|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
maybe I just misunderstood
![]() ![]() ![]()
Join Date: Aug 2007
Posts: 3,695
|
Along with its second gen twin this project aims to pave the way for future implementation of older generations on current simulators. We are specifically looking for differences between GSC and Stadium / RBY.
Both: Data changes:
Global mechanic changes:
Simple move changes (e.g. base power, accuracy):
Stadium Only:
RBY Only:
Effectiveness message oddities. If you want to support the adoption of older generations by active simulators, this is the best way you can help out! Post differences you can find here, and please link to sources wherever possible. Additionally, I am aware of the Important RBY Differences guide on Smogon and will be adding things from there whenever I can confirm whether something applies to Stadium too or just to th Carts. Please avoid posting things from there unless you can confirm whether the difference appears in Stadium.
__________________
For people who like storing things: The Box Reading and LC? LCF, LC Guide, LC Analyses Good channels: #littlecup, #C&C, #1v1, others And for SCMS editors: SCMS group Last edited by eric the espeon; Feb 6th, 2011 at 10:59:11 AM. Reason: partly updated. glitches. :( |
|
|
|
|
|
#2 |
![]() ![]()
Join Date: Dec 2009
Posts: 828
Spain
|
I think everything is covered in the Important RBY differences article.
__________________
Updated RBY analyses: ~~ Alakazam / Chansey / Dragonite / Exeggutor / Slowbro / Snorlax / Starmie / Tauros ~~ Articles: ~~ The RBY UU Metagame // Sleep and Leads in RBY ~~ Warstory: ~~ RBY Little Cup ~~ **** RBY 251 **** The RBY Metagame with all GSC Pokemon allowed! |
|
|
|
|
|
#3 |
|
maybe I just misunderstood
![]() ![]() ![]()
Join Date: Aug 2007
Posts: 3,695
|
It covers the most important bits, but the chances are there will have been a few things which slipped through the net. And I need to know which differences are Cart only/which are in stadium.
__________________
For people who like storing things: The Box Reading and LC? LCF, LC Guide, LC Analyses Good channels: #littlecup, #C&C, #1v1, others And for SCMS editors: SCMS group |
|
|
|
|
|
#4 |
|
also known as Darkwing_Duck
Join Date: Dec 2009
Posts: 3,043
Location: Andromeda Galaxy
|
Stadium Only
Game Mechanic Changes Pokémon Stadium features a number of changes to the battle system. Many of these fix glitches present in the first generation games.[1] [2] General changes include: The duration of sleep is reduced to 1-3 turns. If a Pokémon defeats an opposing Pokémon with a recoil move, the Pokémon does not suffer recoil damage. An immobilized Pokémon can still select an attack. Consecutive moves such as Wrap end when the target switches out. All status ailments and HP-draining moves have no effect against a Substitute. If a Pokémon is fully paralyzed during the invulnerable turn of Dig or Fly, the move resets. When a paralyzed Pokémon's Speed is modified, its Speed reduction is no longer nullified. After a move which causes self-inflicted confusion (e.g. Thrash) ends, the game will display a message stating that the target is confused. The variable that determines the last damage dealt is reset whenever a Pokémon switches, is fully paralyzed, or uses a two-turn attack. Recovery moves no longer fail when the difference between a Pokémon's current and maximum HP is 255 or 511. (yes I copied Synre's post from PR) |
|
|
|
|
|
#5 |
|
Join Date: Mar 2009
Posts: 156
|
Is your list is meant to be exhaustive or if you're only putting in the quieter changes? You're missing the different Hyper Beam mechanics in Stadium vs. RBY. IIRC, in RBY a missed Hyper Beam or a Hyper Beam that OHKOs requires no recharge; they both require recharge in Stadium.
|
|
|
|
|
|
#6 |
|
maybe I just misunderstood
![]() ![]() ![]()
Join Date: Aug 2007
Posts: 3,695
|
The list should ideally include all differences between Gen 1 and 2, specifying the Stadium and Cart mechanics. I've not gone through the RBY Diffs guide and sorted the information there into RBY and Stadium yet, and will do so when I get a chance. I will add that.
