Posts for Krayzar


Post subject: I am working on a FIRESEAL TAS - where would timing actually end for a TAS?
Krayzar
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Joined: 9/25/2020
Posts: 3
I am working on a FIRESEAL TAS for Ogre Battle based on my RNG research and several human theory TASes I have for the FIRESEAL category on two platforms. I'm also the current RTA record holder for SNES FIRESEAL, with what I believe is the first ever fully manipulated run. For those that don't know FIRESEAL is the shortest way to get one of the game's endings but it is sort of a secret extra mode. It's an excellent display of what I've learned about early game RNG, but the issue is where the timing would end for a TAS. In RTA, time ends on killing the boss, but there are several dialogue boxes after that, none of which are meaningful (i.e. pressing them alters nothing significant). I am unclear if timing would include them, or if the run would simply be considered over at that point. It would save a ton of time if it weren't counted, but perhaps would be slightly less interesting for me personally, as a lot of my research was based on manipulations regarding the second Damage card is all. EDIT: I think I have my answer - https://tasvideos.org/MovieRules Seems to indicate that completeness would be defined as "to the credits". Neat. My work won't go to waste.
Krayzar
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Joined: 9/25/2020
Posts: 3
Just wanted to make a slight correction here as the discoverer of the "Start Button" gimmick and the creator of the published 2020 Human theory TAS for Battle Chess on SRC that all the modern runs are based off. The Start button behavior isn't documented in the manual or other resources as a force move button. Reading this through makes it sound like it is. Perhaps it's simply intended but undocumented (and there's certainly evidence that it is - the game stops listening for start after a successful "interruption"), but the manual only mentions Start in the context of starting the game. My human theory TAS attempts to display this but there's an unpublished "non-Human" version I have that demonstrates this in full, simply for fun. FractalFusion and I came up with the exact same solution down to the frame, beyond my extra start presses to demonstrate that the game really does stop listening after a certain point and pressing start doesn't introduce any delays. I much prefer how clean the file looks on this one and am pleased folks are having fun with Battle Chess!
Krayzar
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Joined: 9/25/2020
Posts: 3
This seems consistent with my observations, but just something to note on stage 5: If you do trigger a lag frame (easy to do in 5 by pressing a lot of inputs), the game catches up and triggers spawns normally. This tells us its not just lag or item count, there's some sort of process that appears to be periodically checking to spawn objects. There might be several variables it checks for but the main point seems to be that triggering a lot of consecutive spawns and despawns prevents it from checking for that one last Red Buster, and that in turn eliminates an entire chain of enemies based on that spawn. The theory here is that you can skip checks by taking enough cpu time (which already seems to be taxed in this area), but not doing so much as to trigger a full lag frame. Here's a very repeatable way of triggering the despawn: https://youtu.be/6TMdZWoa3K4