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I suspect you are getting the M-Tentacles item confused with the Deadly Waste item.
Information came from this guide: http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/42714
I also checked half a dozen other guides in order to confirm, and I didn't see any discrepancy here. So, I suspect you are rembering it wrong.
As for Omni-Slash, you would need to enter the Arena several times which will be a huge time waster, in order just to earn the BP to get the Omni-slash item, not to mention Cloud needs to have got all the previous limits - requirements are, in order:
1/2 - use Braver 8 times
2/1 - kill 120 enemies after getting Cross Slash
2/2 - use Blade Beam 7 times
3/1 - kill 200 enemies after getting Climhazard
3/2 - use Meteorain 6 times;
All these requirements make getting the Omni-Slash even slower. This is not even to mention the slow animation time which could be further replaced by more than a few Tifa Deathblows with Powersoul.
Either way, you haven't thought this post through, so I suggest you do so before you post in future.
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One good piece of news for anyone wanting to TAS this is that it is possible to generate perfect IVed starters. Once the ID/SID and Initial Seed is known, it is possible using RNG Reporter to determine what date to set the DS to in order to achieve a max IVed starter. Unfortunately, Desmume does not offer the full range of years available in the DS, and will crash on a date set after 2038, but this has been brought to the attention of the devs and hopefully will be corrected soon.
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Lol if you notice carefully, I've posted quite a few times in that thread alone. And I'm a mod at Smogon so I'm well aware of the efforts they are going through to understand FRLG better. But thanks for the suggestion :-)
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They are most likely to occur on the bridge just before entering Corel, so I believe. I know in the PC version the encounters are rigged so you meet them twice there. I know the general modus operandus is to avoid encounters, but if you can trigger an encounter in that area, I'm sure it should be easy to manipulate a Bomb x2 to occur, and the Steal should be a relatively straightforward process.
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I'd say so. Right Arms are strong thrown items at that point in the game, and it will save a fair bit of time on Demon Gate (10,000 HP iirc). One thing to note about the Demon Gate is that it will perform a charge attack after it loses 2500 HP, and each 2500 after that. But, I assume at that point you should probably only see one or two of those before he is finished off. It might be the fastest strategy to lock him up so he only does the charge attacks in fact, since he wastes a turn beforehand to perform it and therefore doesn't attack.
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Wild encounter manipulation is doing my head in. I am no closer to finding out how they work than I was a week ago.
One thing of particular concern is that there appears to be no change in RAM when you change direction in grass, yet you can still trigger a wild encounter this way.
Long story short - help! I need someone with familiarity with RPG internals to help find how wild encounters work better, and hopefully if there is any way to manipulate them. A free Rare Candy to anyone who helps!
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Getting rid of grass using Cut is probably a waste of time, because the step counter only changes when you are stepping INTO a patch of grass. When you leave the grass it doesn't advance, so if you cut away one square where an encounter will occur, it will just happen on the very next square.
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I think you should get the Force Stealer. HP is not as big an issue in a TAS as it would be for a real-time run (especially if you can manipulate level ups to get a bit more HP on average). If you feel you need them you can buy them at Cosmo Canyon, but they aren't cheap. Besides, the Force Stealer is a strong upgrade from the Buster Sword at that point in the game, and you cannot buy them until Corel which shows how useful it is.
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I've been doing some experimenting in FR lately, and I believe I can manage this TAS.
First thing is that the ID/SID is set when you choose your character's name, which means the starting Pokemon's IVs can be manipulated at this point. However, FRLG has a random seed each time you start up, so it will be relatively tricky to manipulate a good starter, but not impossible.
Second thing is that wild encounters are impossible to manipulate away, unlike RSE. It appears that after each battle ends, the number of steps before a wild encounter is determined, and once you reach the threshold of steps through grass, an encounter occurs. I do not know if it is possible to change the number of steps though. This will mean that, even in a TAS, Repels will need to be used in some places (like caves, and some grassy areas).
On the upside, it seems critical hits are a simple matter of just hitting the correct frame. So the battles themselves will go by just as fast as in the Sapphire TAS.
In order to get the 60 Pokemon needed for the National Dex and the Rainbow Pass, there will have to be a fair bit of planning. I know UD has a list from his real-time run, so that will give me a good basis. Rare Candies are few and far between, so I will be relying on Pick Up (via Meowth) ability (5% chance) to get more. It should save time having to capture more wild Pokemon at least, and I will have to aim for getting those that are 1-2 levels away from evolving.
Which means I will have to learn how to manipulate Rare Candy, possibly find out how to extend my step count through grass (if possible), and perhaps even learn how to manipulate starter IVs to get the best I can. There are some people at Smogon looking into the IV generation side of things, so I can possibly get some insight there.
All in all, this will be a big project, and I am not yet ready to manage it, but I am definitely willing to work on it soon! Once the IV generation side is more understood I should be able to get started at least.
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Do you think you could upload the pxm file? I'm sure some interested person could make an encode up to the end of Midgar (not myself since I can barely get this computer to work, let alone run PCSX)
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The reason this run has not been finished yet is that there is a problem with PCSX, where it cannot load some of the later cutscenes. Until that is fixed, the game cannot be completed.
In the meantime, watch the progress thus far: http://www.viddler.com/explore/adelikat/videos/644/
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Just continue from where the last part you uploaded finished off (I think it was Aps and Reno battles). Doesn't matter if the whole thing fails to sync atm as long as you can record a decent chunk.
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Are we going to see any more encodes soon? I'd quite like to watch the work in progress as it goes :-).
Keep going man!
EDIT: I don't mind either tbh as long as I can watch it! :-)
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Can I suggest you take a random encounter to give you enough cash for the batteries? As for manipulating drops, I don't know what to suggest other than keep at it.
If the latest version causes desyncs, you may also wish to stay with the previous version which has no apparent problems.
Keep at it man, don't want to see you give up yet!