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- - 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
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