Posts for Toothache

1 2
11 12 13 31 32
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
<Kaphotics> 021F6388 - english white <Kaphotics> black is probably +/-0x20 <Toothache> gotcha <Kaphotics> it's got the same RNG constants as the main RNG right next to it <Toothache> I wonder how manipulable it will be for a TAS <Kaphotics> not sure how it's seeded, but it looks like it only controls battle results not NPC move decisions <Toothache> ok that's handy <Kaphotics> like I'm able to always crit <Kaphotics> and always dodge <Toothache> if that's the case, it should be easy <Kaphotics> depending on the NPC's move <Kaphotics> it looks like the formula for the 1/16 chances is seed>>60 <Kaphotics> 0 being proc So there you go, one major step for a B/W TAS already overcome - the battle RNG location.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
I figure it might be better here to post possible improvements. I've already addressed this in IRC, but I did notice there were places when you are moving the cursor for the RN manipulation, where it can be done faster in a different location. For example, in Ch13, you manipulate for the boss kill here: when there is an unobstructed area that can be used in the north-west. There are other places like this where RN manipulation can be done faster in a different direction, but this was the most glaring one. Another possible improvement I have is giving Marcus the Energy Ring that Dorcas starts with. Giving him the item is a simple matter of trading in Ch11 Turn 2, as soon as Dorcas appears. The time taken to get and use the item should more than pay for itself, as Marcus will have 2 higher Atk with which to get more OHKOs, and can also save less manipulation later on if getting Str in a level is particularly time consuming - even gets to cap the stat sooner so you can get blank level ups earlier. A couple of chapter strategies have possible improvements. As seen in the Japanese TAS linked earlier, opening the door and critting the soldier in the same player phase will be faster than letting him move on enemy phase and getting 2HKOed. Ch11 doesn't require Eliwood to crit all three enemies after he is dropped, just enough so that he can seize - so just the first two, saving time with less exp gained and RN manipulation. Ch16 could have an improvement, if a 7 move unit was to hang back from enemies, using Marcus to charge forward and kill stuff, and hand Eliwood to Marcus once all the archers in the western corridor were clear. I'm probably not completely right on a couple of these, just going off observations I've seen while watching this. The improvement Nitrodon discovered will also save time in a few places, but that should be a matter of easy hexing where it does save time. For those that weren't on IRC, all three of the GBA games have the camera scroll on where the cursor icon is located, but the arrow while moving can move beyond that location. Normally, holding B while moving keeps the cursor moving fast enough to keep up with the arrow. The problem with this is that once a move location is confirmed, normally the camera scrolls back to the unit before moving if you go too far from it. With this new trick, by not holding B, or only holding for a few frames, you let the camera move slow enough that, when you confirm the unit movement the camera does not scroll back and the move happens straight away rather than waiting. It doesn't work in every instance, but it will save a good few frames when it does.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Hm, I never thought to run Hourglass itself in admin mode, just the IWBTG game. I tried it and it gave me a 'The game crashed' error. I consider this progress!
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Nope, I've tried that, Tristal, didn't make any difference.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
http://www.smogon.com/forums/showpost.php?p=3364100&postcount=679 Some clever people have worked out the Initial Seeding in Colosseum. Pokemon generation method has yet to be determined, but this is a step closer to being able to TAS this game.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
creating process "C:\Users\Toothache\Downloads\iwbtgbeta(fs).exe"... CreateProcess failed, error 740: The requested operation requires elevation. done creating process, got handle 0x0, PID = 0. SYMBOL PATH: .;C:\Users\Toothache\Downloads\hourglass-r51\hourglass-r51;C:\Windows;C:\Windows\System32;C:\Windows\Symbols\dll attempting injection... Failed to inject DLL "C:\Users\Toothache\Downloads\hourglass-r51\hourglass-r51\wintasee.dll" into process id 0x0 IAT: Failed to get appropriate process access rights for process id: 0, system error code: 0
I hope you can make sense of this.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
I got 'Injection failed...' when I tried to play back the same movie. Any idea what this means? Using Win 7 x64.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
While the published run is technically well done, it does kind of drag on after a while. This one is short enough to get my attention and still shows an optimal-looking TAS, without outstaying its welcome. Yes vote from me.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
There's a special attack triggered by having the three flying units adjacent to an enemy, called the Triangle Attack. This grants both an automatic hit and critical, even when none is normally possible. The manipulation then becomes activating the Wyvern Lord skill of Pierce, which ignores enemy Defence - this is why she does so much damage to Formortiis, the 18 damage listed takes into account his 25 Def, and without it she is doing 43 damage normally, or 129 with a critical to his 120 HP.
