Search found 141 matches

by entrpntr
Sun May 28, 2017 8:44 pm
Forum: Projects
Topic: GSC DV Helper
Replies: 5
Views: 10247

Re: GSC DV Helper

My dropbox links were killed, so future releases will be done through github ( link ). The first release I put up is a beta version of 1.2 ( download link ). In the interim releases since my last post, support for multiple "pages" of trainers and wild pokes was added, as well as an evolution functio...
by entrpntr
Tue Jan 31, 2017 1:07 am
Forum: Policy Changes
Topic: Penalty for Emulator and GBI runs for r/b/y 151.
Replies: 10
Views: 3415

Re: Penalty for Emulator and GBI runs for r/b/y 151.

(Just a couple of questions, since I don't really know what the fairest solution is.) What would be the treatment for powering off the GameCube to reset? That wastes some time, but has no functional difference to the examples here. Also, if we are standardizing for fair time comparisons, why would o...
by entrpntr
Thu Jan 19, 2017 3:22 am
Forum: Generation 2
Topic: Lucky ID/Lottery Manipulation (for Master Ball)
Replies: 2
Views: 14404

Re: Lucky ID/Lottery Manipulation (for Master Ball)

Improved Gold setup Shortly after the previous post, a faster/easier to execute 01001 LID manip was found. This works on both console (GBA/GBP) and emulator (Gambatte-speedrun). Before attempting it, make sure to read the general steps in the first post. For this manip, you aim to get TID 28166, li...
by entrpntr
Mon Jan 16, 2017 6:26 pm
Forum: Generation 2
Topic: Lucky ID/Lottery Manipulation (for Master Ball)
Replies: 2
Views: 14404

Re: Lucky ID/Lottery Manipulation (for Master Ball)

(***EDIT: Shortly after this post, an improved lottery manip was found in Gold. The newer manip should be the preferred method for runners; see the next post in the thread for the full detail. If you are having trouble with the newer manip, you can consider trying this one, but the extra backouts a...
by entrpntr
Mon Dec 05, 2016 11:48 pm
Forum: Generation 1
Topic: help! map pointer slot location
Replies: 2
Views: 1088

Re: help! map pointer slot location

Item Underflow slots are documented here: http://forums.glitchcity.info/index.php?topic=6914.0 ; not sure if there are other quick references that other people use. Per that list, the map pointer is contained in item 40's value and quantity, if that is indeed what you are looking for (there is more ...
by entrpntr
Sun Nov 20, 2016 12:43 am
Forum: Generation 2
Topic: Lucky ID/Lottery Manipulation (for Master Ball)
Replies: 2
Views: 14404

Lucky ID/Lottery Manipulation (for Master Ball)

Overview Lucky ID (LID) manipulation in GSC is similar to Trainer ID manipulation ( link to thread ), with the following caveat: if an LID is stored in the game's save data, the game will reuse that LID upon New Game selection. IMPORTANT NOTE: Save data can only be cleared by pressing Up+Select+B o...
by entrpntr
Wed Oct 19, 2016 11:43 pm
Forum: Pokémon Red/Blue
Topic: NSC Ditto Route - How do you catch the ditto?
Replies: 4
Views: 1633

Re: NSC Ditto Route - How do you catch the ditto?

The input display most emu runners use is NohBoard (link); be warned that it may take some work to get it set up.

I don't know the endgame of the new NSC route, so someone else would probably need to chime in; #gen-1-glitched on the PSR discord is the best place to ask if/when you sign up there.
by entrpntr
Wed Oct 19, 2016 1:24 am
Forum: Pokémon Red/Blue
Topic: NSC Ditto Route - How do you catch the ditto?
Replies: 4
Views: 1633

Re: NSC Ditto Route - How do you catch the ditto?

