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[Gold Glitchless] FDDF Totodile Manip

May 3rd, 2018 (edited)
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  1. VIDEO TUTORIAL BY POKEGUY: https://www.youtube.com/watch?v=CL9MnNDsubo
  2. > How to execute in runs:
  3. - Do the LID manip, set the time to whatever. Soft reset and start a secondary timer simultaneously.
  4. - For every attempt: Start a new game, select 10:55 AM as your start time.
  5. - You always want to be confirming the minutes at around XX:00.97 on your secondary timer so start new game at
  6. whatever time gets you there. (~XX:52.7 seems to work - it isn't that precise as its just getting the second right). Slightly
  7. too early is much better than slightly too late.
  8. - Start your main timer when clearing the last textbox in the intro (that ends in "Lets Go!"), aim to clear the 2nd yes/no box on
  9. the save at X.18 (for X any integer). You have a 10 frame window for this IGT timing.
  10. - Save infront of the totodile ball, time a hard reset and starting a secondary timer simultaneously.
  11. - Hold Select (you need to have a button held at all times or you will get different results- so you can release (if you like) when
  12. holding b for textboxes but not before).
  13. - Buffer the intro with start and then when Ho-oh goes to white hold A. Then time the load save input to be ~13.37 seconds (this
  14. might differ depending your input lag and whatnot) after doing the hard reset.
  15. - Continue to hold A to buffer the item ball. Start to hold B during toto cry. Continue to hold b throughout, clear all the
  16. textboxes perfectly by buffering with A. Once you have cleared the "A received a totodile" textbox the stats are set.
  17. - You will get a toto with 15HP, 15 Attack, 13 Defense, 13 Speed, 15 Special.
  18. - The manip will stop working when the clock rolls to 11:00 AM.
  19.  
  20.  
  21. TIME DVs LEVEL 5 STATS
  22. -4: 7CA6 20/12/11/10/11/10
  23. -3: 5169 21/12/11/10/10/9
  24. -2: 5E64 20/12/12/9/10/9
  25. -1: CABE 20/12/12/10/11/10
  26. 0: FDDF 21/13/12/10/11/10
  27. +1: A070 20/12/11/9/9/10
  28. +2: 41FE 20/11/11/10/11/10
  29. +3: 660F 20/12/12/10/11/9
  30. +4: 44DD 20/11/11/10/11/10
  31.  
  32. There can still be out outlier totodiles of the frame around FDDF depending on the igt frame you hit:
  33. -4: 20/12/12/9/10/10 AND 20/12/12/10/10/10
  34. -3: 20/12/12/10/10/10
  35. -2: 20/12/11/10/10/9
  36. -1: 20/13/11/10/10/10
  37. 0: -
  38. +1: 21/12/12/10/11/9
  39. +2: -
  40. +3: 20/12/12/9/9/9
  41. +4: 20/11/11/10/10/10
  42.  
  43.  
  44. To practice this manip for (slightly) longer periods of time set the clock to 10:50 AM.
  45.  
  46. Practice rom by gifvex: http://cdn.discordapp.com/attachments/308751377017077771/418922866822610956/gold_dvcheck.gbc
  47. Totodiles stats are replaced by DVs in the order Attack, Defense, Special, Special, Speed
  48. Totodiles level (next to the gender symbol on the stats screen) is replaced by what frame you hit, target frame is 237
  49.  
  50. > Fuckery etc.:
  51. > Printnum:
  52. - To generate the tens digit number for the date on the continue screen, the game substracts 10 until the result is less than 10. So
  53. different times with different tens digit column values can/will produce different results. As :5X is always used for this, this
  54. isn't so important. (11:00 times would break anyway due to startminute).
  55.  
  56. > Startsecond/minute:
  57. - RTC pastebin: https://pastebin.com/11Pb08Tf
  58. - At all times, game time = start time + rtc time. When there is a seconds or minutes carry in this start time + rtc time
  59. calculation, there can/will be different results. So the seconds/minutes of your start time can be important. The game generates
  60. your start time by substracting the rtc time (rtc starts at 0 on the credits after a recent if there is no save) from the time you
  61. confirm the clock time in the intro (i.e. it looks at when you are setting the time at that point, then subtracts the rtc time at
  62. that point to get to the time when you "started").
  63. - StartMinute is easily played around so manips either assume carry or no carry depending on the setup. This uses none (Entei assumes
  64. carry) so will break either if the time in an individual attempt rolls over to 11:00, or when sufficient time has passed that the
  65. starttime would become 9:59:xx.
  66. - Startsecond is essentially random without a tracking setup. It is unclear precisely how bad this makes setupless attempts
  67. (stringflow and gifvex produced different numbers for this) but there is a reasonably free setup so it doesn't matter too much.
  68.  
  69. > Startsecond0 setup:
  70. - Start a timer on a soft reset (without a save), then always aim to have the time when you press a for confirm minutes be around
  71. XX:00.47 (selecting new game around XX:52.7 or so and just going through everything as quickly as possible seems to work). This
  72. should get your startsecond result to be 0. Without the extra timer you would need to clear save and redo LID between every run and
  73. just time that one startsecond0 attempt each time.
  74. - An important note is that startsecond 59 (1 second late on the confirm) is vastly worse than startsecond 1 (1 second early) for
  75. obvious reasons 59 is always going to get the carry and be rip, whereas 1 probably won't.
  76. - The only real problem with this setup is it means that the startminute will often be lower if keep a save so a potential douglas
  77. manipulation might not work. (Douglas manip is kinda marginal anyway).
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