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[Blue NSC] Charmander 1024 route

Jul 1st, 2017
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  1. ***Disclaimer: The Charmander manip (and starter manip in general) is the most difficult manip to successfully pull off in Red/Blue as of this writing. It requires several hours of practice to become consistent, and may require a bit of RNG manip knowledge to troubleshoot. Unless you want to immediately compete for WR, it is highly recommended to start with the Bulbasaur route.***
  2.  
  3. EDIT: There is a newer, faster ACE route for NSC as of 7 Sep 2017. The info here for the Charmander 1024 manip may still be generally useful though.
  4.  
  5. ~=~=~=~=~
  6.  
  7.  
  8. TID Manip: https://www.youtube.com/watch?v=4tOKjS-Oeck (target TID is 25789, or 0x64BD in hex)
  9. - Can practice with BGB 1.5.3+ (settings: http://i.imgur.com/OAQO1vi.png) and check D359-D35A in WRAM through the BGB debugger
  10. - Console/Gambatte-speedrun users can confirm the TID by selecting a starter and viewing its stats screen
  11.  
  12.  
  13. Hold B through intro textboxes for fast text.
  14.  
  15. Player Name: ,,,,,
  16. Rival Name: RED (preset)
  17.  
  18.  
  19. Skip PC Potion.
  20.  
  21. Wait to set options until Charmander save, continue holding B through Pallet Town textboxes.
  22.  
  23. Recommend starting a timer for 46.45 seconds from when your sprite lands on the bedroom stairs. (You will press A to Save when the timer hits 0.00; this is to make sure you save on a good IGT frame. This setup should hit in the middle of the cluster of successes from IGT frames 0-22. Can also use 45.45 seconds for timer if you get good at the Pallet Town textboxes.)
  24. - Easiest option is using EonTimer, opening up the Custom tab ('C'), and adding "46450" as an offset
  25. - Gambatte-speedrun users who play with keyboard can instead make a split at the stairs and press A when the segment timer is around xx.45
  26.  
  27.  
  28. After cutscene textboxes:
  29. - Move your character below the Charmander ball
  30. - Hold UP to sidebonk into the ball; buffer START while still holding UP (this ensures your player will be facing up when reloading save; if you let go of UP before menuing, there is a good chance you'll be facing down upon reload)
  31. - Set options (fast text, animations off)
  32. - Press A to Save when timer hits 0.00
  33.  
  34.  
  35.  
  36. Charmander Manip: https://www.youtube.com/watch?v=PDZyY1w93LA
  37. - Can use this working save to practice (replace existing Blue .sav): https://cdn.discordapp.com/attachments/88133858192551936/326119021768474635/charmander2_blue.sav
  38. - Recommend using BGB 1.5.3+ (settings: http://i.imgur.com/OAQO1vi.png) to practice and checking D186-D187 in WRAM through the BGB debugger, which shows Charmander DVs (Gambatte-speedrun and console users can use L5 stats, but exact DVs are more definitive)
  39.  
  40.  
  41. > NOTES FOR LEARNING/PRACTICING
  42. - Have to hold A or B whenever text is scrolling (wait until jingle starts on ",,,,, received a CHARMANDER!" textbox to switch from holding B to A)
  43. - Recommend using the above save and start by making sure that you are doing everything up through the naming screen correctly. You can do so by buffering START on the naming screen and checking DVs/stats; if everything else is done correctly, buffering START will yield a Charmander w/DVs = A90A (L5 stats = 19/11/10/11/11). Once satisfied that you are executing everything up to the naming screen properly, you can move on to practicing the full 1024 manip.
  44. - You need to press A on the naming screen in the first 14 possible frames (sets Charmander's name to 'A'); aim for the early part of this window to be safe
  45. - Recommend using game audio cue for when to press START on naming screen (anticipate the loud tone; press start as it is about to play, may need to adjust timing slightly if consistently early/late -- use the list of nearby frames below for calibration)
  46.  
  47.  
  48. > NOTES FOR ATTEMPTS
  49. - Approximately 20% chance to get trolled by NPC timers in attempts even if you did everything correctly (the above .sav has good NPC timers, so trolling is not possible if practicing from that)
  50. - Recommend using pichusav (https://github.com/gifvex/pichusav/releases) during early attempts as a sanity check to troubleshoot failures. You can load .sav files into pichusav and confirm whether a save is "working" or not (a working save's IGT frames will be between 0-22, and sprites 1-7 will have timers that are >= 4).
  51.  
  52.  
  53. Nearby frames L5 stats L6 stats L7 stats
  54.  
