 3 a lot faster. Also everything higher than 4 IV on attack works perfectly. - Perfect Squirtle for this run would need a 31 IV speed (speed ties Route 3 Rattata), however after running some simulation search programs I found that I can't get a 31 sp.atk / 31 speed squirtle, and then finding a good Clefairy, so a good speed would be anything higher or equal than 14. This run has 10 IV speed, making me slower than weedle on Route 3. However the time lost is not really that high since this way I can get a hit from Weedle, and save a Critical Hit that I'd need from Onix to be in torrent. - Clefable's 29 IV special attack should be enough and work as good as a 31, but it would need to be tested. Attack, HP and speed are perfect. A few comparisons between my published TAS: - After Misty, this run is 695 frames slower than the published run. - Clefable saves 21 frames each battle because it has a faster cry compared to Wartortle. Its cry is faster than Blastoise as well but haven't checked how many frames. Like FractalFusion, I also think a Clefable run may be faster than using the Squirtle line, but it needs to be tested.
Joined: 4/27/2013
Posts: 29
Location: MI
Seems like with Normal Stab with Clefable, it would break a lot of damage ranges. What kind of moveset would Clefable have?
Active player (434)
Joined: 2/5/2012
Posts: 1687
Location: Brasil
mega kick and mega punch mostly with the STAB and...
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Editor, Skilled player (1938)
Joined: 6/15/2005
Posts: 3246
Mega Kick and Mega Punch for power, Pound to clean up weak Pokemon, Water Pulse for Rock and Ghost types, and maybe one other strong non-Normal-typed attack (Fire Blast, Blizzard) or Metronome.
Editor, Player (94)
Joined: 5/27/2006
Posts: 239
mkdasher wrote:
I did a test of how the beginning of a Clefable run would look like.
i couldn't get the movie to sync. what version of vba are you using?
Joined: 7/10/2013
Posts: 33
Location: Małopolskie, Poland
BioSpark wrote:
mkdasher wrote:
I did a test of how the beginning of a Clefable run would look like.
i couldn't get the movie to sync. what version of vba are you using?
for me it syncs on VBA-RR v23.6 svn480
Experienced player (647)
Joined: 5/16/2009
Posts: 235
FractalFusion wrote:
and maybe one other strong non-Normal-typed attack (Fire Blast, Blizzard) or Metronome.
Blizzard seems pretty useful. Much faster Lance fight, and possibility to freeze, using this move the same way I used Secret Power on the published TAS. I don't see Fire Blast being useful. Metronome seems slow but maybe neccesary I guess. May be needed for 1-hit Cloyster because I think Cloyster has a 100% chance of using hail first turn, and that may be really slow. If getting metronome I guess it can be used to 1-hit some other elite-four pokemon that would be a 2 hit with other moves, if it can be manipulated fast enough. X items seems not neccesary just like FractalFusion did in this testrun, although I may test getting them just to check the difference.
Experienced player (647)
Joined: 5/16/2009
Posts: 235
I just completed a run with clefable, and as expected it resulted to be faster than the current published run. I want to try testing a few things, and if I don't find any improvement I will submit this one. Currently it saves 6466 frames.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
did you do this part correctly? :P
FractalFusion wrote:
IIRC it is faster to talk to the first grunt as in mkdasher's run, then go straight up the left side, letting the second grunt walk over.
and did you use Metronome at all?
Experienced player (647)
Joined: 5/16/2009
Posts: 235
ALAKTORN wrote:
did you do this part correctly? :P
FractalFusion wrote:
IIRC it is faster to talk to the first grunt as in mkdasher's run, then go straight up the left side, letting the second grunt walk over.
and did you use Metronome at all?
Yes, and actually it's faster to just go straight up, and not turning to the left. I tested both routes. I do use Metronome, without it Lorelei fight would be really slower, cause I'd need to 3-hit cloyster (since I can't crit cloyster), and Cloyster would use Hail (that wastes a lot of time). Also I'd need to get an extra PP restore item and use it. In total I use 7 metronomes. Also, since I have 5 pokemon now, depositing pokemon before the elite four is faster by 9 frames. I still didn't do it because RNG was way worse for metronome.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
mkdasher wrote:
Also, since I have 5 pokemon now, depositing pokemon before the elite four is faster by 9 frames. I still didn't do it because RNG was way worse for metronome.
sad :( I would’ve liked to see this trick incorporated in the run
Active player (434)
Joined: 2/5/2012
Posts: 1687
Location: Brasil
i came here in hopes of seeing someone workin on the round 2 TAS but there's no such thing at all
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Darth_Marios
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Joined: 5/11/2015
Posts: 106
Since that here be there so many experts, and doing amazing works, someone can make a GS/ Pro Action Replay codes for FR Always Quick Claw Effect and Always Critical Hit? :D Would be fun to use in normal gameplay simulating a TASing stuff in this way^^
GoddessMaria
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Reviewer, Experienced player (849)
Joined: 5/29/2009
Posts: 514
Location: Hell...
