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Joined: 7/2/2007
Posts: 3960
This run's going to be awesome once it's complete. Good luck!
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Samsara
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Nitrodon wrote:
The value at 7E0417 increments every time the RNG is used, so you can watch that to keep track of whether the RNG changed.
Oh, wow, thank you SO MUCH. I'd been looking for a value to watch, and I realized I didn't know what I was actually looking for. This is going to help me a LOT.
Derakon wrote:
This run's going to be awesome once it's complete. Good luck!
Thanks, it's great to know I have support for this. :3 Edit: First bad news of the run. I'd been stuck at the High Cadet battle this entire time, and I figured out I have to waste 4 seconds to get the fastest result. Despite what most people who play Terranigma think, the High Cadet is NOT simply "two fakes, one real, hit the right one". They're either all fakes, or all real, which means you HAVE to find the right value to get 3 reals in a row. 7E0417 = 35 (in hex) seems to be universal for a fast High Cadet battle. That was the value Nitsuja had when he faced them, and it's the first value I found that worked in my run... I may be pulling that out of my ass, though. I did find out that getting hit affects the RNG, which saved me a little frustration from having to wait. Had I not angrily thrown Ark into a fireball, the wait would've been about a second longer. I angrily throw Ark into 2 fireballs this time. Having been stuck at this part for weeks sapped my motivation to thoroughly test the RNG here, so I'll just take my 4 second loss and move on to the other towers. The "swarm of Huballs" that appears causes 7E0417 to advance by 8 (again in hex), which means I could possibly wait some frames and try one of the 7 values that are skipped over. I've used about a thousand re-records on this part alone. On a positive note, the route change in Tower 2 caused me to save another 17 frames in Tower 3 due to better enemy movement. On another positive note, Tower 3 should be finished and up on Youtube very soon.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Active player (283)
Joined: 3/4/2006
Posts: 341
I still have my spreadsheet from when I helped with the IoG TAS, so it didn't take too long to find other values in that area which give 3 real High Cadets , allowing for some hits to be taken during the battle. 24 2C (get hit against either the second or third one) 2F (get hit against both the second and third ones) 32 (get hit against the second one) 35 (the one you know about) 37
Samsara
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Nitrodon wrote:
I still have my spreadsheet from when I helped with the IoG TAS, so it didn't take too long to find other values in that area which give 3 real High Cadets , allowing for some hits to be taken during the battle. 2C (get hit against either the second or third one)
I went back and replayed with this value. It looks a bit neater than having to wait around for value 35. I got a bit lazy and optimized the High Cadet battle itself at 25% speed instead of frame advance, so it looks somewhat sloppy compared to the rest of the Tower. I admit I wanted to rush it a bit to get something new out there for you guys, and I assure you when I post a new WIP, this will be as optimized as I can get it. If I can't find a working value earlier than 24, I'll just delay a bit in the walking sections, since the Huball swarm causes it to skip from 1F to 27. Tower 3 is on Youtube. Long description, definitely should be read.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Active player (283)
Joined: 3/4/2006
Posts: 341
I wasn't sure how far back to go. Here are some earlier ones. 0B (get hit against either the second or third one) 16 (get hit against the second one) 19 1B (get hit against either the second or third one) 1E (get hit against the third one) Note that getting hit against the first one has the same effect as letting the RNG advance once before the battle. (Whether the high cadet is real or not is determined when you hit him.)
Samsara
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I'm a little embarrassed by this video. It's a huge (to me at least) improvement to the first Tower. I *did* say I was going to have a clean, polished, optimized run of the Towers... :3 The earlier values are going to save me some more sanity. Thanks again. Sorry if I praise you a bit too much. >_>
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Active player (283)
Joined: 3/4/2006
Posts: 341
Might as well reveal some other stuff I found while hacking this game last year. I can't be bothered to format anything, so be warned. base damage = strength*(level+7)/8 + weapon power - defense*(enemy level+11)/12 minimum base damage = weapon power/32 rushing: 3/4 damage spinner: 5/4 damage slicer: 6/4 damage slider: 8/4 damage elemental properties (when applicable): 25%/50%/100%/150%/200% damage critical hit rate: (strength + 8 - target's strength)/128, minimum 4/128. Critical hits deal double damage. Attack damage varies based on certain bits in the timer (0042): bit 3 (0x008): do not adjust damage if set (ignore other bits) bit 2 (0x004): adjust by 1/4 if set, 1/8 if clear bit 8 (0x100): subtract damage if set, add if clear
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Posts: 61
I'm really excited for this run. You and Nitrodon are doing excellent research and it's really going to show in the end!
