Posts for Rolanmen1

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Rolanmen1
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Just found out an interesting glitch lurking on the Youtube explained by TR143. It explains how you can use the Control Enemy Glitch without the mine or torch staff on some maps and I think it could be of use on some maps (even if the TR143 says it not as usefull). Link to video What do you guys think?
Rolanmen1
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Updated to WIP 1.1: http://tasvideos.org/userfiles/info/35054298900634437 Have to start from the very beginning again, I found an optimal movement pattern that works very well without Hyper Dash, also saved 70 frames aprox in the mijinion fight and some other minor improvements overall. In total I saved 177 frames over the first WIP. Link to video
Rolanmen1
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Mothrayas wrote:
I'm still disappointed that you decided to do an X-only route that isn't going for the bad ending (where you do not unlock Zero). I think having to avoid defeating Nightmare Zero while still getting items to pass Gate 1 would have made for some interesting routing options. Still expecting the TAS to be plenty of fun to watch though :)
Sorry bro, maybe in the future :)
Fortranm wrote:
It's weird to unlock Zero in an X only run. :P
Not that much if you consider that Zero is part of being 100% :P
Rolanmen1
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Just started working on an X only 100% TAS of this game that I want to make for fun. Here is the movie file: http://tasvideos.org/userfiles/info/34857979506814800 Bizhawk v1.11.8 and need to enable Up/Down and Left/Right. Right now, have finished Intro Stage, Inifnity Mijinion, Shield Sheldon and Rainy Turtloid 2nd Path (To get Hyper Dash and unlock Zero). Not sure what should be the route to follow, but Central Museum should be the next stage so I can get Hyper Charge wich will make boss fights quicker. Any suggestions will be welcome.
Rolanmen1
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Was bored one day and decided to hex edit the current published TAS to leave the animations on and add delays into it and made this video: Link to video And another day was watching Vykan's implementation of the Torch Staff Glitch on Ursula's Map (Ch26) and got some ideas on how to improve it, and came up with this: Link to video I saved aprox like 20 seconds, will paste the description to understand what happens:
As the title states it, this is a Concept of a Strategy that ables you to end this chapter as fast as possible using the Torch Staff Glitch that allows you to control the Enemy Phase. The strategy in a nutshell is that you can complete the map without going into the castle and going into battle, saving some time there. Prevent the enemy to unlock the doors, if the enemy can't reach you, they won't chase you, so I had make the enemies with keys drop them, make the thieves trade with other units to full their inventory and making them to pick the Rescue Staff from the chest, since you are controlling them and their inventory is full you can drop one item to Merlinus, the same happens with the other thieft that picks the Boots. And reduce a lot of time by killing Jaffar and Nino and rescuing Zephiel with the Rescue Staff that is sent to Merlinus, this removes the Other Phase completely. Ursula is also killed so no reinforcements will appear. Take in mind that this may be improved, for instance, I think you can use the Torch Staff 2 times instead of 3 with a few tweaks, but that is just theory by now. How to do the Torch Staff Glitch: * Use the torch staff in a spot where you know an enemy unit will land. * Wait for the enemy unit to land there (the enemy can even attack when landing and still works). * You have to reset the game just before it grays out. * Resume your game and if done right, you will be in Enemy Phase. So, to do this you will need: * Merlinus needs to be deployed. * Pent with a Torch Staff (from Ch18) and Bolting (from Ch25). * Louise needs to be in the map (to support Pent to kill Ursula). * Ninian with Filla’s Might (from Ch22). * A unit that can't counter from 2 spaces. This is the turn by turn commentary: Turn 1: Pent uses the Torch Staff, in the Enemy Phase, a Knight moved into the Torch Staff Tile that triggers the glitch, moved Ursula one space northeast, and moved the