__________________
For people who like storing things: The Box Reading and LC? LCF, LC Guide, LC Analyses Good channels: #littlecup, #C&C, #1v1, others And for SCMS editors: SCMS group |
|
|
|
|
|
#7 |
|
im the best
Join Date: Dec 2004
Posts: 2,732
|
When it comes to boosting moves, stats are capped at 999 unlike in ADV and beyond.
|
|
|
|
|
|
#8 |
|
maybe I just misunderstood
![]() ![]() ![]()
Join Date: Aug 2007
Posts: 3,695
|
Are they actually capped at 999, capped at 1024, or roll over to 0 at either of those numbers?
Edit: You clarified in the other topic, editing OP.
__________________
For people who like storing things: The Box Reading and LC? LCF, LC Guide, LC Analyses Good channels: #littlecup, #C&C, #1v1, others And for SCMS editors: SCMS group Last edited by eric the espeon; Jan 29th, 2011 at 7:16:27 PM. |
|
|
|
|
|
#9 |
|
Join Date: Sep 2007
Posts: 153
|
http://bulbapedia.bulbagarden.net/wiki/Accuracy
Moves in RBY with 100% accuracy always have a 1/256 chance to miss. I don't know if you subtract the .4% for all other moves too or not http://www.smogon.com/rb/articles/differences Frozen pokemon never thaw out by themselves. Fire moves and Haze are the only way. This smogon article also mentions the 1/256 accuracy issue. |
|
|
|
|
|
#10 |
|
also known as Darkwing_Duck
Join Date: Dec 2009
Posts: 3,043
Location: Andromeda Galaxy
|
My list is mainly about the quieter changes.
|
|
|
|
|
|
#11 |
|
Points out the obvious
Join Date: Mar 2010
Posts: 6,546
A country full of spiders
|
In RBY...
Dig has 100 Base Power. Double Edge has 100 Base Power. Explosion has 170 Base Power. SelfDestruct has 130 Base Power. Wing Attack has 35 Base Power. Blizzard has 89.5% Accuracy. Rock Throw has 65% Accuracy. Power Reference. Accuracy Reference. EDIT: Nevermind, it mentions it in the article...
__________________
Last edited by Its_A_Random; Jan 29th, 2011 at 8:50:08 PM. Reason: ... |
|
|
|
|
|
#12 |
|
It's only after we've lost everything that we're free to do anything.
![]() ![]() ![]() ![]() ![]() ![]()
Super Moderator
Join Date: Jan 2008
Posts: 3,229
Home: Goshen Scout Reservation
|
|
|
|
|
|
|
#13 |
|
Join Date: Dec 2009
Posts: 880
|
Hm, here's something I've not seen mentioned: the game displays odd messages for nfe and possible se damage when dual typings are used. For instance, on my Yellow cartridge, when my Venusaur uses Razor Leaf (a Grass move) against a Tentacool (a Water/Poison type) the game displays the "It's not very effective" message, even though it should be doing neutral damage. I think the same thing happened with enemy Pokémon using Poison move on my Venusaur, and my Pikachu using electric moves on Lance's Dragonite - the "not very effective" message displayed in all cases. I haven't calculated to see if it's actually the move doing less damage or if the only difference is the message displayed, though. According to a website I found here:
http://www.math.miami.edu/~jam/azure.../typechart.htm They were getting "It's super effective!" messages from the same situation, Venusaur using grass moves on Tentacool, but according to their research it was still doing 1 times damage. I don't know if this is a difference between RB and Y, or if the specific move used makes a difference, or what... (Though it does go some way towards explaining why I've always been so confused about how Grass and Poison interact. It's the game showing the wrong message!) |
|
|
|
|
|
#14 |
|
also known as Darkwing_Duck
Join Date: Dec 2009
Posts: 3,043
Location: Andromeda Galaxy
|
The games show the wrong message. It actually does normal damage.
http://www.dragonflycave.com/experimentation.aspx explains how it works. |
|
|
|
|
|
#15 |
|
Join Date: Jun 2009
Posts: 139
Alabama/Florida
|
Counter continues to work until the foe uses a PP (or the user faints/switches).