Samsara
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Edit: I managed to get the laptop working again. Admittedly, since the initial loss of the laptop at the beginning of the month, my motivation's been a bit down, but I can say that I've at least made some progress and saved a little over a second within the first 15000 frames. I should get on a steady schedule of working on this run within the week. Just gotta make absolutely goddamn sure this thing stays in one piece.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Player (198)
Joined: 12/3/2006
Posts: 151
I've been doing some research on long term planning of a Terranigma TAS and I wanted to share some of my findings: RedArmor Consideration The RedArmor increases STR by 13 which is roughly equivalent to 2.5 additional levelups. As a benchmark I will consider 2 scenarios for fighting the final boss:
  • At level 28 with HeroPike and RedArmor, average damage done is 20.
  • At level 30 with HeroPike but without RedArmor, average damage done is 15.
Now let's have a look time investments needed for both scenarios: RedArmor Time Investment needed Gem Collecting:
Location        Source  #Gems #Frames Speed
-------------------------------------------
Norfest         Chest    389     142  137.0
Mush            Chest    500     204  122.5
C. Indonesia    Chest    378     150  126.0
NW. Africa      Chests  1706     854   99.9
Greenland Cave  Chest    961     672   71.5
S. Indonesia    Chest   1403    1331   52.7
Louran          Grave    500     632   39.6
Deserted Ruins  Chest    378     485   39.0
Sylvain         Chest    651     843   38.6
Total 6867 Gems in 5313 Frames Buying & Equipping RedArmor: 1310 Frames Total time investment: 132s, 23f Grinding 2 Additional Levels: Best grinding spot: Neotokio sewers @ 61.9 exp/second Total experience needed: 10565 Level up text duration: 2x 9s Total time investment: 188s, 34f Conclusion: Getting the RedArmor requires a smaller time investment than grinding 2 additional levels and yields superior damage output. Therefore, getting the RedArmor is the superior option.
EnbuPike Consideration The EnbuPike can used during 2 bossfights:
  • Hitoderon in Great Lake Cavern (GLC)
  • GuardRobot in Beruga's Lab
To be able to determine the benefit of using the EnbuPike against these bosses, the estimated number of hits per time unit against these bosses is needed. I timed these based on the SDA speedrun:
Hitoderon:    3x 222 Life, 18 Sliders in 44 Seconds
GuardRobot:   1x 650 Life, 16 Slicers in 18 Seconds
The GuardRobot actually has 3 legs with 650 Life each, but I assumed each slicer can hit all 3. EnbuPike Time Investment needed
                      #Frames
Ressurecting Mu:       2337
Collecting before GLC: 4323
Collecting after GLC:  2419
Total (before GLC): 133 Seconds Total (after GLC): 95 Seconds The final information needed to get an accurate estimate of the benefits of using the EnbuPike is the grinding speed before and after both bosses. The optimal grinding spot before the bosses is the small room with 3 fishes in Great Lake Cavern, and after the bosses again the Neotokio Sewers: GLC Grinding: 36.2 exp/second Sewer Grinding: 61.9 exp/second I also assume that 1 level is gained in between both bosses by killing monsters on the way through Beruga's Lab. Now let's define semi-realistic boundary conditions for the TAS:
Start:  Level 20 in Great Lake Caverns
End:    Level 26 in Neotokio Sewers
And a few possible scenarios:
Scenario #1:  NeoFang against both bosses
Scenario #2:  NeoFang against Hitoderon, EnbuPike against GuardRobot
Scenario #3:  EnbuPike against both bosses
I calculated the optimal grinding strategy for all scenarios and found the following strategies: Scenario #1:
Grind in GLC to level 24           360s
Fight Hitoderon  (Lvl 24, 66 Dmg)   25s
Fight GuardRobot (Lvl 25, 25 Dmg)   29s
Grind in Sewers to level 26         68s +
                                  ------
Total:                             482s
Scenario #2
Grind in GLC to level 23           260s
Fight Hitoderon  (Lvl 23, 34 Dmg)   48s
Acquire EnbuPike                    95s
Fight GuardRobot (Lvl 24, 89 Dmg)    8s
Grind in Sewers to level 26        131s +
                                  ------
Total:                             542s
Scenario #3
