TASVideos

Tool-assisted game movies
When human skills are just not enough

Game Information

NES Faxanadu


[Tier: Moons]NES Faxanadu (unknown) in 23:04.69 by Invariel.
BizHawk Movie (.bk2) (date: 2016-12-29)
MKV file via BitTorrent (Modern HQ) (size: 43.49 MB, length: 23:57)
MP4 file via BitTorrent (Compatibility) (size: 59.47 MB, length: 23:57)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #5338 — Author's comments
Discuss this movie
Obsoletes movie #1077 (23:23.68)
Rating: 7.4 (10 votes)
View Publication
- Uses death to save time
- Takes damage to save time
- Genre: Adventure
- Genre: Platform
- Genre: RPG
In comparison to the usual run-through platform games, this is one of the games that requires more planning to play efficiently.

The game features an inventory and equipment and a spells system, all of which were rare to see in NES games when this game came out.

This is the 4th published version of the TAS, now 16.73 seconds faster than the previous version.

The author has written comments describing all the planning and tricks that went into this movie.

Total movies: 3


[Tier: Vault]NES Faxanadu (USA) in 31:00.75 by Walker Boh.
FCEU movie (.fcm) (date: 2004-12-23)
MP4 file via BitTorrent (size: 39.95 MB, length: 31:50)
MP4 file via BitTorrent (Modern HQ) (size: 44 MB, length: 31:50)
Mirror www.archive.org
Mirror www.archive.org (MP4 Modern HQ)
Watch on (www.youtube.com)
Submission #477 — Author's comments
Discuss this movie
Obsoletes movie #223 (37:30.42)
Rating: 6.0 (24 votes)
View Publication
- Uses death to save time
- Takes damage to save time
- Genre: Platform
- Genre: RPG

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
In comparison to the usual run-through platform games, this is one of the games that require more planning to play efficiently.

The game features an inventory and equipment and a spells system, all of which were rare to see in NES games when this game came out.

This is the second version of the TAS, now six minutes faster than the first time.

The author has written comments describing all the planning and tricks that went into this movie, as well as some words of the game.


[Tier: Moons]NES Faxanadu (USA) in 37:30.42 by Walker Boh.
Famtasia movie (.fmv) (date: 2004-10-29)
MP4 file via BitTorrent (size: 49.59 MB, length: 38:20)
Mirror www.archive.org
Watch on (aktanusa.000webhostapp.com)
Watch on (www.youtube.com)
Submission #379 — Author's comments
Discuss this movie
Not rated
View Publication
- Takes damage to save time
- Genre: Platform
- Genre: RPG

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
In comparison to the usual run-through platform games, this is one of the games that require more planning to play effeciently.
The game features an inventory and equipment and a spells system, all of which were rare to see in NES games when this game came out.
The author has written comments describing all the planning and tricks that went into this movie, as well as some words of the game.

[Tier: Vault]NES Faxanadu (USA) in 23:23.68 by Lord Tom.
FCEU movie (.fcm) (date: 2008-03-11)
AVI file via BitTorrent (size: 36.44 MB, length: 24:12)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #1877 — Author's comments
Discuss this movie
Obsoletes movie #269 (31:00.75)
Rating: 6.5 (24 votes)
View Publication
- Uses death to save time
- Takes damage to save time
- Genre: Adventure
- Genre: Platform
- Genre: RPG

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
In comparison to the usual run-through platform games, this is one of the games that requires more planning to play efficiently.

The game features an inventory and equipment and a spells system, all of which were rare to see in NES games when this game came out.

This is the 3rd published version of the TAS, now over seven minutes faster than the previous version.

The author has written comments describing all the planning and tricks that went into this movie.

