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Editor, Player (69)
Joined: 1/18/2008
Posts: 663
Dromiceius, The only problem with your ATB bar is that it will start drawing part way through instead of all the way at the left. That's why I used the math I did - enemies use an ATB of 18, 24, and 32 it seems, but since there may be others, I used the math. Minor thing. Also, detect for invalid entities by checking ATB - it will be 128 if it is not a valid enemy. That seems to do the trick with all the flying info, even at the rat area. Regarding subtitle commentary, that'd be pretty neat :) EDIT: Found a bug with your script. In inichi's run, when he fights the five Alkalines, three are reduced to 1hp. Since you check for 1hp or below, the bars and HP info disappear. Check for ATB >= 128 instead and the bug should be fixed. I've also worked on the overlap checking, so it checks X position and makes some battles (like the R-Series battle) look much better.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Player (48)
Joined: 3/11/2007
Posts: 94
Location: Japan
Thanks for the work, Dromecius and True! I just tried out your scripts and it's pretty good. The Rat room problem is now just all right, and ATB extending from left to right would be more user-freindly than the opposite. Also, I just found a very minor problem in True's script. when a battle starts, an invalid enemy's HP appears at the upper left for mere 3 frames. Of course, because that's just for a moment, I don't think it's anything serious.
Dromiceius wrote:
Apropos, Inichi, do you have any interest in writing a "director's commentary" to be added as subtitles in the movie? It's relatively simple to code, but the subtitles themselves could be laborious to write.
That's interesting. One thing I come up with is to add information for parts which are too fast to catch up with by the human's eye. For example, it would be nice to provide infomation about what are bought , sold and equipped at any shop with subtitles. For now, I may try to write something using your script. Thanks.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
inichi, It does the invalid display for a couple of frames at the end of battles too. But you're right, I'm not worried about it :) (EDIT: I fixed this bug. It was easier than keeping it unfixed.) By the way, I haven't congratulated you on this run so far. It's absolutely fantastic and quite entertaining. Keep up the good work.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
as suggested by mz, here is a script which will automatically advance the text (press A) in the dialog box on the very first frame. It sure beats the hell out of frame advancing through each dialog or using the turbo buttons like I did in my run \o/
local buttons = {A=1} 

while true do
   if memory.readbyte(0x7e0129) == 7 then joypad.set(1,buttons) end
   snes9x.frameadvance()
end
They're off to find the hero of the day...
Player (48)
Joined: 3/11/2007
Posts: 94
Location: Japan
hero of the day wrote:
as suggested by mz, here is a script which will automatically advance the text (press A) in the dialog box on the very first frame. It sure beats the hell out of frame advancing through each dialog or using the turbo buttons like I did in my run \o/
Wow, that's a nice idea, Mz and Hero. Why I never thought of that. Yes, it would really save my real life \o/ But it may be a bit risky to leave all the A imputs to this script since 7e0129 sometimes changes the value a frame or two slower than the expected timing. (e.g. end of time) 7e0134, which you showd me when I started making the current TAS, is not also reliable for a similar reason. And one thing, there seems to be a minor problem with the script which forces you to stop for one frame every time you open a chest or talk to someone while running. Other than that, the concept is really nice. So I think I'll probably give it a twist and use it in my run. Thanks.
Player (48)
Joined: 3/11/2007
Posts: 94
Location: Japan
Finally, it's done. Click The in-game clock says 2 hours, 59 minutes and 55 seconds at the final imput, which is roughly 34 minitues faster than my console run on SDA. Real completion time is 3 hours, 13 minutes and 35 seconds, which is about 1 hours, 7 minutes and 36 seconds faster than Hero's run. The most important key factor for improvement is I've managed to completely skip Fiona's Shrine, which made it possible to shave a couple of minutes off from the run. Also here is some savestates. http://www.mediafire.com/?sharekey=d362026766e7762d8c9e7c56ba37815ffc11e086d8234507 State 0 is at the end of Magus battle, 1 is at the end of a series of 81 battles to gain EXPs and TPs at Tyrano Lair, and 2 is just before Shell Lavos battle. Download them depending on the situation to smoothly watch the run. And yes, it's about time to get down the serious final recording. As I said earlier, I'll be using Snes9x 1.51 for the final recording. The reason why I'll use 1.51 is because it seems 1.51's movie timing is more accurate than 1.43. I've heard 1.51 has the false timing problem on some game. However, at least in Chrono Trigger, I think it's safe to say that 1.51 is more reliable one. To cite a simple example, if you watch the OP demo on 1.43, You can see the movie timing gets faster than the real console timing little by little, and become far from the real timing in the end. That's horrible. On the other hand, I can't tell the difference between console and 1.51. That means, it would be exteremly difficult or almost impossible to beat the test run's time for the final recording since the test run is already pretty well made, but which wouldn't bother me one bit. Strategically, the final run will be almost the same with the test run. However, the level of optimization will be higher and some fun stuff will be add in, like, imitation back walking/running, camera abuse in the bike race and so on, all of which I intentionally overlooked in the test run. I hope I'll finish the run by the end of this summer. Thank you for the patience. And as usual, any suggestion and imput will be appreciated.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Thanks for the update! I wish you energy in creating the high-quality TAS :)
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
If this is only the test run... :) Fantastic job, and thanks for the hard work, inichi. Can't wait to see the final product.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
An improvement of over an hour over hero's TAS is incredible, considering you decided not to use the skips. I'll be waiting for the final version (don't want to spoil myself with a long testrun).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
Is there someone else hosting this file? Microstorage seems to be down at the moment.
Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Can't wait to watch this. Congrats on finishing the test run and destroying my time :D Just need microstorage to come back up.
They're off to find the hero of the day...
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
I keep coming up with an error message 'The file is corrupt or in the wrong format.' Am I doing something wrong?
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
Just watched the test run -- and damn... that ending really caught me by surprise! Great job, and I look forward to seeing the optimized version!
Player (48)
Joined: 3/11/2007
Posts: 94
Location: Japan
Thank you for your comments, which encouraged me soooo much. I'll do everything I can to make a high quality run.
dezbeast wrote:
I keep coming up with an error message 'The file is corrupt or in the wrong format.' Am I doing something wrong?
Sorry, I haven't got a clue because I've never encountered such a problem before. Does anyone have ideas?
Former player
Joined: 3/10/2006
Posts: 347
Location: Maryland, United States
Never mind, I figured it out. The problem was that I was trying to save the file unto my PSP and it wouldn't save correctly. I had to save from a laptop. Anyway, I got to watching your whole run, and enjoyed it immensely. I can't believe it was only a test run. I'm looking forward to seeing how much more optimized the final product is.
Joined: 5/11/2006
Posts: 71
From what little I got to watch, it was awesome. Unfortunately, my run desyncs around the time you meet, uh, doan? The old dude in the future who you give the seed to. I've left all the default settings the same, and the rom matches up to the smv file. I was suffering from the sound-stutter-freeze problem until I unchecked sync sound. That helped it to not freeze anymore, but the run would desync. Then I re-ran the run with it checked, and even though I had the stutter problems I managed to get back to that same dome, and the run STILL desyncs on me. :( (using 1.43+ v9 btw). Well you have my congrats, I'm sure it looks impressive and since it just won't play for me I'll have to wait until you finish your main run and someone avi's it :(
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
Callmewoof wrote:
From what little I got to watch, it was awesome. Unfortunately, my run desyncs around the time you meet, uh, doan? The old dude in the future who you give the seed to.
You need a reset-recording version of Snes9x v1.43+ (the most recent version will do).
Player (206)
Joined: 2/18/2005
Posts: 1451
Good - better - inichi! A sub 3 hour before Lavos is just a unbelievable time, and the most shocking thing is, you managed to beat Lavos even without a GreenDream and Status protection (which I thought to be pretty much impossible on such a low level, even in TAS conditions)! 0_0 The new boss strategies are crazy as well. Seems like the Fire Whirl is extremely useful in a speedrun like this, and so it's the more surprising that nobody considered to use this relatively powerful tech for it's early stage before. Even as a testrun, this looks flawless and very well optimized already. It will be very interesting to see how many seconds (or even minutes) you will still manage to improve over this, already great run. Good luck for the final version! Btw, do you think this new Lavos strategy would be possible on console as well, or is the timing between your hits too critical in this case? Skipping Fiona's quest would allow for a pretty big improvement over your current SDA run after all.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 5/11/2006
Posts: 71
Thank you FractalFusion, I downloaded 1.43 v12-9 and it worked! I still had the sound stutter problem, but when I unchecked the sound sync, the problem fixed itself and the run didn't desync! Inchi, you are amazing! Ayla was always my favorite character, and you totally made her the hero of this run. ;) Never knew dino tail could be so useful. Can't wait for the real run, if it's anything like this then it's already gold!
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Player (48)
Joined: 3/11/2007
Posts: 94
Location: Japan
Saturn wrote:
Btw, do you think this new Lavos strategy would be possible on console as well, or is the timing between your hits too critical in this case? Skipping Fiona's quest would allow for a pretty big improvement over your current SDA run after all.
It would be very difficult if not impossible. The biggest problem is that it is necessary to set the battle speed 1 in order to get the first action before Lavos's initial Doors of doom. Even a skillful player would have trouble dealing with the speed 1 in the Inner-Lavos battle because it would almost always require you to input a key as fast as possible. I'm not sure if I'll try to improve it in the future, but if I have a chance to do, I'll certainly skip Fiona's quest. And if someone is interesting in it, I'd probably suggest he/her give it a try as well, especially since it's a HUGE timesaver.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Desynced at around 33 minutes in the Guardian fight. Do I need to somehow change my snes9x for this movie to play? My snes9x recognizes the following options for the movie and turns them automatically on. -wip: Yes -upanddown: No VOLUMEENVX: No -fakemute: Yes sync sound: Yes Hmm, I'll try with asm cpu... for some reason I had disabled it again. [EDIT]: Ah, that did the trick. It syncs now at least until the Reptite cave. Will try watching again :)
Post subject: Instant kill glitch
Player (48)
Joined: 3/11/2007
Posts: 94
Location: Japan
Everybody, I've found a new instant kill glitch! I just made a quick demo of Inner-lavos and Core battles featuring the glitch, which are about 7 minutes faster than ones in my test TAS. Here
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Would this work in every fight, or is this a special case? orz
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
This glitch would save more than just 7 minutes. Think of all the time it saves you from leveling up!! Although I forget, where do you get the GreenDream?
Player (206)
Joined: 2/18/2005
Posts: 1451
NO! This is too much already. If this allows to completely skip any leveling up, but therefore just getting the GreenDream, then it would easily save 20 more minutes I guess. Who would ever imagine a game like CT could be broken so badly. Unbelievable stuff you find over and over again, inichi. You proved without a doubt to be one of the most creative TASer on this site already. Much respect man.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
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