The descriptions are inaccurate but in the game code there are 4 9/8ths boosts: Attack from Brock, Defense from Surge, Speed from Koga, and Special from Blaine
Had to listen to your explanation of damage at the beginning a couple times and look at the algorithm explanation, but I think I understand it now. bulbapedia.bulbagarden.net/wiki/Damage was explaining how "In Generations I and II, it is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255". So when you say "1 in 39" which means you want to get that random number to be 255 which has a 1 in 39 chance of occurring for that event. 1 in 39 coming from 255 - 217 = 38, then add 1 since the 255 is included in the random number generation. Getting that specific roll of 255 makes 255/255 = 1. And the attack would become the best you can get from that random integer.
Yeah damage is 85% to 100%, because the game uses 8 bit math it does an RNG rejection sample to find a number 217 to 255 (85 to 100% of 255) and any roll except 255 will cause a round down, so the maximum possible damage is always a 1 in 39 chance. Thanks for watching!
Interesting stuff! Did you do this all by yourself, or do you work together with someone? I mean obviously there is a community figuring out all of the stuff (right?), but did you actually write the TAS script yourself? You done good, whichever the case!
This is TAS so the manip starts from the moment the console is powered on, not really viable for RTA runs. If you need help learning RTA you should join the gen 1-3 pokemon speedrunning discord linked on all the speedrun.com game pages
That's basically what we do here except we eventually don't need to crit to one shot things and once they're getting one-hit ko'ed you can't exactly make them miss :)
So wish you had not used the Instant Text "trick" considering that several sites devoted to pokemon all list it as a glitch. And seeing as this is a Glitchless run kind of having trouble reconciling this even though RTA rules allow it.
To each their own, I'm just working under the accepted RTA ruleset. It's worth noting that it also follows the intended branch description on TASVideos "Avoids memory corrupting glitches" as the text speed variable is in no way corrupted by visiting the bike shop, the game intentionally sets IT and forgets to turn it off
@@TiKevin83 Great run! Hilarious to see how powerful NidoKing is in this setting. I think my favorite part was the three rock pokemon all using self destruct and missing. That made me lol.
My idea of a TAS is that it plays the game with perfect inputs. But I dont understand how he manipulates the RNG in every fight, like the DMG rolls and miss rolls. Doesnt look like he makes setups for the fights. Can someone clear this up for me? Does he just declare what the outcome should be in the emulator for each time RNG comes up? But thats not just "perfect inputs" then, thats manipulating the game even further. Is this just a showcase what is possible with perfect RNG? Im just curious....
"in the emulator" this is not an emulator you're watching. You can see setups on very hard manipulations like the Nidoran stats, Brock fight, and route 3 3rd trainer caterpie. The video is a capture of the TAS being played back on a Game Boy Player with zero hardware modifications as mentioned in the description and title
@@TiKevin83 So playing with these exact inputs, timing and so on you will ultimately get these RNG rolls everytime? I appreciate your work I just have not the in depth knowledge of how random events exactly work in pokemon blue.
@@Kamikazeee1337 yes the RNG polls from 2 random numbers which constantly change based on how long the console has been on, so from hard reset the RNG is always exactly the same. So we can script the inputs in a cycle-accurate emulator to make sure everything happens exactly as we want, then export a script for Extrems' Game Boy Interface to play back on real hardware.
@@antoniojoaquinruizalfonso4232 I might not describe it very well at that point, it's the same concept as the extra steps and turns on the path to get L3 Nido
On Brock's Geodude, why don't you take a tackle or poison sting to hit Squirtle to like 1hp so you skip the level up jingle and Onix's cry? Is it just not worth it?
It's fast to be in red bar for the weedle fight so that we have red bar through learning bubble, then when we get to Brock we can't have enough HP to survive a tackle hit from Geodude and it only knows that and Defense Curl for moves. So you're weighing saving the move learn jingle vs time lost to taking a tackle hit over a miss and then onix's cry.
I thought the instant text thing was determined to be against the rules in glitchless? Or someone correct me if I'm wrong. Very impressive TAS, either way.
what are the speed running rules on using cartridges from different regions for different text lengths/speeds? and using different versions of Pokemon red, 1.0, or 1.0A?
Hope someone's gotten to your question earlier but the main speedrun categories on speedrun.com are English only, we have a lot more info in the PSR discord which you can find from speedrun.com
Great TAS General Kenobi! The fissure is strrrong with you..
This is actually just Kevin commentating a replay of his PB 👌
Fantastic work. Keep it up
Great tas
55:11 What did you get from Koga? What's the 9/8ths boost to speed? I thought gym badges were false text about affecting stats.
The descriptions are inaccurate but in the game code there are 4 9/8ths boosts: Attack from Brock, Defense from Surge, Speed from Koga, and Special from Blaine
Had to listen to your explanation of damage at the beginning a couple times and look at the algorithm explanation, but I think I understand it now. bulbapedia.bulbagarden.net/wiki/Damage was explaining how "In Generations I and II, it is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255". So when you say "1 in 39" which means you want to get that random number to be 255 which has a 1 in 39 chance of occurring for that event. 1 in 39 coming from 255 - 217 = 38, then add 1 since the 255 is included in the random number generation. Getting that specific roll of 255 makes 255/255 = 1. And the attack would become the best you can get from that random integer.