#35925051135496342 - Faxanadu Lua Script
Enemy Display.lua (4.32kB Lua script)
Uploaded 2016-12-26 21:03:11 by Invariel (13 files)
For NES Faxanadu (11 files)
4906 views, 591 downloads
Displays enemy statistics, player statistics, RNG value and bits, and other useful counters.
Info Download

#35707007633245873 - Faxanadu - WIP XIII
Faxanadu v13.bk2 (18.3kB bk2 movie [NES])
Uploaded 2016-12-17 01:22:52 by Invariel (13 files)
For NES Faxanadu (11 files)
In 13:27.8 [48548 frames], 15776 rerecords)
4798 views, 448 downloads
With half the game down and half to go, I figured it was time for an update.

4500 Golds have been acquired, three K Keys purchased, and I am now on the road to the Black Onyx. After that, there are three bosses left to take down (the Dwarf with the Battle Helmet, King Grieve, and the Evil One), so a lot of what is left to do is movement optimization.

While I continue to be sad that the Long Sword route ends up taking longer, I've long argued that weapon choice is a routing issue, and keeping the Dagger, in this case, is the fastest route for the game that I know of.

Current lead: 934 frames. (15.56 seconds)

YouTube link:

, available once it's done uploading.
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#35262095943719964 - Faxanadu - WIP XII - No Long Sword
Faxanadu v12.bk2 (13.1kB bk2 movie [NES])
Uploaded 2016-11-27 00:29:59 by Invariel (13 files)
For NES Faxanadu (11 files)
In 09:48.22 [35351 frames], 12250 rerecords)
4937 views, 437 downloads
So, it turns out that the Long Sword, while amazing, costs way too much time to buy (walking to the room with the shop + screen transition + walking to the door + screen transition + walking to the shopkeeper + selling the Wing Boots (140 frames of just gaining money) + another shopkeeper interaction + buying the Long Sword (160 frames of just losing money) + leaving the store + screen transition + returning to the screen with the Guru). At the point where I decided I had done the appropriate research, I was behind Lord Tom's run by 1724 frames. I went from a 12-second lead to a 30-second loss. I estimated that in order to most obviously make up the time, I needed to save five seconds in each boss fight just to tie. Checking Lord Tom's run, he beats the first such boss in under five seconds. So, as much fun as it was to theorycraft, and as much fun as it was to try, getting the Long Sword is, at time of writing, not viable.

With that out of the way, I had to see what I could salvage. I had the following issues:

  1. Not getting a second pair of Wing Boots in the Tower of Fortress meant that I wouldn't need to get hit by a bee after the screen transition, meaning that I had three more hit points to play with. Meaning that I wouldn't be able to die after turning the fountain on.
  2. Not getting a second pair of Wing Boots in the Tower of Fortress meant that I wouldn't need to kill that screen of bees, meaning that I didn't need to save a Deluge for them. Meaning that I would look bad for having one shot of Deluge that I didn't ever use.

Reconciling those two facts, I needed to end up with enough health to survive a mage's Deluge so that I wouldn't lose time against the triple bees. Further, I wanted to keep the Triple Kill because I think it looks amazing. I lose 23 frames in that room, but I have a lower health total because of the Mattock room's new strategy (which saved almost a full second) and can't tank a hit from the bee, so I consider it a win, both in terms of strategy and in entertainment, and had to find a way to just barely survive. Fortunately, the enemy that I chose to take damage from to save a Deluge earlier in the run (the room starting frame 18134) deals five damage, the bee I no longer get hit from deals three, and the mage's Deluge deals eight. Victory.

With that out of the way, and several other problematic rooms deciding to behave, everything is resynched up to the second death of the game, and I am starting the process of farming Golds for King keys.

The file currently ends at frame 35349, upon leaving the room the Wyvern dies in; for comparison, Lord Tom leaves that room at frame 36208, giving me an 859 frame lead, ~750 of which come from the beginning of the game, meaning 109 frames have been saved through optimization and routing.

Enjoy.

