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- not every runner understand all the abbreviations used in the logs so ill try to explain them
- im using this squirtle manip as an example:
- [100] DVs FFFF :: 21/11/11/11/13 (offset: 32.905) Player Len: 1, IGT: 15 blue_below_pal(hold)_gfskip_hop2_title0(S)_cont(A+A) (base cost: 190)
- [100] -> number of frames you have to wait after entering the rename screen. if its too low (<20 maybe) i would look for another manip since you need to hit start right after the A input and it can be quite hard to be both precise and fast enough
- DVs FFFF :: 21/11/11/11/13 -> stats, in order: attack, defense, speed, special. Its hexadecimal from 0 to 15 (F), F being the best
- (offset: 32.905) -> this is the offset you can use as a starting point. just put it into flowtimer then adjust it with your timing. These offset are pretty accurate for GBP/Gambatte, you will only need to adjust them slightly, but if you are using GBI they will be way too late (try to remove half a sec).
- Player Len: 1 -> for this manip to work, your trainer name need to be 1 char long
- IGT: 15 -> you have to IGT track this manip and aim for frame 15. In this case (starter manips) entr only looked for manips that worked on 5 igt frames, so you can hit anything from 13 to 17 and it will still work
- EDIT: the 5 igt window might not be true, need more info
- blue_below_pal(hold)_gfskip_hop2_title0(S)_cont(A+A) -> this is really long to explain so im splittin it
- blue -> this manips only works on blue version
- below -> starters can be grabbed from multiple side. Charmander left/below, squirtle below, bulbasaur left/below/up. This is a squirtle manip so its always from below
- pal -> how you should buffer palette
- nopal: nothing
- pal: tap any palette at the beginning
- pal(hold): hold a palette
- pal(ab): hold a palette then switch to another palette in the middle of the bios, when "GAME" is fully printed and its about to print
- the B
- nopal(ab): hold a or b or start
- pal(rel): tap a palette, then switch to another palette (holding it) the same way as pal(ab)
- gf -> how to buffer gamefreak screen
- gfskip (and then hop0): hold up-select-b
- gfskip (and then hop1+): hold start
- gfreset: hold a+b+start+select
- gfwait: buffer A when the last star disappear if the next input is hop0, if its hop(>0) instead just wait
- hop ->
- hop1: hold a during the first hop
- hop2: same as hop1, but second hop
- hop3: same as hop2, but third hop (its the one after gengar attacks)
- if you see hop1(reset) that means that insead of holding a during the first hop you hold a+b+select+start. it can be used during any hop
- title-> how to buffer the pokemon title screen. the number indicate the amount of pokemon you have to wait before pressing something,
- and (S) or (A) indicate what button you have to press (A or START), so:
- title0(S): clear the pokemon screen as soon as possible (first pokemon) by using START
- title1(A): clear the pokemon screen after 1 pokemon have scrolled by using A
- title0(scrollA): clear the pokemon screen while the first pokemon is scrolling away by using A. this is the trickiest one, i use audio cues
- as always if you see (reset) it means you have to soft reset with a+b+select+start
- cont -> how to buffer the continue screen
- cont(A+A): hold A
- cont(S+A): hold Start then A when the second window appears. note that you wont hear the click like A+A. this type of continue is after a title(A)
- fsback(A+B): hold A through continue, but then backout with B
- fsback(S+B): hold Start through continue, but then backout with B
- mmback: hold b to get back to title screen
- (base cost: 190)-> the amount of frames lost with this manip compared to the fastest (gfskip_hop0_title0_cont)
- TID manips:
- the only difference its that we have no continue backout but instead we have options backout.
- title0_opt(backout)_backout_title0_newgame -> start at pokemon screen, do an option backout (buffer down+a, then buffer start) then do another backout to title screen (buffer b), start at pokemon screen again then buffer A for new game
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