Darth Marios wrote:
Since that here be there so many experts, and doing amazing works, someone can make a GS/ Pro Action Replay codes for FR Always Quick Claw Effect and Always Critical Hit? :D Would be fun to use in normal gameplay simulating a TASing stuff in this way^^
There will be no such thing as those are RNG dependent and those factors can change quickly...
Current projects: failing at life
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
GoddessMaria15 wrote:
There will be no such thing as those are RNG dependent and those factors can change quickly...
All the RNG does is probably set a “flag” somewhere in memory that says “this is a crit/activation”, so a cheatcode could directly set the flag and disregard the RNG. Possibly, I don’t know how it actually works. Edit: Alternatively you can just cheat the RNG directly with a button-activated cheatcode, so you can disable it when you don’t need it. If you need to cheat more than the RNG then just cheat those as well.
Darth_Marios
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Joined: 5/11/2015
Posts: 106
ALAKTORN wrote:
GoddessMaria15 wrote:
There will be no such thing as those are RNG dependent and those factors can change quickly...
All the RNG does is probably set a “flag” somewhere in memory that says “this is a crit/activation”, so a cheatcode could directly set the flag and disregard the RNG. Possibly, I don’t know how it actually works. Edit: Alternatively you can just cheat the RNG directly with a button-activated cheatcode, so you can disable it when you don’t need it. If you need to cheat more than the RNG then just cheat those as well.
Yeah, with button-activator would be really great! Is possible?
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
This game is for DS right? Damn, I probably actually know how to make the cheatcode. Sorry but I don’t really feel like putting in the work to do it, though. I can give you a button-activated cheatcode I use for Advance Wars though which you could easily adapt to Fire Red if you found the RNG address and the value you need for crits/claw to activate. 9216E594 FFFD0002 0216E2B4 23A16209 D0000000 00000000 The first line is the button activator. That’s B in the example. You can look up button activators here: http://web.archive.org/web/20130215121722/http://doc.kodewerx.org/hacking_nds.html The second line is the actual code. First is the RAM address for RNG, then the hexadecimal value you want to cheat it to. The last line I’m not even sure what it does, but it’s some sort of “closure” that’s usually put at the end of all Action Replay codes. Maybe. It doesn’t matter. So just go find the Fire Red RNG RAM address (just look it up online I’m sure someone posted it already) figure out what hexadecimal value would activate what you want and put those values in the second line. Then you can activate the code by holding down B or you can look up in the page I pasted the other buttons’ values. Depending on how Fire Red’s RNG and stuff works it may not be as simple as doing this, though. My god I spent too much time writing this I’m not even gonna check if I said something wrong or not. Anyway this should help you.
Noxxa
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Moderator, Expert player (4137)
Joined: 8/14/2009
Posts: 4083
Location: The Netherlands
ALAKTORN wrote:
My god I spent too much time writing this I’m not even gonna check if I said something wrong or not.
It started right in the first sentence.
ALAKTORN wrote:
This game is for DS right?
"Topic: Game Boy Advance Games -> Pokemon FireRed & LeafGreen" Honestly, you'd probably have saved yourself a lot of "too much time" if you spent just a few seconds reading what subforum you're posting in. Everything you wrote pertains to DS Action Replay button-activated codes, not GBA GameShark or Action Replay codes, which work a little differently.
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.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
This is not the first time I confuse FR/LG as DS games instead of GBA ones… I just assumed it was a DS game without bothering to scroll the page to see in which forum I was.
Darth_Marios
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Joined: 5/11/2015
Posts: 106
No one here maded a TAS of pokemon fire red and know RNG values for Crits/quick claw effect?
EgixBacon
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Joined: 4/15/2013
Posts: 331
Location: In the attic
Darth Marios wrote:
No one here maded a TAS of pokemon fire red and know RNG values for Crits/quick claw effect?
MKDasher has made a TAS of this game. Maybe try asking him?
FanFiction|Youtube Still on Win7! Take that, Microsoft!
Darth_Marios
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Joined: 5/11/2015
Posts: 106
Somebody can explain me this better? I understand nothing lol: In battle: Metronome (Emerald) To determine the move used by Metronome, the game cycles the RNG at least 3 times. It is unknown why the game cycles more than necessary. xxxxxxxx xxxxxxxx move: xaaaxxxx aaa -> (bin) xxxb_bbbbbbbb Metronome move: bbbbbbbbb + 1 if >354 or some forbidden move, do move again
Joined: 12/29/2007
Posts: 489
The game's RNG generates eight-'digit' hex values between 00000000 and FFFFFFFF, which is what all the letters mean. The description is saying that when Metronome is used, the game first generates two values and throws them away (that's what the 'x' means), followed by generating a third value and only pulling out the 2nd, 3rd, and 4th digits from them (throwing the other five digits away). The three hex digits (labeled 'a') are then converted into twelve binary digits (bits), and the first three of those twelve are thrown away. This finally yields nine bits (a value from 0 to 511), which is what 'bbbbbbbbb' corresponds to. If 1 + bbbbbbbbb is an invalid move, the third RNG value is generated again (followed by only keeping the 2nd, 3rd, and 4th digits from that, etc.), until the result is a valid move.
Joined: 5/25/2017
Posts: 12
Is round 2 tas a thing? For frlg?
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