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ALAKTORN
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Time to figure out the formula behind assigning bonus items at the end of the stage. Info:
ALAKTORN wrote:
Thug: +2 Lightfoot Scroll, +1 Poison Rice = 3 total, manipulable Novice: +3 Lightfoot Scroll, +2 Poison Rice = 5 total, manipulable Ninja: +1 Lightfoot Scroll, +1 else = 9 total, not able to manipulate Master Ninja: +4 Lightfoot Scroll, +1 else except +3 Poison Rice: Shows 4 in RAM, but it turns into 3 at item selection… = 14 total (1 is actually removed because LS cap at 3), manipulable Grand Master: +2 everything, +1 Fire-Eater Scroll = 19 total, not manipulable
Item ID order may have something to do with it. But does that even exist, and if so, what is it?
Hâthor wrote:
Useful RAM address
  • Byte values:
    • Inventory Shuriken Count: 0001 040D
    • Inventory Calltrops Count: 0001 040E
    • Inventory Healing Potion Count: 0001 040F
    • Inventory Bomb Count: 0001 0410
    • Inventory Smoke Count: 0001 0411
    • Inventory Mine Count: 0001 0412
    • Inventory Poisened rice Count: 0001 0413
    • Inventory Colored rice Count: 0001 0414
    • Inventory Sleeping Gas Count: 0001 0415
    • Inventory Resurection leaf Count: 0001 0416
    • Inventory Chameleon spell Count: 0001 0417
    • Inventory Protection amulet Count: 0001 0418
    • Inventory Lightfoot srcoll Count: 0001 0419
    • Inventory Shadow Decoy Count: 0001 041A
    • Inventory Super-Shurkien Count: 0001 041B
    • Inventory Dog Bone Count: 0001 041C
    • Inventory Fire-Eater scroll Count: 0001 041D
    • Inventory Decoy whistle Count: 0001 041E
    • Inventory Ninja armor Count: 0001 041F
From debug menu: 1. Shuriken 2. Smoke Bomb 3. Calltrops 4. Bomb 5. Mine 6. Healing Potion 7. Hook (yes) 8. Gun (Echigoya’s weapon) 9. Bow (enemy weapon) 10. Fire spit by enemy 11. Poison Rice 12. Shadow Decoy 13. Colored Rice 14. Super Shuriken 15. Dog Bone I’m tired, both of these lists probably don’t help. Number of steps can vary from 7 to 13 or whatever with everything else being the same. Not sure if we have more info on it.
ALAKTORN
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xxNKxx wrote:
ALAKTORN wrote:
Can you make a list of every RNG number that gives 3 LFS you found, and what other items it gives (other than 3 LFS)? .
On stage 2: 1484602553, 3546801239 On stage 3: 3722900745
When did you get these numbers? I can’t get 3 LFS with them.
NhatNM
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They're numvers I get at black screen end stage About at score result, here: stage 2: 1023226948 (both my run not same end timer but have same numver RNG), 3461622061 (Hâthor) Stage 3: 723997587, 953175654
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ALAKTORN
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1023226948 → 2762887397 (9); 1 Shuriken, 1 Mine, 3 Lightfoot Scroll 3461622061 → 192419425 (12); 1 Healing Potion, 1 Mine, 3 Lightfoot Scroll 723997587 → 1081994110 (19); 1 Grenade, 1 Poison Rice, 3 Lightfoot Scroll 953175654 → 4179151291 (13); 1 Calltrops, 1 Smoke Bomb, 3 Lightfoot Scroll Doesn’t look very promising. I think our best bet is making a bruteforcing Lua to find a good RN and then try to manipulate it as fast as possible.
