Posts for Toothache

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Post subject: Ch1-2 revised and complete, with encode
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http://dehacked.2y.net/microstorage.php/info/806875598/FE6_TASv4.vbm Encode: http://www.youtube.com/watch?v=zJ2IfhQKG-I Chapter 1 starts in the same way as in the previous TAS version. The only difference is that Roy takes the two fighter kills. 17 frames lost here due to extra manipulation. Chapter 2 is a big depart however. The first turn opens up with a lot of item trading. Marcus ends up with the Iron Lance and Javelin on top of his starting inventory, of which the Javelin is only needed for this first turn to take out the enemy fighters. Bors gives up his lance so Alan can still have one to use later. Roy takes another two kills here, netting him Str, Skl, Spd level up. Marcus gives Roy his Iron Sword, in case I can save some Rapier uses later. Lot gives Marcus the Hand Axe and Iron Axe, and Ward rescues Lot to keep him out of enemy attack range. The Iron Lance finally reaches its trading destiny in the hands of Thany, who will be our main attacker thoughout this version of the TAS. It does mean I need to spend a bit of extra time levelling her, but the results will more than pay off in the long term, as her ability to avoid enemies and terrain will result in huge time savings. Roy gets dropped in front of the boss as before. This time, he gets HP, Spd, Def level up, and actually gets very close to dying on this enemy phase. By the end of this chapter however, he has gained 18 wexp total, a third towards the goal needed, which is a solid start. Thany also manages to get two kills in this chapter, putting her on the way to reaching promotion level. These first few chapters, as mentioned, will be a bit longer than the previous TAS version, due to Thany partaking in more combat. In the long term, she will gain a lot more time than is lost here. I finish 623 frames behind of the previous WIP - it is important to note how much I lose now so I can compare it with the massive gains I'll make later.
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I'm wondering if you should consider something like a nature that doesn't reduce one attack stat, like Naughty or Lonely. Looks like having stronger Embers will save a couple of turns in these early battles.
Post subject: Chapter 1, with encode, minor improvement added
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http://dehacked.2y.net/microstorage.php/info/959083701/FE6_TASv4.vbm Encode: http://www.youtube.com/watch?v=i_3Mt9f-mPg I had another think about Chapter 1. Since getting Roy to C Swords is very tight, I need to basically feed as many early kills as I can to him. In this version, I feed Roy three kills by using the Silver Lance with Marcus (OHKOs all the fighters, and leaves the brigand at low enough health for Roy to finish off), and having the Rapier pull off the two crits on the fighters near the throne. This version does put me 515 frames behind, and I'm not entirely sure it might be worth it in the long run. Still, anything that improves Roy's survival makes manipulation easier, and opens up new possibilities compared to my earlier pacifist approach. Thany alone is gonna save a huge amount of time in the long run, so it should be worth it, in theory.
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Chapter 1 is redone. Only minor change is giving Roy two critical hits on the two fighters near the boss, instead of giving Marcus one kill and Roy the other. It ends up saving time in terms of manipulation in fact, plus having 1 less attack, but I still end up behind over the old WIP since the experience gain ends up costing time - at 1 point per frame, I lost 27 frames giving Roy more exp over Marcus, but saved time on RNG manipulation and seeing one less attack. Total time lost: 19 frames over previous WIP If it becomes desperate, I can also change Roy's position in order to counter-attack the brigand on turn 3 EP as well. He won't kill him, but the extra chip damage will allow him to get an immediate level up next chapter rather than having to take 2 kills for it. Plus, it is 1 more WEXP for his sword rank, and if it looks like raising his sword rank will save more time, it may be necessary to take the extra ~80 frames here to manage this.
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Maybe you should do each stage in chronological order.
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http://www.youtube.com/watch?v=99oKreJadkk Looks like Metroid Prime's AI can be exploited to keep its eyes open all the time.
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http://wiki.dolphin-emulator.com/index.php?title=The_Legend_of_Zelda:_The_Wind_Waker
GBA Link is partially emulated since r6059 and requires a dump of GBA BIOS and VBA-M with joy bus options to work.
