Tool-assisted game movies
When human skills are just not enough

Submission #6821: Xujhan's SNES Breath of Fire II "glitchless, good ending" in 4:54:05.96

Console: Super NES
Game name: Breath of Fire II
Game version: USA
ROM filename: Breath of Fire II (USA).sfc
Branch: glitchless, good ending
Emulator: Bizhawk 2.3.2
Movie length: 4:54:05.96
FrameCount: 1060501
Re-record count: 123175
Author's real name: Fletcher Gates
Author's nickname: Xujhan
Submitter: Xujhan
Submitted at: 2020-07-26 03:54:04
Text last edited at: 2020-08-03 10:05:26
Text last edited by: ThunderAxe31
Download: Download (303127 bytes)
Status: new
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Author's comments and explanations:

(Link to video)

An orphan boy, Ryu, sets out to catch a thief clear the name of his best friend. Along the way he finds new companions, encounters frightening demons, and stumbles across a plot to destroy the world.

Since the original TAS was recorded by Janus in 2010, a number of glitches were found that meaningful reduce the time it takes to complete the game. Consequently BoFII speedrunning has branched into glitchless and any% categories. Since the 2010 TAS predates those glitches, this submission can be considered a spiritual successor to that video. Notable improvements are:

The most significant departures of this TAS from ordinary gameplay are the almost total avoidance of random encounters, and the optimization of boss fights at much lower levels than usually possible. Both of these are achieved through heavy use of RNG manipulation. The RNG function in Breath of Fire II is updated every frame, which allows even very unlikely results to be achieved with only small amounts of waiting. The RNG function is however not affected by very many other things besides time, so we have little ability to improve results beyond simply waiting longer. As a consequence we sometimes take sub-optimal results, when waiting for an optimal result would lose more frames than the optimization would save.

Potential future improvements:

The code for Breath of Fire II is not very well-explored, so all the manipulation in this TAS was produced through trial and error. If we knew how to read particular values from RAM (enemy drops, encounter rate, etc) we would be able to find much more optimal paths through certain sections.

Suggested screenshot: frame 962140
No particular significance, but it's an iconic shot of the hardest boss in the game.

Edit: original file contained a bunch of blank input at the end, oops. The corrected movie is uploaded as a userfile: http://tasvideos.org/userfiles/info/64953270414370602

FractalFusion: Added encode.

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