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- Pokemon Emerald alternate Mudkip + Encounterless Manip
- Probably an emulator issue, but Encounterless just didn't work for me so I made my own.
- And now it is extendet to work with the wrong zig (if good) and with 3shot zig. (although scuffed)
- Offset: 10116/17074/23679/26475/36392/63403/45103/72114 (need to be fixed)
- Notes for Calibration:
- Cont: Doesn't really matter, just gives consisent cue for quiet (at least on GSE 0.5)
- kip: Mudkip
- Battle Start: Mudkip + 396.5 Frames
- Tackle Maxroll: Battle Start + 167 Frames| unless off by more than 2 frames, zig tackle turn 2 means 1/2 frames early, growl means 1/2 frames late
- End of Battle: individual/preferance
- End of lab: individual/preferance (End of battle and end of lab delta should be at least around 27 seconds
- First Offset is for the continue
- second for Mudkip (1 bag Manip before interacting with the bag)
- third is for the "a wild ZIGZAGOON appeared!". This is a 4 Frame window (shoutout to icy) to get Tackle turn 1
- forth is for the first tackle (aiming for maxroll)
- fifth is for ending the battle "MUDKIP gained 17 exp" or smth
- the sixth offset is the end of lab cutscene "... means to be a TRAINER."
- Offset 7 and 8 are for 3 turn backup (if you can't 2 shot, due to growl or bad roll)
- 7th is end of battle, 8th is end of lab cutscene
- Offsets still need some tweaking, but they are close enough
- Maybe the last 2 should be adjusted to be aiming for Frame 8 or 9. (I'm getting Frame 10-12 alot)
- All paths still need to be tested and confirmed to be working.
- Could maybe expand it to an even bigger frame window, if needed.
- 16 Frame Window for now
- Explanation:
- First Characters is scientist Movement (N := No Movement)
- second set of Characters is Fat Guy Movement.
- R101 Grass (hopefully same as in the other encounterless Manip)
- b:= bottom
- m:= middle
- t:=top
- |s:= Sign
- R104? Grass
- "number"a:= go left number steps after the sign
- "number"b:= go left number steps before the sign
- sorted by Frames
- 01 L RD: bmm|s t3a
- 02 N U: bmm|s t3a
- 03 N RD(l): bmm|s t3a
- 04 L U: btb t2a
- 05 N RD: bbb t2a
- 06 L R: btb t2a
- 07 RL RLU: bbb t2a
- 08 L RLU: bbb t2a
- 09 U D: btb t2a
- 10 DL RL: tbm|s t1a
- 11 R RL: tbm|s t1a
- 12 U RL: tbb t3a
- 13 N RL: bmb|s t1b
- 14 L D: tbm|s t1b
- 15 D R: bbm m1a
- 16 U LUL: bbm m1a
- sorted by scientist Movement
- 01 L RD: bmm|s t3a
- 04 L U: btb t2a
- 06 L R: btb t2a
- 08 L RLU: bbb t2a
- 14 L D: tbm|s t1b
- 02 N U: bmm|s t3a
- 03 N RD(l): bmm|s t3a
- 05 N RD: bbb t2a
- 13 N RL: bmb|s t1b
- 09 U D: btb t2a
- 12 U RL: tbb t3a
- 16 U LUL: bbm m1a
- 15 D R: bbm m1a
- 10 DL RL: tbm|s t1a
- 11 R RL: tbm|s t1a
- 07 RL RLU: bbb t2a
- update: Technically works on GSE 0.5, but Tackle is a 2 shot range (unfavoured), in that case (or if growl turn 1) go for growl backup
- 01 N U: bmb|s m3a
- 02 D L: bmb|s t3a
- 03 N D: btb|s t3a
- 04 N DU: tmm t2a/t1a
- 05 D LR: bbb |s t1a
- 06 N L: bmb |s t3a
- 07 DL LU: ttm t1a
- 08 L LU: ttm t1a
- 09* R D: tb(1u early)b |s -> L m3a
- 10 L LD(late):btb t1a
- 11 D RR[D]: ttb (early oldale) left sign t1b
- 12 U DR: tb(1u early)b t3a
- 13 N RR: ttm (early oldale), left sign, t1b
- 14 Ur RD: tb(1u early)b t3a
- 15 D UR: tbm m3a
- 16 D RR: tb(1u early)b t3a
- Sorted by Scientist (Movement in [] is the bottom guy outside)
- 01 N U: bmb|s m3a
- 03 N D: btb|s t3a
- 04 N DU: tmm t2a/t1a
- 06 N L: bmb |s t3a
- 13 N RR: ttm (early oldale), left sign, t1b
- 02 D L: bmb|s t3a
- 05 D LR: bbb |s t1a
- 11 D RR[D]:x ttb (early oldale) left sign t1b
- 16 D RR[R]: tb(1u early)b t3a
- 15 D UR: tbm m3a
- 07 DL LU: ttm t1a
- 08 L LU: ttm t1a
- 10 L LD(late)btb t1a
- 09* R D: tb(1u early)b |s -> L m3a
- 12 U DR: tb(1u early)b t3a
- 14 Ur RD: tb(1u early)b t3a
- Most of the movement is standart.
- tb(1u early)b is read as: top -> bottom, but you go up until the wall 1 step into the grass -> bottom.
- (Early oldale), left sign means after R101 Grass go up 1 tile early and go left before the sign.
- scuffed 16 Frame window, but this should work. F9 is less scuffed now yay (but 2 extra steps), just need to find something for F11
- Flowtimer offsets needs to be recalibrate, since the cluster changed
- next step isto extend 2 turn encounterless by around 10 frames ideally, to have more time to get it if tackle maxroll was successfull (or find a different cluster)
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