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#34794032377179895 - Faxanadu - WIP X - Major Branch Point
Faxanadu v8.bk2 (10.7kB bk2 movie [NES])
Uploaded 2016-11-05 22:35:39 by Invariel (13 files)
For NES Faxanadu (11 files)
In 08:08.5 [29358 frames], 6089 rerecords)
4947 views, 395 downloads
This upload represents the major branching point between the existing TAS and my work. At frame 29357, the first frame of the text box for Wing Boots collection is printed. From here, I will be making eight screen transitions to collect a second pair, then continuing along the projected route. If that proves ultimately to be slower (it shouldn't), then a future TASer can start from here and follow Lord Tom's Dagger route with a 124 frame lead (and slightly lower health and one available shot of Deluge).

A YouTube encode is forthcoming.

Edit:

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#34671014082164298 - Faxanadu - WIP VIII
Faxanadu v8.bk2 (8.80kB bk2 movie [NES])
Uploaded 2016-10-31 09:37:49 by Invariel (13 files)
For NES Faxanadu (11 files)
In 06:40.69 [24081 frames], 3924 rerecords)
4970 views, 445 downloads
Finally in Forepaw, fortuituous frame saves in fights finish farming 115 frames ahead.

New content starts at 4:54.
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#34354022453190386 - Faxanadu - WIP VII (2)
Faxanadu v7.bk2 (6.54kB bk2 movie [NES])
Uploaded 2016-10-17 03:00:39 by Invariel (13 files)
For NES Faxanadu (11 files)
In 05:00.9 [18084 frames], 1918 rerecords)
4933 views, 413 downloads
117 frames ahead of Lord Tom, and this time I collect the coin in Eolis, so that I am on track with how much Golds I should have. This gets to the end of the first dungeon/tower.

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#34291986528049835 - Faxanadu - WIP VII
Faxanadu v7.bk2 (4.69kB bk2 movie [NES])
Uploaded 2016-10-14 07:57:34 by Invariel (13 files)
For NES Faxanadu (11 files)
In 03:32.15 [12750 frames], 886 rerecords)
4983 views, 416 downloads
24 frames ahead of Lord Tom's published movie.

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#25973633258154730 - Faxanadu - Eolis Complete
Faxanadu - Eolis.bk2 (3.09kB bk2 movie [NES])
Uploaded 2015-10-05 17:05:20 by Invariel (13 files)
For NES Faxanadu (11 files)
In 03:15.58 [11754 frames], 13 rerecords)
5636 views, 500 downloads
The first town, complete to pressing 'A' to dismiss the "I've used key." dialog.
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#23366978200371129 - Faxanadu WIP III
Faxanadu.tasproj.bk2 (2.30kB bk2 movie [NES])
Uploaded 2015-06-10 07:41:34 by Invariel (13 files)
For NES Faxanadu (11 files)
In 04:21.32 [15705 frames], 41 rerecords)
5895 views, 526 downloads
I managed to shave off a few more frames in Eolis, and at that point am 18 frames ahead of Lord Tom.

This heads into the dungeon with the Mattocks, and while I use the key to enter the dungeon 129 frames ahead of Lord Tom, I am 236 Golds behind him. I plan on making that gold up by killing an additional two mages outside of Forepaw.

Encode: http://youtu.be/lLnHGm9cDT0

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#23309253951749362 - Faxanadu WIP II
Faxanadu.tasproj.bk2 (1.88kB bk2 movie [NES])
Uploaded 2015-06-07 17:18:06 by Invariel (13 files)
For NES Faxanadu (11 files)
In 03:15.89 [11773 frames], 41 rerecords)
5835 views, 503 downloads
Enters and leaves Eolis. Less-than-stellar placement in the final room, so I lost seven frames during the fight and am now only 11 frames ahead of Lord Tom.

Encode at https://youtu.be/UVIDXxJRnbU

Info Download

#23288780221476689 - Faxanadu WIP
Faxanadu.tasproj.bk2 (1.22kB bk2 movie [NES])
Uploaded 2015-06-06 19:10:21 by Invariel (13 files)
For NES Faxanadu (11 files)
In 00:50.43 [3031 frames], 41 rerecords)
5832 views, 486 downloads
From power on to talking with the Guru, this WIP is an attempt to beat Lord Tom's excellent submission at http://tasvideos.org/1877S.html

So far, holding A at frame 1802/1803 turns the enemy on that screen to the left, getting me hit 19 frames before Lord Tom. As a result, this is, so far, a 19-frame improvement over his work.

