Posts for Toothache

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Post subject: Desert Strike: Return to the Gulf
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This is one game I've been wanting to TAS since I first got into TASing. While perhaps it might not be immediately the most entertaining to TAS, it certainly has the difficulty to be a challenging game. The first practical concern I have is the feasibility of skipping missions which remove Danger Zones from later missions. In a Danger Zone, enemies fire much faster than normal, take more damage to kill and do triple damage, which is a concern for the Apache's limited health points (600) and ammo. Doing Mission 1 in Map 1 for example removes the Danger Zone in Mission 3, which makes that mission notably easier. Map 1: It is possible to skip Mission 1 entirely, and still finish the map fully. Whether this is possible or practical is another matter entirely. There will need to be an ammo refill after mission 2, and probably to pick up the ammo hidden under one of the large buildings in mission 3. The commander in mission 4 does not show up until both missions 2 and 3 are complete, and he gives you access to mission 5. It will be practical to take out the building for mission 5 on the way to the power plant, so we can immediately land on returning. Map 2: This is one map where I would consider grabbing the quickwinch, and it is located near one of the jails so it is a short detour. Mission 1 is again another radar station mission which could be skipped, but it affects more than 1 later mission in total so it might be easier to do this. Mission 3 is again the power plant, and the armour repair might be needed here. Mission 4 is the chemical weapons plant, then onto Mission 5 for the Scuds. It might be easier to pick up the commanders first and go on a scud killing spree later, depending on location. Finally, it is the rescue of POWs, so more boring ferrying. Is it worth getting Valdez, the best co-pilot in the game? No, you get the option to pick him anyway whether you collect him or not, as I recall. Map 3: This one will be the most fun. It might be the most practical to take out some or all of the ICBMs immediately on landing at the beach, since you're already there. For that matter, the power station is not out of the way either while doing this. I believe the speedboats in mission 4 don't appear until mission 3 is complete, so a lot of the early missions can be done before getting onto land proper. There is Mission 6 which appears after the power plant is done. Mission 7 has an unmarked radar site granting it a Danger Zone, so it might be prudent to eliminate that before entering. After all that, it is the fun of protecting the school bus. If my reckoning is right, much of the missions can be done over the sea at the start, requiring only a few things to be done on land. This has the benefit of meaning you need little fuel until the last mission. Map 4: Ah, this is fun too. Can do missions 1 and 2 more or less together. Quickwinch is along the beach so it will be practical to get. Mission 3 is another ferry civvies to safety job. Power station should probably be done next, and this should unlock the bomb parts mission. Probably best to take out the 2 radar stations protecting the Nuclear Weapons Depot before doing Mission 6. Then it is the final stretch. It is probably quicker to get full ammo and destroy the bomber in a single ammo refuel, since you'll do a lot of quick damage with the chain gun. Bomber has 3000 HP. You can eliminate 800 with Hellfires, another 800 with Hydras, leaving 1400 to be done with the chain gun. Chain gun can be fired at an extremely rapid rate though, so that remaining damage will go quickly. So yeah, this is a very basic plan for this game. It will require a fair bit of planning, especially in terms of ammo and fuel, and testing of danger zone feasibility, but it will certainly make for a great TAS. I don't plan to start this yet, want to get FE6 out of the way before a new project, but getting feedback will certainly help when I do get around to this.
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Pika pika? Pikachu!
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Sticking it to The Man. Its a short game, and the awkwardness of manipulation does come out on the boss fights. Still, it is good stuff, so I'll give it a yes. I'm sure it is improvable though.
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Hey cool. I didn't think this sort of thing was possible in RB. Yes vote
Post subject: Chapter 13 improvement: Now with encode!