Thus, if the foe uses Stomp on you, you can use Counter the next turn, and the next, and the next, as long as the foe either a) fully paralyzes, b) switches, c) is asleep, d) wakes up, f) is frozen, g) recharges, h) hurts itself in confusion, i) flinches, j) takes in sunlight, k) lowers its head, l) is glowing, m) gathers a whirlwind, or n) faints. Counter will also work on the turn the opponent flies up high or digs down low, although it will miss and be reset upon the descent/ascent of the foe. However, if the foe fully paralyzes or hurts itself in confusion on the turn it is supposed to descend/ascend, the Counter will not be reset. The key is that Counter works until the foe uses a PP. So Rest, Recover, Toxic, Psychic, and Lick will all reset the Counter. Notice I said using Rest resets Counter. However, the act of sleeping does not reset the counter (if you manage to get a sleeping pokemon out and then have it try to sleep). The Counter user can use other moves, including Rest and Fly, and then use Counter again later (as long as the Counter has still not been reset). Counter will always go second, however. Counter can be countered. If both pokemon use Counter, both Counters will fail.
__________________
No Wrappers! Last edited by waterwizard; Feb 4th, 2011 at 10:45:09 PM. |
|
|
|
|
|
#16 |
|
Join Date: Jun 2009
Posts: 139
Alabama/Florida
|
When the attack of a pokemon who has been burned is modified (Growl/Meditate/etc), the attack reduction from burn disappears (similar to the Paralysis speed fall).
Also, while Rest does heal paralysis/burn (and poison), it does not correct the speed/attack fall. However, the speed/attack fall is removed upon switching out. Explosion and SelfDestruct still half the defense of the foe...
__________________
No Wrappers! Last edited by waterwizard; Feb 4th, 2011 at 10:53:54 PM. |
|
|
|
|
|
#17 |
|
also known as Darkwing_Duck
Join Date: Dec 2009
Posts: 3,043
Location: Andromeda Galaxy
|
In case coyotte is going to implement tradebacks:-
Generation 1 Pokemon NYPC moves
I'd just like to suggest that you create special classes for "Gen 2 NYPC", "Gen 2 Egg" and "Gen 2 Level", so that you can carry over restrictions from implementation of Generation 2 to when you implement Generation 1.
Tradeback Egg Moves
Above list does not include pre-evos, so include during implementation.
GSC Move Tutors
Last edited by Destiny Warrior; Feb 5th, 2011 at 4:52:24 AM. |
|
|
|
|
|
#18 |
![]() ![]()
Join Date: Dec 2009
Posts: 828
Spain
|
I think that if Double-Edge (or any other recoil move) attacks a Sub, the user will just lose 1 HP but I don't know for sure.
And Blizzard acc. is 90% (or 90 *255 / 256) rather than 89'5, isn't it? I think that the 1/256 glitch is also applied to secondary effects like Blizzard freezing, Psychic spc falling etc.
__________________
Updated RBY analyses: ~~ Alakazam / Chansey / Dragonite / Exeggutor / Slowbro / Snorlax / Starmie / Tauros ~~ Articles: ~~ The RBY UU Metagame // Sleep and Leads in RBY ~~ Warstory: ~~ RBY Little Cup ~~ **** RBY 251 **** The RBY Metagame with all GSC Pokemon allowed! |
|
|
|
|
|
#19 | |
Join Date: Jul 2007
Posts: 157
|
Quote:
Edit: http://www.math.miami.edu/~jam/azure/attacks/index.htm is a very useful source for detailed effects for every attacks, OHKO moves, damage formula... |
|
|
|
|
|
|
#20 |
|
Join Date: Dec 2010
Posts: 22
Maryland
|
What about the glitch where Toxic and Leech Seed use the same hex value, stacking the two effects. Or was that fixed in Yellow?