ALAKTORN
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Since we can’t figure out the formula behind assigning items I thought it would’ve been a good idea to dump every single RN that gives 3 LFS. Turns out it would take about 3 years to compute lmao. Anyway in the current condition the Lua should be pretty useful to just find the quickest RN from a given situation, tomorrow I guess I’ll test that and work out the final specifics then I may try finishing stage 1 properly. We still need to test the Grenade vs. Katanal strategy though…
NhatNM
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Hope you can make it can easy to use :D
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ALAKTORN
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Made a video explaining RNG manipulation in this game. Sort of. https://www.youtube.com/watch?v=qryglFhLTUs
ALAKTORN
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p4wn3r wrote:
FFT uses the standard PSX bios RNG for everything, it's in the Python code below:
Language: Python

def rng(seed): seed = (((0x41c64e6d*seed)&0xffffffff) + 12345)&0xffffffff val = (seed >> 10)&0x7fff return (val, seed)
As said, the code above is in the PSX bios (more precisely scph1001), so it could be used by many other PSX games.
Translated for easier understanding:
def rng(seed):
      seed = (((1103515245 * seed) mod 2^32) + 12345) mod 2^32
      val = rounddown(seed / 1024) mod 2^15
      return (val, seed)
This just opened my mind. This matches the Tenchu RNG, and plus it gives an extra value which could be used for things such as determining extra items at the end of the stage. I’m gonna investigate. Edit: investigation fruitless. ;_; There’s probably still 1 missing piece from all of this, which is the number of steps it does when determining items. We still don’t understand the formula behind it; if we knew and incorporated the “val” somewhere maybe we could predict which items you get. Edit: I think I’ve proved that “val” isn’t what determines the number of steps, though, as 1496 gave both 9 and 7 steps. Edit2: 1496 gave 2 Grenades, 1 Grenade and 0 Grenades… so it doesn’t seem like 1 val = 1 item either. Edit3: the vals always repeat, so it doesn’t seem like they can affect any randomness… :/ 5643686 28353, 11675, 31509, 10071, 21938, 5710, 25786, 32466, 5231, 29284, 39198118 28353, 11675, 31509, 10071, 21938, 5710, 25786, 32466, 5231, 29284, 72752550 28353, 11675, 31509, 10071, 21938, 5710, 25786, 32466, 5231, 29284,
NhatNM
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Are you Voldemort in Harry Potter? :D
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ALAKTORN wrote:
Edit3: the vals always repeat, so it doesn’t seem like they can affect any randomness… :/
The values repeat every 2^25 (that is, 33554432) calls to rng(), and seeds (like the ones you give) that differ by multiples of 2^25 are equivalent (give the same sequence of values). Neither of these facts mean that this isn't where the "randomness" (pseudo-randomness) in the game comes from. (I don't know anything about Tenchu, or anything relevant about PSX; I'm just looking at the Python code.) I would suspect that the items you get would be determined by a combination of "val" from the rng(), your rank, and which level you're on; is that still possible, or have your tests ruled that out?
ALAKTORN
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cwitty wrote:
I would suspect that the items you get would be determined by a combination of "val" from the rng(), your rank, and which level you're on; is that still possible, or have your tests ruled that out?
Rather than “val”, the seed seems to have a lot more to do with it. Items are rank-dependant, doesn’t matter which level, and I’m of course testing everything while getting the same rank. With seed having more to do with it I mean that seeds 5643686, 39198118, and 72752550 give different items, yet have the same “val” cycle. Their amount of steps advanced when determining bonus items differ: 5643686 → 1838344415 (9) 39198118 → 3679897913 (7) 72752550 → 844708734 (8) Edit: hmm this seed has the same # of steps and gives very similar items as the one above: 790038400 → 1073123057 (9) Comparison of my item total: 884534571 884532681 What I had before: 884332570
ALAKTORN
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Since MMZX boss manipulation is impossible without disassembly I don’t know how to do, I’m back here.