Acquire EnbuPike                   133s
Fight Hitoderon  (Lvl 20, 69 Dmg)   24s
Fight GuardRobot (Lvl 21, 20 Dmg)   35s
Grind in Sewers to level 26        292s +
                                  ------
Total:                             484s
Conclusion: Skipping the EnbuPike (Scenario #1) is estimated to be only 2 seconds faster than using it against both bosses (Scenario #3). However, I believe in practice the difference will be larger in favor of skipping the EnbuPike due to the following reasons:
  • Equipping the EnbuPike was not taken into account and takes a few additional seconds
  • Collecting the EnbuPike interferes with the Gem (and possibly STR potion) collecting, causing another delay
  • The assumed grinding speed in Neotokio is a best-case estimate, and in practice can be as low as 49.5 exp/second. A smaller difference in grinding speed favors early grinding which is the case when skipping the EnbuPike (Scenario #1)
Therefore I believe skipping the EnbuPike entirely and using the NeoFang is the superior option. The SDA speedrun collects the 3PartRod instead, but doing this takes almost as long (85 seconds) getting the EnbuPike (95 seconds) and yields inferior damage. Using the GeoStaff is not worth it either, since both bosses have a 75% Earth resistance.
If someone wants to challenge the conclusions drawn above, I would be happy to defend them. It's also possible I made some calculation errors along the way: let me know if you find any!
Joined: 7/2/2007
Posts: 3960
The only thing I can think of is that collecting the EnbuPike would probably make it easier to kill enemies en route to GuardRobot. Aren't there several required fights, not to mention some really big (HP-wise) monsters, in that segment? This is obviously difficult to calculate, but could tip the scales. Also remember that you can hold off on equipping new gear until you're going into the inventory anyway (e.g. to equip RedArmor or use a Strength potion).
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Player (198)
Joined: 12/3/2006
Posts: 151
Derakon wrote:
The only thing I can think of is that collecting the EnbuPike would probably make it easier to kill enemies en route to GuardRobot. Aren't there several required fights, not to mention some really big (HP-wise) monsters, in that segment?
Actually, the strategy using the NeoFang does more damage than using the EnbuPike, so this point favors the NeoFang scenario. However, I realized the assumption that 1 level is gained in Beruga's Lab doesn't make much sense: going from 24 to 25 requires 1040 more experience than going from 20 to 21. Getting this experience in GLC actually adds about 29 seconds to Scenario #1, so maybe getting the EnbuPike CAN be helpful. I suppose the effects of the points I raised in the conclusion section should be quantified in order to make a more accurate prediction.
Samsara
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Gunty wrote:
(CALCULATIONS)
Holy crap, this is awesome. Thanks for this. I'm slowly getting my motivation back, although I'm probably not going to be making any new WIPs for at least another week. This is my birthday week, and I'm taking the time to bid farewell to my teen years. I WILL finish this. Trust me.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Player (198)
Joined: 12/3/2006
Posts: 151
I couldn't find any accurate enemy or weapon stats, so I made some lists myself. It's possible there are still some errors left, but I'm pretty sure it's the best you can get at the moment: Enemy Stats Weapon Stats I also made a short SMV completing Tower 1 some time ago: http://dehacked.2y.net/microstorage.php/info/153245825/terranigma_tas_demo.smv It contains the following timesavers that may be useful:
  • Faster method of climbing chains (or vines in different levels)
  • Levelling up while the door at the top of the tower is opening
The last one saves 119 compared to a normal level up, so it may or may not be worth it depending on your luck manipulation in the Red Huball fight.
Joined: 3/27/2010
Posts: 32
Does anyone still work on Terrangima?
Player (198)
Joined: 12/3/2006
Posts: 151
Well, I recently did some more research and I wanted to share the following findings:
  • Getting all 4 STR Potions saves at least 90 seconds over skipping them all.