Info Download

Mechanics

Movement and Acceleration

Whenever the Faxanadude starts moving, his speed is set to 192 subpixels per frame (spx/f) and incremented by 2spx/f to a maximum of 384spx/f. As long as the Faxanadude continues moving in a horizontal direction without missing a frame, acceleration continues. Turning around, as long as there is no intermediate non-walking frame, does not kill your acceleration. Jumping without Wing Boots being active also affords acceleration. For jumping with Wing Boots to provide acceleration, L or R must be pressed at each frame of the jump.

Movement is registered two frames before enemies appear on screen, and two frames before the Faxanadude lands from a jump without Wing Boots being active.

Speed is immediately set to the minimum value of 192spx/f if:

  • Faxanadude starts climbing a ladder (and sometimes even if he misses).
  • Faxanadude flies up or down with Wing Boots active.
  • Faxanadude's Weapon connects with an enemy.
  • The player presses B for any reason while Wing Boots are active.
  • Faxanadude collides with an enemy (see Damage Boosting, below).
  • Faxanadude stops moving for one frame.
  • Faxanadude changes game areas (from Trunk to Mist, Mist to Trunk, Mist to Branch, or Branch to Mist).

Attacking

Pressing B causes the Faxanadude to enter his attack animation. Nine frames later, the weapon is minimally extended and can deal damage. A few frames later, the weapon is maximally extended and can deal damage. On the final frame of attacking (where advancing the game causes the uppermost bit of the Player Behaviours to be set to 0), movement is again able to be registered, but it is also possible to activate items (DB) or throw Magic (UB) without starting a new attack. On the frame immediately following, it is impossible to start a new attack. On the frame following that, a new attack can be started.

Tricks

Skipping the introduction

The introductory text crawl is actually a trigger that is one block wide and two blocks high, located at (48, 112) - (64, 144). As a result, it can be jumped over, saving 12.5 seconds with an optimized jump. This is demonstrated here.

Enemy Manipulation

Many enemies in the game do not pay attention to RNG, and will simply move toward the player following a pre-defined path. This causes some enemies to jump at the Faxanadude, some to jump over the Faxanadude, and some to waddle slowly toward the Faxanadude.

However, some enemies do read and advance the RNG, and when they are reading RNG, their direction can be controlled with the A button. Holding A on the relevant frame Not holding A on the relevant frame.

Ladders as Platforms

The Wing Boots drastically change the way the game is played. While active, you can grab a ladder for one frame while moving horizontally (URA, ULA), release jump and up (R, L), and then jump (A) to quickly ascend. This is demonstrated here.

Prolonging Timers

The Wing Boots, Gloves, Ointment, and Hourglass all have set durations based on the Faxanadude's title, and these durations decrease as the Faxanadude's title advances. At Aspirant (the title earned at 1000 experience), the Wing Boots, Ointment, and Gloves (and probably Hourglass too) are set to last for 30 seconds. Each of these timers decrement when the frame counter, modulo 64, is equal to 63. The pause frame does register other input, the unpause frame does not, so a typical pause pattern might look like: URSA, --, S, URA to continue flying to the right.

Jumping Down Ladders

Lord Tom discovered a way to partially jump down a ladder. To make this work, you need at least a one-pixel ceiling above the Faxanadude. Then jump (toward the ladder you wish to fall through). Done correctly, you will notice that falling acceleration is applied to the Faxanadude even though rising acceleration was not, and on the last frame of acceleration, the Faxanadude will fall eight pixels further into the floor.

Damage Boosting

Enemies will push the Faxanadude in the direction they are facing when they hit the Faxanadude (or, when the Faxanadude hits them). The Faxanadude is shoved away at a rate of eight pixels per frame for three frames, and is given sixty frames of invincibility. These sixty frames cannot be extended through pausing. By hitting an enemy with a Weapon or a Magic on the same frame as the enemy collides with the Faxanadude, the enemy will be turned in the direction it was hit and Faxanadude will be sent in that direction as well. As with all other methods of stopping, the Faxanadude's movement speed will be reduced to its lowest value, 192 spx/f.

