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N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
I do wish someone would work on this; with this game's publication, all of the main games would be on this site (until Pokémon Black and White are released, that is). I'm fairly certain that, depending on the gender, the character you don't play as speaks different lines. Would it be worth to pick the boy or girl if the other will have shorter lines?
Why, oh, why do I even <i>try</i> to understand my own species?
NitroGenesis
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Posts: 1873
N. Harmonik wrote:
I'm fairly certain that, depending on the gender, the character you don't play as speaks different lines. Would it be worth to pick the boy or girl if the other will have shorter lines?
Lucas - 5 letters Dawn - 4 letters Choose the boy. The stuff they speak is the same except the names and since Dawn is shorter, um yeah, you get it.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
arflech
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Joined: 5/3/2008
Posts: 1120
N. Harmonik wrote:
until Pokémon Black and White are released, that is
oddly enough I imagined one of the generations would use those colors, and I just checked Bulbapedia and indeed those are the names of the Generation V games so I predict the enhanced release will be Pokémon Grey and then there will be a sixth generation for the 3DS with enhanced remakes of the Generation III and I games
i imgur com/QiCaaH8 png
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
arflech wrote:
N. Harmonik wrote:
until Pokémon Black and White are released, that is
oddly enough I imagined one of the generations would use those colors, and I just checked Bulbapedia and indeed those are the names of the Generation V games so I predict the enhanced release will be Pokémon Grey and then there will be a sixth generation for the 3DS with enhanced remakes of the Generation III and I games
Quiet, you're making me drool.
Why, oh, why do I even <i>try</i> to understand my own species?
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
Hmmm... Things in Platinum that are faster than in Diamond & Pearl: Shorter pauses between messages in battle. You're not forced off your bike when you enter gatehouses. ...or... Things that would make Platinum possibly different enough to have its own separate run published: Visiting the Distortion World. Gym Leader and Elite Four rosters. If I remember more, I'll add some.
Why, oh, why do I even <i>try</i> to understand my own species?
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Hmmm... Things in Platinum that are faster than in Diamond & Pearl: Shorter pauses between messages in battle. You're not forced off your bike when you enter gatehouses.
Updated level up movepools Most notable example: * Piplup and Prinplup learn Bubblebeam much earlier and it's now learnt before Bide. *Scizor knows Bullet Punch by Heart Scale (why Scizor as an example... most used pkmn in Competitive battling). Elite 4 Rosters levels are not stupidly high on the first round unlike DP.
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N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
Another one: You're not forced into a battle with Starly at Lake Verity (that's when you chose your starter in DP).
Why, oh, why do I even <i>try</i> to understand my own species?
Active player (279)
Joined: 4/30/2009
Posts: 791
Reviving this for a good reason, I have been working with Cerpin lately who is knowledgeable about the tweaking glitch, which it turns out can be performed in limited form without the bike (needs Running Shoes). After the bike however, it is possible to tweak straight to the Hall of Fame, but it requires 2 hours to reach after tweaking. This may turn out to be slower than UD's Abra route, but Cerpin is convinced there are nearer HOF locations, he just has to find them. As for a glitchless run I might take up the challenge myself after finishing B.O.B.
Active player (279)
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Posts: 791
Updating information to say that a Hall of Fame location has been discovered within 15 minutes of entering the void. Now it would be helpful to know any battle RNG knowledge and a method to runtweak that doesnt tweak the z-axis. Any help appreciated, I cannot do it myself as I am back in the limbo of no computer again :-(
Player (42)
Joined: 12/27/2008
Posts: 873
Location: Germany
Toothache wrote:
Updating information to say that a Hall of Fame location has been discovered within 15 minutes of entering the void. Now it would be helpful to know any battle RNG knowledge and a method to runtweak that doesnt tweak the z-axis. Any help appreciated, I cannot do it myself as I am back in the limbo of no computer again :-(
Interesting, is there any webpage that explains the run-tweaking process and the 15-minute hall of fame warp? I googled for them and couldn't find. I've never attempted to TAS 4th gen, since my computer can't run DS games well. But, if the RNG is still like the 3rd, it's likely to be affected only by frame waits. The best way to manipulate would be not to use fast text and change the frame where you begin to hold A to scroll it faster. I'd like to help researching on the RNG myself, but I've got a time-consuming project on my hands. T_T
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
It's very likely to apply to these version but RNGing during battles will be a nightmare. I've advanced the frames by over 200 or so and I get the same results when I command Jirachi to use a move against Red's Charizard on Heart Gold. I did noticed that the results were different when I took an extra step (or 2) before encountering the trainer. This is going to be like Chrono Trigger when it comes to manipulation (according to the old SNES TAS run that was obsoleted by the glitchest 'glitched' run of 2009).