That Google Doc describes the execution pretty well. It's important to know that clearing the "Wild Ditto appeared!" textbox is only a 4 frame window (starting when the last couple of characters are being printed to the screen). The easiest way to get this part down is to time your A input a bit ear...
by entrpntr
Mon Sep 26, 2016 4:54 am
Forum: Unofficial Leaderboards
Topic: Pokemon Red/Blue PC Jack
Replies: 3
Views: 2234

Re: Pokemon Red/Blue Jack%

Hello, I completed a Real Time Attack of PC Jack in 30:39. Twitch VOD: https://www.twitch.tv/entrpntr/v/91448213 . Youtube: https://www.youtube.com/watch?v=96ZzZs7C5Ks . The RTA timing method should end on fade to credits (that's where my timer stops). That matches the normal Gen 1 timing, and means...
by entrpntr
Wed Sep 14, 2016 5:32 pm
Forum: Pokémon Red/Blue
Topic: Blue NSC Manipulation Question
Replies: 7
Views: 3131

Re: Blue NSC Manipulation Question

BGB w/bootrom and the Game Boy Player both essentially behave as GBA's. A regular Game Boy Advance (or GBA SP) will also do the manip correctly if you have one handy. But yeah, the GBC has some slight but crucial difference(s) when booting, which means the manipulations won't work there.
by entrpntr
Mon Sep 12, 2016 11:31 pm
Forum: Pokémon Red/Blue
Topic: Blue NSC Manipulation Question
Replies: 7
Views: 3131

Re: Blue NSC Manipulation Question

1) If using emulator, make sure you are running on BGB w/GBC bootrom ( instructions here if needed). 2) Hard reset 3) Don't press any buttons at all after hard resetting. Chansey should follow Squirtle on the title screen. In case you need a video with inputs as a sanity check to make sure you are d...
by entrpntr
Fri Sep 02, 2016 2:03 am
Forum: Pokémon Red/Blue
Topic: Mt. Moon and Trash Can Manip Videos?
Replies: 1
Views: 1443

Re: Mt. Moon and Trash Can Manip Videos?

As of now: Current best NidoranM manip: https://www.youtube.com/watch?v=_IMIxCrx3vk . Current best Mt. Moon manip: https://www.youtube.com/watch?v=P87jJkR8CyY . Note: There is an alternate strat you can take if you caught a Paras pre-manip (to avoid the Paras encounter), as well as a backup strat if...
by entrpntr
Sun Aug 21, 2016 1:01 am
Forum: Generation 1
Topic: Consistent RNG manipulation in Gen 1 RTA runs
Replies: 3
Views: 19906

Re: Consistent RNG manipulation in Gen 1 RTA runs

Technicalities/Sources of Inconsistency (Last updated 5 Feb 2018) - Since the original post, there has been a lot of research performed to determine and root out sources of inconsistency. I'll keep this post updated with various findings from ongoing RNG research. (1) Palettes / Bootrom inputs In R...
by entrpntr
Thu Aug 18, 2016 10:19 pm
Forum: Generation 1
Topic: Consistent RNG manipulation in Gen 1 RTA runs
Replies: 3
Views: 19906

Consistent RNG manipulation in Gen 1 RTA runs

There have been a few theoretical discussions about RNG manipulation potential in Gen 1 since the RTA discussions began, and gifvex and I were able to find something consistent last night that will likely have massive implications on Red/Blue/Yellow speedruns. To cut to the chase, for Red/Blue, ther...
by entrpntr
Mon Aug 08, 2016 12:23 am
Forum: Pokémon Gold/Silver
Topic: Improved Box Names for Any% ACE
Replies: 0
Views: 4981

Improved Box Names for Any% ACE

luckytyphlosion came up with some slightly improved code for the box names for the Gold Any% ACE. The code removes the need to name Box 7, resulting in a time save of roughly 5 seconds 9 seconds . The code is functionally equivalent to the previous version, so it doesn't reduce the likelihood of get...
by entrpntr
Tue Aug 02, 2016 9:45 pm
Forum: Policy Changes
Topic: Moving Forward With RTA: Timing Methods
Replies: 16
Views: 4960

