Bismuth

Additional notes for How to beat Pokémon Red in one minute

May 13th, 2025 (edited)
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  1. Note 1 (6:20): Thanks to stringflow and bky for this info: the term was coined by primorial_soup in August 2007 and it was named after the addresses for Add and Sub, 0xFFD3 and 0xFFD4 (the sum of D3 and D4 = D-sum). https://tasvideos.org/Forum/Topics/2352?CurrentPage=24#138669
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  3. Note 2 (8:00): The button inputs to set up the manipulation can be buffered well in advance, and moving around has buffered inputs, but the fight and pause menu, as well as all the textboxes, cannot be buffered, so they have very short windows to be frame perfect (4 frames for text).
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  5. Note 3 (11:55): It is possible, theoretically with a 1/256 chance, that the checksum does match by pure chance. In fact, a specific reset timing is done in the TAS to obtain this result and reset the game a few frames earlier in the saving process.
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  7. Note 4 (18:08): In reality, a lot of that space is blank. Of the 64 ROM Banks, only 45 are used, and many of them aren't full either.
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  9. Note 5 (18:35): This is a bit of a shortcut. Each ROM bank is only 16 KB, so you could either look at each ROM bank individually and say the HoF script is in Bank 0x16 at 0x249E, or you could look at the overall ROM structure and say that it's at 0x5A49E. In practice, when reading ROM, data is read from Bank 0 if read between 0x0000 and 0x3FFF, and from whichever bank is loaded if read between 0x4000 and 0x7FFF. So, reading at 0x649E while Bank 0x16 is loaded reads at 0x5A49E, or 0x249E within Bank 0x16.
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