Posts for OmegaFlareX

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Joined: 7/20/2004
Posts: 108
Dr. Morbis wrote:
Which item? I just finished playing through this (on an actual system) so I'm curious.
The yellow orb. To get it, you need to build the new town up to its final form. The only way to get it to grow is by saving/resetting.
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Joined: 7/20/2004
Posts: 108
Request! Would it be possible to add a 400x300 fullscreen resolution? My PC is old and finicky, but I can usually get emulators to run smoothly at that res. It doesn't like 320x240 for some reason. Edit: Nevermind, I got it to run just fine in windowed mode by enabling vsync and lowering my monitor's refresh rate to 60. I also tried out a GBA game, and there was nothing I could do to get it to run at a decent speed. This PC is just too wimpy for it. :(
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Posts: 108
I can think of a few NES games I played as a youngster that haven't been done yet: - The Guardian Legend - Amagon - Life Force - River City Ransom (on hard mode) - Abadox - Dragon Warrior 2 DW3 would be too, but it can't be done because you need to hard reset the game to get a necessary item.
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Posts: 108
/*- wrote:
cant remembr if Mystic Quest is involved yet or not.
It is. Yours truly is working on a test run. The first two worlds are done. I won't be doing attempting a FF2 run anytime soon, but I am wondering what your plan is. Post it, please.
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air__devil wrote:
Are you joking? The drummer is incredible!
No, not joking, but I was referring to how the drums sound as opposed to the drummer himself. I don't doubt his skills one bit, but the sound of the drums on the downloadable songs at their site sound similar to Sublime or 311 (kind of reggae-ish), which doesn't fit the music at all. I browsed around on VGMix and got a bunch of really cool stuff. Ashane's Red Cap Assault (FFMQ) is absolutely phenominal. I hope he decides to do the boss theme sometime. Ryan8bit and virt also have some amazing stuff.
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Minibosses - cool stuff, but I hate the drums, I think they're awful. They also need a rhythm guitarist very badly. I'm checking out stuff from the rock-out site. Ryan8bit's metal rendition of the sad song from FFIV is incredible.
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Joined: 7/20/2004
Posts: 108
There's also a neat little trick involving the Lucky 7 limit: Since Emerald's Aire Taem Storm (or whatever the hell it's called) only damages you in proportion to how many materia you have equipped, you can manipulate this to get 7777 HP for all characters and wipe him out. Equip only two materia per character and make sure their Max HP is 9999. Heal up with Megalixirs until Emerald uses ATS.
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Posts: 108
Hahah, Famtasia vending machine. That's awesome. I'd like to learn how to program neat shit like that someday.
Highness wrote:
Any chance of you outputting that as AVI or something with enough quality to make out what it is?
The first replay is Luigi doing a MASSIVE jump from the top of a ladder, sending him completely over a wall that can't normally be jumped. So instead of having to waste 10 seconds going under the sand, he's at the door in 3.
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Joined: 7/20/2004
Posts: 108
Progress report! Test run, World 2 completed. Save state for world 2 start. (F9 slot) There are lots of things to be improved, including, but not limited to: - I didn't take the under-the-upper-floor shortcut in the Wintry Cave. I just forgot about it. D'oh! - I got both the Noble Armor and Venus Shield. The armor was useful for the Ice Golem battle, but it remains to be seen whether the shield will help (it protects against paralyze). - For some reason, I couldn't get any strike-firsts from the Falls Basin onward. Then again, I didn't try that hard. I only spent between 60-100 frames on average testing for it. If it's possible, this will definitely be corrected in the actual run. Even if it takes 3 seconds of waiting before I get one, that's still faster than a round of enemy attacks. - I got the Knight Sword, but didn't use it at all. The chest was right there, so I figured what the hell. I probably won't get it next time around, but it does grant a small agility bonus, which may or may not be useful in the future. - I'd like to avoid using the inn next time, especially since I still haven't used any of my seeds yet. My HP will be dangerously low, but at least now I know how to manipulate which enemy attack occurrs as well as the recipient. - All three boss fights can be improved, I think. I can do more damage vs. Squidite and Ice Golem with a critical bow shot than the spells I use. The Ice Golem fight is a bit tricky, since his only non-damage attack is Hypno-Sleep, which is harder to manipulate once you take off most of his HP. Tagazin is too slow to get an attack in beforehand, that's why I let him sleep until IG's attacks change (he starts using Snowstorm at a high probability rate). - Consecutive jumping around just for the fuck of it wastes a few frames. I won't do it next time. That's all I can think of for now. Happy holidays, everyone!