  • Skipping the EnbuPike saves about 15 to 20 seconds, compared to using it on Hitoderan and GuardRobot.
The reason why skipping the EnbuPike turned out to be faster is because the assumption of being level 20 when starting the Great Lake Caverns (as stated in my previous calculations) is not very realistic. This is because level 20 should already be reached in Sylvain Castle, for fighting the 2 Soul Knights. For the record, this is how the last part of the optimal level progression for a TAS would look like:
  • Start of Sylvain Castle: Level 20
  • Just before fighting Hitoderon: Level 23
  • Just before fighting GuardRobot: Level 24
  • Just before fighting Dark Gaia: Level 27
The large grinding sessions will be the Parasite fight (?), Louran graveyard (~lvl 19, 5 minutes), Great Lake Cavern (~lvl 23, 3 minutes) and Neotokio Sewers (~lvl 27, 4 minutes).
Samsara
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Joined: 11/13/2006
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ZidaneTribal wrote:
Does anyone still work on Terrangima?
Believe it or not, yes! I've been really busy lately, but I've been finding (really) small periods of time to work.
Gunty wrote:
(more awesome calculations)
Not sure if I mentioned this earlier, but I was planning on picking up all the STR potions. Definitely helpful to know it saves time! The grinding spots/calculations are also extremely helpful. :3 And great finds on some of the Tower 1 stuff! I started over (again) and it's wonderful to have some extra improvements to incorporate. While I'm here, timesaver! Saves about three frames. Link to video
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 4/30/2008
Posts: 39
I'm just posting here to mention how awesome and underrated this game is, and how an eventual TAS of it will be fantastic.
Player (198)
Joined: 12/3/2006
Posts: 151
Awesome timesaver :-) Also, one technique I forgot to mention (used in the smv I posted earlier): by running into corners diagonally, you can boost yourself 1 pixel ahead. I'm not sure if you already knew, but I thought I'd mention just in case. Also also, regarding the EnbuPike: ignore what I previously said. I further corrected my previous calculations and the difference is just too small to make an accurate guess on which route is faster. I would say collecting the EnbuPike before GLC would be the most entertaining option since that would eliminate one grinding session entirely (at the cost of one longer grinding session in the sewers)
Player (198)
Joined: 12/3/2006
Posts: 151
Here's a video on how Parasite grinding could look like in a TAS: Link to video This comes down to about 13.6 Exp/sec, which could even be higher with improved luck manipulation. This is the fastest place to gather experience until Louran graveyard, which means that enough experience should be gathered here to be at an adequate level for taking on Dark Morph in Eklemata (level 15 I'd say).
Skilled player (1091)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Very nice manipulation. This is probably the game that I'd most like to see TASed that hasn't already been done. It's good to see that things are happening in this thread.
Joined: 6/5/2010
Posts: 18
Just wanted to say that I'd definitely love to see a TAS of this game. Unfortunately I probably don't have enough knowledge to be helpful TASing Terranigma, but I'm following this thread quite some time now and I'm always happy when there is some new progress / discovery / post. I would be very glad if there will be a TAS of this game some day.
Joined: 3/27/2010
Posts: 32
NinG wrote:
Just wanted to say that I'd definitely love to see a TAS of this game. Unfortunately I probably don't have enough knowledge to be helpful TASing Terranigma, but I'm following this thread quite some time now and I'm always happy when there is some new progress / discovery / post. I would be very glad if there will be a TAS of this game some day.
I agree. Gonna learn some of the advanced TAS methods and contribute to this games TAS development.
Player (198)
Joined: 12/3/2006
Posts: 151
I'm currently making some Lua scripts that could help when making a Terranigma TAS. I currently have an RNG watcher (also shown in the previous video), a graph showing the damage fluctuations (-1/4, 1/8, 0, +1/8, +1/4) and a timer to keep track of Exp gathering speed. Here's the same Parasite video as before using the new Lua scripts: Link to video Some things I would like to add are enemy health bars, and a script to help movement optimization by showing a collision map of the current area.
Joined: 7/2/2007
Posts: 3960
I don't get the purpose of the scrolling tri-ominos, but otherwise nifty. Is it really the plan to be level 1 at this point in the game? O_o
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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