Elrevolver

Pokemon Emerald Mudkip + Encounterless Manip at home

Dec 18th, 2025 (edited)
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  1. Pokemon Emerald alternate Mudkip + Encounterless Manip
  2.  
  3.  
  4. Probably an emulator issue, but Encounterless just didn't work for me so I made my own.
  5. And now it is extendet to work with the wrong zig (if good) and with 3shot zig. (although scuffed)
  6. Offset: 10116/17074/23679/26475/36392/63403/45103/72114 (need to be fixed)
  7. Notes for Calibration:
  8. Cont: Doesn't really matter, just gives consisent cue for quiet (at least on GSE 0.5)
  9. kip: Mudkip
  10. Battle Start: Mudkip + 396.5 Frames
  11. 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
  12. End of Battle: individual/preferance
  13. End of lab: individual/preferance (End of battle and end of lab delta should be at least around 27 seconds
  14.  
  15. First Offset is for the continue
  16. second for Mudkip (1 bag Manip before interacting with the bag)
  17. third is for the "a wild ZIGZAGOON appeared!". This is a 4 Frame window (shoutout to icy) to get Tackle turn 1
  18. forth is for the first tackle (aiming for maxroll)
  19. fifth is for ending the battle "MUDKIP gained 17 exp" or smth
  20. the sixth offset is the end of lab cutscene "... means to be a TRAINER."
  21.  
  22. Offset 7 and 8 are for 3 turn backup (if you can't 2 shot, due to growl or bad roll)
  23. 7th is end of battle, 8th is end of lab cutscene
  24.  
  25. Offsets still need some tweaking, but they are close enough
  26. Maybe the last 2 should be adjusted to be aiming for Frame 8 or 9. (I'm getting Frame 10-12 alot)
  27. All paths still need to be tested and confirmed to be working.
  28. Could maybe expand it to an even bigger frame window, if needed.
  29.  
  30. 16 Frame Window for now
  31. Explanation:
  32. First Characters is scientist Movement (N := No Movement)
  33. second set of Characters is Fat Guy Movement.
  34.  
  35. R101 Grass (hopefully same as in the other encounterless Manip)
  36. b:= bottom
  37. m:= middle
  38. t:=top
  39. |s:= Sign
  40.  
  41. R104? Grass
  42. "number"a:= go left number steps after the sign
  43. "number"b:= go left number steps before the sign
  44.  
  45. sorted by Frames
  46. 01 L RD: bmm|s t3a
  47. 02 N U: bmm|s t3a
  48. 03 N RD(l): bmm|s t3a
  49. 04 L U: btb t2a
  50. 05 N RD: bbb t2a
  51. 06 L R: btb t2a
  52. 07 RL RLU: bbb t2a
  53. 08 L RLU: bbb t2a
  54. 09 U D: btb t2a
  55. 10 DL RL: tbm|s t1a
  56. 11 R RL: tbm|s t1a
  57. 12 U RL: tbb t3a
  58. 13 N RL: bmb|s t1b
  59. 14 L D: tbm|s t1b
  60. 15 D R: bbm m1a
  61. 16 U LUL: bbm m1a
  62.  
  63.  
  64. sorted by scientist Movement
  65. 01 L RD: bmm|s t3a
  66. 04 L U: btb t2a
  67. 06 L R: btb t2a
  68. 08 L RLU: bbb t2a
  69. 14 L D: tbm|s t1b
  70. 02 N U: bmm|s t3a
  71. 03 N RD(l): bmm|s t3a
  72. 05 N RD: bbb t2a
  73. 13 N RL: bmb|s t1b
  74. 09 U D: btb t2a
  75. 12 U RL: tbb t3a
  76. 16 U LUL: bbm m1a
  77. 15 D R: bbm m1a
  78. 10 DL RL: tbm|s t1a
  79. 11 R RL: tbm|s t1a
  80. 07 RL RLU: bbb t2a
  81.  
  82.  
  83. 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
  84.  
  85. 01 N U: bmb|s m3a
  86. 02 D L: bmb|s t3a
  87. 03 N D: btb|s t3a
  88. 04 N DU: tmm t2a/t1a
  89. 05 D LR: bbb |s t1a
  90. 06 N L: bmb |s t3a
  91. 07 DL LU: ttm t1a
  92. 08 L LU: ttm t1a
  93. 09* R D: tb(1u early)b |s -> L m3a
  94. 10 L LD(late):btb t1a
  95. 11 D RR[D]: ttb (early oldale) left sign t1b
  96. 12 U DR: tb(1u early)b t3a
  97. 13 N RR: ttm (early oldale), left sign, t1b
  98. 14 Ur RD: tb(1u early)b t3a
  99. 15 D UR: tbm m3a
  100. 16 D RR: tb(1u early)b t3a
  101.  
  102. Sorted by Scientist (Movement in [] is the bottom guy outside)
  103. 01 N U: bmb|s m3a
  104. 03 N D: btb|s t3a
  105. 04 N DU: tmm t2a/t1a
  106. 06 N L: bmb |s t3a
  107. 13 N RR: ttm (early oldale), left sign, t1b
  108. 02 D L: bmb|s t3a
  109. 05 D LR: bbb |s t1a
  110. 11 D RR[D]:x ttb (early oldale) left sign t1b
  111. 16 D RR[R]: tb(1u early)b t3a
  112. 15 D UR: tbm m3a
  113. 07 DL LU: ttm t1a
  114. 08 L LU: ttm t1a
  115. 10 L LD(late)btb t1a
  116. 09* R D: tb(1u early)b |s -> L m3a
  117. 12 U DR: tb(1u early)b t3a
  118. 14 Ur RD: tb(1u early)b t3a
  119.  
  120. Most of the movement is standart.
  121. tb(1u early)b is read as: top -> bottom, but you go up until the wall 1 step into the grass -> bottom.
  122. (Early oldale), left sign means after R101 Grass go up 1 tile early and go left before the sign.
  123.  
  124. 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
  125. Flowtimer offsets needs to be recalibrate, since the cluster changed
  126. 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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