southeast Bishop to trade with a thieft to full his inventory and then moved him north. Jaffar kills the archer. Turn 2: Pent uses the Torch Staff in a different spot, and moved a unit (in this case Marcus) southeast to be used later. Made the enemy Paladin hits Jaffar and Jaffar misses him twice (can't crit Jaffar), another Knight moved into the second Torch Staff Tile then moved some units arround so Jaffar won't reach them and moved a Mercenary one tile south that will trigger the Torch Staff Glitch the next turn, moved Ursula all the way to the norteast and moved the thieft north, the second thieft appears on the west. Jaffar kills the Knight. Turn 3: Pent used the Torch Staff for the last time and moved Marcus to the west. The enemy Paladin hits Jaffar and is killed back and another Knight near kills Jaffar, a Mercenary lands on the second Torch Staff Tile, moved the second thieft to the north and made some enemy units trade with him to full his inventory, moved Ursula all the way to the northeast to kill Nino with her Bolting and moved the east thieft to the north to open the door. Turn 4: Moved Louise one tile west so Pent will recieve her Support Bonus, Ninian dances for Pent with Filla's Might, Pent crits and kills Ursula, in the Enemy Phase a mage move to attack Marcus, landing in the third Torch Staff Tile, moved the west thieft north and the east thieft to open the chest with the Rescue Staff and sent it to Merlinus and made an enemy to the northeast drop the Door Key. Turn 5: Made Pent get the Rescue Staff from Merlinus and use it to Rescue Zephiel so Hector rescues him, moved Marcus out of the reach of the mage since it is not needed and an enemy holding a Door Key opens the west door with the chests. Turn 6: Moved Marcus to the west again to use the glitch and moved the west thieft to pick the Boots from the chest and sent it to Merlinus and made a Knight near rescue the thieft so he won't move. Turn 7: Moved Marcus and waits the chapter to end.
Rolanmen1
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Toothache wrote:
Grinding Florina in Eliwoot Mode is certainly faster than the 15-20 minutes you'd normally spend in Lyn Mode, so it's worth it on that basis alone. Not to mention you get x3 multipliers rather than x2 for effective weapons, which may speed up a few combats here and there. Mainly, the cursor movement on many maps is far from optimal, especially for RNG advancement, and I'm sure there's probably some tactical refinements that could be implemented too.
Yeah, there are a few room of improvements here and there. Im trying to link these 2 games on on Japanese with VBALink (http://www.vbalink.info) and im not sure if I should go to a particular screen on Fuuin no Tsurugi to trigger it. Im confused EDIT: I can link 2 VBA instances to fight in Link Arena wich means that Linking in this emulator do work.
Rolanmen1
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Toothache wrote:
Rolanmen1 wrote:
According to the video above, you can link a Japanese copy of Fire Emblem to Fire Emblem Fuuin no Tsurugi. If you do this you can skip Lyn Mode saving more than 15 minutes.
I think that's only true in the Japanese version, since Fuuin wasn't released outside of Japan. Speaking of which, if you ever decide to redo this game, I'd suggest using the Japanese version, there's a lot of optimisation improvements you could implement at the very least.
Yeah, that's what I said above. Though, doing this means that I have to level up Florina in Eliwood Mode but that may be easy using the mine glitch in the chapter she recruits.
Rolanmen1
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Link to video Posted this info just to have it here so it doesn't get lost into memories. According to the video above, you can link a Japanese copy of Fire Emblem to Fire Emblem Fuuin no Tsurugi. If you do this you can skip Lyn Mode saving more than 15 minutes.
Rolanmen1
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It is, but im considering redoong it entirely since this isnt the only thing improvable on the actual 100% tas.
Rolanmen1
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Awesomeeeeeeeeeeeeeee. Are these particular to JPN?
Rolanmen1
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AS a TASer of this game, I can tell there is a lot of effort and thought into this high quality TAS. Congratulations on an excellent TAS project. Yes vote!!!
