- name player A or MAT, whichever is faster - name totodile "A " - technical: A can be any character, the 2nd char is a space - optimal first character inputs can be A, I, R, J, and S (but not space) - do earlygame stuff up to getting the egg (don't heal at violet center) - keep track of stepcount, maybe optimize for stalling for stepcount 126 or 127 at PC - go to PC - choose move mon w/o mail - move egg to slot 1 (cannot do this by moving toto to slot 2, game says "no more usable pokemon") - exit bill's pc - decrement egg cycle (the egg that will be hatched will be referred to as "hatcher") current party: - egg 09 - totodile - clone egg - move cloned egg to slot 1 - decrement egg cycle current party: - egg 08 - egg 09 - totodile - clone two eggs current box: - egg 08 - egg 09 - withdraw egg in slot 1 - decrement egg cycle current party: - egg 08 - egg 09 - totodile - egg 07 current box: - egg 09 - deposit top 2 eggs (order doesn't matter) - deposit egg below totodile (the one you just withdrew) current box: - egg 09 - egg 08 - egg 09 - egg 07 - do clone reset (clones two eggs) - counting hatcher's egg cycles: - right now, hatcher has an egg cycle of 07 - for each bad clone attempt, subtract one (decrement) from hatcher's egg cycle - after six bad clone attempts, hatcher will have an egg cycle of 01, and you will only need to do the regular bad clone setup - safe bad clone setup: - withdraw last egg from box - decrement egg cycle - deposit egg in 4th slot - deposit top 2 eggs (order doesn't matter) - attempt for bad clone - if no bad clone, move the 3rd egg from cancel to be directly above cancel on reload: - egg2 refers to the egg directly above the cancel - egg1 refers to the egg directly above egg2 - if nicknames aren't blank, try again - else, if egg2 is "going to hatch soon", then egg2 is probably a bad clone - if egg1 is "close to hatching", then egg2 is probably not a bad clone - hatcher is directly above egg1 - finding the hatcher's egg cycle: - go to move mon - if egg1 is named "-----", assume hatcher was not updated (6 byte difference between hatcher happiness and egg1 species, inclusive) - if egg1 is blank but egg2 is named "-----", then hatcher was updated - if both have blank names, try again risky bad clone setup: - if first attempt, withdraw last egg from box - else, withdraw 3rd last egg from box - decrement egg cycle - deposit egg in 4th slot - deposit top two eggs (order doesn't matter) - attempt for bad clone on reload: - egg2 refers to the egg directly above the cancel - egg1 refers to the egg directly above egg2 - if nicknames aren't blank, try again - else, if egg2 is "going to hatch soon", then egg2 is probably a bad clone - if egg1 is "close to hatching", then egg2 is probably not a bad clone - to double check if you have bad clone: - go to move mon - if egg1 is named "-----", assume hatcher is 3 mons above egg1 and its egg cycle was not decremented (1/439 "chance" that it's above egg1 lol) - if egg1 has a blank name, but egg2 is named "-----", then hatcher is above egg1 and its egg cycle was decremented - if both have blank names, try again - there is a chance that if egg1 is named "=====", then hatcher's egg cycle was not preserved. if this becomes apparent, then you must reset if hatcher is not at egg cycle 01: - optional (todo time this): either - change to another empty box - move all but one normal egg, hatcher, and one bad clone to another box - do the following setup until it is at 01: - withdraw hatcher - decrement egg cycle - deposit hatcher (4th slot) - regular clone - withdraw hatcher egg, then the bad clone egg. then any egg - todo: figure out if move mon is faster here, probably not - note: must be on box 1 for red event set to work - hatch togepi, name "A " (same idea as totodile) - bad clone will immediately hatch after, do not name - go to move mon menu - note: I think this stuff is done to create a hexFF to be able to take away a fourth card key (only three mons in party that you can take away an item from currently) - move egg from box to slot 2 (so it goes into slot 2) - scroll to slot 1, press A twice (to move it in the same position, puts $ff in 2nd pokemon species) - move another egg to the first slot in the party - scroll to 5th slot (totodile), move to 4th slot (above uncorrupted egg) - scroll to 3rd slot (corrupted egg), move to 1st slot - move 3rd slot (corrupted egg) to box - exit move mon menu - open party menu - swap 1st (egg named ?) with 5th (togepi) - swap 7th (hexFF) with 1st (togepi) - take item (card key) off of togepi (7th) - swap 7th (togepi) with 1st (hexFF) - take card key off of hexFF (7th) - swap 6th (bad clone) with 1st (togepi) - swap 1st (bad clone) with 7th (hexFF) - take card key off of bad clone - swap 1st (hexFF) with 3rd (totodile) - swap 1st (totodile) with 7th (bad clone) - take card key off