ALAKTORN wrote:
Running to Echigoya needs re-TASing with the Up+Select trick; 8512 current Echigoya death cutscene. http://tasvideos.org/userfiles/info/16764370457160118
xxNKxx wrote:
Yes, I was saved 8 frames at mid boss, but then I lost 2 frames at somewhare I don't know http://tasvideos.org/userfiles/info/18176612976464998
ALAKTORN wrote:
2 frames saved going to Start. 3 frames choosing Rikimaru. 4 frames ahead starting the level. Now to see how lag reacts and whether the movie syncs or not… Black screen after stage 1 screen: old: 2689/748 new: 2687/748 ends up only saving 2 frames for some reason, lol. I noticed those menu loads seem to work in 30fps sometimes… for example pressing X 1 frame faster would save 2 frames in the end. This time it was in reverse, saving 4 only gave 2… idk. Edit: 2686/748 by purposefully losing a frame at the Start press, whelp. Saved 3 frames in the menus, everything synced. :) http://tasvideos.org/userfiles/info/18269789872301701
Meaning we should be getting Echigoya death at the very least on 8501. But since Up+Select should save 2 frames, 8499 would be correct. Edit: Saved a fuck ton on Katanal. 6239 death cutscene. That’s 12 frames. Better last 2 hits. /// 6227. 24f. I feel like it should be possible to squeeze in 2 more frames but I can’t do it. Probably even more improvable by redoing the whole thing rather than just the last 2 hits, but now it’s pretty good so I don’t think I’ll bother trying. The old (good) after Katanal and Echigoya fight doesn’t seem to sync. I’ll look into it more another time. 8475 Echigoya death predicted at this point. http://tasvideos.org/userfiles/info/23129487615744280
ALAKTORN
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ALAKTORN wrote:
The old (good) after Katanal and Echigoya fight doesn’t seem to sync. I’ll look into it more another time.
Oh shit… Made a weird, annoying discovery. The path of the hook item (and now that I think about it probably the Shuriken too) is determined by RNG. Everything syncs perfectly up until the hook is shot, and the only difference is RNG. http://i.imgur.com/aENIE4f.jpg This means that despite the RNG being reset at the start of each level, this game isn’t hex-friendly at all… Fuck. Current RNG is making me land 2 frames later after the hook shot. The difference in position is extremely minimal, but still affects it. Edit: Tried a different RNG on Katanal and the second to last hit or so desynced, haha. Damn this game. Since I went ahead and did the calcs I’ll just dump them here as well: 106 106 106 139 139 118 112 119 122 142 139 119 (repeat) = 1467 16 ..265 123 114 111 117 131 176 197 189 192 187 (jump) = 1818 Running vs. dashing speed, the biggest boost in dashing comes at the end so doing dashes as big as possible seems best. Continuation of that dash with a jump: 83 250 96 79 59 65 61 79 78 73 91 104 128 192 277 340 333 301 183 and then some more numbers, so here again the big boost comes after a while. Edit2: No worries, found out the old hook shot was absolutely terrible. Makes you wonder why so many TASes used this terrible shot… It’s the human strategy and horribly slow for TAS. Found out that pressing Attack/Jump during a hook/shuriken throwing it cancels the throw. Edit3: Omg running against walls gives you a speed boost it seems. Not sure whether it’s actually helpful when considering trajectory though. Edit: Correction, only against wall corners, and it seems to be helpful.
ALAKTORN
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Wow, TASing this game is hard. Speeds and collisions make no sense. I’m a bad TASer. 8437 Echigoya death now. New hook shot saved ≈ 30f, Select + Up 2f, better running optimization(?) ≈ 6f, for a total of 38 frames saved compared to the old prediction (8475 → 8437). No frames lost at Echigoya. 46″ in-game time, now 11″ faster than Hathor’s TAS, lol. Took me 1463 rerecords and a bunch of hours. Still not done. Latter part of running to Echigoya should still be improvable 2–6 frames. Will try next time. Wish I was better at TASing. http://tasvideos.org/userfiles/info/23227925003734882 Edit: Oh yeah I tried a bunch of ways to manipulate the camera after Katanal for the hook shot, but the normal way ended up being best. Actually having camera RAM addresses would be helpful. Also tried hooking my way out of the roof, but it’s slightly slower even if you consider a perfect landing (which I wasn’t able to get anyway).