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Chapter 13 improved!: http://dehacked.2y.net/microstorage.php/info/1332243403/FE6%20TAS%20Ch1-13%20improvement.vbm Encode: http://www.youtube.com/watch?v=CNkL2tUtDI4 Managed to bag a 1336 frame improvement on this chapter, with an entirely new strategy. Turn 1: First of all, notice Thany is entirely gone from this chapter. Roy moves forward, and drops a 1 use Javelin. Alan gallops forward, and is energised by Lalum. Zealot comes in, rescues Lalum for Marcus to take and drop off for next turn. Alan takes Zealot's Javelin and Killing Edge, and nets a different level up on enemy phase (HP, Str, Skl, Spd, Luk, Def). Turn 2: Roy takes some of Zealot's inventory, and then Zealot rescues Roy. Marcus crits the troubadour, and Lalum energises Marcus. Marcus takes Lalum and she is dropped off by Alan. Note the first two turns are almost identical to the old version, but now I have managed to get Lalum one space further ahead. This was the main point of improvement, since now Alan can eliminate all the enemies around Percival, with the exception of the troubadour who doesn't attack. Miledy joins at the end of a combat free enemy phase. Turn 3: Zealot moves his full distance, holding Roy. Marcus dumps most of his inventory on Zealot, takes Roy, and moves along the bridge, stopping just out of the ballista range. Alan swaps his 6 use Hand Axe with a 17 use Hand Axe that Marcus had, and goes as far as Lalum can reach to move again. Alan equips the fresh Javelin. Here's a new change - if Alan is below half health when it is the sniper's turn, he doesn't use the ballista and instead comes into normal attack range, allow him to be finished off. Unfortunately, the only attacker that went before the sniper was Percival, which made this hard to achieve (Percy had a mere 40 hit with his Silver Lance). With the amount of enemies attacking Alan, there was no choice with the Javelin being broken. Still, it works out well, all enemies killed, one critted, and a level up (HP, Str, Skl, Spd). Turn 4: Marcus moves his full distance. Lalum moves one space in order to lure Percival for recruitment. Alan equips the Killing Edge to crit the troubadour. On enemy phase, Lalum does a double dodge. Turn 5: Percival recruited. Marcus moves ready to hand Roy over next turn, and drops a 2 use Javelin. Alan crits one of the wyverns with the Hand Axe, takes the other two out with an enemy phase crit + double attack. Turn 6: Marcus hands Roy over to Alan. Alan equips the Killing Edge in order to crit the boss. Turn 7: Marcus buys 4 Killer Lances (I figured 5 was too many). Roy seize.
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http://www.youtube.com/user/Toothache42 This is my channel. I upload my TAS WIPs here, as well as my realtime speedruns too. Check it out.
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I wouldn't use a password. For one, it might be noticeably slower in the long run. For two, it might be grounds for rejection based on the use of a password that does not unlock a NG+ mode.
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http://tasvideos.org/762M.html - Grant path http://tasvideos.org/763M.html - Sypha path http://tasvideos.org/764M.html - Alucard path Watch these first. This game hasn't been worked on for some time, so I suspect there may be improvements.
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Yes, we know you like TASing SMB, we get it. Can you TAS something else now? Seriously, I don't think this needs to be published. Half of the levels are virtually the same as the any% run, and the other half is just Mario dancing around wasting time. The goal is pretty arbitrary, and for me, not that entertaining at all. Sure, there are a lot of glitches to show, but once you've seen them a couple of times they quickly lose their appeal. SMB is an over-TASed game, and I'd like to see your talents expanded to other games instead of stagnating on one. No voting.
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It is a huge problem with some glitched runs that they become less entertaining, simply by the nature of the glitch used. Here, we have a strategy game with the actual strategy cut out of it. While this may indeed be the fastest method for completing the game, it certainly isn't very entertaining to watch, especially since I'm a fan of strategy games like this one. Essentially, I'm going to have to vote no.
Post subject: Chapter 13: Now with encode!
