Posts for Toothache

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Experienced Forum User, Published Author, Active player (276)
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henke37 wrote:
One thing I don't understand is why the encode has a minute of nothing at the end.
http://tasvideos.org/EncoderGuidelines.html
Duration of the movie The movie must begin from the moment the game boots up (or the movie-begin savestate is loaded), and it must include the full ending and preferably at least one full loop of the ending song.
It follows this to the letter, although it is admittedly not fun to watch, it is following the guidelines. Also adding my yes vote here.
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I see the no-voters are refusing to comment. An improvement to an already impressive TAS. Gotta vote yes!
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I don't want to redo Chapter 7, but I have a good point I need to address. Rolanmen1 pointed out that avoiding the Other Phase will save time, and it will. It can even be done with only one of the three horsemen recruited (Zealot), since Zealot can rescue Treck and hide away, and Noah can be rescued by Lance. This creates an entirely new problem however - the key shopping. If Thany is left on her own on turn 1, while everyone else is off to the right (both Marcus and Alan will be over here along with Roy), the wyvern that normally attacks blocks the shop square itself (in the current version, Marcus's turn 1 position causes the wyvern to move further right). Marcus and Alan also have to deal with more combat on the right, and there's the possibility that, in keeping Thany alive, I will cause the Physic users to activate on the enemies surrounding Zealot/Treck, more so than in the current version. Then there's the problem of getting Marcus/Roy to the boss. With Thany needing to take an extra turn to reach the shop, it means Marcus opens the door a turn later too, even though he can just reach the door in turn 3. Lance also suffers at least one combat turn while rescuing Noah. Moving Zealot off into a neutral position is an obvious time waste over moving less units too. So as I see it, the pros and cons of recruiting/rescuing the horsemen are: Pros: Time saved due to no Other Phase Cons: Thany suffers more dodges on enemy phase, and also has to take more time (at least 1 extra turn) to reach the shop, delaying Marcus's arrival to the boss area. More enemy phase combat with Alan/Marcus 6 turn strategy as opposed to 5 turn currently used More movement of long distance characters (Zealot/Lance), and likely having to move on every player phase to avoid the enemies chasing them Risk of more Physic healing I'm not going to stop the current progress to test this option. But I am aware of the possibility it might be faster, I argue that it probably isn't due to all the negative effects of recruiting Zealot, especially on the left side of the map. EDIT: Turns out I can be wrong sometimes: http://www.youtube.com/watch?v=r6S-B9yJIS8 340 frame improvement ahoy (370 on the map, -30 in battle preparations). I manage to remove all Other Phases and Physic healing, but it doesn't add a lot of improvement in the long run. In fact, since the enemies that normally pursue Zealot/Treck are free to roam, they pursue Marcus across the map, costing time here. But overall, it's an improvement, so I have to take it. I could save even more time here by not taking the Alan level up in Turn 4, but I'd still need to get to L10 in Chapter 8 to promote, so I may as well start as I mean to go on.
Post subject: Chapter 7: Now with encode!
