Posts for Toothache

1 2
13 14 15
31 32
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Having some issues with enemy stat manipulation. In Chapter 7, there are 2 wyvern riders that appear. I'm interested in manipulating the stats of the left one, which is Level 9. So, by checking the base Def of a male Wyvern Rider (8) and the growth (25%), a L9 unit should be averaging 10 Def. However, I am seeing it constantly fixed on 11 and there appears to be no changing it. 10 Def would allow Alan (13 Str) to 2HKO with a crit + normal attack (21+7 dmg, average HP is 26) using Iron Sword (getting his Sword rank up gives him Killing Edge access sooner), but 11 Def means he would survive (18+6 dmg) and cause one of the enemy physic healers to activate and heal the Wyvern, wasting time. There's also another issue - the Luck stat. There are no base Luck stats listed on Serenes, but I'm convinced some units - Wyverns included - have a base Luck higher than 0. I've seen it range from 3 to 5 with my testing, being at 4 most of the time. Again, with 25% growth 2 should be the average with a base Luck of 0. So, there is some information missing. 3 Luck would allow an earlier crit (2%) for Alan with the upcoming RNs. On top of this there's an armour that Alan can just OHKO with a crit on turn 1 with Javelin as long as it has 10 Def too, so both of these unit's stat changes need to be taken into consideration. Using DK's MoveChar's script, the wyvern's stats is generated 2nd (listed as enemy 1), and the armour in question is generated 8th (enemy 7). I would appreciate any help with this. Thanks in advance.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
It was inevitable HM would throw a map which can't be done in the same way as NM and require a whole rethink. I wouldn't necessarily worry about having to take an extra turn or two if it makes the combat more manageable - frame count is the ultimate goal here, not turn count, after all, and I've found in FE6 that often lowest turn count strategies are much longer in terms of frame count. I would assume a fair amount of enemies do not move unless a unit is in range, which means that enemy phases won't be too much longer overall than NM - most of the units you are using to fight will have Move range over the enemies, at least. Also, don't focus on the probabilities so much - check what is actually possible with the upcoming RNs and make adjustments based on that. TASing an RPG is all about dealing with slim odds after all, but that is where RNG manipulation comes in. EDIT: Suggestion for the pirates near the start - lure them to the land on turn 1, use your foot units to kill them on turn 2 player phase. You don't necessarily even have to equip your lure with a weapon if your other units can kill them safely enough - it is a way to reduce the enemy phase length a bit.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
In Ch2, would it not save time for Vanessa to hand Ross over to Moulder, so that once Garcia is done killing things she can rescue him and remove the Other Phase messages? Also, does Eirika need such a large level up? Ch3: Why not kill Bazba on player phase with a crit rather than a double attack on enemy phase? Other than that, things are progressing nicely. You didn't scroll the screen in 5x for one of the cav kills however, so there's still slight room for improvement.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
"some other guy" is actually antd on these forums, who was working on the FF7 TAS for a long while. I'm not sure what is happening with it atm though
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
ch1-6: http://dehacked.2y.net/microstorage.php/info/1716211508/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Ch6 complete, with a massive 3154 frames ahead of the old 13 chapter WIP. Considering I was 2417 frames ahead after ch5, this is a massive improvement. Turn 1: I have Thany empty her inventory of all javelins onto Lot, Angelic Robe is for sale in the next chapter. Merlinus drops his items onto Roy, and pulls out all the hand axes and javelins he has left. I no longer have to enter Merlinus' stash to get more weapons, and they are just a simple trade away from being used later on. Alan and Lance pulls forward, Roy is picked up by Lance and they stop out of enemy range. On enemy phase, Marcus is forced to crit the two armours and get a level up consisting of only Strength, but it does clear the way for my cavs. Turn 2: Lance hands Roy to Marcus and moves his full distance north. Alan crits a soldier so Marcus can place Roy down. On enemy phase, Roy and Lance are attacked without counter attacks, and dodge as much as they need to. Lance's position reduces the amount of combat needed in turn 3 by 1. Turn 3: Alan doubles a mage to get a 6 point level up - everything except Def. It is possible to get a level up 26 frames faster without getting Res (ie, just HP, Str, Skl, Spd, Luk), which crits the mage he attacks, but this was so close I figured it was worth the time spent. Marcus nets an Iron Axe crit on the boss - he doesn't need the Axe wexp any more after getting D Axes in turn 1, but if I can avoid getting S Lances it will save time - just need to make sure I don't go too far and get C Axes instead!
