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I would also maintain that Repels will be a faster alternative. FRLG has a similar issue where wild encounters seem impossible to manipulate away. It might be possible to change the number of steps between encounters.
8 more stages to go, and I'm 11562 frames ahead in real time, that's 3 minutes, 12 seconds, 42 frames. Might see sub-54 after all at this rate. Stay tuned!
EDIT: Adjusted times to go with current version
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I think the point is he didn't want to have to redo the entire TAS just to fix a minor error. Cash planning will inevitably be a factor in the next version of this, but for now I'd rather just stick with getting as much done as possible. You are quibbling over less than 30 seconds of a 7-hour movie, and it's not relevant to mull over it as much as you have been doing, just for some small ego-stroking or percieved chance to prove you are contributing, when in fact you are wasting everyone's time.
tl;dr, let's move on and focus on the rest of the game, that stuff can wait for another version.
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http://www.youtube.com/watch?v=wGv43pmLzoI
This is a tweak in action. Of course, the movement path to reach the Hall of Fame is very different to that of Shaymin, but the basic premise is the same.
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Actually, FF is in the best position. What you need to do now is deathwarp straight back to Jubilife, but first you need to pick up the Explorer Kit and Bicycle from Eterna. From Jubilife, you can tweak into the void
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Ah, I'm glad you noticed. There is corner boosting going on in as many places I can get a benefit from it. It was especially tricky to plan them on the jetship stages, since you move so fast.
Corner boosting gives you the most boost from the top-rear corner of B.O.B.'s sprite, whether on foot or in the jetship. Bottom-rear corner boosting gives a significantly smaller boost, often just a couple of subpixels.
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Thanks, this will help a bit. Although I'm using Remos a lot more, especially the movement related ones, I've tried to take this into account and make sure I have enough for the essential areas, and use any extras to avoid fall-stun animations and so on when I can.
http://www.youtube.com/watch?v=aKRe_yKziDM
I also did an encode of the first World, I'll get World 2 up tomorrow.
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This is a different sort of run possibility. I've heard of these hacks but not played them, but they certainly have potential for a 100% Pokedex TAS. I just watched this morning the WIP of the Pokemon Blue 100% dex run, and it is, for me at least, quite fascinating.
I'm exploring FR at the minute but there's a lot that needs to be known in FRLG before a TAS can be undertaken. For now, a route plan for a 386 run can at least be planned out. Emerald can be done now though, if anyone wants to work on that.
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This is how I think Spider-Man would move in reality. Maybe with a bit less banging his head on the ceiling though. Fast paced web action, quick bosses and quickly beating the puzzles all lead to an easy yes vote here.
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After checking a guide, Luck Sources seem a waste of time. There's one in Junon, and 2 in Nibelheim from the Black Cloak guys, but all of them require a detour to get. The next one after that does not appear until Northern Crater.
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Is there any nearby Luck Sources that might help? Also have you been trying to manipulate Luck level ups on the way?
Crit % chance = [(Attacker's Lck + Attacker's Lvl - Target's Lvl) / 4]
Palmer is L38, so the chance would be greatly modified by even a couple of Luck increases over the base. I'd assume that Tifa's Luck + Level is lower than 38, so there's no chance of a crit there until it at least reaches a total of 42.
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You need to be more precise than just saying 'getting 800 more gill somehow'. Unless you can tell us precisely where this money is coming from, and estimate the amount of time it will cost, it will likely not be any faster than the current situation.
I deal only in facts. Perhaps you should too.
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I have reuploaded the WIP with the improved boss time. I've gone from 109 frames behind on that boss to 81 frames ahead, a saving of 190 frames. Full details are in my previous post.
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I can't see what I'm doing wrong. Both videos were done with Gens 11a, and both use the same ROM ((JUE)[!]). Even made sure it used the right pad type, cos I've had a desync when a pad was set to 6 button type and should be on 3 button type. I don't know what else it could be.
EDIT: World 2 has been updated with an improved boss fight. I'm now another 190 frames ahead of the old World 2 WIP, and got an improvement on every stage to date. World 3 will be tough since it has longer stages on average, so Remo use will be an issue, was struggling towards the end of Stage 2 with that as well. Either way, I won't be put off, and this run will be finished soon, so stay tuned!
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As I said before, I'm not completely sure why antd needed the other Ether, you can always ask him.
Also, are you aware that collecting the Bio materia costs less than a second? Where as for each Deadly Waste item you'd be wasting 5 seconds + the time of the random encounter + time to use it, for something less damaging than a Grenade.
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I think the mistake with the Ether is caused by spending all the cash he had on Grenades, but not allowing enough cash to buy the Batteries (which are required to ascent to Shinra HQ). Each Ether sells at 1500 gil, which is a lot of cash for that point in the game, so it would allow some leftover for later spots in the game, since cash is not readily available. I can understand him not going back and correcting this mistake in order to progress with the game - he would have had to get the Ether anyway, so it didn't cost as much time as you would think in the long run.
No, if you're able to read (which at this point I very much doubt), he said the word 'precision'. I assume this is a reference to Fury status adding an accuracy drop to attack, and Sadness increasing accuracy. I'd very much like to see evidence that a Hyper can induce Sadness, or a Tranquilliser can induce Fury, because from what I know, if you are in Fury, you can use Tranq twice to enter Sadness status, and in Sadness you can use Hyper twice to enter Fury.
I seem to be the only one backing up anything I've said with researchable evidence, everything else suggested has been both circumstantial and impossible to verify.
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Not in the least. First of all, the Initial Seed is set at the same time as the ID/SID, which is when the Red Gyarados cutscene ends at the start of the game. Knowing what date to set to will allow the Initial seed, after the number of RNG calls between starting the game and selecting your starter, to give you the IVs you desire.
As for manipulating other Pokemon's IVs, you won't need to. By the time you beat the second gym, you can get the Bike and Explorer Kit, then deathwarp back to Jubilife and start the tweaking process. So no other Pokemon are needed. There are possibilities for using runtweaks before then, but the big skip all the way to the end can occur once you get the Bike.
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Did a bit of research. Deadly Waste uses the Item damage formula and does a 96 base damage attack. This sounds like a lot, but when you compare this to Grenade (160 base damage) and M-Tentacles (2400 base damage), it pales in comparison. The only thing going for it is the ability to cause Poison status, but you get the Poison materia just before Sample HO512, which obviously aids in a few places (Bottomswell, Materia Keeper, etc), and costs a lot less time to collect than each Deadly Waste item.
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It requires beating an enemy to get the Deadly Waste, which is a time waste in two instances - it wastes time to get, and wastes time for the animation when using it. The only enemies you should be fighting is those encounters you cannot avoid, and a random fight is not one of those.
Ask antd about the Ether, I'm not entirely sure why it was needed. So far, you have 1 unanswered question and a waste of forum space, so don't pat yourself on the back for no reason.