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I (perhaps obviously) disagree that the password system shouldn't be allowed, otherwise I wouldn't have submitted the run ;) But I happily capitulate to whatever the community deems appropriate.
deuxhero, I don't see RTA runners using passwords, but as you note, those runs are 7+ hours long -- and that's on Redux, which has several quality of life changes that make the game faster.
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XkyRauh wrote:
That was a very fun watch! I knew the Hexers were busted, but Suicide is just hilariously powerful. :)
Are there any plans to do the sixth hidden stratum?
Maybe one day. The post-game bosses (esp. Primevil) require some fairly specific setups, so a bunch of fairly boring xp grinding would have to happen, I think.
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Here's an EO1 USA TAS I constructed. I say constructed because I didn't come up with any of the routing. Instead, I relied on the (super impressive) RTA strats.
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Memory wrote:
Because I'm unsure from the previous posts, would you prefer the published file be done with GBA bios or as is? TASVideos itself does not care but the console verification community uses GBA bios. I don't think it is exactly necessary for it to be the publication file however, but I'd like to know your preference.
I suppose GBA bios if that's easy enough to do? (I have no idea... sorry.) Otherwise "as is" is fine - no real preference. Thank you.
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I think I may have found a bug in either TAStudio or melonDS - but I'm not sure, so I thought I'd post here in case someone else wants to check and see if they get the same result? (I searched here and on github but didn't see this problem specifically.)
I'm making a TAS that requires changing the DS clock mid-game to ensure particular RNG seeds. That means powering off/on the DS, changing the clock, another power off/on, loading the DS game, then finally loading a saved game.
The bug (if it is one) is that any use of the power button (either in TAStudio, or just as a hotkey in BizHawk) makes it so that the saved game no longer works -- the game acts as though there's no save data. I think it's something specific to the power button, because the saved game loads fine after rebooting the core or closing/reopening the ROM.
Also, if anyone else is having this happen and needs a workaround, you can do the following (but you won't be able to have a single .tasproj file anymore):
1. Use TAStudio to record up to just before the point where you need to adjust the clock.
2. Close TAStudio.
3. Change DS Sync settings.
4. Reload the core.
5. Start recording a movie (Bizhawk native, not TAStudio).
6. Open TAStudio, choose to start from "Now".)
7. You should now have a 2nd .tasproj that begins from power on with updated DS clock settings, and it can load the saved game.
Apologies if this post is in the wrong thread/area.
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Oh good spotting. I think that's a mistake!
dart193 wrote:
When you walk over lava on Parma, you seem to take a route which have 1 lava square more (you enter a "corner" of lava instead of entering one tile above from the tree tile) than "safer" one. Since taking damage from lava flashes the screen AND freezes you in place for few tens of frames, wouldn't it be faster to walk through one less tile of lava? Or is there something I miss?
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Thank you!
For the dungeon fighting, I would describe it as ... not especially deep. I did try to make some sense out of the game's assembly, but I'm not a coder by trade so I only really grasp the basics.
I noticed that if moving generated a battle, you could use the pause trick to add frames to cycle through the selected enemy type (and number of enemies). If moving didn't generate a battle, then I would wait a frame and try again, and repeat this process until it did. Generally, that triggered a battle in fewer frames than it takes to walk a whole tile. I wish I knew a bit more... like what register values lead to returned RNG values that predict battles etc., but unfortunately that's where the dive into assembly has me in over my head.
I didn't know the menu could trigger fights. That... is very interesting. I wonder if that would be a net time save or loss in certain parts. Hmm!
I'm not sure if I said this elsewhere, but I made an earlier version of the run where I didn't know about the 5000+500 MST. Credit should go to a youtube commenter, on your TAS, who pointed it out and gave me the idea to re-route. The various websites that have maps for Phantasy Star are inconsistent -- some have the secret passages and some don't! Does make me wonder if there's more to discover...
nfq wrote:
Didn't notice this until a few days ago. Amazing improvement. It's not going to be easy for zoboner to improve on this.
Regarding bugs, I noticed two, but they're most likely not useful:
1. Once when Noah was at level 26 and I went to the hospital to heal him when he had 0 MP and only 8 HP, it only took 6 mesetas to heal. I think it's because it would have cost over 255, which it couldn't, so it reset to 0.
2. When you use the flute during a fight, it says that the enemy falls asleep, but in reality nothing happens.
Fighting evildeads in dungeons was something I also considered back when I did my TAS, but I couldn't trigger the fights fast enough for it to be worth it (or worth my sanity? :P). Did you just do it by trial and error, or did you have some deeper knowledge of how the fights work? Also, did you try manipulating fights by bringing up the menu in dungeons? Bringing up the menu can trigger fights sometimes, and maybe it could have some advantages to walking.
I didn't know about the 5000+500 mesetas chests in the Casba cave. Probably those were discovered after 2010, like the dragon in that cave. Incredible time saver. Would be useful if there was some way to show/know secret passages in dungeons, because who knows, there might still be some that haven't been discovered.