Posts for ruadath

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Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
klmz wrote:
You won't be bored with my Ending S run.
Do you know if the room locations are determined at game select or if they are generated after that?
Experienced Forum User, Published Author, Active player (256)
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Submission text updated with "stage comments," if you can call it that lol.
I have been working on the "S Ending" TAS and will finish it whether people like this or not. Feel free to start a *cough* frame war with me.
Oooh, I've never been in a frame war before! Looks like I'm becoming part of the community lol.
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I don't know I probably just suck at encoding lol. I might be interested in working on the "S Ending" soon enough if this is well received. I assume the other categories aren't interesting enough to warrant separate runs?
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And here is an encode! EDIT: replaced with version that is 2 seconds faster Link to video
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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Well, I've almost got a TAS of the H ending done. Once I polish it up a little bit, I'll post the bk2 file here and see what you guys think. EDIT: Alright, here it is! http://tasvideos.org/userfiles/info/37126317142774101 Hope you guys enjoy and give me some feedback!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Thanks; weird didn't show up when I searched in the forums!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Some guy on twitch just found a textbox skip on H ending. And regarding your other point, I mean, we have a Myst run, right?
Post subject: Clock Tower
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Posts: 352
Not sure if this game has been discussed here before (I couldn't find a thread), but would people be interested in a TAS of this? The game has a pretty large speedrunning community, so I'm surprised that there hasn't been any mention of it here. It seems like a trivial run, but there is a quite a bit of lag management to deal with and stuff like that.
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Joined: 12/13/2016
Posts: 352
Use cheat engine to watch RAM values if you can't with Dolphin (though you really should be able to get debug mode working...)
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Since there appears to be renewed interest in speedrunning this game and I am interested in seeing one done, I decided to take a stab at deciphering the game's RNG. It's located at address 0x030034B0 (at least on VBA, you'll probably have to drop the first 3 on BizHawk) and the next function is
function nextrng(n)
	local a=0x41C6*(n%65536)+SHIFT(n,16)*0x4E6D
	local b=0x4E6D*(n%65536)+(a%65536)*65536+0x3039
	return b%4294967296
end
which advances every frame. The time at which the RNs are taken is not consistent with when you select "Do It," but appears to depend on the animation, including whether or not your character has to turn before making the attack. I've only tested on the snowball fight so far, but the game appears to use 8 RNs for one attack... haven't figured out how it processes them yet though. EDIT: Actually, lol the details are right here https://www.gamefaqs.com/gba/560436-final-fantasy-tactics-advance/faqs/26262 my bad. But I'll convert the thing into a fully fledged lua script for you guys to enjoy!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
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I tried this some time ago but it didn't work out. Maybe I should try exporting as a RAW file or something? EDIT: Never mind, I got it to work! You need to change the file extension to what BizHawk reads.
Post subject: Importing VBA SRAM into BizHawk
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Is it possible to do this, and how?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
The RNG seed is the same as far as I can tell, but the problem is that the strats no longer work due to inflated enemy stats. So I have to change a lot of them regardless. I don't think it will be too hard to move stuff to BizHawk, but I haven't tried lua stuff with it before so not really sure what I'm going into lol.
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Thanks guys. A couple of things I noticed after a quick experiment with the JP version: You do save a lot of time with the soft reset, roughly 5-6 seconds each time (and this includes loading the game at the very beginning). However, I noticed that the enemy stats in the JP version are slightly higher across the board, and this slight increase is just barely enough to make a lot of strats that are possible on the (U) version no longer viable. I still think there will be a net time save with the (J) version, but I'm likely going to have to reroute a large portion of the early game. I'm also not going to be able to use the previous runs for SRAM, although that can easily be fixed by using the run as its own verification in a second pass. But while I'm starting from scratch again, perhaps the run should be ported to BizHawk? For more accurate emulation (although this will definitely cause some major time loss)?
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I'm planning on using the ECG (enemy control glitch) quite frequently throughout this run, and it turns out that the (J) version has a (significantly) quicker soft reset than the (U) version, so I'm thinking about switching over to that ROM. Does anyone have opinions about that?
Experienced Forum User, Published Author, Active player (256)
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Updated Vykan's WIP with new strats/more efficient RN burning/cutscene skipping Link to video This is about 15 seconds faster than the WIP posted previously.
Post subject: Final Fantasy VII: Crisis Core
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RNG address (or at least one of them, but I have reason to believe this is the main if not the only one) located at 0x089b25c0 (again assuming a memory base of 0x08800000). Calculation of next RN is a pretty straightforward function found at 0x08966f98.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Tokyo Mirage Sessions #FE
Post subject: Jeanne d'Arc
Experienced Forum User, Published Author, Active player (256)
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In anticipation of PPSSPP getting rerecording features soon (hopefully?) I decided to go ahead and disassemble this game's RNG. It appears that the game stores its RNs in a table located at 0x08b381e0 (note that all memory values given here take into account PPSSPP base vale of 0x08800000; if this ever changes, just shift accordingly). I'm too lazy to describe exactly how the table updates and generates, and it's not really anything special (just the usual combination of bitshifts/xors), so I'll instead point interested people to the memory locations of the instructions that modify the table 0x088aa300: regenerate table after all values used 0x088aa948: creates first set of values for the table based on clock time at power on
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Laxius Power Laxius Power II Laxius Power III and so forth... more generally, if someone could come up with a platform for TASing RPG Maker 2000 games that would be great... Also Xanadu Next EDIT: How could I forget! Star Wars: Knights of the Old Republic
Post subject: Fire Emblem: Thracia 776
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Found a TAS for this on niconico, beats the game in 55:47 Link to video Link to video Link to video Pretty sure I can still beat this.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
This is the most amazing thing I've ever seen lol
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Jeanne d'Arc Final Fantasy VII: Crisis Core Blaze Union Kingdom Hearts: Birth by Sleep Gloria Union Phantom Brave La Pucelle
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Etrian Odyssey # Radiant Historia Final Fantasy XII: Revenant Wings Dragon Quest # So many good DS RPGs...
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Not sure if these have been mentioned before, but I would love to see the following! Treasure Hunter G Tales of Phantasia
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