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Chapter 13: http://dehacked.2y.net/microstorage.php/info/1819002045/FE6%20TAS%20Ch1-13%20WIP.vbm Encode: http://www.youtube.com/watch?v=5w72D62JuzE Dear gods what a pain this chapter was. I had to test a lot in order to get this, but the results speak for themselves. Complicated rescue chains are the order of the day, as well as lots of heavy combat for Alan to endure. Turn 1: Roy hands a 1 use Javelin for Thany to sell. Alan makes his full move, and is refreshed by Lalum to move again. Between Zealot and Marcus, Lalum is dropped a bit further ahead, and Thany picks up Roy. On enemy phase, we see Zephiel pwning Cecilia (can't skip this), and Alan grabs a nice level up off the enemies (HP, Str, Skl, Spd). Turn 2: Marcus gets rid of the annoying troubadour. Zealot moves his full move, and is refreshed by Lalum. He then picks her up and moves again, so Alan can drop her off for next turn. Alan also gets a fresh Javelin from Zealot. Thany moves more distance. On enemy phase, units move, and at the end, Miledy joins our army. Turn 3: Miledy is immediately put to use by rescuing Marcus, and Zealot drops him for the next turn. Thany hands Roy to Miledy. Alan moves as far as he can, so that Lalum can refresh him and he can move again, equipping the Jav he got last turn. On enemy phase, I take care of all the combat, luring Percival into range, and net another sweet level up (Str, Skl, Luk, Def, Res). With Strength now at max, Alan can have an easier time with later level up manipulation, and Speed only has 2 points to go. I figured it was important for the lategame to get some defences in, since his Avoid can only take him so far. Turn 4: Miledy moves her full move, triggering the Narshen leaving cutscene. Marcus swaps his 2 use Javelin for the Rapier, and moves his full move. Zealot takes Roy from Miledy, moving his full distance. Thany occupies Zealot's previous spot. Marcus is refreshed, and immediately kills the Wyvern that Alan was unable to reach. Alan then moves his full distance to kill the sniper - it is faster to double here than to manipulate a crit, the extra Sword wexp is a nice bonus. On enemy phase, Percival does a double miss on Lalum. Turn 5: Lalum recruits Percival. Thany moves, and so does Marcus into position for enemy phase. Zealot heads further towards the boss area carrying Roy. Alan heads down, and kills one Wyvern, manipulating the enemy phase for Marcus to crit another Wyvern. Turn 6: Thany moves, and is refreshed to move again. Marcus kills the troubadour. Zealot hands Roy over to Alan, who equips the Wyrmslayer and drops Roy near the boss. On enemy phase, it is again faster to double than to crit. Turn 7: Thany empties her inventory, and buys 5 Killer Lances. Roy seizes.
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New enemy phase script could do with a bit of tweaking
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You mean from August? Or are you not going to restart this until 9 months from now
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Why only a single track? It seems a lot of this game has been left underused. Refraining from voting on this, but a playthrough on all tracks seems appropriate if you're going to do this at all, especially from a savestate.
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Chapter 12!: http://dehacked.2y.net/microstorage.php/info/374856110/FE6%20TAS%20Ch1-12%20WIP.vbm Encode: http://www.youtube.com/watch?v=ZerNaBDWQXc Right, here comes an annoying chapter. Unlike the other chapters with gaidens, there is no quick way to avoid the extra chapter, so I have to turnskip to turn 21 and seize. Turn 1: Roy rearranges Alan's equipment, so Alan now has the Wyrmslayer, Iron Blade, Iron Sword, Hand Axe, Door Key. Alan manipulates a crit on the armor, and gains 8 wexp on enemy phase. 9 more to go. Turn 2: 2 RNs are shifted so that Alan dodges all the archers. Not a time waste in any way, but looks cool. Turn 3: Planning ahead, I use the open space Alan has to the left to manipulate his turn 4 enemy phase, then move his full move to avoid the southern sleep staff priest. Turn 4: Roy is dropped off since Alan fails to double some of the fighters here, and positions himself to take advantage of the terrain. Two of the fighters and the warrior have Hand Axes, but by using one Hand Axe Fighter to block up the exit to the choke point, I force the other Hand Axe Fighter and Warrior into Alan's Sword. This allows all but one of the enemies there to be killed, as well as giving Alan the wexp needed for C Swords rank. Turn 5: 1 RN was needed to shift to get the critical on the fighter, which Alan gladly takes. Sticking with the sword means he doesn't respond to the shaman attacking on enemy phase. Turn 6: Alan manipulates a crit on the last Hand Axe fighter, for a nice level up (HP, Str, Skl, Spd, Luk). It is faster for Alan to double the armour rather than using Roy's restricted range to manipulate a critical hit. Turn 7: With all enemies except the priest next to Aine, and Aine himself (itself?) out of the way, Roy starts to move towards the boss area. Alan opens the door and moves back to avoid the sleep staff range. Roy avoids one attack from the archers. Turn 8: Roy moves out of range of all enemies, and Alan kills the priest. Turn 9: Roy moves ever closer, and Alan crits the mamkute with Wyrmslayer. Turn 10: Roy stops on the reinforcement spawn point, and Alan moves down to gain support turns. Turns 11-15: Turnskipping Turn 16: Alan blocks up the other spawn point. He can just about get C Roy support now, but I'll grab it at the start of chapter 13, seems the quickest point to do so. Turn 17-19: More turnskipping Turn 20: Roy moves in order to seize immediately on turn 21, and is forced to dodge a Hand Axe Fighter that appeared on the spawn point he was blocking (40 hit). Turn 21: Roy seize.
