TASVideos

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

Game Information

SNES Soul Blazer

  • Platform: SNES (Super NES)
  • Abbreviation: soulblzr
  • Display name: Soul Blazer
  • Goodtools name: Soul Blazer
  • Game resources: GameResources/SNES/SoulBlazer

[Tier: Moons][Fastest Completion][Has commentary]SNES Soul Blazer (JPN) in 1:29:33.72 by Le Hulk.
BizHawk Movie (.bk2) (date: 2016-10-12)
MKV file via BitTorrent (Modern HQ) (size: 558.22 MB, length: 1:31:02)
MKV file via BitTorrent (Compatibility) (size: 640.95 MB, length: 1:31:02)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #5201 — Author's comments
Discuss this movie
Obsoletes movie #535 (1:46:55.73)
Rating: 8.0 (6 votes)
View Publication
- Uses death to save time
- Takes damage to save time
- Heavy luck manipulation
- Genre: Action
- Genre: RPG
Soul Blazer is an RPG made by Enix considered to be somewhat related to its predecessor: ActRaiser. The main character is an angel sent to destroy invading monsters and release the captured souls of innocent people.

In this series, every action in monster lairs directly affects non-combat areas, and vice versa. That being said, much planning was needed for this run.

The ending is very long and requires user input, so the movie's length is about 13 minutes longer than what might be considered beating the game. Regardless, this run is an improvement of 17 minutes over the prior run thanks to new strategies and a swap to the Japanese version.


Downloadable encodes have the author's commentary as soft subtitles.

[Tier: Vault]SNES Soul Blazer (USA) in 1:46:55.73 by Kaz.
snes9x movie (.smv) (date: 2006-05-03)
MKV file via BitTorrent (Modern HQ) (size: 391.46 MB, length: 1:49:07)
MP4 file via BitTorrent (Compatibility) (size: 442.01 MB, length: 1:49:07)
Mirror www.archive.org (MKV Modern HQ)
Mirror www.archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #1005 — Author's comments
Discuss this movie
Rating: 6.0 (23 votes)
View Publication
- Uses death to save time
- Takes damage to save time
- Heavy luck manipulation
- Genre: Action
- Genre: RPG

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Soul Blazer is an RPG made by Enix considered to be somewhat related to its predecessor: ActRaiser. The main character is an angel sent to destroy invading monsters and release the captured souls of innocent people.

In this series, every action in monster lairs directly affects non-combat areas, and vice versa. That being said, much planning was needed for this run.

The ending is very long and requires user input, so the movie's length is about 13 minutes longer than what might be considered beating the game.

#30258862928548887 - Soul Blader (J) WIP - Mountain of Souls
Soul Blader (Japan) WIP 4.bk2 (105kB bk2 movie [SNES])
Uploaded 2016-04-15 16:46:06 by LeHulk (4 files)
For SNES Soul Blazer (9 files)
In 48:16.16 [174056 frames], 349636 rerecords)
3589 views, 365 downloads
Act 4 complete!
Info Download

#29038024060845644 - Soul Blader (J) WIP - St. Elles
Soul Blader (Japan) WIP 3.bk2 (80.3kB bk2 movie [SNES])
Uploaded 2016-02-20 17:13:40 by LeHulk (4 files)
For SNES Soul Blazer (9 files)
In 36:27.41 [131461 frames], 191497 rerecords)
3713 views, 325 downloads
Act 3 is now complete!
Info Download

#27222761261117428 - Soul Blader (J) WIP - Greenwood
Soul Blader (Japan) WIP 2.bk2 (50.7kB bk2 movie [SNES])
Uploaded 2015-11-30 23:12:21 by LeHulk (4 files)
For SNES Soul Blazer (9 files)
In 22:07.51 [79782 frames], 138764 rerecords)
3937 views, 336 downloads
This WIP completes the first two worlds of Soul Blader.
Info Download

#12283651408702529 - SNES Soul Blazer (U) - Part way into world 3
SoulBlazer_U_SecondIsland.lsmv (21.1kB lsmv movie [SNES])
Uploaded 2014-01-27 04:18:28 by FatRatKnight (242 files)
For SNES Soul Blazer (9 files)
In 30:38.22 [110475 frames], 8360 rerecords)
8276 views, 557 downloads
Last TASing session of this file was Dec 28. I'm having difficulties getting back into TASing it. Sorry...

I need more GEMs. If I continue, I'll probably spend less of them against that odd jellyfish thing.