ALAKTORN
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Attempting some speed tests between the characters. All values are floored. Depending on motion angle(?), the values can slightly vary. Tests in order: running, dashing, dashjumping. Rikimaru: 106 106 106 139 139 118 112 119 122 142 139 119 (repeat) = 1467 (12 values) 106 106 109 139 138 119 112 120 120 143 139 119 (repeat) = 1470 (12 values) 16 ..265 123 114 111 117 131 176 197 189 192 187 (jump) = 1818 (12 values) 19 ..259 122 115 110 115 129 176 196 188 191 186 (jump) = 1806 (12 values) 106.9766 start 15 ..263 122 115 110 115 129 176 196 188 191 186 (jump) = 1806 (12 values) 143.7532 start 14 ..244 122 115 110 115 129 176 196 188 191 186 (jump) = 1786 (12 values) 119.2182 start Jump continuation of #1: 83 250 96 79 59 65 61 79 78 73 91 104 128 192 277 340 333 301 183 and then some more numbers. (Old test.) Jump continuation of #3 and #4: 81 249 95 79 58 65 61 78 78 71 90 103 128 191 276 340 333 300 183 8 95 124 38 148 298 398 380 290 147 11 107 40 71 100 122 126 115 (jump) 115 (repeat from 2nd value) = 5592 (38 values) Dashjumping timing tests: 186 → 81 full sequence 191 → 26 − 1 overall value — seems terrible 188 → 61 − 2 overall values — seems terrible 196 → 126 − 3 overall values − may be good? 176 → 200 − 4 overall values — seems bad 129 → 255 − 5 overall values — may be good? Edit: This is great for entering Echigoya. Guess for short distances it’s a pretty nice value. Edit: Entering Echigoya is giving me different numbers. 255 250 95 79 58 114 111 128 76 73 90 0 with a 129 start. 65 61 78 became 114 111 128 for some reason. Ayame: 104 137 137 136 128 119 112 114 122 146 147 130 118 111 (repeat) = 1761 (14 values), 12 values = 1532, ≈ 65 units faster than Rikimaru. 50 ..256 67 ..96 ..194 226 218 213 207 176 122 (jump) = 1825 (11 values) 53 ..263 66 ..95 ..193 225 216 214 206 177 122 (jump) = 1830 (11 values) 55 ..65 ..95 ..192 226 217 212 207 177 121 (jump) = 1567 (10 values), didn’t get the 2nd ~260, was from standstill. 47 ..264 65 ..95 ..192 226 217 212 207 177 121 (jump) = 1823 (11 values) 138.7083 start 43 ..248 65 ..95 ..192 226 217 212 207 177 121 (jump) = 1803 (11 values) 104.8093 start 51 ..264 65 ..95 ..192 226 217 212 207 177 121 (jump) = 1827 (11 values) 147.9628 start ≈ 10 units faster than Rikimaru’s, with 1 less value. Jump continuation of #2: 139 250 95 78 57 65 57 76 74 68 87 101 127 193 288 355 351 312 184 1 113 148 51 150 315 418 396 298 144 23 125 51 67 100 122 128 44 (failed jump) 78 etc. to stop = 5607 (36 values) Jump continuation of #4, #5, and #6: 138 248 95 79 57 63 59 75 74 69 88 100 128 193 288 356 350 314 184 3 113 147 51 151 316 416 397 297 145 24 124 52 66 101 122 128 116 (jump) 114 (repeat from 2nd value) = 5841 (38 values), 36 values = 5611 ≈ 249 units faster than Rikimaru’s. Dashjumping timing tests: 121 → 138 full sequence 177 → 143 − 1 overall value — seems best 207 → 93 − 2 overall values — seems terrible 212 → 33 − 3 overall values — seems terrible 217 → 89 − 4 overall values — seems terrible 226 → 178 − 5 overall values — seems bad The first two values of dash and the first of dashjumping seem to vary depending on when you start them. Other minor differences seem to depend on motion angle (running speed as a whole seems to depend on it…). For dash, starting it at the lowest possible running speed seems best, for dashjumping, I’m unsure, it varies in weird ways. As I thought, Ayame is faster. I don’t think she’d be overall, though, I think her boss fights are slower (and she fights 1 more). Going by these tests, my TAS so far seems to make good usage of dashjumping, except for when exiting the roof where I start a dashjump with 143 speed which seems like a terrible idea… Let’s see if I can improve it. -1271 2915 vs. -1275 2914 I expected a bigger improvement, lol. That’s not going to help. Time to try TASing again. Hopefully I can finish up the first stage optimization today.