Post subject: Chapter 11A: Now with encode!
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Chapter 11A!: http://dehacked.2y.net/microstorage.php/info/560681884/FE6%20TAS%20Ch1-11%20WIP.vbm Encode: http://www.youtube.com/watch?v=VIaLg8vVUx0 Another short one, this introduces the dancer Lalum, which will be another invaluable unit in this TAS. For those who don't know, a dancer can refresh a unit after they have acted, and make them act twice in a turn instead of once. Elphin the Bard (appears on B route) has the same ability. However, since A route is notably faster, he won't see play. Turn 1: Lalum starts in an awkward position, so Lance rescues her, Marcus takes her and moves her further, and Thany eventually drops her for next turn. Roy takes the last Door Key from Thany (needed for the next chapter) in exchange for his Vulnerary, and Alan equips a Javelin and picks up Roy, moving along with everyone else. No combat this turn, all the enemies are too far away, but they will move some. Turn 2: Lance moves in order to avoid combat on Turn 3 enemy phase. Marcus takes Roy from Alan, and moves further right. Thany picks up Alan, and also moves her full distance right. Lalum dances for Thany, so she can drop him over the wall, and have the distance to move out of harm's way. Alan nets a few kills in order to clear out the area near the boss, and gains A Lances in the process, and Lalum is forced to draw the Longbow archer's attention. Turn 3: A bit of rescue chaining in order to give Roy to Alan, so he can drop him for the next turn seize. Alan discards a 2 use Javelin which is just taking up space, and equips the Iron Blade. Oro has too high cev (critical evade) to be critted, so Alan is forced to double, but nets a nice level up in the process (Str, Skl, Spd, Luk, Def). I could drop Roy on the right edge to avoid the Hand Axe fighter, but he is close to levelling up to L4, so I figure I might as well give him the exp. Lalum dodges the longbow this time. Turn 4: Nothing to do but seize. After all these short chapters, here comes another long chapter. In Ch12 I need to turnskip to turn 26 in order to avoid the gaiden, and make sure Alan has C swords by the time he reaches the boss in order to use the Wyrmslayer sword. With 17 wexp to go, and 9 enemies to face before then (an armor + 2 fighters near the start, 4 fighters + warrior near Ray, sleep staff bishop near Aine), Alan has just enough combat to manage it. In case you are not familiar with how wexp works, each attack with a weapon type gives 1 wexp, and a kill with that weapon earns you 2 wexp. Every 50 wexp points earns you a weapon rank, which allows you to equip better (usually) weapons. The Killing Edge (+30 critical%) and Wyrmslayer (triple damage on mamkute and wyvern units) swords are both C rank, so they are an important milestone to aim for. Ranks are listed from E>D>C>B>A>S, and my main unit started with rank E Swords, so he had a long way to go. Promotion earned him +50 wexp swords though, which saved some time.
