Posts for Toothache

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Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Hallowe'en. The new April Fools. No vote
Experienced Forum User, Published Author, Active player (276)
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When did this time of year become a second April Fools? First the rope thing, now this?
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I would tend to go by what the game defines, rather than some arbitrary goal. And this 'perfect amounts of all missable items' goal is as arbitrary as it gets. In no other TAS, not even 100% playthroughs, does it ever define you to get maximum of every collectable item there is, so why should an FF9 TAS be any different. Ditch the arbitrary goal, go by what the game defines, and aim for the fastest time possible. It would make the TAS, at least from my perspective, much more entertaining.
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For some strange reason, the script holds both A and Start instead of autofiring Start (pressing it every alternate frame). Any idea why this might be? EDIT: Also, is it possible to add a condition that, when an ally unit hits 0 HP, it skips over that RNG iteration and goes straight to the next (memory location is 0x0203CE05)? EDIT: It turns out the line
key1['start'] = not key1['start']; 
should read
key1.start = (not key1.start) or nil;
and the line
key1['start'] = false;
can be removed. Thanks Ilari
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I'll be following this with great interest. Gonna be a hard job, but it will be worth it in the end. Good luck!
Post subject: initial testing is good
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EDIT: thanks to Marzojr, I got the relevant dll files and it tried to work. One thing to note is that holding A does speed up the enemy phase, but it should also be possible to press Start to skip any important character's speeches upon entering combat and dying. As a temporary measure, having Autofire Start active while the script is running will work, until a way to get the script to pick the right spot to press Start and skip the character portrait and text can be found. Other than that, it appeared to work when I tried it. TEST: Tested at Ch2 Turn 3 (when Dieck faces a single soldier on enemy phase). The soldier (22 HP) cannot crit, and does 6 damage when it hits Dieck (26 HP) does 17 damage, has a 5% crit chance, and double attacks with his counter. When I ran the script it gave me 4 outcomes: Dieck counters and hits with both attacks and kills the soldier Dieck counters and hits with 1 attack, dealing 17 damage (soldier survives) Dieck does a critical hit on the second counter, killing the soldier Dieck does a critical hit on the first counter, killing the unit What it didn't tell me is how many RNs from the starting RNG values I would need to move to reach the outcomes listed, which is important to know so I can move to the right RNs before starting enemy phase. It also did not define how much HP the defending unit takes in damage. While this info can be added later, the script as it stands appears to work, at least from an initial test. Recommended information to add later: - HP taken by defending units in each iteration - number of RNG steps between starting RNG values and each iteration - script recognises when to press start to avoid any text from combat situations (boss encountered for first time, boss dying speech, ally unit dying speech) or from enemy/other phase recruitment scenarios
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Requesting a progress update
Post subject: Chapter 9: Now with encode!
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Chapter 9 complete: http://dehacked.2y.net/microstorage.php/info/184638144/FE6%20TAS%20Ch1-9%20WIP.vbm Watch it here: http://www.youtube.com/watch?v=VGL5OBQ4fEY Turn 1: Alan equips a new Javelin from Roy, and is picked up by Thany. Roy moves out of range of the bandit that will appear next turn. Turn 2: Alan gets dropped, and I manipulate him to hit and kill all enemies. I even manage a crit on one of them. Thany gets ready to rescue Roy. Turn 3: Thany picks up Roy, and Alan equips Iron Sword and manipulates a crit on the Steel Axe fighter. Turn 4: I manipulate Fir so she doesn't crit, and position myself so the mage can't reach Roy on the next turn. Turn 5: I was forced to accept a sub-optimal turn 5 due to a huge limitation. I would have needed Alan to avoid being critted (37 hit, 58% crit chance), crit himself (57 hit, 2% crit) and get a reasonable level up, as well as having Roy avoid a 74 hit attack from the mercenary who doubles him. If I'd got a single Speed level up earlier, he wouldn't have doubled. But you live and learn. So with that in mind, I had to accept Alan doubling with Iron Blade and 3HKOing Scott. This made the level up easier to achieve, and all I then had to do was avoid a single attack at 74 hit. I use Thany to manipulate Alan's level up, since she actually has the move to play with (both Alan and Roy are enclosed by enemies on both sides so it would take ages to manipulate), and Alan gets HP, Str, Skl, Spd, Luk.
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I have been in touch with the head dev of nullDC about adding both rerecording and Lua, and he does seem keen to the idea. I just hope it works out soon.
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This looks more like a realtime speedrun rather than a TAS. Obviously it is a test, so it shouldn't have been submitted imo, but on the plus side at least MSX TASing has been accepted. Still, should this be accepted? No.
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He seems to go faster and faster as the game progresses. In the first few levels, the entire level end music plays, but as the run goes on, a note disappears off the end, then another one, so I'm pretty sure he just gets faster and faster after each stage. Don't know why it works like that, but it is noticeable. I'm voting yes on this run, it's great fun to watch and some neat glitches too.
Experienced Forum User, Published Author, Active player (276)
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Nahoc wrote:
New 120 star WIP by the Japanese (15 stars done): http://www.nicovideo.jp/watch/1286647078
More incentive to make a new one, if you can beat this.
