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I'm not super familiar with this game, but is there any chance that the moonwalk clipping glitch shown above allows for the "low%" run to get an even lower %?
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Are you guys aware of this run which completes the Japanese version in ~5 minutes through some sort of debug menu glitch?
Link to video
The page on niconico has a .bkm file which I confirmed syncs on BizHawk 1.5.3; I have not yet been able to complete a resync on 1.12, though I will try to have that working if/when possible.
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Fog, not sure if you did this, but since I didn't see it mentioned in the submission notes, could/did you replace the file with the IGT improvement listed a few posts earlier?
Thanks.
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This isn't really a bug report/feature request, but on later versions on BizHawk, could we have mGBA set as the default core for GBA? It certainly doesn't have any major problems anymore, and most newcomers to TASing don't know that they should switch over to it and end up making movies in VBA-next, which is not preferable.
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When TASing Game Gear games, BizHawk 1.12.2 TAStudio throws a NullReferenceException and crashes (including BizHawk) every time an attempt to save the project file is made (although from what I can tell, the save does go through).
Please fix.
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I think this might actually be (caused by) the same bug as the the TAStudio analogue of this, but this is slightly different. When starting a movie from not clean SRAM, if you try to turbo through the booting up phase of the console, BizHawk will respond weirdly (either by crashing or desyncing).
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OK that previous WIP was terrible, I saved like 20 seconds thanks to much better execution from menuing tricks and such. Also found a WIP (much better optimized than the 3h44m one):
Link to video
About 4 minutes faster than AJ's run at this point, but set up to be much faster during mid-late game.
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For IRC, just follow the link here
http://tasvideos.org/LiveChat.html
Regarding stats, yeah I have the same, execpt for Montblanc who is at 117 Magic/104 Speed. I think this might be a version difference; Montblanc starts at level 4 in this game (IIRC, he was only level 3 in US, but its been a while)
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hejops wrote:
Did you find out when Marche/Montblanc and the party's stats are generated?
I did not know they were random. I will check that now (or try to at least). Do you want to log onto IRC or something (maybe there is a FFTA discord) to make further communication easier?
Also do you know where the stats are stored? I'm looking for them now, but it would be easier if this is already known.
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Link to video
Let me know what you guys think! I need input/collaboration from people who know the speedrun strats for this game better before I can make further progress.
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hejops wrote:
I am interested on collaborating for a TAS for this game, though I will need some time to learn the basics, since I've never done a TAS before. For now, here are some of my comments on Anthony Jones' (AJ) impressive run, as well as some ideas for optimisation. I hope this will, at the very least, inspire more experienced users to get it going. This will be a long post, so bear with me.
Well, at the very least, you inspired me to take a stab at this! Some initial thoughts:
I'm using the Japanese version. Not only does this reduce length because of the text, but you also don't have to sit through Ritz' painful snowball tutorial, which saves about 45 seconds.
Missing/dodging animations are always faster than getting hit. Also, I don't think shortening name lengths does anything because of the way the text skip in this game works.
Question: how fixed are turn orders in fights?
Progress:
Snowball fight: I got through with only one hit on Mewt. I couldn't manipulate no hits without losing too much time to be worth it.
Bangaas: The red Bangaa always seems to go first and attack Montblanc from the front (rigged a dodge). Then I had Marche OHKO crit him. This will leave the white Bangaa to move. He hits Montblanc (too hard to rig dodge), the Montblanc runs away and casts Fire. This hits, and then Marche crits white Bangaa to end battle.