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I've done a little testing on Diamond and Platinum. The good news is that Nintendo forgot to change Diamond's RNG to "cycle only when necessary", so it should work similar to RSE's RNG. I suppose Pearl is the same way. The bad news is that Nintendo did remember for Platinum. So Platinum, like HGSS, almost certainly 5th gen, and 80% of all DS games, will be almost impossible to manipulate. Of course, that didn't stop people from doing Chrono Trigger TAS, so who knows? This problem will only get worse in the future. Why bother cycling the RNG when you can do it as little as possible? Probably in the past developers were so paranoid about RNGs being abused that they would actively go out of their way to create complicated RNG algorithms and cycle them every subroutine call, even on the NES. This mentality is pretty much dead nowadays. As for route and stuff, I haven't done enough testing to tell.
Joined: 7/2/2007
Posts: 3960
FractalFusion wrote:
This problem will only get worse in the future. Why bother cycling the RNG when you can do it as little as possible? Probably in the past developers were so paranoid about RNGs being abused that they would actively go out of their way to create complicated RNG algorithms and cycle them every subroutine call, even on the NES. This mentality is pretty much dead nowadays.
Ehh, IMO it's still better to at least cycle the RNG each frame on the main menu. As long as you have a good random starting point it doesn't much matter if your random numbers from then on are predictable. It's a problem though if you have a nonrandom seed. Puzzle Quest on the DS was abusable for this reason.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (279)
Joined: 4/30/2009
Posts: 791
One good piece of news for anyone wanting to TAS this is that it is possible to generate perfect IVed starters. Once the ID/SID and Initial Seed is known, it is possible using RNG Reporter to determine what date to set the DS to in order to achieve a max IVed starter. Unfortunately, Desmume does not offer the full range of years available in the DS, and will crash on a date set after 2038, but this has been brought to the attention of the devs and hopefully will be corrected soon.
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Joined: 7/11/2010
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Toothache wrote:
One good piece of news for anyone wanting to TAS this is that it is possible to generate perfect IVed starters. Once the ID/SID and Initial Seed is known, it is possible using RNG Reporter to determine what date to set the DS to in order to achieve a max IVed starter. Unfortunately, Desmume does not offer the full range of years available in the DS, and will crash on a date set after 2038, but this has been brought to the attention of the devs and hopefully will be corrected soon.
Does doing so require delaying on the title screen to get a better initial seed? Also, if you're planning to use a Pokémon other than the starter, are you planning to manipulate perfect IVs for the starter, or for the other Pokémon? IIRC, you'd have to do hours of waiting, or a game reset sequence, to get them both perfect.
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Not in the least. First of all, the Initial Seed is set at the same time as the ID/SID, which is when the Red Gyarados cutscene ends at the start of the game. Knowing what date to set to will allow the Initial seed, after the number of RNG calls between starting the game and selecting your starter, to give you the IVs you desire. As for manipulating other Pokemon's IVs, you won't need to. By the time you beat the second gym, you can get the Bike and Explorer Kit, then deathwarp back to Jubilife and start the tweaking process. So no other Pokemon are needed. There are possibilities for using runtweaks before then, but the big skip all the way to the end can occur once you get the Bike.
Player (42)
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Is there any trainer up to the second gym that uses an unavoidable damaging move? If there isn't, it's unnecessary to max defensive stats. Also, I assume IVs are only crucial for the higher levels, and at that point, only the Att or SpAtt will matter by getting your damage dealing move. With this, it may be possible to do the run with sub-optimal stats. Considering IVs alone, there are 2^30 ~= 10^9 different scenarios, and DS dates are from 2000 to 2099, giving around 36000 days to choose. It seems improbable that the seed for a perfect IV lies on those dates, or does it take the hour into account for seeding too?
Editor, Player (44)
Joined: 7/11/2010
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Toothache wrote:
Not in the least. First of all, the Initial Seed is set at the same time as the ID/SID, which is when the Red Gyarados cutscene ends at the start of the game. Knowing what date to set to will allow the Initial seed, after the number of RNG calls between starting the game and selecting your starter, to give you the IVs you desire.