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I am now lol
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Hm, any reason why this doesn't sync for me?
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Is is really faster to only get 50 bear coins, exit to save those last few and buy the mirror, or would it not be faster to get the 55? Going by the provisional list on page 16 of this thread, I don't see you losing much time by picking up 55 coins, and in order to actually save time by avoiding 5 of these, it would have to be faster to exit Bazaar's shop, re-enter it, and then buy the second item, which I very much doubt.
Post subject: Chapter 10A: Now with encode!
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Chapter 10A complete!: http://dehacked.2y.net/microstorage.php/info/1855536957/FE6%20TAS%20Ch1-10%20WIP.vbm Encode:http://www.youtube.com/watch?v=UF6e7Vap9QQ This chapter is the first practical test of DarkKobold's Enemy Phase script. With Alan able to take out one of 5 enemies in Turn 1 player phase, it gave 5 different ways for the RNs to behave, producing very different enemy phases each time. After testing all 5 possibilities, I discovered this to be the best, since I get rid of all the enemies surrounding Alan, and pull off a crit as well to speed up the carnage. I can safely say this has been a huge success, and I'll use this script for the more complex enemy phases especially. Turn summary: Turn 1: The reason this chapter took so long. Alan was repositioned in preparations, and it gave me a selection of 5 different targets he could KO on player phase. By using a new Lua script devised by DarkKobold, I was able to brute force test all 5 possibilities and select the quickest target here, which allows me to finish off every enemy on enemy phase. To begin with, Lance hands over a fresh Hand Axe and Javelin to Marcus. Marcus equips the Hand Axe himself and gives the Javelin to Alan - this makes Marcus only have to face 1 enemy in the entire enemy phase. Thany picks up Roy and starts moving. Marcus's position is important for clearing the way in Turn 2. Not only does Alan kill all the enemies around him, he also crits one of them, and finishes 3 exp away from levelling up. Turn 2: Marcus crits the fighter so Alan can move his full distance. Alan equips the Iron Sword to build up wexp, and a crit + level up is manipulated for him (HP, Str, Skl, Spd, Def) on the berserker. Turn 3: Marcus moves back so he doesn't lure enemies his way. Thany manipulates an enemy phase crit for Alan, while he takes out the Shaman. On enemy phase, Alan's crit removes a hand axe fighter. Turn 4: Thany moves ever closer to the boss, and Alan does the same. Geese shows up to waste some time, but there's not much I can do about this. Turn 5: Thany drops Roy, so he gains a support turn with Alan, and Alan KOs the boss (level up HP, Str, Skl, Spd, Luk). If Alan's HP was higher, the shaman would go for Roy, but it doesn't matter since he cannot ORKO Roy in any way. Turn 6: Roy seize. Wyrmslayer get. At the end of all this, I have Alan on 80 Sword wexp (100 is needed by the boss of Ch12 for the Wyrmslayer). I have a few opportunities to gain that by then, but I'm ahead of the test run in terms of wexp at this point, and Vykan was only at 97 wexp by the time he reached Aine, so I am confident I can get the sword rank up by then.
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Ah Pit Fighter. Proof positive that the shorter the character's name, the better you are at fighting. First of all I am confused. Why does Pit have no wings, or any of the items he used to beat Medusa? For that matter, the setting going from a side-scrolling Metroidesque platformer to a beat-em-up is a very unusual move. And you don't even see the Eggplant Wizard. No vote. Seriously, nice improvement, yes vote
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http://www.youtube.com/watch?v=9gBkheUj8KE Small update. I knew about the seed generation already, but here's a video demonstrating when it occurs. I can give you precise frame timing for it (since the seed is set when the cutscene fades, not when you press start at Charizard/Venusaur). Seed generation moves at 256 Hz
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Cute little game. Yes voting. Happy Samhain from your friendly neighbourhood druid! (PS: This time next year, I wanna see more Hallowe'en themed games. Come on Dolphin people, Luigi's Mansion ftw!)
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The Magic 8 Squall says "All signs point to duh"
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Unga bunga!
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