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Posts: 108
...or little 23-year-old girlfriends. I hate that fucking show.
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Joined: 7/20/2004
Posts: 108
Acmlm wrote:
0:04:32 - Talked to the king at Cannock (1st required step for getting the prince) 0:05:44 - Spring of Bravery (2nd) 0:06:59 - Talked to the king at Midenhall (3rd) 0:07:43 - Talked to the prince, he joins
Hey, guess what? You can go straight to Leftwyne after speaking to the old man in the Spring of Bravery and the Prince will be there. You don't have to go all the way back to Midenhall.
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Hmmm, I have no idea. If it really is a shoot-em-up like Dragon Spirit or Raiden, then it's gotta be one of the games on this list: http://www.classicgaming.com/shmups/xenocidefiles/snes.html Maybe you're thinking of Dragon Strike on NES? It's similar to Dragon Spirit, but you can move freely in 8 directions.
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I realize now I was originally thinking of Dragon Warrior 3 (which has a 1-8 speed setting), but DW2 on slow works the same way. Good, this should help things out a LOT. Do you plan to take up the project, Acmlm?
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Death Claw leaves the affected enemy with single-digit HP and paralysis. He could then attack all with regular attacks or a multiple non-elemental attack to win.
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Joined: 7/20/2004
Posts: 108
While working on my FFMQ run yesterday, I suddenly remembered something that may help out in luck manipulation in this game. If you set the message speed to the slowest setting, it enables you to manually advance each message and action in battle. Now, since it's so easy to manipulate every aspect of every battle in FFMQ thanks to the manually-advanced action windows, maybe DW2 will be the same. It's definitely worth checking out. An added bonus to speed setting 8 is, coupled with turbo or ASAP button presses, the messages go faster than speed setting 1!
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NecroVMX wrote:
the most impressive glitch i've ever seen for a speedrun is getting into the ceiling using the magnet beam in mega man, that simply made the run insanely good and fast.
Seriously. That entire run is chock full of crazy awesome glitches. It's one of my favorites on this site.
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Matyu wrote:
You don't need to get the cure spell in the first village.
Did you notice I used the Cure spell against Flamerous Rex? It's the strongest attack available, since I had no black magic for the Quake spell. That's the only reason I got it.
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I have no idea if the name comes from D&D or not, I've never played. I was thinking of somewhere else, but you're on the right track.
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Posts: 108
TheAxeMan wrote:
By the way, is it confirmed that BANE works on everyone?
Yes, it has been. Further back in the thread:
Paulygon wrote:
With the proper luck, you can Bane any enemy. Nothing is totally immune to anything in this game.. from what I understand (from other ASM hackers at the gamefaqs FF1 message board), the lowest probability of success is 3/256.
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Scroll down, there's a thread for DW2. A couple of us have messed around with it already, but I'm putting the project on hold until I finish FFMQ. DW2 is going to be a lot more difficult to accomplish. More things have to be manipulated in combat, since you have 3 allies and enemies can drop items.