EDIT: Found a source.http://www.math.miami.edu/~jam/azure...ks/t/toxic.htm DOUBLE EDIT:Ah nvm. I need to read apparently XD |
|
|
|
|
|
#21 |
![]() ![]()
Join Date: Dec 2009
Posts: 828
Spain
|
Yes, it's mentioned on the Smogon article. The question is where does it happen.
__________________
Updated RBY analyses: ~~ Alakazam / Chansey / Dragonite / Exeggutor / Slowbro / Snorlax / Starmie / Tauros ~~ Articles: ~~ The RBY UU Metagame // Sleep and Leads in RBY ~~ Warstory: ~~ RBY Little Cup ~~ **** RBY 251 **** The RBY Metagame with all GSC Pokemon allowed! |
|
|
|
|
|
#22 |
|
Join Date: Oct 2010
Posts: 10
|
This page is quite useful, in case you haven't already noted some of the changes from it + a page by IIMarckus on how different damage effects work here.
RE: Leech Seed glitch, I added it to Bulbapedia's list of minor glitches if you want a little clarification. Though I can't test to see if it works on Stadium unfortunately. It's exploitable on Pokémon Yellow and it's basically that Leech Seed and Toxic use the same damage algorithm: N * max(1, int(0.0625*MaxHP)). N increases every turn under Toxic so Leech Seed damage increases every turn just like Toxic if the Pokémon is badly poisoned. Also, if the battle is a draw the relevant victory theme is played even though you've technically lost. This doesn't happen in Generation II. There's also the binding move 'Fire Spin' glitch which SloshedMail reported on the Glitch City Laboratories forum. A battle goes out of synch if you Mirror Move something like Fire Spin, have it hit and then have the enemy Pokémon switch to a Pokémon which will get knocked out by the move in one hit as the attack continues. Edit: Almost forgot - if you manage to get a stat high enough e.g. 999 Special though also have Reflect/Light Screen up you can exceed the 999 cap and possibly the absolute limit of 1023, possibly causing the stat to be lower (modulo 1024). Does not occur in Stadium because of a higher limit.
__________________
I have started to run 'Glitch Cup' battles in Generation I. If you want to see them/make a comment check out my Youtube channel. Last edited by Torchickens; Feb 24th, 2011 at 6:03:18 PM. Reason: Stat overflow w/Light Screen+ Reflect. |
|
|
|
|
|
#23 | |
|
im the best
Join Date: Dec 2004
Posts: 2,732
|
According to Azure's ancient records, that is indeed the case.
Quote:
|
|
|
|
|
|
|
#24 |
|
Join Date: Oct 2010
Posts: 10
|
I'll list some of the other changes from here and here for quick viewing:
P.S I'm looking forward for this future implementation. I've been trying to do battles against different glitch Pokémon, though its been a little impractical and frustrating when running into enemy glitch Pokémon which freeze the game on the opponent's side. (incomplete, tentative glitch Pokémon by 'Base Stat tier') + archived Glitch Dex Are Smogon considering adding glitch Pokémon to this simulator, because I might be able to help out a little bit (I'll ask the people at GCL who made the Glitch Dex, recorded some of the cries and found the base stats if they want this to happen too).
__________________
I have started to run 'Glitch Cup' battles in Generation I. If you want to see them/make a comment check out my Youtube channel. |
|
|
|
|
|
#25 |
|
Join Date: Jun 2005
Posts: 2,183
|
if you get Fully paralyzed in the middle of fly/dig you are rendered invulnerable to all moves except swift for the rest of the battle unless you use dig/fly again.
i don't know if this is the case in stadium 1 though.
__________________
<Misty> NOBODY EXPECTS THE SPANISH CHOICE BAND JIRACHI INQUISITION. <Surgo> when a man whips out a pink DS and pokemon, you know he's not afraid of anything. <capefeather> explosion got ruined by the bad economy |
|
|
|
![]() |
| Thread Tools | |
|
|