I seem to remember VBA-M working some time ago, so I'm sure it may work properly now with the Tingle Tuner. Rather than going 'no', might be time to start testing if it does (and perhaps bug evaluating, if it doesn't).
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I can always do a separate HNM run to unlock HHM, not a hugely difficult thing to manage. The main thing is that in order to really do a HHM ranked run, you'd need to get Nils to L7 in Lyn Mode. In order to S-rank Lyn Mode and achieve this exp requirement for Nils in time, he needs to take some turns dodging enemy hits, as well as dancing every turn. He ends up about 50 exp short otherwise, if he dances every turn possible to reach A Tactics. Annoying to watch, but this can be spread across multiple chapters so it wouldn't be that obnoxious. I think it may even be worth just doing each mode as a separate submission. Lyn Mode is short, and each mode has its own ranking division. At the very least, it can be used to evaluate how much interest there would be in ranking the other modes.
Post subject: Ranked TASing?
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I've been thinking for some time about a ranked TAS of FE7. Now it may not be as entertaining as a pure speedrun, but from a strategy level it will be very interesting to see what is possible in ranked play. So without further ado, let's look at Lyn mode. Getting all 60 Tactician stars is almost impossible for a regular player, but it should be easily manageable in a TAS. Ranks in FE7 are split into 5 categories: Tactics is the number of turns taken in each chapter. Each chapter has a turn limit, and going over that lowers the ranking score. Survival requires all units to stay alive. Funds is the total cash value among all your units (gold + total item wealth). You need to reach 80% of the total funds requirement to get A rank. Experience is the amount of experience points needed to earn in that chapter to reach the rank requirement. Combat is the percentage of battles that result in a kill compared to overall battles. 40% or more kills in a chapter is enough for the A rank. Prologue 5 turns, 100 experience points, 848 g Funds Not a hard one at all. Batta gives almost a level in himself, and the other bandit gives the rest. Chapter 1 7 turns, 200 experience points, 1184 g Funds I want both of the cavaliers to still be level 1 at the end of this chapter. Lyn can take most of the kills. Chapter 2 7 turns, 200 experience points, 240 g Funds Here's where TASing is basically required. The only item you get is a vulnerary for 300g to Funds. Because the Funds requirement is so low, I can only "spend" 60 g worth of weapon uses. Each use of the iron sword costs 10 g, and each iron lance use costs 8 g. I need to use 2 iron lance uses to bust through the wall, so that limits my uses to 44 g. Now here's where things get really annoying. Glass (the boss), gives 77 exp to a L1 unit. The other bandits are either level 1 or level 2, giving 30 and 33 exp each respectively. So, in order to hit the 200 requirement and meet the Funds requirement, I would have to kill 5 enemies including the boss in one hit each, killing 3 L1 Bandits, and a L2 Bandit, all with L1 units. Not only that, at least three of those kills would have to be done with the Iron Lance (8x3+10x2=44). All 5 kills are needed to be critical hits. This is basically the main reason the cavaliers should be not used for almost any combat in Chapter 1. Lyn will be at least L2 at the start of Ch1, and using her at all will ruin the exp requirement since the enemies will give less exp than a L1 unit would receive. Since the number is so exact, she should be used to kill almost all the enemies in Ch1, and take the boss kill in addition. Chapter 3 7 turns, 300 experience points, 2632g Funds This should be relatively easy to reach. Florina and Wil join, so this should allow for more spreading around of the exp requirement. The village with 2000g should be visited. Chapter 4 8 turns, 450 experience points, 270g Funds Relatively easy one. Everyone can be assigned to various parts of the map to meet the exp requirements. Dorcas joins and can contribute to experience. Chapter 5 4 turns, 250 experience points, 1168g Funds Serra and Erk join. Serra should be healing at every opportunity to aid in clearing the exp requirement for the upcoming chapters. Chapter 6 7 turns, 250 experience points, 14424g Funds Matthew and Rath joins here. I can skip the armorslayer and still reach Funds rank. Rath brings 5000 g at the end of the chapters, and the robe is worth 8000 g, the rest of the funds comes from Matthew and Rath's starting equipment (2500g). Chapter 7 6 turns, 350 experience points, 1752g Funds Lucius and Nils join here. Nils dancing every turn is not only practical in quickly clearing the map, it aids in meeting the exp rank. Pure Water village is 900g