Rolanmen1
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Made this Melkaen Coast TAS for fun using BizHawk to test it. This map is not seen in any TAS, so yeah. To effectively TAS on BizHawk it is required to move the Lua Scripts to be compatible with it, and that would require time to re-study it. Link to video
Rolanmen1
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It would be great to have a list of GBA games that uses Link Cable and how it affects gameplay. Obviously there are more demanding games like Amazing Mirror and Four Swords, but there are also more obscure games that could bring added functionality via Link Cable. In fact, there are GBA games that can link to a different GBA game. For Example: Megaman Battle Network 4 can link to Megaman Zero 3 to get a chip that would be impossible to get otherwise. I also found this material wich may be helpful to understand more about the subject. http://www.gamefaqs.com/gba/916598-game-boy-advance/faqs/18425
Rolanmen1
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Made this TAS Comparison just for plain fun. Link to video
Post subject: Yggdra Union - We'll Never Fight Alone
Rolanmen1
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I made a TAS test of this game. Link to video NOTES: * Hold R on dialogues. * To luck manipulate, just delay frames. * A faster match is one where you can knock most enemies in a charge/counter. * It doesn't matter how many units you have in battle, it does not make more damage. * Criticals are always faster except on Hunters/Assassins unless you knock them all. * Always be aggresive. * Go for a minimun amount of battles. * Use Milanor and Durant. Milanor is very strong and Durant can pass through enemies.
Rolanmen1
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The doors are selected once you touch the door before that machine that tells you where the disks are. So, the RNG changes each frame, when you touch that door the RNG decides which doors leads to the disks. In conclusion, it's impossible for a speedrun to find a way to manipulate it, only advice i can give you is to use that machine to know which doors are, since the time is frozen while using it.
Rolanmen1
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Im pretty sure that in Path of Radiance you can change RNG with path drawing, i managed to get different outcome in Ike's level up by changing the path each frame.
Rolanmen1
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New WIP Saving 716 frames. Thanks hellagels for the suggestion.
Rolanmen1
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Thank you for all this info and tests. Did you tried to make an enemy kill Nino and rescue Zephiel? Since you can control the enemies at the very beginning of the EP, maybe it's worthy to go and move Marcus over there, but maybe other enemies would move first if you do so. Worth a try i guess.
Rolanmen1
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New Stuff: Link to video
Rolanmen1
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zwataketa wrote:
Hey, this has nothing to do with the tas, but in the zero series, if I fail to get an ex skill from a boss the first time i beat it, how do i get it then? Or is it lost forever during that gamesave?
Yes, you lost it forever. This Rank system is a little harsh on newbie players of the serie to be honest.
Rolanmen1
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New WIP Luckily i could hex edit everything till the Stop the Hacking mission without much effort. In the next mission i will do a trick that is only able to do with the Rod, it saves arround 600 more frames.
Rolanmen1
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hellagels wrote:
Have watched the WIP. It looks very different from the previous movie, that's what I unexpected. Rod is never used in any former TAS, and you showed it. Is that quicker to climb the wall by kicking only one wall rather then kick both two at the sence after getting the rod? And, how's your MMZ2 100% TAS going? You haven't posted any WIP in recent months.
The Rod was picked because how much time it saves during some boss fights, it saves time in Anubis and the submarine part in the Stop the Hacking mission. I think in this TAS is worth picking because of how fast the Saber can level up during the intro stage. About the climbing, it saves a little ammount of frames. And about the Z2 TAS, my personal life has been really busy with the progress of university, but i decided to finish this one firs with my free time.
Rolanmen1
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Hi guys, after a long time of absence, here is the current WIP of Megaman Zero "All Stages" TAS.
Rolanmen1
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hellagels wrote:
Rolanmen1 wrote:
Hows the progress on this? That WIP was on January so i guess its a little more advanced at least.
The project is going on slowly (for the ending up of my vacation). The movie is up to Old Residential, the luck manipulating against the boss in this stage was really annoying. Since I found picking Old Residential before Oceanic Highway Ruins should save a few frames by using buster shot, I redid the forth stage. I have a question about your 100% run: in your 100%, you did not equip the bird elf until the last stage. What's for? My only idea is that equiping two elves at one time might cause too much lag.
Yeah, preciselly that's the reason. A shame this is going slow, best of luck.
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