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- === EARLY GAME ===
- Intro
- - Clear save data before each attempt
- - No TID manip (just find cluster that avoids FF?)
- - Fast options
- - StartSecond 0
- - Sunday 10:00am
- Take extra step leaving mom's house for glitchless manips to work. Standard (i.e. optimal) lab movement.
- No Toto manip. Reset females. Name Totodile "A " (with a space). Don't check stats (until L6).
- On r29 save tile
- - Take Berry
- - S&Q
- - r29 manip
- Get r30 Potion on the way down (until trying to murder the category?).
- .... {{{ Rival thru Mikey = ZZZzZzzZ }}} ....
- On Donnies save tile
- - Give Berry
- - Use Potion (if necessary)
- - Call Mom
- - S&Q
- - Don manip
- NOTE: Consider skipping Don manip (at least in some situations?).
- .... {{{ Donnies thru Falkner = ZZZzZzzZ }}} ....
- Extra steps to get to StepCount to 126 at PC. (Follow Violet movement pattern, or equivalent.)
- Save from menu. Decrement egg cycles. Clone 1 egg.
- Move egg in box to top of party. Move bottom egg to 2nd in party. Decrement egg cycles. Clone 2 eggs. (NOTE: You can skip moving the bottom egg to 2nd in party; just change the 5 -> 4 party swap later with 4 <> 4. This seems over a second faster, but doesn't match the current reference video, so for now it's a side note.)
- Withdraw top egg. Decrement egg cycles. Clone 3 eggs.
- (REPEAT x6) Withdraw bottom egg. Decrement egg cycles. Clone 3 eggs.
- Should have 16/20 in Box 1 after this, and the bottom egg in the box should be at 1 egg cycle remaining.
- === TIME FOR SOME DIRTY GLITCHING DEBAUCHERY IN THE VIOLET POKECENTER ===
- Attempt bad clone (deposit top 2 eggs). Check "Change Box" after S&Q to see if clones were made. If so, check to make sure no nickname on cloned eggs. If no nickname, assume you have a real bad clone. (NOTE: Must be in Box 1 for the move menu swaps at the very end of the run to work. If Box 1 gets filled and you switch boxes, make sure to switch back.)
- Withdraw (in this order)
- - Last egg before the attempted bad clones (16th in box)
- - Bottom bad clone (last in box)
- - Top egg in box
- -- <Reference video from this point on: https://www.youtube.com/watch?v=So_3MCF4A3k> --
- Decrement egg cycles to hatch eggs. Nickname Togepi "A " (with a space). Don't nickname bad clone.
- Move w/o mail (these swaps do lots of complicated things with HP/level/nicknames/species/etc.)
- - Egg in Box 1 to 2nd in party
- - 1 <> 1 in party
- - Egg in Box 1 to 1st in party
- - 5 -> 4 in party
- - 3 -> 1 in party
- - 3rd in party to top of Box 1
- Party menu (pay attention to whether hexFF is poisoned, which is a 6/16 chance, depending on Togepi's speed stat)
- - 1 <> 5
- - 7 <> 1
- - Take Card Key off Togepi (7th)
- - 7 <> 1
- - Take Card Key off hexFF (7th)
- - 6 <> 1
- - 1 <> 7
- - Take Card Key off bad clone (7th)
- - 1 <> 3
- - 1 <> 7
- - Take Card Key off Toto (7th)
- - If hexFF (3rd poke now) is PSN'd, swap 3 <> 7 (avoids PSN ticking in overworld)
- Pack
- - Left (or Right) 2 to Key Items
- - 3 <> 4
- - 3 <> 2
- - 3 <> 5
- - 1 <> 4
- - 2 <> 1
- - 2 <> 4
- - (NOTE: order matters on a few of these swaps; 3 <> 4 is different from 4 <> 3, for instance)
- Item PC
- - Deposit
- > Right 1 to Balls
- > Deposit 16 Poke Balls
- > Exit Menu
- - Withdraw
- > Withdraw 1 Poke Ball twice
- > Exit Menu
- - Deposit
- > Left (or Right) 2 to Key Items
- > Deposit all 4 key items
- > Exit Menu
- - Exit PC
- Pack (will be in Key Items to start)
- - Swap top ? x0 (in 2nd) with ? x0 below it (in 3rd)
- - Register Bicycle
- - Swap Poke Ball x43 with Max Repel x255
- - Left 1 to Balls
- - Toss 16 from Poke Ball x255
- - Right 1 to Key Items (to hold its place next time you menu)
- Exit Center.