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
ch1-5: http://dehacked.2y.net/microstorage.php/info/108280330/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Ch5 is completed with 320 frames behind the previous WIP (33 frames ahead if you disregard the level up Alan will have got in ch6). Had to do extra manipulation here for the crits. Even though Lance isn't going to be used for combat much, that 3 point level up was faster to get than something later with fewer increases. Roy only had to shift 1 RN in the previous chapter for the Thany crit, too. EDIT: Fixed a mistake in ch4. Gone from 350 behind to 320 behind.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
I guess the same frame rules apply in this game as well as FE6. Each attack and miss there takes around 40 frames, but if the amount of HP lost is past a certain number, the extra remainder adds 1 frame for every HP above that threshold. I never did measure precisely where that threshold is though.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Do not panic. I'm prepared to take as long as it needs, but I will finish this. I'm just a rather slow methodical sort of TASer - it is a tortoise and the hare story. EDIT: Ch3 is complete, and I'm 64(+353) frames behind, but catching up slowly - and was 67 behind after ch2. The 353 frames is the extra level up Alan gets in this chapter, which he would have got in ch6 anyway. He's got to 30 Sword wexp already, and just needs 21 more to hit D rank (getting C from promotion). New strat also preserves the Silver Lance even further, it is up to 18 uses from 17, and I decided that Roy doesn't need the Rapier after this point so he's dropped it along with the vulnerary he started with (he can serve as extra inventory space for the units that ferry him). I should hopefully start making a net positive of frame gains in the next couple of oncoming chapters, depending on how generous the RNG decides to be. EDIT THE SECOND: Ch4 now complete, pushed myself up to 405 frames behind (or 52 if you discount the extra level up). I'll probably have to reduce that to manipulate the enemy mercenary in ch5 for Thany to kill again though. Marcus level up was HP, Str, Skl, Spd, Res. I'm not losing anything significant though frame wise, so this should still pay off in the long run.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Ebay is your friend. Implying you are downloading ISOs is not adviseable.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
I see, so if you get high enough in Sunchamber from below, as opposed to the bomb jump method from above, it triggers the ghost fight. How high do you need to get, because I assume it is at least higher than what Samus can reach with a space jump?
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Torn338 wrote:
If we can skip Flahgraa....
Forgive my ignorance, but don't you need to get the Wild artefact in Flaaghra's room? How are you skipping him, if you need to return here (or at the very least, the top of Sunchamber) to cause the second version of the room to occur?
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Quibus wrote:
I don't think anyone is going to watch this... Who likes to spend a day on watching a TAS?
Me. And I disagree with games like this being unsuitable for TASing.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Quick update: I'm starting again. Yep, I got 2 changes to make - one major and one minor. The major change is that Alan gets one extra kill in ch1 (the fighter that went for Lance in turn 1 EP), granting him more experience, which changes the entire exp/levels up for Alan and Lance, meaning new manipulations. The minor change is in ch3, the soldier that Alan doubles on the EP after killing the armour is killed last time with the Javelin, but Marcus can change his weapon to the Iron Sword and he'll still 2HKO. All this change will add about 20 more exp and 5 more wexp to Alan, meaning he'll also get to L5 by the end of ch3, and Lance will be short of a level up by the end of ch5 (but he'll get one in ch6). Overall, I expect these changes to save some time, and Alan will certainly get C Swords much sooner meaning I can play with the Ch7 Killing Edge more. EDIT: Ch1 completed, 41 frames behind, due to more manipulation needed. Lance's first turn crit (50 hit with javelin), turn 3 EP and the boss crit all cost more time to do. I expect to make some of that up in ch2 with needing a shorter manipulation for Roy's boss crit, and the different level up position for Alan.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Game: Fire Emblem: Fuuin no Tsurugi Emulator: VBA Status: Chapters 1-5 complete Discussion Thread: Here Link to video
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Would anyone be willing to throw together an encode of the new WIP? Would be much appreciated. Thanks in advance.