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#12283551033456152 - SNES Soul Blader (J) - West Underground Castle attempt
SoulBlader_J_FirstDeathWarp.lsmv (4.34kB lsmv movie [SNES])
Uploaded 2014-01-27 04:11:58 by FatRatKnight (242 files)
For SNES Soul Blazer (9 files)
In 04:08.96 [14962 frames], 662 rerecords)
8227 views, 466 downloads
My attempt in trying Soul Blader for a bit. Wow, the text sure is fast.

Notably, due to timing differences in text, I can pick up two larger GEMs in the first room without a single frame delay.

Regardless, potential improvements are noted:

  • Skip killing the blue slime (-1 EXP, -1 RNG call, +1 frame)
  • Skip picking up the small GEM around frame 4584 (-1 GEM, +8 frame)
  • Exclusively use magic on yellow buzzy things around frame 7000 (-8 GEM, +32 frame)
  • Dance around the RNG calling plants around frame 9000 (+ RNG calls, + EXP, hopefully)

I hope to have 39 RNG calls by the time I release the bridge guard (currently, it's 40 calls). This will allow for two large GEM drops from the later enemies I have to fight, and make up for the lacking GEMs I'm left with.

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#12283335305507377 - SNES Soul Blazer script v2 (lsnes)
SB_General_v2.lua (9.93kB Lua script)
Uploaded 2014-01-27 03:57:58 by FatRatKnight (242 files)
For SNES Soul Blazer (9 files)
8116 views, 566 downloads
Cleaned up a few things in code. Also, it displays hitboxes! Well, green rectangles of some sort. Not entirely sure if they are hitboxes, but it seems to be so for most things. The player's rectangle isn't a hitbox, it seems.

Still gets the same false positives for lair information. Aside from added boxes and some code cleaning for (hopefully) easier maintenance, it's largely the same as the previous script.

Info Download

#11605836887834478 - SNES Soul Blazer script v1 (lsnes)
SB_RNG_Lair.lua (5.41kB Lua script)
Uploaded 2013-12-27 15:41:38 by FatRatKnight (242 files)
For SNES Soul Blazer (9 files)
8180 views, 546 downloads
Here's my lsnes script for Soul Blazer. It's currently set up for (U), though I have a commented line packed somewhere in there that would make it compatible with (J) instead. The lair listing code needs it, as it's the address for the pointer to the first object.

Top-left corner: Position of player
Right side: RNG, direction a certain enemy will go next
More right: List of lair information: Position, count, timer
Other odds and ends: Count of detected lairs, count of objects, RNG frame timer

This script gets false positives for lairs at times. I have tried to search through the object data some more to tighten the detection, but without success. The attempts are minimal, however, as there are no observed false negatives, and I usually can weed out the false positives while TASing.

Nothing real fancy, though. Haven't even put in the boxes that I feature in the Snes9x script. It serves well enough, though.

Info Download

#11398015642958275 - SNES Soul Blazer (U) - 22 GEMs from that first room.
SB_Lucky.lsmv (4.78kB lsmv movie [SNES])
Uploaded 2013-12-18 07:04:15 by FatRatKnight (242 files)
For SNES Soul Blazer (9 files)
In 01:41.37 [6092 frames], 7160 rerecords)
8228 views, 505 downloads
A demonstration of the sort of luck I should be getting. USA version, by the way.

22 GEMs. Up from just 4. I get two big ones. They should have a 1% chance to appear at this time. Yet I get two. I just looked at the RNG and figured out it could do that.

47 frames lost in manipulation. Even if all I get are four fireballs, and waste them on nothing more than killing 3 HP enemies sooner, that's 64 frames saved in return. I'm optimistic about this.

In any case, I spent the 47 frames on the name screen.

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#11397947979589904 - SNES Soul Blazer (U) - World 2 done.
SoulBlazer.lsmv (17.9kB lsmv movie [SNES])
Uploaded 2013-12-18 06:59:52 by FatRatKnight (242 files)
For SNES Soul Blazer (9 files)
In 24:59.76 [90134 frames], 7501 rerecords)
8135 views, 426 downloads
Something I was doing. Add it to the pile of projects I've started. Oh, this is using the USA version, not JPN. Sorry about any confusion.

Improves approximately 100 seconds over the published movie to the end of GreenWood.

I think it can be done a little faster... I didn't figure out a few things involving luck, and almost certainly need to do them. Also, judging from the next thing I need to do, I didn't end with enough GEMs. Either manipulate more or grab that 50 GEM chest. I'm guessing the "manipulate more" part is doable.

