Method: - Record the following gameplay footage separately: > Intro sequence with inputs > Mt. Moon encounter manipulation (get some encounter on 1F) > Frame 37 failure of above manipulation > Picked up item ball failure of above manipulation > Loaded NPC failure of above manipulation - Add background video to fill in non-gameplay sections (sitting on title screen or on first tile in Moon) - Record audio commentary over video ----- PART 1: The basics - RNG starts from the same point -- we'll call it 0 -- when you hard reset. RNG just keeps going from soft reset (explain hard vs. soft reset) - As a general rule, the RNG will produce the same results as long as your inputs are the same - Pokemon Red runs at 60 fps, meaning a frame-perfect input requires a runner to be nearly millisecond-precise - However, in Gen 1 -- as well as Gen 2 and many other GBC games -- inputs can be buffered. What does "buffered" mean? Let's look at an example. When you talk to an NPC in the overworld, you use the A button. Then, on the frame that your character reaches a tile next to the NPC, the game will register the A input and begin the dialogue. However, you can press A at any time during the step you take to reach that tile, and as long you keep holding A until you reach the tile, the A input will register just the same. A step takes roughly 17 frames on foot and 9 frames on the bike. So your window increases from 1/60th of a second to 1/4th of a second, and that's quite easy for a human to pull off with practice. - Turns out the intro sequence to Pokemon Red can be buffered with even larger windows than 1/4th of a second - (Show intro sequence with inputs) - Making manual manips - (Show example of an encounter manipulation) - So that's easy, right? - No, because IGT0 (explain) - (Show example of frame 37 failure of the above encounter manipulation) - Forced to make botted manips, which often have difficult movements (will discuss tips on movement later) - Why is my manip failing? Could be IGT0, but it's likely something else - Legit cart + GBA/GBP ... or latest version of Gambatte-Speedrun + valid Pokemon Red ROM - Trainers fought + items picked up (show example) - Trainers loaded (show example) - If items picked up, not holding A long enough - If items picked up, your own inventory - Pokemon in party - Buffered vs. unbuffered save - Pressing random buttons during intro - Execution tips - Use visual cues if possible; use audio cues only if you must - Hold your A presses! - Be deliberate with your movements - If a manip is failing and you don't know why, try removing A presses one at a time - Next video will explain advanced manips ----- PART 2: Advanced manips - Extended manips - Fight manips - IGT tracking ----- Other videos: - Gen 1 menus (basically just port from comprehensive Red guide) - Gen 1 movement (basically just port from comprehensive Red guide) - Gen 1 battle mechanics (port some of comprehensive Red guide)