Post subject: Ch1-5: Now with encode!
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Ch1-5: http://dehacked.2y.net/microstorage.php/info/407120671/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Encode: http://www.youtube.com/watch?v=sr0caOe92GQ Massive improvement here, as expected. I am now 2737 frames ahead of my old WIP, thanks to reducing this chapter by a whole turn. Thank you Wolt, your sacrifice was not in vain. Turn 1: Turns out I could get Roy to survive by shifting 0 RNs on this turn, so I did exactly that. Merlinus hands out the 1-2 range weapons to Marcus, and Lance takes some too before rescuing Roy and opening the gate. Thany is moved into position, and Marcus drops Roy. On enemy phase, Roy takes only a single hit from the mercenary, and dodges everything else. Managed an earlier cutscene skip too. Turn 2: I had to stat manipulate at the end of last chapter for the mercenary to have low enough def so that Thany could OHKO with Javelin crit here. Lance nets the smallest level up I could get without costing time (only 3 RNs needed to shift), and Marcus has to shift no RNs to get his crit on the boss. Can't use Steel Axe cos Dory just survives a crit, so it is back to Silver Lance on that. Now the path is clear, Roy seizes. This couldn't have gone better if I'd planned it. Almost no manipulation needed in the entire chapter, and one crit set up the next one very easily. I doubt I'll get so many generous RNs in the future, so I'll just appreciate and move on. Finally we get battle preps!
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Ch1-4: http://dehacked.2y.net/microstorage.php/info/1107876167/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm So, as it turns out, killing Wolt in Ch3 is very much slower. I've gone from 30 frames behind to a comfortable 533 ahead. Alan misses out on a level up, thanks to the changes I've made here. Thankfully this game is very hex-friendly, so it didn't take me that long to redo. Ch 2 changes: Marcus gets the Iron Axe, in addition to the Steel and Hand Axes. Ch3 changes: Dieck moves later, Wolt survives, Silver Lance kill on boss + fighter. Ch4 changes: Wolt dies, big improvement, Marcus keeps most of the Silver Lance by using Iron Axe to kill the turn 2 cavs. So yeah, Wolt is dead, I'm ahead by a lot, Marcus has even more axe wexp to play with, I have a Silver Lance mostly intact (17/20 uses), and Alan is 1 exp short of a level up again. Things are definitely looking up. Finally, after all that palaver I'm ready for Ch5. If you think the improvement here was big, you ain't seen nothing yet! EDIT: Newer version with a further improvement. By moving Dieck on Ch3 turn 2 I get an earlier cutscene skip as well as less cursor movement overall, surprisingly, saved 13 frames. Seems strange, but there you go, I'll take what I can find.
Post subject: Ch4 New WIP and preserving the Silver Lance?
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Ch4!: http://dehacked.2y.net/microstorage.php/info/1525734941/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Ch4 again? Yep, but I made changes to the last two turn, after consulting with Nitrodon. Turn 1 and 2 are unchanged, the purchase of the 1-2 range weapons is also unchanged. Turn 3: After Thany finishes shopping, Alan hands off Roy. Dieck and Alan ignore the nomad kill, and Marcus again drops off Roy, a slight movement improvement pointed out by Nitrodon here. Alan nets a HP, Str, Skl, Spd, Def level up from the nomad, and Roy survives the attacks again. Turn 4: Basically continues same as before. Before seizing, Roy shifts 15 RNs to allow Thany to OHKO a mercenary in ch5 with a crit. So, the level up puts me behind again - by only 30 frames. I'll make this up anyway since Alan will see less combat in ch5 (and he'd have got either that level up there or ch6, so it is a moot point about its frame cost). Still, overall this chapter has had a 459 frame improvement, so I can't complain too much, and it was only the Wolt death that even put me behind at all. By the end of Ch5 I'll be well ahead and this will all be behind me. EDIT: This may not be the end for this chapter. I did a careful look over Marcus's combat in turn 2, and he could potentially KO all the cavs that attack him on the enemy phase with the Iron Lance instead of the Silver Lance, except for the last, and that just requires some enemy stat manipulation at the end of ch3 (would need only 1 less Def). This saves the 19 use Silver Lance for later chapters, rather than eating up half of its uses on this one enemy phase. Both Marcus and Zealot can use it immediately, and Alan doesn't take too long to get to A Lances with all the javelin use he has.