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"Tagazin"
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Yes, I think you're right. I didn't talk to him the first time in the Focus Tower, either. I've also found an easy way to manipulate both the enemies encountered and getting "strike firsts", which I didn't do at all in world 1. Now all I have left to figure out is how to make the enemies/bosses hit a certain character (my ally because he/she will always have a lot more HP to lose). My guess is it's determined at the start of a round, so I'll have to mess with waiting a few frames before I enter my attack selections. Bonus! I'll mail a prize to the first person who can tell me where my character's name comes from (without Googling!). New things to improve: - Press start after selecting the last letter in name - Don't talk to old man in Level Forest - Manipulate enemy types and "strike first" in world 1
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air__devil wrote:
I know it'll be a while but good luck to whomever is doing the run.
Uh... wha? That would be me, hence why I posted my progress. It's going well so far, thank you. =D
Can't wait for the .avi!
The emulator replays are easily watched, as well. Not to mention they take up much less space and run much smoother (unless your PC is really old). If I even see this test run to completion, it won't be submitted until I re-do it, which is a long way off. It may not even be published. You might want to settle for the smv until then. Just wondering - why do you prefer the avi's? Is it so you can view whichever part of the movie you want at any time? This question goes to anyone who likes the avi's better. I've never seen any of them since I'm on dial-up (which will change, very very soon!). edit: D'oh, I just thought of this - Mac users can't run Snes9x can they? AVI preferrance in that case makes a lot of sense.
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Teh bump!11 First world, test run. The rom version is (U) (1.0) [!]. Any ideas for improvement? I already have a few. - Normal 2nd hit against Behemoth (2nd critical isn't needed) - Skip all Cure Potion pickups (I haven't used one yet) - Criticals seemed easier to manipulate (as in, less waiting) using the Sword instead of the Axe, at least in Level Forest they seemed to be - Life spell vs. Minotaur Zombie? (a bit faster and easier than manipulating criticals, as long as they're not immune to Fatal) - various menu and dialogue optimizations (I'm just using turbo in this test run) I could've sworn you can use the Life Spell against Flamerous Rex, but it just wasn't working for me. Same with critical hits using the Cure spell as an attack. Granted, it's been years since I last played this game. Looks like none of my allies will ever have any elemental or status defense because of the bug. I'd have to save/reset to get them.
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Paulygon wrote:
Hmm, I tried my hand at luck manipulation. I used a save state at a point just before delivering the last command to start the final battle round.
Really? Where exactly did you save it? Yesterday I did something similar using a high-level party and managed to vary the damage, but not a single critical hit over the span of delaying 120 frames. Yes, I tested every single one, from 0 to 120. My save state was exactly at the first frame you can input to confirm your enemy target and start the battle round. Is that too late? Pusing directionals didn't seem to affect anything, I got the same result as if I had just waited the equal amount of frames.
In varying the delay from that point, I was able to get 2 instances of critical hits and once instance of a treasure chest (although it had only extra gold in it).
I'm pretty sure this is a bug. You won't get anything from the chest if you already have the dropped item in your inventory. It's not extra gold, either, it's just the gold you won from beating the enemies.
(For those curious, it is at offset $117E3 in the ROM... if the branch there isn't taken, you will get a treasure chest (provided there's room for an item in any player's inventory). Made for a nice GG code :). Anyway, the source for randomness in this particular case is the RAM location $32. The randomness algorithm used is a CRC-16 iterator at CPU address $C3AB (or ROM offset $3C3BB). Location $32 holds the low byte of the CRC value. This routine seems to be called many times during battle, so there appears to be no way of determining outcomes before-hand.) As for ensuring an item in the chest, I don't know if this can also be manipulated in the same way.
Wow, I have no idea what you just said. I appreciate all this information, though. :D
adelikat wrote:
if stats do vary, then you can use luck manipulation to give you the best possible stats for each level.
I'm pretty sure the stat upgrades are static. I made a chart many many years ago for all three characters that show what bonuses they got at each level-up, and I tested it on a later play-through and it was exactly the same. I'll use the chart again during my test-run (which I'll start once we figure out how to manipulate criticals and item drops) and see if it holds up.