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Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Well... that sucks. I can't see any good reasoning for that. Oh well. At least you can still pick up some Lores from the Veldt, right?
hi nitrodon streamline: cyn-chine
Joined: 8/1/2006
Posts: 40
Zurreco wrote:
Well... that sucks. I can't see any good reasoning for that. Oh well. At least you can still pick up some Lores from the Veldt, right?
The only enemies that appear on the Veldt are ones that you've already fought elsewhere. The no exp thing is annoying for normal purposes, but golden for low level runs, who fight there repeatedly as a way to build up AP without gaining EXP. I think the reasoning for it is that the monsters on the Veldt are significantly weaker than their normal counterparts oustdie.
Joined: 9/7/2005
Posts: 144
Location: Las Vegas, Nevada, USA
compucomp wrote:
I think the reasoning for it is that the monsters on the Veldt are significantly weaker than their normal counterparts oustdie.
Pretty sure the game calls the same formations and monsters that it uses everywhere else, just without awarding experience.
This guy are sick.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
compucomp wrote:
The only enemies that appear on the Veldt are ones that you've already fought elsewhere.
Right, but there are enemies with Lores that you encounter before you get Strago in your team, so it's still appropriate.
hi nitrodon streamline: cyn-chine
Joined: 11/28/2004
Posts: 138
Sort of a necro post here, figured this would be the best place asking for this. Currently playing through this game again and I'm looking for some memory adresses, especially the adress which contains the health for most of the bosses.
The best time you have is the time you share with other people.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
Squ4ll- wrote:
Sort of a necro post here, figured this would be the best place asking for this. Currently playing through this game again and I'm looking for some memory adresses, especially the adress which contains the health for most of the bosses.
I wrote a lua script for ff6 some time ago, and it might contain some of the information you need. It is described here: http://tasvideos.org/forum/viewtopic.php?t=6539&postdays=0&postorder=asc&start=129
Post subject: possibly 100% final fantasy 6? (3)
Joined: 6/30/2010
Posts: 17
Location: Ontario, Canada
Well I enjoyed seeing a normal TAS of final fantasy 6. But I would also enjoy seeing a 100% run. Seeing no one else is doing it or planning on doing it (from what the search has shown) Maybe I can give it a try. First off, would any one be interested on watching it? Is it worth doing? Can me, some one with 0% TAS experience be able to do so? For ff6 100%.... I say all characters, and espers (except Odin) would be considered 100% , do you say? And maybe all side bosses? (like the dragons) Also I beaten FF6 2 or 3 times but never 100% XD So I'd need good routes to follow and such. DISCUSS!
arflech
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Joined: 5/3/2008
Posts: 1120
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Player (80)
Joined: 7/7/2008
Posts: 873
Location: Utah
It seems that your description of a 100% run would only count in the World of Ruins.
Player (160)
Joined: 5/20/2010
Posts: 295
Hi, zeeky. I saw your thread about 100% FF6. It was locked, so I’ll reply here. In my opinion, it’s natural that everyone starts to think about 100% run, so did I. To think it honestly, however, other bosses are to be beaten by ES/777, V/D or like something. They may look cheaper way and repetitive. Even worth, movie itself would be nearly five hours, which is longer. So I doubt it is entertaining. But if you’d like to do, I’ll support you. I’ve ever seen route and strategy somewhere, maybe on SDA. EDIT: Thanks, sgrunt
sgrunt
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Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Merged discussion from the 100% thread and a post from the Newbie Corner on this subject.
Joined: 6/30/2010
Posts: 17
Location: Ontario, Canada
If no one is planning on doing a 100% I can possibly give it a look at. Tho I dont know any routes or any good strategy's.. One of my fav snes games so :P Tho I my self never beaten it 100%
It seems that your description of a 100% run would only count in the World of Ruins.
Well not much else can be asked for a 100% for this game.
Limne
Any
Joined: 2/24/2010
Posts: 153
100%? I don't think that would offer anything extra unless it were also a playaround, but that might not be such a bad idea. Seriously, the current movie suffers from an over-reliance on Joker Doom. Given the sheer quantity of glitches in this game though I think there's a lot to show off. Evade being a double of Magic Evade? Blind Doing Nothing? That Rage that allows you to confuse bosses, psycho Cyan... Those aside, I've never even seen the desperation attacks.