- === IT IS NOW TIME TO CORRUPT THE METATILES OF THE OVERWORLD MAP ===
- Sudowoodo :: (down 1) TM47 x1
- Route 36 :: TM47 x1
- Route 35 :: TM47 x1
- Goldenrod :: TM47 x2
- Magnet Train :: TM47 x1
- Cerulean :: TM47 x1
- On Pewter tile
- - TM47 x1
- - (up 2) Max Repel
- On Kanto guard tile
- - (down 2) TM47 x1
- - Open Party Menu, follow steps below
- === NOW DIG DEEPER THAN BALLS INTO WRAM TO SKIP THE E4 AND ANNIHILATE YOUR PARTY ===
- Party Menu
- - Select MOVE on 7th poke (cursor should already be on 7th)
- - Right 158, Left 2, (swap 1 <> 3), Right 8, (swap 1 <> 2)
- - Other cues if counting is too hard:
- > Once you see a poke with Constrict as only move, you are close (145)
- > When you get to Voltorb shortly after that poke, you are at 155
- > Right 3 from the Voltorb (155+3=158) is Swift/Lovely Kiss/Acid Armor
- > Left 2, swap 1 <> 3 (must load the poke with 3 moves first so you can swap moves)
- > Right 8 (Tail Whip 0/30, Tail Whip 7/30, Tail Whip 0/30), swap 1 <> 2
- - (NOTE: Press Right as soon as you see each poke's sprite load)
- On Silver Cave guard tile (previous repel should exactly wear out on the tile)
- - (up 2) Max Repel
- - S&Q
- Navigate Silver Cave to Red (239 tiles on bike with perfect movement, i.e. 11 repel steps to spare).
- Defeat Red in an instantaneous victory to complete the speedrun of this video game.
- =~=~= MISCELLANEOUS NOTES =~=~=
- Future considerations for wasting steps efficiently > (NOTE: none of these seemed any better than marginal)
- - Walk back to mom's house to tell her not to save $$
- - Buy Potions (skip r30 Potion); possibly Flower Mail as well for faster TM47?
- - Add steps to manips if it makes them simpler (or otherwise improves them)
- Mikey crit manip for 2 char Toto will be "necessary" in "future" for "serious" "attempts".
- "Optimal Strats" (i.e. "YOLO shit")
- - Skip cloning the Egg that's second in party in cloning rounds 2 thru 8
- - Skip a cloning round by attempting bad clone in cloning round 8 (or earlier, but window will be smaller)
- > Deposit bottom Egg first (normal clone)
- > Deposit top two Eggs after (bad clone; extra deposit here is to make the success window less absurd)
- - Obvious stuff in the glitchless section up to Falkner
- =~=~= GLITCH EXPLANATIONS =~=~=
- (Note: Bad clone is not mentioned here, both for brevity and because it is more well-known.)