Useful Memory Addresses

Address Description Notes
0x001A Frame counter Unsigned. Counts from 0 to 255, but when this number, modulo 64, is 63, timers are decremented.
0x009D Player's X Subpixel
0x009E Player's X Coordinate
0x00A1 Player's Y Coordinate
0x00A4 Player Behaviours A bitmask containing useful information. The uppermost bit (bit 8) indicates that the Faxanadude is attacking. Bit 3 indicates that the Faxanadude in in front of a ladder. Bit 1 indicates that the Faxandude is jumping.
0x00A9 Player's Speed 16-bit little endian value. The first frame of new movement sets it to 192 and increments it to 194, and its maximum value is 384.
0x00AD Player's Invulnerability Timer Set to 60 whenever collision with an enemy occurs.
0x0431 Player's Full Health How much health the Faxanadude has. Maximum is 80.
0x0432 Player's Fractional Health This is stored but I don't know that it is actually used. Maybe if the Faxanadude has armour?
0x043A Four-Item Counter Counts up by one every time the Faxanadude enters a room with a hidden item, cycling back from 3 to 0. At 0x00A4 == 0, a hidden item will spawn when all enemies are killed.
0x039A Player's Magic How much magic the Faxanadude has.
0x00D7 Spring Rock Counter Counts the number of sequential frames that the rock above the Spring has been pushed. At 96, the rock is pushed aside.
0x00DA RNG Offset Used to index into the ROM table at 0x8000 to give the actual RNG bits, incremented every time an enemy needs an RNG value and ignored otherwise.
0x0427 Ointment Counter Can be extended by pausing around framecount % 64 == 63
0x0428 Glove Counter Can be extended by pausing around framecount % 64 == 63
0x0429 Wing Boots Counter Can be extended by pausing around framecount % 64 == 63
0x034B Enemy 8's Health Enemies do not die until their hit points are reduced below 0. Use 0x034A for enemy 7, and so on until enemy 1.
0x036B Enemy 8's Phase Duration The phase duration, phase counter, and phase timer variables dictate enemy movement and behaviours.
0x02EB Enemy 8's Phase Counter Those behaviours are defined on a per-enemy basis, but knowing when an enemy is about to decide to
0x02F3 Enemy 8's Phase Timer do something new is helpful for your own decision making. 0x036A, 0x02EA, 0x2F2 are the values for enemy 7.
0x0343 Enemy 8's Magic Invincibility Timer This is set to 4 whenever enemy 8 is hit by Deluge (and probably other Magic). 0x0342 for enemy 7.
0x0353 Enemy 8's Weapon Invincibility Timer This is set to 8 whenever enemy 8 is hit by the Dagger (and probably other Weapons). 0x0352 for enemy 7.
0x02CC Enemy 1's Sprite Number Useful for looking into the SpriteSize table, which then is used for looking into the SpriteWidth and SpriteHeight tables. 02CD for enemy 2.
0xB4DF The Sprite Sizes Table 0xB4DF + (the value in (0x02CC + enemy number - 1) ) = the memory address containing the offset into the SpriteWidth and SpriteHeight tables.
0xB4D1 The Sprite Widths Table 0xB4D1 + (the value in (0xB4DF + (the value in (0x02CC + enemy number - 1) ) ) )= the number of pixels wide that the sprite at enemy number is.
0xB4D8 The Sprite Heights Table 0xB4D8 + (the value in (0xB4DF + (the value in (0x02CC + enemy number - 1) ) ) ) = the number of pixels tall that the sprite at enemy number is.

Lua Script

The Lua Script Invariel used to create his submission is available here: http://tasvideos.org/userfiles/info/35925051135496342 It was written for BizHawk, and may require some modifications to run in FCEUX.