User movie #21139027649081064
Just checking a route. This looks pretty good, just needs cleaner luck manipulation. Combat is very slow, but field movement is very fast. I probably should equip the Sling earlier, to avoid walking to the sleeping Kobolds.
I need a Cleric with high Charisma. The Swords file begins with Garon, a Cleric with 18 Charisma. Also useful is the fact he is small, which makes it more likely to begin combat with the Hide Flag set. The file also has Wobby, and I generate two "fodder" Wizards to kill early on, but I pick up Knucklebone and swap Wobby out for experience related issues. Curiously, Wobby and Knucklebone has the same miniature, so unless you play this frame-by-frame, you can't tell I swapped characters.
You can move and turn at the same time: Forward/backward takes place first, then you turn. You can also repeatedly turn while moving through hallways to manipulate luck without losing time. You can also press A and move at the same time: Some doors can be moved through in the same frame without a soft-lock, others you might need to back up. A and B simultaneously can open doors and open the menu, useful for times where you can't otherwise move to bypass the door animation, a very useful fail-safe, as you can close the menu and move right away regardless of whether the animation is still going or an undesirable soft-lock if you do move.
Walking forwards can trigger encounters from a long distance; Walking backwards will only trigger an encounter if you end up next to one. Additionally, it adjusts the formation based on the direction you're facing, so picking forward/backward can give a better position for combat.
Sleep is overpowered. Note its use early on. My follow-up attacks against sleeping targets are not manipulated -- They will always hit, and always deal damage equal to remaining HP. The Sleep spell itself does need manipulation, though. A Sling deals 1d4 damage with no way to normally exceed 4 damage, yet it did 6 damage to a sleeping target at range thanks to this odd mechanic. Sleeping targets pass their turns faster than non-sleeping ones, which is another boon.
The Hide Flag is a very important flag. At combat start, Hide checks are done with each member of your party. If your entire party starts hidden, enemies will pass their turns very quickly, so even if initiative is not in your favor, being hidden means you only lose a short number of frames waiting.
Experience is distributed among members who were alive at some point during battle. Because useful spells like Snilloc's Snow. Swarm and stat-boosting spells don't show until level 3, I'm strongly encouraged to kill some members to give the EXP to my Cleric and primary Wizard. The result is that I get access to Snow. Swarm early enough to deal with the Kobold Miner group. Thus, it is prudent to spend significant time to suicide created Wizards with low HP early on. Annoyingly, it's difficult to kill them off on the enemy's turn, as being unconscious denies enemy targeting unless everyone else is hidden, so the "fodder" needs to withstand the enemy's turn, then I have to abuse their Attacks of Opportunity for one hit to KO, then the next for that "coup de grace" that always kills.
The power of Turn Undead should be noted, since right after dealing with Kobolds, it's rather refreshing to see skeletons and zombies falling apart the instant combat starts. Charisma lets you hit larger undead hordes and more likely to destroy the higher HD (
well, "level" if you prefer) ones. The Baneguard have annoyingly high HD, requiring some hefty manipulation to defeat them.
The Specials Unequip glitch is certainly pretty handy to use for going even faster. It requires a detour through two skeleton groups to get the Rusty chest holding the Magical Cape. When worn, it adds a special, and when removed, it screws up the first special slot. These special slots are used, among other things, to determine what stats to revert to normal when the special is removed. Since it screws up whatever is in the first slot, things like Bull's Strength, Endurance, and Eagle's Splendor becomes a lot more interesting. I make it a point to have it equipped before I camp, so that it can screw up the first slot again without first putting its own special in that slot when I equip it.
Glitched Strength should give handy one-hit kills with physical attacks, particularly important versus Albrik and other tough monsters. Glitched Dexterity gives initiative and ridiculous number of Attacks of Opportunities with Combat Reflexes, in case I can't Fireball everything dead. Glitched Constitution is garbage. Glitched Charisma lets Turn Undead hit larger undead hordes, as well as make it more likely to hit the tougher ones, in case the RNG is a mess.
In any case, it looks like the route I'm thinking of will work. There's enough experience for a two-person party to get the necessary spells, so things should go real smooth after that.
EDIT: Some addresses of note. These addresses were obtained through VBA, but they should match up with the BUS addresses in BizHawk (
I have trouble working out the mappings of other regions).
03004D60 : 4 bytes - RNG
03002140 - X position
03002144 - Y position
0300041C : 56 bytes : Unknown count - Combatant information
+00,1u - Index number?
+01,1u - X position
+02,1u - Y position
/\/\
+07,1s - Initiative
/\/\
+09,1s - HP
+0A,1s - HP max
+0B,1x - Actions available (bit map: 123xxxxx: 1= 5-foot step ; 2= move-equiv. ; 3= Standard)
/\/\
+0D,1x - Hide Flag
+0E,1x - Flatfoot Flag
+0F,1u - Attacks of Opportunity left
/\/\
+18,4x - Pointer to ?
+1C,4x - Pointer to ?
/\/\
+2C,4x - Pointer to character definition
/\/\
+34,4x - Pointer to status field (72 bytes)
0300217C : 304 bytes : Unknown count - Character information
0837D89A - BDAT information begins here (ROM)
083A3CB6 - BDAT information ends here (ROM)
I have a lot of information on the internals. Rather voluminous for a single post, really. My lists on GameFAQs are largely based on the BDAT I found, and some significant VBA scripting to extract it to a readable format. It's been a while since I last used my extraction script, so I'm not sure how it's set up right now.