Yeah damage is 85% to 100%, because the game uses 8 bit math it does an RNG rejection sample to find a number 217 to 255 (85 to 100% of 255) and any roll except 255 will cause a round down, so the maximum possible damage is always a 1 in 39 chance. Thanks for watching!
Interesting stuff! Did you do this all by yourself, or do you work together with someone? I mean obviously there is a community figuring out all of the stuff (right?), but did you actually write the TAS script yourself?
You done good, whichever the case!
I wrote the script of inputs that got all of the inputs desired but there's a whole community of people behind the route used
@@TiKevin83 Alright thanks for answering.
Dude, I cant find any links on how to do your nido manip
This is TAS so the manip starts from the moment the console is powered on, not really viable for RTA runs. If you need help learning RTA you should join the gen 1-3 pokemon speedrunning discord linked on all the speedrun.com game pages
1:00 Oak why were you facing the wrong way
It's called swag
I want to see a TAS where every move you do crits while the opponent always 1/256 misses
That's basically what we do here except we eventually don't need to crit to one shot things and once they're getting one-hit ko'ed you can't exactly make them miss :)
Why not teach Bubblebeam and Cut and stuff during instant text?
Opening the menu ends instant text, the text speed is set to instant for the menu text display and then reset.
Oh. That's a good reason ._.
So, is there any other reason to talk to the bike shop guy besides instant text? Is instant text just that good?
@@warmCabin it's just that good
1:29?
What's up at 1:29?
So wish you had not used the Instant Text "trick" considering that several sites devoted to pokemon all list it as a glitch. And seeing as this is a Glitchless run kind of having trouble reconciling this even though RTA rules allow it.
To each their own, I'm just working under the accepted RTA ruleset. It's worth noting that it also follows the intended branch description on TASVideos "Avoids memory corrupting glitches" as the text speed variable is in no way corrupted by visiting the bike shop, the game intentionally sets IT and forgets to turn it off
@@TiKevin83 Great run! Hilarious to see how powerful NidoKing is in this setting. I think my favorite part was the three rock pokemon all using self destruct and missing. That made me lol.
Why is the text speed reset, from fastest to... fast or mid?
@@DJIncendration it defaults to medium, then we set it to Fast with other options in game, then we get IT from the bike shop and lose it from Menuing
Is there a way to not menu after getting it?
Are the missed attacks from the enemies manips?
The movie's kinda like one big manip, that's how it works on console :)
My idea of a TAS is that it plays the game with perfect inputs. But I dont understand how he manipulates the RNG in every fight, like the DMG rolls and miss rolls. Doesnt look like he makes setups for the fights. Can someone clear this up for me? Does he just declare what the outcome should be in the emulator for each time RNG comes up? But thats not just "perfect inputs" then, thats manipulating the game even further. Is this just a showcase what is possible with perfect RNG? Im just curious....
"in the emulator" this is not an emulator you're watching. You can see setups on very hard manipulations like the Nidoran stats, Brock fight, and route 3 3rd trainer caterpie. The video is a capture of the TAS being played back on a Game Boy Player with zero hardware modifications as mentioned in the description and title
@@TiKevin83 So playing with these exact inputs, timing and so on you will ultimately get these RNG rolls everytime? I appreciate your work I just have not the in depth knowledge of how random events exactly work in pokemon blue.
@@Kamikazeee1337 yes the RNG polls from 2 random numbers which constantly change based on how long the console has been on, so from hard reset the RNG is always exactly the same. So we can script the inputs in a cycle-accurate emulator to make sure everything happens exactly as we want, then export a script for Extrems' Game Boy Interface to play back on real hardware.
Since there's no Blue SC TAS, I'd like to make one. What's the fastest TID, and how do I manipulate it?
What happened at 18:01?
As mentioned in the video it's a wait setting up RNG for the Sandshrew manipulation
@@TiKevin83 Alright, thanks. I'm not sure about when you mentioned it, though. Was it the "a tad out of the path" part?
@@antoniojoaquinruizalfonso4232 I might not describe it very well at that point, it's the same concept as the extra steps and turns on the path to get L3 Nido
@@TiKevin83 Oh. Alright, thanks!
On Brock's Geodude, why don't you take a tackle or poison sting to hit Squirtle to like 1hp so you skip the level up jingle and Onix's cry? Is it just not worth it?
It's fast to be in red bar for the weedle fight so that we have red bar through learning bubble, then when we get to Brock we can't have enough HP to survive a tackle hit from Geodude and it only knows that and Defense Curl for moves. So you're weighing saving the move learn jingle vs time lost to taking a tackle hit over a miss and then onix's cry.
Can anyone explain why there are move animations in the Champion fight?
The game devs forced the animations back on for suspense in the champ fights in Red/Blue/Yellow
I thought the instant text thing was determined to be against the rules in glitchless? Or someone correct me if I'm wrong. Very impressive TAS, either way.
The current leaderboard allows instant text in Glitchless in RTA. Thanks!!
I've never heard anyone pronounce Tangela that way.
Ha I must be saying Tangela like Angela instead of like Tangle :)
Why is the text speed reset from fastest?
Oh, sorry! I hadn't realized that I asked that question.
A defeated
A
52.436654°N ,13.345625°E
?
what are the speed running rules on using cartridges from different regions for different text lengths/speeds?
and using different versions of Pokemon red, 1.0, or 1.0A?
Hope someone's gotten to your question earlier but the main speedrun categories on speedrun.com are English only, we have a lot more info in the PSR discord which you can find from speedrun.com