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A smoking pot for you
Post subject: Chapter 8: Now with encode!
Experienced Forum User, Published Author, Active player (276)
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Chapter 8 complete: http://dehacked.2y.net/microstorage.php/info/328209605/FE6%20TAS%20Ch1-8%20WIP.vbm View it here: http://www.youtube.com/watch?v=d3ybEd7Jg5E A long chapter this one, it feels more like an FE4 map. Turn 1: Zealot hands the Killing Edge to Alan, and sits idle for the rest of the chapter. It saves time doing it now rather than later. Lots of crit manipulation, and I have Thany manipulate a level up for Alan (HP, Str, Skl, Spe) off the archer Turn 2: Marcus, Alan and Thany start their trek across this spiral map. Marcus takes out one of the soldiers, and Alan takes out a mage on enemy phase. I need Alan to get only a few kills on this map, to ensure he reaches L10 by the time he gets the Knight Crest and promote. Turn 3: Alan takes out the armour, giving Marcus the distance to reach the next armour holding a Horseslayer. Thany follows behind and gives Marcus another crit. Turn 4: Marcus takes out the archer, gaining S-rank in Lances, and Thany hands Alan both Roy and the Chest Key. Thany's role is almost complete this chapter. Turn 5: Thany takes the Hand Axe (2 uses) and Rapier from Marcus, giving him 2 of the Door Keys in exchange. Marcus enjoys two crits on the nearby enemies, and Alan follows behind, gaining support turns all the time. Turn 6: Big enemy phase here, since I needed to ensure Marcus got at least 1 enemy phase critical (since the Javelin just runs out here) and a level up (Str, Spd, Luk). Alan moves in, ready to mop up what is left. Turn 7: Alan manipulates his own level up, and hands Roy to Marcus, who shoots off allowing Alan to reach L10 (minimum level for promotion). It's amazing I get a critical on the armour, a good level up (Str, Skl, Spd, Luk, Def), and have gained just enough kills for him to promote (exp at the end is 10.06) Turn 8: Marcus opens the next door and moves closer to the boss area, and Alan moves towards the Knight Crest chest, 1 space short. Turn 9: Alan opens the chest, and drops the now useless Chest Key back in Merlinus' hands. Marcus takes out an armour with the Hammer in a single hit. Turn 10: Woot promotion time! 10/1 Alan never looked so good. Marcus swings around the corner and takes a Javelin from Roy. Cath rears her head. Turn 11: Marcus crits one mage, and Alan manipulates a second critical for Marcus while he takes out Cath. Turn 12: Marcus can't crit or double the boss, so the next best option is an enemy phase attack followed by a player phase one (to avoid the throne healing). Hammer re-equipped, Roy dropped, and manipulates another low accuracy hit. Turn 13: Marcus takes a very sweet level up (Str, Skl, Spd, Luk, Res) and Roy seizes. EDIT: Make a new version with very little changes, but I managed to save 188 frames, mainly due to having Marcus use the Hand Axe on his turn 1 attack (so he doesn't run out of Javelin uses on turn 6), and by only moving Thany on 4 turns and not 5. I'll not put it up, since the changes are minor (none of the RNs used are changed), but you can view the changes when I finish Ch9.
Experienced Forum User, Published Author, Active player (276)
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It's a neat little game, and an obvious improvement. Yes vote.
Experienced Forum User, Published Author, Active player (276)
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Oh that saves me some time and frustration lol. No worries.
Experienced Forum User, Published Author, Active player (276)
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Kitsune wrote:
Since it doesn't look like this will be getting published, could we at least get a downloadable Encode?
I can attempt to make one, but it may take a while. I'm not sure if it will sync the whole way yet, never watched that far. I'll give it a go though.
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Toasty!
Post subject: encode sound is now in sync
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Don't worry, I'm fixing the sound myself, should have the fixed version up later today EDIT: New versions are up on archive, sound is now in sync. Sorry about the delay.
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I've seen 5, now let me see 6! Joking, but seriously, this is good stuff. Yes voting.
Experienced Forum User, Published Author, Active player (276)
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Yes, but it will look uglier than a sloth's sphincter, to be blunt. Trust me, if an idiot like me can make site-quality encodes, I'm sure you can nfq.
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I have a bit of a mad suggestion for a 120 star TAS. My idea is that you take the current records from a fixed date, and use those to compile a 120 star TAS. Accept no further improvements if they can't be added as you are working on it, but ones that can be added as you go, obviously include them. Then, next year on the same date, a new 120 star TAS can be worked on, using the records gained from that year. This way, it gives people incentive to work on an individual star or series of stars, and have their work compiled into the yearly 120 star project. Since about half of the stars are hexable, that's half of the work done for you. The rest will obviously be have to done manually. However, I see this approach as the best compromise between people who want to see a new 120 star TAS (like myself) and those people who want to work on an improvement to a star or stars. It is just a thought, and one that might work given the amount of interest in TASing this game.
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I'm gonna give this a yes. It feels like the place is a maze, which is a good thing in a Metroid game, and even with all the backtracking it is still good to watch.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
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