- Hatching multiple eggs
- - when step count = 128, loop through party and decrement egg cycle for each egg
- - if an egg hatches, lower eggs do not have their egg cycle decremented
- > lower eggs that have been glitched to have egg cycle = 0 still do hatch
- > if a prior egg hadn't hatched, the glitched egg cycles would underflow to 255 and take forever to hatch
- Move w/o mail & party swaps
- - move w/o mail moves memory around and allows getting 7+ pokemon in party if bad clone (species 0) or hexFF (255) is present
- - this setup accomplishes the following things
- > turns an egg into hexFF, which creates a 4th pokemon to take an item from (need to acquire 4 card keys)
- > nickname "A ": space character shares the index value with card key
- > avoids problematic nickname and HP data in party to avoid a softlock and allow party swaps to work
- - through a number of swaps with the 1st/7th pokemon, the 4 card keys can be collected
- > 7th pokemon overlaps with ot name data
- > 7th pokemon's ot name is the 1st pokemon's nickname data
- > 1st pokemon's ot data corresponds to a memory location that holds the 7th pokemon's item
- - ends with a pokemon first in party that is level 80 (from nickname data)
- > this ensures repels in the endgame work (even after setting party size to 0)
- Key item underflow
- - swapping card key 3 & 4 = quantity 127 + 255 = 126 = 99 (blk apricorn) + 27 (protein)
- > destroys key item terminator ($FF, where the 255 quantity comes from)
- - swapping card key 3 & 2 = quantity 127 + 27 = 154 = 99 (blk apricorn) + 55 (itemfinder)
- - swapping blk apricorn 3 & 5 = quantity 55 + 0 = 55 (itemfinder)
- > merging stacks reduces item count from 4 to 3, since quantity is less than 100
- - remaining swaps are to get the card key with 99 quantity to 4th so blk apricorn is on bottom
- > can deposit top 4 items since they are key items, to underflow key item count from 3 to 255
- - since balls pocket comes after key items and the terminator was destroyed, balls data has also been shifted
- > now 5 items w/poke ball x255 in the first slot
- - other background info
- > each item in key item pocket only takes up 1 byte of memory (2 bytes in items/balls), quantity is implied to be 1
- > quantity logic from other pockets applies, so when merging 2 of the same item in key item pocket, weird behavior arises
- > only supports item stacks of 99, so if quantity is higher, multiple stacks are created
- > in other glitched routes, you only need 2 (or 3) itemfinders; merging itemfinder stacks at bottom creates a coin case
- > card key is needed here, as it's the only key item from nickname that can get another key item w/quantity shuffling
- Item farming
- - initial deposit poke ball x16 is so the resulting stacks have a max repel
- > 255-16+1+1 = 241 = Poke Ball x99 + Poke Ball x99 + Poke Ball x43 (43 = max repel)
- - withdrawing poke ball x1 twice increases ball pocket count to 7 (bicycle)
- - depositing 4 key items finishes underflow of key item pocket (also shifts ball pocket data, which is why it's done after)
- - swapping the two ? items changes key item count from 255 to 254 (avoids cursor jumping to top when selecting an item)
- - swapping pokeball from even slot to odd means it is now an item in the balls pocket menu instead of a quantity
- - tossing 16 balls creates a TM47 in the key item pocket (255-16 = 239 = TM47)
- Metatweaking
- - using TMs/HMs outside the TM/HM pocket jumps to code while an unintended section of the ROM (bank 3) is currently loaded
- > when player moves (among other things), a 6x5 section of blocks is saved, starting from the top left visible block address
- > TM47 calls the routine "UpdateOverworldMap.ScrollMapDataRight", which increments this address (aka "top left pointer")
- - metatweaking = using TM47 to corrupt the overworld map by shifting collision data, with or without shifting map tiles/graphics
- - 3 known methods to abuse
- (1) Save & Quit
- > screen buffer ("wScreenSave") is part of save data, but the top left pointer ("wOverworldMapAnchor") is not
- > map tiles are shifted left x2 on screen; collision data is realigned to map tiles upon reloading save
- (2) GB Printer (pokedex or mail)
- > overwrites the corrupted tilemap buffer (from TM47) and reloads the uncorrupted map tiles after exiting printer screen
- > graphics aren't corrupted, but collision data is effectively shifted right x2
- (3) Map Connections (route transitions between 2 connected parts of the overworld map)
- > the shifted position of the "connection strip" is modified when you take a map connection after using TM47
- > affects everything on screen on the border between two maps; tiles off the screen by 1 may not immediately update
- Pokemon move screen past slot 6
- - when selecting "MOVE" on the 7th party poke, you can continue scrolling right to access/modify a lot of unintended memory
- > one pokemon's data is 48 bytes; only the 8 bytes (maximum) aligned with move and PP data in each block can be modified
- > by scrolling far enough, mirrored copies of earlier sections of memory can be reached
- - flag is set so Red appears in Mt Silver (skips fighting E4), and party size is set to 0 (triggers instant victory vs Red)
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