ALAKTORN
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LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL I CAN’T BELIEVE THIS GAME. http://i.imgur.com/pF3jitd.jpg I’M INSIDE THE WALL http://i.imgur.com/grPjO2j.jpg SO FAR IN THAT THE DOORS OPEN TO THE OTHER SIDE LOLLLLLLLLLLLLLLLLLLLLLLLLLLLL. And still only saved 4 frames with all that optimization. :( Edit: Way too tired right now, I feel like 2 more frames are saveable but I think I’m done with the first stage now. Would take too much effort to save those 2 frames and I probably wouldn’t be able to anyway. Synced everything, Echigoya death 8433 (4 frames save): http://tasvideos.org/userfiles/info/23336620125877012 Used ≈ 600 rerecords, but I spent hours testing speed stuff outside of TASing. Edit: Now that I think about it it might be possible to improve the entering of the roof with similar wall-glitching movement. I don’t think the exiting can be improved. Edit: Wall glitching not possible there. Tried a bunch of different ways to do the dashjump into the hole, but they all tied, lol.
ALAKTORN
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I can’t see anything more to improve in the first stage, so now I’m trying to test the Katanal Grenade strategy. Stage 1 loading makes no sense. Top is current (no Grenade). First value is frame I press Start; then frame the first level loads (black screen); difference to first one; how soon I press Start; lag frames 2203 2686 (736 -> 748 lag) 2205 2707 21 first frame 736 -> 747 2206 2708 22 second frame 736 -> 747 2207 2692 6 third frame 736 -> 748 2208 2691 5 fourth frame 736 -> 748 — best one 2209 2711 25 fifth frame 736 -> 747 2210 2695 9 sixth frame 736 -> 748 2211 2713 27 sevent frame 736 -> 747 2212 2695 9 eighth frame 736 -> 748 2213 2696 10 ninth frame 736 -> 748 2214 2716 30 tenth frame 736 -> 747 2215 2700 14 eleventh frame 736 -> 748 Stopped there because I’m sure it’s not getting faster. As you can see depending on the timing with which you press Start to start the level, load times will differ for some reason. All I can see is that more lag gives better results. Also that delaying the input by 3 frames is faster, lol how stupid. Of note: do not rely on visuals when picking items, the game lags behind a lot and doesn’t draw everything at top speed. Just string together the fastest possible input, and regardless of what’s shown on screen, you’re likely to have actually picked every item. Edit: Now that I think about it, the different load times are almost certainly due to the 3 different possible layouts… For whatever reason I’m getting 0 lag at Katanal with the Grenade… From 1035 to 748, but there is 0 difference in frames… what the hell lol. Attack damages. A 7 A 11 A 20 UDA 20 RA 8 LA 16 LA 10 RA 25 JA 16 UUA 13 R1A 25 I’m sure 1 Grenade for Katanal is faster, but I can’t figure out a strategy. Trading like I mentioned a year ago seems terrible, getting slashed loses a lot of time; unless there’s a faster way to trade I forgot about. Problem also is that Katanal goes flying after being hit by the Grenade, so I have to wait for him to hit the ground or I can’t combo properly. Maybe using the Grenade at the end is faster. Also if we could get godlike manipulation, maybe using Shuriken here would be faster too. 5818 6227 Katanal frames for reference (no Grenade).
ALAKTORN
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Grenading Katanal is f****ng impossible. Encoded stage 1: Link to video
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Good luck with the run!
Here, my YouTube channel: http://www.youtube.com/user/dekutony
ALAKTORN
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Kurabupengin wrote:
Good luck with the run!
Thank you. Edit: Tried grenading Katanal after the loops, it’s suuuuper slow (like 100 frames slower). So I guess grenading at the start is the only option.