Re: Moving Forward With RTA: Timing Methods

(I'll preface by saying I only understand Gens 1-3 well enough, so my comments primarily extend to those games.) Because RNG is running before New Game, there's an argument for starting from [hard] reset/power on, as that will make it easier to ensure the validity of runs. My understanding is that E...
by entrpntr
Sun Jul 24, 2016 8:26 am
Forum: Policy Changes
Topic: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)
Replies: 87
Views: 24639

Re: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)

Besides the stated reasons, the main reason I prefer IGT is because I think it is more universal, and that I don't believe our leaderboards are just for the benefit of speedrunners. I remember playing Pokémon Blue when I was younger and trying to get the lowest time possible. I remember the first ti...
by entrpntr
Sat Jul 23, 2016 1:57 am
Forum: Policy Changes
Topic: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)
Replies: 87
Views: 24639

Re: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)

We need to be on the same page if we're going to have as productive a discussion as possible, so I'll give it one more stab. As for the fundamental difference, it's not our opinions on time that differ. There are two models of time: the game's model, and the player's model. We just happen to have ga...
by entrpntr
Thu Jul 21, 2016 12:43 am
Forum: Policy Changes
Topic: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)
Replies: 87
Views: 24639

Re: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)

Yeah, I think I'd lean the other way, as traditional RTA timing starts from power-on, so it strikes me as a natural enough convention to use. Setting the clock seems similar to clearing a save file to prep for the "actual" run. But this is a good demonstration of why some of us prefer to use a timin...
by entrpntr
Wed Jul 20, 2016 11:58 pm
Forum: Policy Changes
Topic: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)
Replies: 87
Views: 24639

Re: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)

I don't know many games where the initial RNG seed affects things as significantly as it does in [some of the] Pokémon games. That's what pushes things over the edge for me. To give an extreme example, if there was some god RNG seed that involved waiting 30 minutes at the start screen, waiting until...
by entrpntr
Wed Jul 20, 2016 1:37 am
Forum: Policy Changes
Topic: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)
Replies: 87
Views: 24639

Re: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)

The only thing I really came in here to comment on (other than arguing is dumb), is the "where to start/stop timing" if/when the switch to RTA is made. First off; obviously Gen 2 should not have credits (anyone who thinks otherwise is actually a complete moron), and that time should be taken off ol...
by entrpntr
Sat Jul 16, 2016 2:49 am
Forum: Policy Changes
Topic: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)
Replies: 87
Views: 24639

Re: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)

Having said all that, consider this situation: someone has a run with a slower IGT than the WR run, but their real time appears to be faster by, say, 2 seconds. The runner doesn't have a full local recording of their run. Do you feel comfortable calling that run WR? Would we expect others to find i...
by entrpntr
Sat Jul 16, 2016 12:41 am
Forum: Policy Changes
Topic: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)
Replies: 87
Views: 24639

Re: Revisiting Timing Methods for Pokemon Speedruns (IGT vs RTA)

The Gen 1 thru Gen 3 Pokémon games have in-game timers that are very accurate in WHAT they measure (I have limited knowledge on Gen 4+ so can't speak to them). Yellow and Gen 3 have some notable distortions with respect to real-time, but these are minor distortions and have no significant impact on ...
by entrpntr
Sat Jun 25, 2016 2:16 am
Forum: Projects
Topic: GSC DV Helper
Replies: 5
Views: 10247

Re: GSC DV Helper

Overdue follow-up; I actually open-sourced this and uploaded the code to github back in April. I wanted to clean things up before updating this thread, but got immersed in another project for a while. Anyway, I am formally releasing v1.0 (EDIT: <DEAD LINK>). The code can be found over at github at t...
by entrpntr
Sun May 15, 2016 9:53 pm
Forum: Policy Changes
Topic: Minor changes to Gen 2 rules on SRC
Replies: 4
Views: 2053

Re: Minor changes to Gen 2 rules on SRC

Regardless, the rule should definitely be put in place to avoid any sneaky cheaters although it not being in place isn't a pressing matter as very little people have the knowledge to abuse previous save data, so we won't be seeing cheated runs in anytime soon. (also the fact that not many people su...

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