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Ch4: http://dehacked.2y.net/microstorage.php/info/1129660307/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm I expected to make up the time I spend in Ch3. But I didn't expect to do so in Ch4, and certainly not this large of a saving. Suddenly, thanks to better planning and the help of Nitrodon, I've gone from 489 frames behind at the end of Ch3, to 249 ahead at the end of Ch4. That means I managed to save a massive 738 frames in Ch4 alone! Turn 1: Because of Wolt's death, Thany cannot reach the armoury on turn 3 (she is short by a mere 1 square), so I have to get Lance to pick her up and drop her off in turn 2 so she has the distance. Alan takes Roy, and Dieck moves in ready for next turn. In the enemy phase, Marcus nabs two crits with the Steel Axe, and Alan gets his exp pushed once again to 99 with the nomad's attack. Turn 2: Bors crits the northern cavalier, and Dieck takes out the nomad. Alan moves close enough that he can both hand Roy over to Marcus on turn 3 and lure the second nomad in his direction. Lance drops Thany just out of the cavalier's range, and Marcus takes a full move and equips the Silver Lance (Steel Axe is too heavy for him to double, and the Iron Axe would miss a couple of KOs from the reduced might). Marcus nets a HP, Str, Skl, Spd, Res level up, no crits this time because of the level up. Turn 3: By ending Turn 2 in a more southern position than the old WIP, Marcus has managed to clear more space around the boss (thanks Nitrodon!). Dieck nabs the second nomad, Alan hands Roy off to Marcus for dropping. Thany emptied her inventory to Lance on turn 1, so she wastes less time while shopping (I'd get extra messages once her inventory was full, so it was faster to have her buy 5 Javelins before the 6th added the messages to have those and the subsequent purchases sent to Merlinus. Last time I didn't empty her inventory and she only was able to buy 2 items before the 3rd added extra messages.) On the enemy phase, Roy dodges a cavalier but eats up the other 3 attacks, barely surviving. His positioning allows for free travel to the boss, rather than forcing Alan to crit an enemy to free up space (the RNs are not kind to an Alan crit + level up here, hence the rather poor level up I got last time). Clarine shows up and stops next to Marcus. Turn 4: Marcus can just OHKO Erik here with the Steel Axe (does 9 damage, crit does 27 vs his 26 HP). Thany manipulates the crit (37 hit isn't friendly) and picks up the Angelic Robe, sending one of her Javelins back to Merlinus (she needs to sell the robe at a later point). Erik bites the dust and Roy seizes. I've gone from behind to ahead once again in the space of a chapter. And this isn't even the biggest saving - that's coming up next time. Stay tuned!
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Sweet! More 100% runs is what I likes to see. And this one doesn't disappoint. Yes voting.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Ch3: http://dehacked.2y.net/microstorage.php/info/60010897/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Ok, so here's a fair few changes since last time. I figured with the cavs in Ch4 being as annoying as they are, it would be much faster killing off Wolt here. 1 RN was shifted at the end of Ch2 to allow this to happen, it turns out the easternmost of the soldiers also has 6 str, the minimum needed to 2HKO Wolt with Iron Lance, as well as the 0 Def needed for Alan to ORKO the soldiers that attack him on enemy phase. Turn by turn, things go like this: Turn 1: Movement happens as before, except I move Dieck here instead of later (I can reach him sooner when I need to manipulate an end of turn RN string in turn 3), and send Wolt off to the southeast (avoids luring weaker soldiers his way). Enemy phase continues as before. Turn 2: Almost the exact same as before, just with Wolt getting poked for half his health. I did test out putting Merlinus in the way to lure the soldier that attacks Lance on enemy phase, but this turned out to be marginally slower, since it would take longer to manipulate an enemy phase crit for Marcus instead of Lance. Turn 3: Dieck and Thany pick off the western soldiers, Alan and Marcus advance as before. Had to shift a few more RNs since the level up used for Alan last time also meant the soldier attacking Wolt would miss; thankfully a HP, Str, Skl, Spd level up was only an additional 18 RNs ahead of the last one, and this one did allow the soldier to hit. Turn 4: Lance takes revenge on Wolt's murderer, and then things continue as before. Turn 5: I decide to let Marcus get even more Axe wexp here, by using Steel Axe to kill the boss (and fighter on EP). This also saved 2 more Silver Lance uses, so it was probably worth the 80 frames spent on doubling the boss. Turn 6: Seize. In total, I'm now 487 frames behind my old WIP. However, this setback will allow for at least four times that improvement in ch5, by my estimates, and likely much more (since the enemy phase is quite long, having so many enemies). Some of that is admittedly due to changes I made that are not related to the death of Wolt, but which should hopefully set up bigger savings later on.