of totodile - exit party menu - open item menu, switch to key items pocket - NOTE: SWAPS ARE NOT COMMUTATIVE IN MOST CASES (E.G. 3 <> 4 != 4 <> 3) - quick swaps: - 3 <> 4, 3 <> 2, 3 <> 5, 1 <> 4, 2 <> 1, 2 <> 4 - swap 3rd and 4th (card keys) - swap 3rd and 2nd (card keys) - swap 3rd (blk apricorn) with 5th (blk apricorn) - swap 1st (card key) with 4th (blk apricorn) - swap 2nd (itemfinder) with 1st (card key) - swap 2nd (card key) with 4th (card key) - key item pocket should now be: - itemfinder - card key - itemfinder - card key - blk apricorn x0 - open item deposit menu - press right to switch to balls pocket - deposit 16 poke balls in the ball pocket (automatically created during key item swaps) - open item withdraw menu (cursor automatically resets to withdraw, so just mash A to access) - withdraw 1 ball from the pc twice (must be done in two separate withdraws) - open deposit menu - deposit all 4 key items - exit item PC, open pack (loaded pocket should be key items) - swap 2nd ? x0 with 3rd ? x0 (cursor will move to slot 1 on first select) - scroll down until you see bicycle, then register the bicycle - scroll a bit further until you see poke ball x43, then swap it with max repel x255 directly below - switch to balls pocket (left 1) - toss 16 from poke ball x255 to get poke ball x239 - switch to key items pocket (right 1) - exit bag menu and exit pokecenter - bike to route 36 (west/left of violet city) - open menu 3 steps right of sudowoodo - scroll down once to move the cursor on tm47 - tm47 x1, path down to rest of route 36 is 2 steps right of sudowoodo (left 2/1) - ldown (4), lleft (5), ldown (2), left 10 (3 steps right of trainer above), up 2 - tm47 x1, up 4, lleft into gate - go through national park to route 35 - on route 35, bike so player is below the right side of the flowers on the right (avoid spinner by biking right as far as vertically possible) - down 1, left 4, down 1 - tm47 x1, ldown (dodge spinner, fence as visual cue), lright (poke ball as visual cue), down until on the top half of the 1x2 tree near a fence - tm47 x2, down, right, down 2, left, down 3, up, left 2, down to accessible goldenrod (if you can do this movement without bonking then you are a pr0) - bike to magnet train (left after rail tracks) - go to tile 2 steps below guard - tm47 x1, walkable path to train is right 2 of guard, and door to saffron is on the left window - up 1, left 2, up 3, left 5, up 2 - exit saffron magnet train, bike to route 6 to vermillion - bike to tile below old man near machop - tm47 x2, then use max repel - bike right around machop into diglett's cave (same y as machop) - left 2, upleft2down, lleft into diglett's cave - bike through diglett's cave to route 2 - bike around to the top of the cave, 2 steps from the bottom fence (single tile between the fence and you) - tm47 x1, the fence is now passable - bike through viridian forest -> pewter city -> route 22 -> victory road gatehouse - safe strat: load pewter city so that viridian forest tiles are aligned - risky strat: go directly through viridian forest (saves 8 tiles) - note: movement with safe strat must be perfect to avoid first four tiles of grass on route 22 - safe strat: on route 22, use a repel when it wears out (requires extra menu and more steps to get (super fast) encounters in silver cave) - bike to the tile 2 tiles from the guard (one tile inbetween) - use tm47 once, use a max repel, do pokedex, then open party menu without closing start menu (optimization) - cannot do party menu stuff before pokedex because the party count is cleared during party menu stuff and the pokedex cannot be opened without any pokemon - cursor should be on 7th pokemon, view its moves - mash left until you see the moveset listed below (takes like ~1:30): - swift 62/32 - lovely kiss 16/12 - acid armor 0/40 - [blank] 0/15 - closest moveset before the above moveset is constrict, 0/35 PP, 13 presses to box name 4 (technical note: wPokegearFlags in echo) - there will be one pokemon with 4 0xff moves which take a few seconds to load - go back two movesets (left 2), swap 1st with 3rd (should get megahorn 36/12) - note: going to the aforementioned moveset is actually necessary to be able to swap a moveset with $00 as its first move - advance eight movesets (right 8) to a moveset with four tail whips - swap 1st tail whip with 2nd tail whip (0 PP with 7 PP) - exit menu, you should have no pokemon - bike left 1, down 1, long left (5) - save & reset - note: super optimal strats are to conserve repel steps, but 0 pokemon encounters are instant - bypass guard to enter route 28 - babby movement guide - longup - down 1, right 3 - longup - longleft - longup - longright - longdown - longright - left 1 - longup - longleft - longup - longleft - longup - longright - longdown - up x1, right x3 - longup - silver cave movement LOL - beat red