  55. [36] DVs D281 :: 19/11/ 9/12/10
  56. [37] DVs 70FB :: 20/10/ 9/13/11
  57. [38] DVs E069 :: 19/11/ 9/12/10
  58. [39] DVs 80F7 :: 19/11/ 9/13/10
  59. [40] DVs 399D :: 20/10/10/12/11 --> 22/11/11/13/12
  60. [41] DVs FB4D :: 20/11/10/11/11 --> 22/13/11/13/12
  61. [42] DVs D010 :: 19/11/ 9/11/10 --> 21/12/10/12/11
  62. [43] DVs 1637 :: 20/10/ 9/11/10 --> 22/11/11/13/11
  63. [44] DVs 1024 :: 19/10/ 9/11/10 --> 21/11/10/13/11 --> 23/12/11/14/12
  64. [45] DVs 2F29 :: 19/10/10/11/10 --> 21/11/12/13/12
  65. [46] DVs F3E9 :: 20/11/ 9/12/10 --> 22/13/10/14/12
  66. [47] DVs 3F23 :: 20/10/10/11/10 --> 22/11/12/13/11
  67. [48] DVs 6C3F :: 19/10/10/11/11 --> 21/12/11/13/12
  68. [49] DVs E5A3 :: 19/11/ 9/12/10
  69. [50] DVs 59F5 :: 20/10/10/13/10
  70. [51] DVs 39CE :: 20/10/10/12/11
  71. [52] DVs 5AE0 :: 19/10/10/12/10
  72.  
  73. (NOTE: Can become less and less cautious with confirming stats the more confident you are with the manip. 19 HP at L5, dealing just 3 damage with Scratch, and receiving expected damage from Squirtle are indicators of the right Charmander.)
  74.  
  75.  
  76.  
  77. Rival
  78. - (Growl +) Scratch x6-7, reset if you lose fight (L5 Charmander gets destroyed by Weedle and PP doesn't work out practically)
  79.  
  80.  
  81. > NOTE: check for "good" (i.e. non-working) defense = 3 damage (38/39) at ±0; also takes less damage at -1 thru -4 than "bad" (i.e. working) defense, but same damage ranges as bad defense for crits and stages -5 thru -6.
  82.  
  83. > NOTE: You can opt to Growl turn 1, which is a guaranteed time loss, but increases chances of winning the fight from ~74.9% to ~91.5%. With Squirtle at -1 atk, you will be able to discern good defense between stages -1 and -4 (but ±0 becomes indistinguishable).
  84.  
  85. - Squirtle Tackle damage (No Growl): | (Growl):
  86. ±0 def = 4: (38/39), 5: ( 1/39) | 2: (38/39), 3: ( 1/39)
  87. -1 def = 5: ( 2/39), 6: (36/39), 7: ( 1/39) | 4: (38/39), 5: ( 1/39)
  88. -2 def = 7: (10/39), 8: (28/39), 9: ( 1/39) | 5: (38/39), 6: ( 1/39)
  89. -3 def = 9: (15/39), 10: (23/39), 11: ( 1/39) | 5: ( 2/39), 6: (36/39), 7: ( 1/39)
  90. -4/-5/-6 def = 13: ( 7/39), 14: (16/39), 15: (15/39), 16: (1/39) | 8: (13/39), 9: (25/39), 10: ( 1/39)
  91. crit = 5: (38/39), 6: ( 1/39)
  92.  
  93.  
  94.  
  95. Do Parcel quest, get 0 encounters.
  96.  
  97. Head to Viridan Forest/Pewter (skip Viridian Mart), get 0 encounters.
  98. - Optional manip for non-yoloers that basically guarantees no encounters: https://www.youtube.com/watch?v=ZbAv0m19v9g
  99.  
  100. Pick up Antidote (can skip if going super yolo).
  101.  
  102.  
  103.  
  104. Weedle guy (two basic options):
  105. (1) (swap Scratch/Growl), Growl x2, Scratch x7
  106. (2) Scratch x6 (only ~5% to kill); if Weedle's still alive:
  107. - if 1 Scratch kills (guaranteed to kill if no Gen 1 misses) :: (swap Scratch/Growl), Growl x2, Scratch x1
  108. - if 1 Scratch doesn't kill (only possible if Gen 1 missed) :: Scratch x2
  109.  
  110. FIGHT NOTES
  111. > (1) Safe (~77.1% to win fight and exit with 38/28 PP)
  112. : 2 damage from Poison Sting at -2 (normally does 3 damage)
  113. : If you kill Weedle in 6 turns, you will need to burn a Scratch on a wild encounter (and getting encounters is b&)
  114. : If you Gen 1 miss and have to use an 8th Scratch to kill, your run is dead (takes too long to get a good PP setup)
  115.  