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Let's see: E ROM used? Check Rerecord count low? Check Possible improvements? Check Not on hardest difficulty? Check First draft rather than a worthy submission? Check I don't see this doing well here.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Marcus counters with hand axe in order to start building his Axe wexp - I want him to be able to use Hammer by the time armored bosses start appearing. Also, if I get too close it triggers other enemy units to start moving south, and I don't want to have to move all those allied units just to avoid counter, crit on player phase, move, respond, etc. I don't use Wade because he lacks a critical hit on the soldier. Roy's survival becomes increasingly difficult later on from his base level, due to having busy areas near the bosses of latergame chapters (ch15 is a good example). He'll be getting ferrydropped at least a turn early enough so he can seize. So far, his level ups have been on HP/Luk, since those are his highest growths anyway and they add to his survival a bit.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Yes vote. Its a nice improvement, and while I couldn't help but make comparisons to NES Castlevania, this run had its own things which made it fun to watch, damage boosts in places I didn't expect and some unique ways to overcome the less-linear gameplay.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
http://dehacked.2y.net/microstorage.php/info/695133054/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Ch3 completed, and I've gone from being ahead of my old WIP to behind by 79 frames. There are several reasons for this which I'll detail here. The thing you may notice first at the end of ch2 is that I have Thany shift 1 RN before Roy seizes. This is important - it changes the stats of the two soldiers that attack Alan in turn 1 EP, so they both have 0 Def (they would have 1 Def each otherwise). With 23 HP, Alan can 2HKO with Iron Sword if they have 0 Def (12x2), but fails to do so if they have a Def point. With the growth being a mere 12% and the soldiers being only L5, it was easy enough to manipulate away. First thing in the chapter proper is that I changed Alan's first level up so he gains +luck on top of the full-left set he gets. More manipulation, and an additional level up point. With him using the Iron Sword to get kills here rather than Iron Lance, it speeds up his Wexp gain, and I can then save time with more Javelin use in later chapters after he gets C Swords. Second thing that costs a bit of time is using Thany to kill one of the two western soldiers. Giving her exp, and potentially a level up will give her greater survivability. I bring Dieck up to take out the other soldier (because he has a crit range, unlike Bors or Chad), and have Lance gain more exp by finishing the eastern soldier that Dieck took out in the last WIP. Things progress more or less the same as before, until Roy is dropped. Rather than having Roy take out both the soldier and cavalier as he did last time, I make sure he crits the cav, netting a HP/Luk level up to increase his survival without costing time. Roy softens up the soldier for Alan to finish, netting him even more sword wexp. I had a lucky find, after Roy comes around to crit the hand axe fighter, without further manipulation I can get Alan to survive, finish off the wounded soldier, and Marcus crits the eastern fighter on the last enemy phase. This saved some of the time wasted, and gains another Silver Lance use for later (probably not needed, but every little helps). Ch4 will be an interesting beast, I need to find a nearby enemy that can crit Wolt for Ch5's 2-turn to work. Turns out I only need to kill off one unit, which helps. Still, I expect to come out of Ch4 behind as well because of this, but the gain from Ch5 should balance out the extra time I've spent. In the long term, I expect these minor delays will manifest into savings, especially as Alan is getting the majority of combat throughout the run and the extra accuracy will be a godsend - should make the overall RNG manipulations faster, in theory.
1 2
13 14 15
31 32