Post subject: Ch7 new WIP
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
VBM: http://dehacked.2y.net/microstorage.php/info/554854624/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Ch7: http://www.youtube.com/watch?v=e6bnhDBSIW8 Ok, so after putting this off for some time, I finally got around to finishing Ch7. I want to minimise the amount of combat, so by having a low health Thany, the AI targets her rather than anyone holding a weapon, so they don't counter attack. Turn 1: Roy takes the Hammer from Ward, who moves his full distance north east. Lance and Marcus perform a drop so Roy can recruit Zealot next turn. Dieck hands his Iron Blade over to Alan. Over in the west, Alan takes out an armour with Javelin, and Thany makes him equip the Iron Sword for the mercenary. Alan crits on enemy phase. Turn 2: Alan's position is deliberately chosen so Marcus doesn't counter attack the cavalier - this would also trigger one of the Physic healers since Marcus can't 2HKO or crit while carrying Roy. Level up is HP, Str, Skl, Spd, Luk. Zealot is recruited, and takes Treck south. Lance is picked up by Ward after critting the mercenary - this is to stop him doubling the armour. Thany buys 4 Door Keys and a Chest Key. On enemy phase, I let Thany get hit to encourage the AI to target her over Alan, who would counter some of the attackers wasting time. Marcus does a double miss on the armour to save weapon uses, and picks off a soldier in the meantime. Turn 3: Dieck rescues Noah to stop him being annoying. Ward moves out of range of the armour, while Zealot picks up the Killing Edge. Marcus advances, taking the Hammer and equipping the Iron Axe, Alan gets another Sword kill, and Thany opens the door while luring attackers in her direction. Enemy phase continues to use Thany as a lure, while a few wayward enemies go for Marcus and Alan. No counter attacks other than the Wyvern, which is good. Turn 4: Thany moves out of range of her pursuers, and Alan allows for further distance to avoid all but one enemy. Dieck moves out of range of the armour, and Marcus drops Roy, who has to dodge almost all the attacks aimed at him. Turn 5: Marcus nets a crit with the Silver Lance, and avoids levelling up surprisingly. He doesn't double with the Hammer unfortunately, and has no crit with it either, and I don't see myself saving time by going back and rigging his second level up to gain Speed, since he needs to perform 2 crits on the same enemy phase as levelling up in Chapter 6. Overall, this was the easiest and probably fastest option. In terms of frames, I am 4315 frames ahead of the old WIP
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
No point Epic, I already have them ready to upload to archive once judging is complete. Well, you can go ahead and use your fancy Japanese logo for the Nico version at least :-)
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Huh, I didn't expect the lower route to be faster in Pump Man stage. Did you make a comparison to the upper path? I'm curious as to how much time going the lower route saves for Bass
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
From my understanding then, the script needs modifying to use Rec.601 instead of PC.601. What changes need to be made on the Flygon/Brandon script in order for this?
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Nach wrote:
We really should look at the Game & Watch games in bsnes...
Here's an exception - let's make this the rule? I disagree you should look at one game and make this the example to go by. If anything, this suggests you agree with taking games on a case-by-case basis, which is what should be done.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Since it makes sense, from my perspective, to take this on a case-by-case basis, I've voted for #3.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Developer intention is something we need to get away from, considering what TASVideos is in the business of doing with games. That said, I'm finding it hard to decide which side of the argument to get behind. While the SGB is clearly made for TV display of GB/GBC games, it does make some sense to consider a 4:3 aspect, since that is the way it would appear on a TV. This does create the stretching effect seen, and while this is noticeable, for me it isn't distracting, just a side effect of how the hardware works. One side of me says however - how many people watch TAS runs on a TV? I'm used to a stretching effect anyway on my 19" widescreen monitor. One thing no-one has proposed yet is an actual change to the rules surrounding this situation - just a lot of discussion about splitting hairs, from my perspective. We're letting the little things get in the way of our purpose - making encodes for people who don't or can't watch TAS runs on emulator. So here's how I'm leaning - 4:3, while looking stretched on a lot of games, is probably the way to go here.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Potential equipment that can be manipulated for a Sorceress: Lenymo - +15 Mana, 30% mana regen, L7 equippable Hand of Broc - +20 Mana, L5 equippable Magefist - +1 fire skills, +20% FCR, 25% mana regen, L23 equippable (only for endgame in normal) Tarnhelm - +1 all skills, 25-50% mf, L15 equippable Treads of Cthon - 30% FR/W, 50% slower stamina drain, L15 equippable Vidala's Fetlock - 30% FR/W The Eye of Etlich - +1 all skills, L15 equippable Arcanna's Sign - 20% mana regen, +15 mana, L15 equippable Manald Heal - 20% mana regen, L15 equippable Ring of the Apprentice - 10% FCR, L3 equippable Most of the gear that really boosts the Sorc is available to use at L15. Finding a +1/+2 Orb or Staff for her primary killing spell will also be nice until hitting L19 for Leaf. Nadir, with its +2 Mana per kill and +5 Str bonus may also be worth considering, at the very least to cut down the Str requirement for equipment. For body armour, nothing really helps until L17, when Stealth is equippable. 25% FCR, 25% FR/W, +15% Mana regen and +15% max stamina all go a long way to aiding a Sorceress. For charges of Teleport, the earliest they can be used is L18 for a Sorc, which is when she gets the skill anyway. It can appear on a magic Amulet, Circlet, Orb or Staff, with 22 charges of the skill - however, the affix is L48 for Amulets and Circlets, putting it out of range of Normal mode enemies.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