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Movement

Speed is 2 pixels per frame.

The character also moves in four frame blocks. Tapping a direction for one frame will have the character move for four frames. You can't interrupt this movement in the other three frames.

No diagonal movement. In the case where a diagonal direction is pressed, the game prioritizes horizontal movement.

Holding the direction continuously will allow the character to walk for 24 frames in 6 different walking images. As long as this direction is held down, the full 24 frame animation will keep the same direction, even the prioritized horizontal movement won't override this. This also interferes with poking with your sword using L or R buttons. After the 24th frame, the game will respond to other controls normally.

Releasing the d-pad, even for a frame, interrupts the 24 frame animation. Any frame will work: Start movement for one frame, then release sometime during the other three frames of forced movement.

No known left+right or up+down glitches.

Swing a sword without meeting level requirement

Begin a swing, then swap to the target sword that you want swung. The new sword will be used in the swing.

The Zantetsu Sword still does only minimal damage against metal enemies, and Pheonix is not cast when swapping to the Soul Blade. However, the Spirit Sword will deal 8 damage with the Power Bracelet at level 16.

Repeat swing without B

Enter the menu while the sword is in mid-swing, preferably at the last possible frame. After leaving the menu, it will be swung again. Only useful to swing swords while too low a level to normally do so. Does not cast Pheonix when swinging the Soul Blade with this trick.

Equip an item ahead of time

Simply set your item to whatever slot the item normally appears in. Once you acquire it, it will already be equipped.

Set the item to the blank spot that would hold Dream Rod, and you don't need a menu transition to equip it later. The Medical Herb doesn't need to be re-equipped when you pick up a second to replace the spent first herb.

Does not work with swords, armors, or magics. The cursor will be reset once you get the relevant equipment.

The RNG

There are sixteen bytes that hold the RNG information. Addresses 7E0302 to 7E0311 are where the RNG is stored. As well, there is a two-byte frame timer at address 7E0312 that is used at every screen transition.

There are two basic ways to affect the RNG:

  • Change your interaction with enemies that use the RNG
  • Wait a number of frames before going through a screen transition of some sort

RNG formula

Whenever an enemy is defeated (size of GEM) or picks an action at random:
  • Add values at 7E0311 and 7E0310 together, store in 7E0310
  • Add values at 7E0310 and 7E030F together, plus carry from last addition, store in 7E030F
  • ... and so on...
  • Add values at 7E0303 and 7E0302 together, plus carry from last addition, store in 7E0302
  • Add 1 to value at 7E0312

The RNG value used for the game's decision making is at address 7E0302.

Frame timer

One more thing affects the RNG, but only at times you enter a new screen, typically a fade to black is seen. These include walking from one area to another, or releasing someone back at town. These do not include visiting the menu, although the timer still runs while you're in the menu.

Whenever you do go through a screen transition, a two-byte value at 7E0312 is transferred to two bytes at 7E0302. As well, 7E0312 is reset to -1 (or 65535 if reading as unsigned). A reminder, 7E0312 is a frame timer that increments by 1 every frame.

As changing the number of RNG calls can give a different set of numbers in your next transition, as well as delaying when you enter the next screen, this gives two ways to control the RNG. It is possible to calculate a list of RNG values in the future since the last transition.

GEM sizes

After calling the RNG, the game uses the one-byte value at 7E0302 to determine GEM size. This value, MOD 100, is compared against certain numbers to determine how large the GEM will be. These "certain numbers" depend on what area you're in.

Area Large Medium
Grass Valley 1 4
GreenWood 3 8
St. Elles 5 12
Mountain of Souls 7 16
Dr. Leo's Laboratory 9 20
Magridd Castle 11 24
World of Evil 51 100

If wielding the Lucky Blade, these numbers are doubled. If the value MOD 100 is less than the numbers appropriate for the area, a larger GEM will drop. Large ones are worth 10, medium ones 5, and the default small ones are only worth 1.

Enemy actions

There are relatively few enemies that pick actions randomly. The plant enemies in the first areas move in random directions, and will call the RNG frequently to make this decision. All other enemies in the entire area of Grass Valley will not call the RNG as they make no random decisions.

Most enemies that are off-screen won't act. This includes the plant monsters. Therefore, getting them out of sight sooner or later will adjust how many calls are made to the RNG, as well as defeating them at different times.