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Chapter 7 compete: http://dehacked.2y.net/microstorage.php/info/716431221/FE6%20TAS%20Ch1-7%20WIP.vbm Encode: http://www.youtube.com/watch?v=NPxZjx94SQI I wanted the Physic users to get as little involvement here as possible, since healing is a huge time waster. Unfortunately, I couldn't avoid it completely, but I did my best to minimise their involvement. I had to worry about several factors in the enemy phases which complicated matters, mostly involving keeping Thany alive by dodging attacks. Thankfully her high base Speed does give her a decent Avoid, but it still needed careful management along with the other factors here. Turn 1: I send Lance to get the Killing Edge. Wade gives his Hammer to Marcus, and Alan takes a trip forward carrying Roy. Thany manipulates a critical for Marcus on the enemy phase, since killing enemies here is a huge time saver in the long run, and reduces the number of attacks I need to dodge. No Physic use this turn. Turn 2: Marcus rids the map of a pesky archer, and Alan hands off Roy and clears an armour unit. Thany sells her inventory and buys 4 door keys and a chest key. Unfortunately with the need for Alan to crit the mercenary and Thany to dodge 2 attacks, I had to allow Zealot to hit his attacker and cause one of the Physic users to heal. Still, one is better than two. Turn 3: Alan kills off a cavalier (HP, Str, Skl, Spd level up), and Thany gives Marcus a door key which saves having to go around the long way to the boss. Manipulation here is for Zealot to miss the mercenary (which stops the Physic user from healing), and Thany to survive. I couldn't get all that and make Noah miss on the soldier, which makes the next turn a bit slower with the healing. I also made sure Zealot killed the archer which saved some time. Turn 4: Alan finishes off the other cavalier. Marcus and Roy position themselves right in front of the boss here; this allows Marcus to get the boss kill and gives Roy a clear run to seize. Thany moves away so she doesn't have to dodge 2 wyverns, and manipulates so she and Roy survive this turn. Noah sucks so much he died on the enemy phase, this saved a bit of time on the other phase. Turn 5: I couldn't manipulate Marcus to get a crit + good level up, so I had to compromise. Taking the double attack wastes less time than manipulating a crit, and again he misses out on Skill growth. But with 44 hit, I didn't have much option.
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Game: Fire Emblem: Fuuin no Tsurugi System: Game Boy Advance Authors: Toothache, cheetah7071, Vykan12 Completed up to Chapter 6 Discussion Thread: http://tasvideos.org/forum/viewtopic.php?t=8635 Link to video
Experienced Forum User, Published Author, Active player (276)
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Chapter 6 complete: http://dehacked.2y.net/microstorage.php/info/1435042595/FE6%20TAS%20Ch1-6%20WIP.vbm More item management here. I clear some of Thany's inventory, since she will want to be disarmed of usable weapons for Chapter 7, and have the space for the keys. Merlinus gives the two items he still has to Roy for later. I didn't pull out more weapons yet, I can do that later and save time by not having to enter storage a third time. I had to accept a 91% miss with Marcus on turn 1 here, but everything else went perfectly. First of all, I allow Marcus to use up a Hand Axe, but he gains D Axes here so it's all good, he won't need to worry for Chapter 8 now, so may as well get the switch to Javelins for the Lance rank, which he is also about to increase. Turn 2 and I bring in Lance to clear out the soldier that Marcus missed, Alan gives Marcus the space to move up to the boss area, and I manipulate a lot of misses for Roy. Turn 3, and I need Lance to clear the way for Alan, so Alan can clear the way for Roy to seize.
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Chapter 5 done: http://dehacked.2y.net/microstorage.php/info/816364679/FE6%20TAS%20Ch1-5%20WIP.vbm First thing I do is start to distribute the 1-2 range weapons - its a lot faster to do on the map than it is on battle preparations screen. Merlinus pulls out 2 javelins and 3 hand axes, and hands some weapons off to Lance so he can give some to Marcus, and take the Rapier off his hands. Inventory management is a necessary evil, especially since units have such a limited capacity of items to carry. I'll deploy Thany next chapter in order to make sure Marcus has enough inventory space in Chapter 7 to have a Door Key for Ch7, and the Chest Key on hand for Chapter 8 (so Alan can get the Knight Crest and promote). The rest of turn one is just movement of Alan, Thany and Marcus, with the RNG manipulated so Marcus does not miss on the enemy phase (average accuracy with hand axe is 70%, with a much lower hit rate on the mercenary). Turn 2: I kill the Mage so Marcus has a clear run to the boss. Manipulating this low accuracy crit + level up was crazy, so I had to again compromise with the Skill growth (20%). Roy is dropped to seize, and Thany has to move her entire distance so she does not lure the Nomad. Turn 3: Alan finished the Nomad so Roy has the room to seize. I now have precisely 1 use of Silver Lance left, so I might just pass that off to Thany in Chapter 6, to avoid the weapon broke message. I want to ensure Thany has the inventory space to play with: Start Chapter 6: Thany inventory 3x Javelin Vulnerary Angelic Robe Swap Marcus Silver Lance for Javelin (turn 1) Give 2x Javelin to Lance, take Vulnerary (turn 1) Start Chapter 7: Thany inventory Silver Lance Vulnerary x2 Angelic Robe Sell Vulnerary x2, Silver Lance, Angelic Robe Buy 4x Door Key, Chest Key Give 1 Door Key to Marcus (for low use Hand Axe) (turn 3) Start Chapter 8 Thany inventory Hand Axe 3x Door Key Chest Key Give Chest Key to Alan (mid turns near chests, or early turns) Give Door Key to Marcus (mid turns near chests) This seems to be the best approach for Thany's inventory management. I need to ensure Lance and Marcus start in a place where Thany can stand next to both of them at the start of Chapter 6, so Thany can use her turn to swap with Marcus, and Lance can use his turn to swap items and then canto away. This leaves Alan on ferry duty (for turn 1 at least). EDIT: Success! I have Lance able to take Thany's Javelins, and rescue Roy and still canto away. Marcus crits the mage he can reach. Now I have to manipulate an enemy turn where Marcus crits those two armors at the start of the turn. I might test whether giving Alan some exp (and a level up) on turn 1 is feasible here. This one will be a bit of a doozy. If it works out well, I can end turn 1 with Alan/Roy/Lance getting support points, which will add to crit rate later.
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Two things need to be bought with the silver coins: Mirror (50 coins) Shell (5 coins) Bazaar sells them both, and he's found right next to the first Save Cave you come across at the start of the game. I'd assume getting the coins before K3 means you can get the items at the same time as the Ski Boat
Post subject: Chapter 4: Now with encode!
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New WIP: http://dehacked.2y.net/microstorage.php/info/1003670491/FE6%20TAS%20Ch1-4%20WIP.vbm Encode: http://www.youtube.com/watch?v=oJyBSZV1fcI Progress has been made. This is more or less the exact strategy from Vykan's test run, with the addition of Thany being used to enter the shop, and pick up the Angelic Robe to sell at a later date (Killer Lances are a while away, and are not cheap). Marcus gets his first level up (HP, Str, Spd, Def) here, and I had an unpleasant set of RNs meaning I had to take Alan's level up as HP, Str, Spd as well - would have been way too much manipulation to get Skill on either of these. Silver Lance is now almost used up, but with the bulk those Cavs had, we needed it. Marcus will get a second level up in Ch5, and he'll have the offence with Hand Axe to do some damage finally. I bought 8 javelins, and 6 hand axes here. If I need more, I can hex them in later.
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New WIP: http://dehacked.2y.net/microstorage.php/info/1858168921/FE6%20Ch1-3%20WIP.vbm Main improvement has come in Ch3. Ch1 and 2 have had some minor RNG optimisation. I'm a little worried Alan might be short on exp now that he kills one less enemy here, but I think I can deal with that. There are plenty of enemies that can fill that gap in Ch8 after all, and earlier.
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Main differences I've noticed between Genesis and SNES versions are: Game runs slightly faster on Genesis. It is most noticeable in the jetship levels. Triple shot - in SNES version each shot works independently, where as they are linked in Genesis version. Damage - the damage over time weapons (Flamethrower, Lightning, Wave) are either more powerful or can be manipulated to do more damage than in SNES version, leading to quicker bosses Corner boosting - I don't believe this property is present in SNES version SNES version does have a glitch on the crushers though - when they are down you can slightly push into them for an early start before they raise up again. This property is not present on the Genesis version. As for whether this run should obsolete the no-damage run, I would like it to. SNES version is the inferior port in terms of speedrunning (and music imo), but has a few quirks which set it apart from the Genesis version. The goals of the published SNES TAS (specifically, the no-damage goal) make it a poor choice for a TAS, and it is badly optimised, if at all. I also understand it was accepted in a time when the judging process was not so rigorous (indeed, it was accepted without the judge having watched the TAS, by my understanding), so it has no place here, especially not by today's TASing standards.