  116. > (2) Risky (~70.9% to win fight and exit with working PP :: ~4.97% for 29/40, ~64.3% for 38/28, ~1.69% for 27/40)
  117. : Probably only makes sense if grinding for a godly time (more likely to kill run than save time)
  118. : Can capitalize on luck if you kill Weedle in 6 turns (~15 seconds saved in fight, 7 seconds lost from Brock skip)
  119. : Can usually recover from any Scratch Gen 1 misses
  120.  
  121.  
  122.  
  123. If poisoned, let HP tick until you have <= 4 HP, in order to get redbar for Ditto. Put cursor over SAVE after you use Antidote, but note that if you get an encounter, you'll have to put your cursor over SAVE again.
  124.  
  125. > NOTE: Assuming you fought Bug Catcher from below:
  126. - 3 HP after Weedle can make it safely to the 4th last tile of grass before using Antidote
  127. - 4-7 HP should Antidote on the last tile of grass (or 1 tile past the grass)
  128. - 8 HP should Antidote a couple tiles before entering the gate
  129. - 9-10 HP should Antidote in the gate
  130. - 11+ HP needs to wait until after the gate to Antidote
  131. - Alternatively, you can assume no encounters and Antidote as soon as you reach 4 HP to avoid losing frames to poison animations
  132.  
  133. If you haven't menued by the time you hit the post-Forest gate (and if you don't need to let poison tick more), menu and put your cursor over SAVE while in the gatehouse (minimal lag + saves a turnframe).
  134.  
  135.  
  136.  
  137. Pewter Mart:
  138. - 5ish Poke Balls (no hard requirement like some old NSC routes)
  139. - 1 Escape Rope
  140.  
  141. > NOTE: Assuming Ditto yoloball success, only risk is first F4. Chances of completing a run (ignoring time loss from catch failures):
  142. :: 3 balls = 42.2%
  143. :: 4 balls = 66.6%
  144. :: 5 balls = 80.7%
  145. :: 6 balls = 88.8%
  146. :: 7 balls = 93.5%
  147. :: 8 balls = 96.3%
  148.  
  149.  
  150.  
  151. Brock Skip:
  152. - If 9 turn fight (38 Growl & 28 Scratch), do normal Brock skip (go left; need to hold B while walking)
  153. - If 6 turn fight (29 Scratch & 40 Growl), do "old" Brock skip (left input is disabled)
  154. - If 8 turn fight (27 Scratch & 40 Growl), do "old" Brock skip (left input is disabled)
  155.  
  156. > NOTE: 5 turn fight (40 Growl & 30 Scratch) can also do normal Brock skip, but a 5 turn Weedle fight is about a 1 in 2.6 million chance, so it's a TAS-only consideration.
  157.  
  158.  
  159. Ditto Manip (https://www.youtube.com/watch?v=kK5v9Jn54tA):
  160. - Enter Unknown Dungeon from the left to save a turnframe
  161. - Buffer d-pad input during the hard reset, add A or B input between when the 'E' and 'B' in 'GAME BOY' appear, hold both inputs until bootrom finishes. "12" frame window for the d-pad (but can be buffered through the hard reset), 16 frame window for A/B.
  162. - Buffer B+LEFT to close the first Start menu and continue movement easily
  163. - Keep UP held before/during/after the second Start menu; this avoids having to worry about the awkward windows for d-pad inputs while opening/closing the menu
  164. - Keep in mind whether you still have Antidote, as it affects whether you'll need to do first slot or second slot yoloball buffer
  165. - NOTE: Newer, faster non-redbar manip: https://www.youtube.com/watch?v=wjpuFsZ06dM (must press START on Continue both times or it won't work)
  166.  
  167.  
  168. After Ditto catch:
  169. - Swap Ditto and Charmander
  170. - Escape Rope out
  171.  
  172.  
  173. Follow "Cooltrainer Time!" section from this guide: https://docs.google.com/document/d/1LeWs_N381jNpOYV3cQAIDdSBci0aACWB-ihEQS7dg74/edit?usp=sharing. Get perfect encounter and catch RNG of course.
  174.  
  175. View F4's stats until party is corrupted
  176. - Easy cue: 4th poke's sprite turns into boy sprite
  177. - Advanced cue: "Tail Whip" doesn't appear in F4's moves when checking stats
  178.  
  179. Party swaps:
  180. 3 <> 1
  181. 1 <> 12
  182. 19 <> 17
  183. 11 <> 1
  184. 1 <> 5
  185. 5 <> 17
  186.  
  187. HOLY CHEESE you've skipped past walking up to Oak and instantly become a Hall of Famer. Congratulations on completing the video game, you dirty glitcher.
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