The initial seed depends on the date, time, and number of frames from reset/load to the end of that cutscene; the actual stats depend on the initial seed, plus the number of RNG calls until the starter is selected. All of these are controllable (the last via waiting outside for NPCs to move around at random, IIRC, although from my experiments on an actual DS, that's rather slow), but only the date and time can be controlled without wasting frames. So my question was, basically, about whether the shortest possible delay to dismissing that cutscene, combined with the fastest possible overworld movements, happens to lead to a date/time combination that gave perfect IVs; it would be rather interesting if it did, although it seems unlikely. If not, how many frames need to be wasted on luck manipulation?
Joined: 7/16/2006
Posts: 635
ais523 wrote:
So my question was, basically, about whether the shortest possible delay to dismissing that cutscene, combined with the fastest possible overworld movements, happens to lead to a date/time combination that gave perfect IVs; it would be rather interesting if it did, although it seems unlikely. If not, how many frames need to be wasted on luck manipulation?
I've tried this a few times using no delays whatsoever. The results weren't great, as the number of RNG calls between your house and Verity Lakefront depends on the initial seed, and it can vary a lot. However, if we were to find one that lands close to the mark, we could vary the seed a bit by taking a path that stays on route 201 longer. This costs no time. Also, defensive IVs aren't horribly important, but offensive IVs are (obviously). Assuming we take Chimchar as the starter, we want +Attack nature and maximum attack power, as it does allow certain important KOs. Lastly, while manipulating certain battles (eg, the first Starly battle), I was unable to find any seeds that result in crits. It's possible that I just happened to get a really bad string of RNs, but considering how many times I tried in that Starly battle, I wonder if it's hard-coded not to give them.
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petrie911 wrote:
Lastly, while manipulating certain battles (eg, the first Starly battle), I was unable to find any seeds that result in crits. It's possible that I just happened to get a really bad string of RNs, but considering how many times I tried in that Starly battle, I wonder if it's hard-coded not to give them.
I think the game disables critical hits in unconventional battles, such as when you first use the starter, and when someone shows you how to catch a Pokemon. It happens in RSE. Misses are not disabled, however.
Editor, Expert player (2079)
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I'm currently doing a test run, and I'm at Eterna City (about half an hour in). Started with Chimchar, didn't bother with stats or Hidden Power. Didn't fight any extra trainer battles so far. A few things I discovered while making this run: - Crits and misses (and other stuff) are determined before it says "X used attack" - Status (e.g. burn inflict) are determined at the very end of a move, after all other dialogs. - By pressing A a few frames after a dialog, you can shorten the delay. I didn't notice it at first until the first rival battle, but it makes it so much faster. - Gym Leaders and other notable trainers no longer play smart. You see, I had Chimchar at 9HP with Defense down 2 and I got Cranidos to use Leer. Three times. - It turns out unfortunately that random encounters are now determined by step. There is still hope, though! Unlike FRLG, some trainer areas have NPCs (usually trainers but not necessarily) that are randomly moving/looking around. Because of this, it is possible to wait until the next step is a random encounter, then let the NPC manipulate it away. However, the delay may take a while, on average about a second. - That being said, not all areas have such NPCs, and you will have to suffer the random encounter or use Repel. I am currently looking for a Poketch app that uses randomization in any way, shape, or form (hint, coin flip app). That, I presume, is the ticket to manipulate the field easily. - Speaking of Poketch, a lot of wonderful stuff (albeit not related to gameplay) can be done with it. Of course, this being a test run, I'm not creating art with it just yet.
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hi FractalFusion! Will you be using the void glitch to get to the Hall of Fame? It shouldn't take long, as Toothache mentioned it being there within 15 minutes of entering the void.
Active player (279)
Joined: 4/30/2009
Posts: 791
Actually, FF is in the best position. What you need to do now is deathwarp straight back to Jubilife, but first you need to pick up the Explorer Kit and Bicycle from Eterna. From Jubilife, you can tweak into the void
Skilled player (1742)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Toothache wrote:
Actually, FF is in the best position. What you need to do now is deathwarp straight back to Jubilife, but first you need to pick up the Explorer Kit and Bicycle from Eterna. From Jubilife, you can tweak into the void
Wait...You can now use the Explorer kit on an emulator? Nice! I'll look forward to the run!
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
So is this run going to have warps or be warpless? I personally prefer the latter but I wouldn't mind seeing both published on this site.
Why, oh, why do I even <i>try</i> to understand my own species?
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