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Right, you will be pleased to know I'm back working on this. Unfortunately I no longer have the original WIP file, so I'm having to redo the first 3 chapters from scratch. I've managed to make a couple of minor optimisations with the RNG manipulation, probably no more than a few frames though. I'm at the middle of Ch2 atm, I'll post the vbm file when I get to the end of Ch3. As for Ch4, I can generally wing it with the amount of shopping. If I find myself short of Javelins, I can get more when I buy Killer Lances in Ch13. I have a rough idea of how many I'll need. My plan is to get Marcus to D axes by Ch8, which will allow him to 2HKO the boss with Hammer (Armorslayer misses by 2 damage). I also need to make sure Alan has C Swords by the time he hits Ch12 in order to use Wyrmslayer on Aion. Other than that, Vykan's test run should give a good start to planning the first dozen or so chapters. I'm also thinking ahead to Ch15. Now that the idea is to give Alan the Boots instead of Miledy, it makes getting Hammerne on turn 3 tricky without wasting a lot of time. I don't have a strategy in mind yet, but I've got plenty of time to consider it by the time I get there.
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Thanks for the encode Cardboard. Having played this game myself, I know how tricky some of the boss battles can be. It might not be full of flashy tricks but its still technically a very solid TAS. Yes vote from me.
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
Encode on its way.
Experienced Forum User, Published Author, Active player (276)
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http://www.youtube.com/watch?v=xHxTAtjyFcU Sonic the Hedgehog 2 XL The gimmick of this hack is that all the rings are now onion rings, and if Sonic eats a few he starts putting on weight. The fatter he gets, the slower he can run and the shorter his jumps are. Eat too much and he can actually die. However, if he hits a question mark block, or does enough exercise, he can return his gut to normal size. Apart from the changing of rings and the addition of question mark boxes, the stages appear unchanged. Still, its a funny variation on Sonic 2 that might be worthy of TASing.
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Awesome job guys. Crazy improvement, yes vote is obvious.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Yeah, I'm doing a submissable encode. Feel free to grab a few other screenshots, I didn't have any bright ideas so I just grabbed the funniest idea
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I have an encode in progress already. And good luck improving the screenshot. This game is codec poison at the best of times.
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Crazy fast paced, and if this level is anything to go by, the finished hack should be awesome. However, I'm reluctant to vote yes on an unfinished hack TAS. Maybe when (if) this gets finished, but not right now on a single stage TAS.
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I've had a rethink about Stage 6 (first boss of World 3), and redone it so I'm 5 frames slower than the older version. Why? Well, the reason that run had a faster boss was because he'd taken lots of detours to collect the Wave shot, and using this produces a faster kill on the various enemies. Having a more limited amount means I had to find various alternate ways of killing each enemy, which turned out to be slower than using Wave shot, but preserved the few remaining ammo I had for later bosses. tl;dr, I now have 4 ammo for Wave compared to 1, at the cost of 33 frames. This should be enough to deal with the last bosses, and I've got enough Lightning ammo in reserve should I run out. EDIT: On the plus side, I've improved Stage 7 by another 18 frames, so that loss is half covered already.
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I think saving/loading would not save time at all. Also, you can use a Phoenix Down on Gi Nattak, so an Elixir is not necessary. Phoenix Down has a chance to fail though, although that won't be a problem in a TAS.
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You do realise that Knux in Sonic 2 is not a hack, but rather the product of using the Lock-on feature of Sonic and Knuckles with Sonic 2?
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