ALAKTORN
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Oh my god. =_= I either changed my way of TASing it or forgot about it, but you can buffer attack inputs before you gain control to execute them on the first frame of control instead of having to execute the whole input combo from control start. Long story short, my last Katanal attack was 4 frames slower than it could’ve been, so now Katanal is dead at 6223 (was 6227). Funny thing is that for the rest of the attacks I was buffering the inputs already, I just forgot about the technique or something when I improved the last 2 hits a few days ago. Jesus Christ I hope this syncs… Holy shit, the run to Echigoya syncs even though it’s off by 3 X and Z units. Somehow Y (vertical) isn’t different… Problem is that the Shuriken at Echigoya desync now. Edit: To not forget: should explore the buffering more, see if UDRA works or something. Edit2: Synced Echigoya by delaying the dashjump 1 frame, it put the RNG 1 step behind in the sequence without losing any frames and luckily that RNG worked. 8429 Echigoya death now (4f improved).
ALAKTORN
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I think Echigoya can be improved 2 frames with better RNG. 1109667057 (32) 1833298500 (3) 2763045363 (3) Misses 1st and 3rd? 1109667057 (32) 578732246 (1) 2071860322 (4) 2763045363 (1) 2094622384 (1) Misses second, this is the one I used to sync Echigoya (2f slower 2nd hit). 2545098357 (36) 1846136330 (1) 3165648507 (1) 3525811352 (1) 1109667057 (1) 3393027927 (2) Hits two, misses last (too high). This was done with running a lot and having a short dash. Then I went further back to the Up+Select dashjump and changed the timing to change the RNG. New fantastic technique: dashes and dashjumps are great for RNG manipulation, because the timing literally doesn’t matter shit in terms of speed. Even though the speed oscillation is gigantic, no matter when you do them you’ll end up in the same position on the same frame, with the only thing different being the RNG. So I abused that and saved 4 frames at Echigoya (death at 8425). I don’t even know why, the RNG didn’t even look good and I thought I would only save 2 frames (since I use the Shuriken 2 frames earlier). Gonna have to investigate why I saved 4 frames and if better RNG can save 2 more. old: 7623 Echigoya cutscene 8278 DR 8283 DR+T 8329 UR 8331 UR+T 8377 T 8384 Shuriken icon disappears 8421, 8427 sound of hit, damage new: 7623 Echigoya cutscene 8278 DR 8283 DR+T 8329 T 8375 T 8382 Shuriken icon disappears 8417, 8423 sound of hit, damage I guess the RNG gave me a better last hit by 2 frames even though it doesn’t look like it… Edit: Yeah now that I look at it, the Shuriken is going a lot more straightforward now, before it went with a curve. I wonder if better RNG could save time elsewhere, like for example the hook shot after Katanal. Still 46″ IGT. http://tasvideos.org/userfiles/info/23424827930886380 Edit: Since I went and compared, might as well post here: X Z Y model angle 2917 -1272 -7577 126 2915 -1271 -7577 126 Old (4f slower) and new (after the RNG manipulation). So it does change by like 3 values total, but it’s not enough to affect sync even on the long run. Edit: Actually that might be the improvement that changed it and not the RNG manipulation.
ALAKTORN
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Can someone test if this game works with analog input? It would suck to lose all of my work…
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http://www.thecerebralbore.com/2012/06/tenchu-stealth-assassins-ps1.html Perhaps to its detriment, the game combines Resident Evil-style tank controls in a fully 3D environment with no manual camera control, to create the perfect storm of shitty control schemes. Indeed, Tenchu is one of those early 3D games where you spend more time fighting the controls than the enemy. Bizarrely, the game does make use of the vibration function on the Dual Shock controller, but not the analog! This makes little sense, as the PS1 had an analogue controller before the Dual Shock iteration added force feedback into the mix. Surely a stealth game, where you can slightly incline the sticks to sneak makes perfect sense! And would ideally have been a step up from the control scheme they shipped with. EDIT: i was actually looking for a list of games with analog support,but that's all i found if someone could find it,would be good for other psx tasers.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
ALAKTORN
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Thanks for that, I’m happy my work wasn’t for nothing. Non-analog is easier to optimize too. lol
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