towards funds, so that's a given to collect. Chapter 7x 7 turns, 450 experience points, 3560g Funds I'll want to have Matthew steal items here, especially the Lockpicks since that alone is worth 1/3rd of the Funds requirement (1200 g). There are 3 possible vulneraries to steal, and 1 droppable one. The hammer is worth 800g more to Funds, but costs 80 g to get (1 use of the Lockpick). This brings the items available to a total of 3120g of Funds. Unless the reinforcements also have Vulnaries, there's no way to reach the rank requirement. I'll have to check back to see if it is possible. Otherwise, I may have to settle for B rank Funds here (2670g minimum) Chapter 8 7 turns, 500 experience points, 1440g Funds The lancereaver alone is enough to cover the funds rank. Chapter 9 8 turns, 650 experience points, 1114g Funds Wallace's gear alone covers the rank requirement. The torch in the village is a nice luxury at 500g more. Chapter 10 12 turns, 450 experience points, 6400g Funds Everyone should be slowing down in terms of experience gain, but there's more than enough enemies to reach the rank requirement. Lundgren alone will give 100 to whoever kills him. The Energy Ring is needed to reach Funds requirement. So far, it is looking like 59/60 Tactician stars is possible in Lyn Hard Mode (LHM). 60 is certainly possible in Normal.
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After looking at these later maps more closely, and the earlier linked nico TAS, it becomes increasingly clear that raising Thany in the early game will be the fastest option in the long run. Therefore, it pains me to do this, but for the fourth time I'm going to have to start again. It does mean a serious look at Thany's experience level needed for finishing the later chapters though. Using the strategies developed in my previous WIPs, Marcus will be used to take the boss kills in all chapters up to Ch8 (except Ch2 where Roy is still faster). After that, Thany will have to be strong enough to take over and finish off the upcoming bosses. I figure taking an extra turn in Chapter 8 to collect the Elysian Whip will pay off in the long term. Marcus can keep the Chest Key on his person, and he'll need to hit 18 Skill to be able to do a critical hit on Leygance. I'll save time not having to drag Alan across the map down to where Cath spawns, but lose time on the extra turn needed to reach the promotion item for Thany. At 10/1, Thany will have 15 Str/17 Skl/22 Spd in the combat parameters (compared to Alan's 18 Str/15 Skl/17 Spd). This will still allow her to ORKO Scott (Ch9 boss). After that, bosses become notably easier until she comes across Aine. Since I'm waiting for turn 21 to seize anyway, I can afford to take 2 rounds to kill him, since she's not going to manage it in one round (needs 22 Str + Steel Lance double crits, no chance of her getting to Silver in time). This means I need to plan carefully how she levels in the first few chapters. Chapter 1 she doesn't exist, and in Chapter 2 she is used to ferry Roy for the boss kill. She can afford to take a single kill here. Chapter 3 gives her some early options for experience, but her starting location is not very nice. The soldiers near the start should give her some nice exp though, so she can make reach L3 here. In Chapter 4, she's the only unit that can both reach the shop on turn 3 and the Angelic Robe village on turn 4. This means she's only got the ability to earn exp on turn 1 EP or turn 2 PP. Wolt still needs to be killed off here for the 2 turn in chapter 5. Chapter 5 requires Thany to be used for one kill, but since she is not at her base level this becomes easier to manage. In Chapter 6, she can replace the role that Alan took in the previous WIP. Chapter 7 requires a bit of thought, but it is probably the best place for her to start catching up in level from about level 5 to level 8 or so. She is still needed to purchase the keys needed for the game. Combat will be inevitably slower than Alan, but she'll get a good amount of the exp needed. Chapter 8, and she again swaps roles with Alan as she collects the last few experience points needed to reach L10. I will have to trade her the Elysian Whip in preparations, but she can promote straight away in Chapter 9 turn 1, and still be saving a large amount of time overall since there is less combat to face than Alan's version. For the late game, Thany definitely wants to get to D Swords to have Armorslayer on Murdock. That shouldn't be an issue, since she'll have a lot more option to raise sword rank than Miledy, and she can just manage it. While the support is only 1+1, Thany should get enough support turns to have C Roy. This gives her the ability to 2HKO Zephiel with the Silver Lance (she'd fall short with the Killer Lance). She definitely has more turns of ferrying than Alan ever would, so despite the slower support it is viable.