I've no doubt Sorceress wins in 100% run. For normal mode run, the problem is hitting L18 in time to use Teleport - and that's the big issue. For the Assassin, hitting L6 is very quickly done in comparison to the length of a run, for Burst of Speed. This will come as a consequence of running through the areas Blood Moor, Cold Plains, Stony Field, Underground Passage, Dark Woods, Tamoe Highlands, Outer Cloister, Barracks, Jail, Inner Cloister, Catacombs, in order, picking off whatever uniques and superuniques happen to be in the way of all that. It may also be worth visiting Tristram for a nice experience boost there - it can be very often populated with more than half a dozen combined champion and boss packs. Even with all this considered, it still takes a good 20-25 minutes to run through, while levelling to hit L12 - which both Assassin and Sorceress need for their best killing skills in a Normal playthrough. Sorc should be pumping Fire Bolt for Fire Ball synergy, and Assassin Fire Blast for Wake of Fire. Fire spells are an obvious choice, since Andariel has a nice weakness to Fire, as well as the possibility of using Leaf runeword staff for a great boost there. Hitting L6 can be done very quickly for an Assassin, and she'll have the benefit of that skill for the entire run. For a sorceress, hitting L18 will come quite late - maybe in Act 3 if no time is spent dedicating time to levelling her. For a TAS, remember, there will be no save-loading to take advantage of, so superuniques can't be killed multiple times and manipulating lots of experience shrines will be a difficult challenge, if the game allows for it at all. Another thing to consider is that, without a nice amount of +skills gear, Teleport at L1 is very expensive to cast, and it will burn through her mana like nothing. Assassin is obviously less potion-intensive in this respect, should need to spend very little time shopping for potions can keep herself going by collecting what gets dropped along the way.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Would Sorceress truly be the fastest class, though, for a Normal mode run? The competition between this class and the Assassin for the SDA published runs has always been close. Advantages Assassin has over Sorceress: Does not need to stop moving to attack - can drop traps in large group of enemies and continue running. Sorc can do this as well, but not as immediately as Assassin can. Burst of Speed - combined with a low level set of boots like Vidala's Fetlock for some insane FR/W. Probably just as fast as Teleport in the long run, since it is also a very early skill to obtain. Overall, the very early skill access may just overall have the edge over the benefits of Teleport. Sorceress is limited by quite a slow kill speed early on, and a pretty high level requirement for Teleport. Both classes benefit from favourable map spawns of course, but where the Sorc has to stop and level to be able to skip large portions of the game, the Assassin just can keep going and going all the way through, and doesn't need to dedicate time to levelling at any point - she will hit the L20 requirement for the Ancients very easily, sometime in Act 3 I'd wager. Leaf staff might be good to manipulate for when she has the level requirement Lower Resist wand is an obviously good weapon switch for all spellcasting classes.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
EDIT: Bah, stupid Youtube. Encode removed, HD version is uploading, should fix the sound problems. In theory.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
That does bring up a point for planning a Sorceress run - getting to L18 so she can use Teleport in the first place. Speedrun tactics, while segmented, aim to have her reach L12 before seeing Andariel for Fireball. First half of the run will see her doing a lot of killing, although if manipulation of lots of boss packs and champion packs can be arranged, the time can be significantly cut for this. While you are right, the latter half of the TAS will see very little kills outside of mandatory enemies like Act bosses, it should be possible to get a few levels during a run through to Baal from L18 to help scale skills. Sorceress should probably also be picking up a few runes to make Leaf staff, and Stealth armour is great too, but neither of those are equippable until around the same time you get Teleport.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Encoding this.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
I was thinking something similar, with all the enemies around Morva. I'll have to go through and pick out a few choice ones.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
http://www.youtube.com/watch?v=hHJeAc3-5nA Will finish processing shortly. Enjoy!
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Looks good so far, but can it be done with less random shooting for no reason? The boss kills show how fast you can shoot, I don't think we need to see it all the time.
1 2
11 12 13 31 32