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Impressive work. Obvious Yes vote here.
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Zealot should probably rescue Niime on turn 2, Marcus can still move adjacent, trade for the Warp staff and then use the chest. Otherwise, these are pretty solid looking strategies. Yodel can use the Silence Staff on turn 1 to shut the Berserk Druid up, so that makes that part easier at least.
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Well, if I need to sacrifice a thief to make the warp go far enough, then I don't mind doing that. The easiest way to get a Torch for the Ch19 strategy would be to hex in having Chad collect it in Ch7 from a village in the south-west. This is easily achieved and wouldn't affect the Ch7 strategy in any way. After discussing things with Vykan, it seems beyond that, everything will remain the same until Chapter 14. After that, I can start building up Miledy as a combat unit to replace Alan as my boss killer. Promoting at L15 should give me enough parameters to manage the bosses I do need to kill on the way. Miledy will also receive the boots, and given her superior movement over Alan she can easily allow for many more savings than using Alan alone. This remains the case throughout all the following chapters, especially in Ilia. The main exception to this would be in Chapter 21. In order to OHKO Murdock, I would need the Armorslayer that Oujay starts with, and at least 26 Skill to have a crit rate on him. Miledy has a 26 cap and Alan a 28 cap for Skill (1% and 2% crit on him, respectively). However, Armorslayer is a D rank weapon, and Miledy when promoted starts at E Swords. Both have 25 Str cap though, so I can do 66 damage with a crit to his 62 HP. I do believe I can get a 4 turn strategy using my Warpers that allows Alan to take out Murdock though, possibly 3 turn. As for Ch22, I took an idea that was presented to me from Nitrodon. By using a Chest Key to open a chest, I can have a full inventory unit send an item to Merlinus. I will want Warps on both sides of the map, so what I can do is this: Turn 1: Alan picks up Roy, gets warped to the central doorway. Alan can spend his time here killing enemies. Percival can head north to the right trigger. Turn 2: Thany with Chest Key can take the Warp staff, and head to the nearest chest. Turn 3: Thany opens a chest, sends the Warp staff over to Merlinus on the right side. Use Warp staff to send Miledy to the left trigger. Given the enemies in the way, it will take her until turn 5 to reach the trigger (unless the RNG glitch is feasible). Roy needs to be dropped the turn before he can be used to open the door. Turn 5: Lalum can get warped to Roy's location. He can open the door, Alan can rescue Roy, and Lalum can make him drop Roy in seize and support range. Either Alan can kill the boss on EP, or on turn 6 I can make him take out Zephiel then. Either way, a 6 turn seize is feasible. EDIT: I saved myself some issues with Ch22. By having Thany trade the Warp staff away on turn 1 after the initial warp, she can just hand it to Percival on turn 2, and he can just reach the chest at full movement. However, it does mean Percival may need to ferry someone along to assist with reaching the trigger on his side, perhaps Miledy also needs to drag someone along for that purpose.
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You're forgetting I also need to kill Douglas in Ch16 in order to skip the 16x gaiden. Vital stats are: 46 HP/20 Def/8 AS/11 Luk with a Silver Axe. And from that analysis, skipping the Speedwing is a good idea. I also don't need the Swordreaver with Alan since I can do 72 damage with a Killer Lance double crit (and that's much easier to achieve), with a C Roy support. So no, taking the time out for a Swordreaver is not viable.
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Well, on the plus side, I don't need to backtrack far, just through Chapters 14 and 15. In fact, it does make the drops in those chapters a little easier in some ways. But you are right, it does make a lot of sense to give Miledy the boots here. It does change my plans for Ch16 a bit, but I'm sure I can manage when I get around to it. Given I'm going to Ilia anyway, the terrain advantage alone is entirely worth it. EDIT: Should I collect the Ch14 Speedwing while I'm there? Given Miledy's base Speed is only 10, it will make it a little easier for her to get into doubling range on most things. While carrying Roy, you need 12 AS to outspeed Douglas, or 24 Speed without any weight loss, so every little helps. Maybe I can position Roy so that Douglas can't target him, but he can be dropped at the right time for Miledy to kill.
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Well, if I only need 3-4 levels before promoting Miledy, it is a lot less than the 9 levels at least I need for Thany. While I do miss out in the earlier chapters, once I get Miledy I can definitely give her plenty of chance to level. So, that rules that consideration out. Now about using the boots on Miledy, it is not that easy to dismiss. Given the huge advantage Miledy gets in the Ilia chapters, especially when I get Niime, a huge range can be covered without terrain restriction. On the other hand, it is possible that there will be very few turns saved with Miledy having the Boots, given how far she has to travel in each map. As for Alan, I think it is pretty evenly split between him and Miledy as to who gets the advantage with the Boots.
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I think you're overlooking something - Miledy is available past Chapter 13. I don't need to raise Thany, because I can raise Miledy as a combat unit. She can at least replace Thany's role here in Chapter 18. In fact, I'd already been looking at these Ilia chapters, and decided I did need Miledy for most of them, since she'll be way faster than Alan, as you are no doubt aware. This does beg the important question though- when to promote Miledy. For a OHKO on the Chapter 18 boss, she need at least 20 Str with the Killer Lance. In Chapters 16 and 17, there may be room for her to gain that needed increase, plus another 2 points from the promotion.
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I'm wondering if it is worth picking up a heart container or two from bosses, to allow for even more damage boosting. Otherwise, great stuff, obvious yes vote here.
Experienced Forum User, Published Author, Active player (276)
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Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Experienced Forum User, Published Author, Active player (276)
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http://www.youtube.com/watch?v=y1SrsZp0jYE Looks like the Endless Corridor skip can be used elsewhere, and probably a whole lot of places. Warning to protect your ears before watching
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Amusingly, this was bumped on my birthday, 13th January
Post subject: Ch15: now with encode
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Chapter 15: http://dehacked.2y.net/microstorage.php/info/1108671050/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Encode: http://www.youtube.com/watch?v=p0_XAkdMLKY This one has a few objectives to achieve, mainly getting both Alan and Roy over the mountains on turn 2, and acquiring the Hammerne staff in turn 3, and making sure my frail units survive. With all that in mind, this is a short but painful chapter to plan out. Turn 1: Lot of moving around here, ensuring both Miledy and Thany get close enough for a safe drop. Don't want to lure the archers to my fliers on turn 2, since Roy has better avoid on the forest tile. With that in mind, I move both my fliers close enough, but out of range of the wyvern. Lalum has to dance Thany to ensure she is both close enough for the drop, and has enough room to escape luring enemies towards her. Lance makes a rare reappearance as he rescues the dancer. Marcus crits a mercenary, and another on the enemy phase for a very nice HP, Str, Skl, Spd level up. Turn 2: Lance passes Lalum over to Marcus, and moves out of range of the archer in the south. Marcus drops Lalum on the hill, so only the one enemy can reach her. Alan and Roy get dropped, and I manipulate both Alan's level up, and Roy and Lalum's survival (they are each OHKOed by a Silver Bow Archer and the Fire Valkyrie respectively), as well as getting as many crits as I can with my main attackers. With the luck needed for this enemy phase, getting 3 out of 4 crits first time was pretty acceptable, only 217 RNs away. Alan gets a very nice HP, Skl, Spd, Luk level up, having capped Str and nearly capped Spd already. Turn 3: Lalum dances Marcus to reach the Hammerne. Miledy moves a cavalier out of the road, so that Alan can take out the boss and Roy can seize.
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Just adding there should be a tutorial for this sort of thing, it would save a lot of messing about in the future, and provide a lot more informative encodes.
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