Player (36)
Joined: 9/11/2004
Posts: 2631
Erroky's TAS using a few desperation attacks. Youtube user cavesofnarsche has all of them in his or her playlist.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Post subject: Final Fantasy VI: Possible Major Glitch?
Player (203)
Joined: 1/24/2011
Posts: 108
Okay, here's the scoop: while experimenting with the sketch bug on a v1.0 ROM, I ended up finding a major glitch - when one character attacks with the Goggles equipped as a weapon while another one opens his/her Magic menu, the magic and item menus can get mixed up. This results in battle-usable items casting spells, usually desperation attacks, Interceptor's attacks, or enemy-only spells. I made a short video of this glitch in action: Link to video (this video was done in realtime - I can get it to work on the first try with frame advance) Being able to use desperation attacks at any time (and any number of times) during a battle has the potential to speed up much of the WoB. Also, if you use an X-Potion in the glitched Magic/Item menu, it will use BabaBreath, a nice OHKO against anything. And since it doesn't actually consume items, you can BabaBreath over and over again with just one X-Potion. There's just one problem: this requires the Sketch Glitch to pull off, and by that time, you have Joker Doom and other such OHKOs that require far less setup time. That's when I realized that this would be perfect for a run of the Japanese version, since you can use the "equip anything" bug to weaponize your goggles once you reach South Figaro. The only problem is that the goggles don't seem to have the same effect in the Japanese version as they do in the US version. If there's anyone here who can potentially help figure out how/why the goggles glitch works, why it doesn't work in the JP version, and if there's any way to make it work there, I'd really appreciate the help. I feel like I'm on the cusp of a major time-saving glitch, but my skill at RAM watching and such just isn't good enough to figure out how this works (or doesn't) by myself. I can provide savestates if it will help with the search.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Former player
Joined: 11/13/2005
Posts: 1587
I merged the new topic to the existing topic. It's encouraged to post in the existing topic instead of creating new ones, so that all the useful information is in one place.
Post subject: Re: Final Fantasy VI: Possible Major Glitch?
Player (160)
Joined: 5/20/2010
Posts: 295
Tanooki Teabag wrote:
Okay, here's the scoop: while experimenting with the sketch bug on a v1.0 ROM, I ended up finding a major glitch - when one character attacks with the Goggles equipped as a weapon while another one opens his/her Magic menu, the magic and item menus can get mixed up. This results in battle-usable items casting spells, usually desperation attacks, Interceptor's attacks, or enemy-only spells. I made a short video of this glitch in action: Being able to use desperation attacks at any time (and any number of times) during a battle has the potential to speed up much of the WoB. Also, if you use an X-Potion in the glitched Magic/Item menu, it will use BabaBreath, a nice OHKO against anything. And since it doesn't actually consume items, you can BabaBreath over and over again with just one X-Potion. There's just one problem: this requires the Sketch Glitch to pull off, and by that time, you have Joker Doom and other such OHKOs that require far less setup time. That's when I realized that this would be perfect for a run of the Japanese version, since you can use the "equip anything" bug to weaponize your goggles once you reach South Figaro. The only problem is that the goggles don't seem to have the same effect in the Japanese version as they do in the US version. If there's anyone here who can potentially help figure out how/why the goggles glitch works, why it doesn't work in the JP version, and if there's any way to make it work there, I'd really appreciate the help. I feel like I'm on the cusp of a major time-saving glitch, but my skill at RAM watching and such just isn't good enough to figure out how this works (or doesn't) by myself. I can provide savestates if it will help with the search.
For your reference, the TAS with sketch bug was completed by Catastrophe. -> http://tasvideos.org/forum/viewtopic.php?p=103013#103013 Your discovery may improve the run but I’m not familiar with sketch bug. So I won’t make a new run.
Post subject: Re: Final Fantasy VI: Possible Major Glitch?
Player (203)
Joined: 1/24/2011
Posts: 108
neo_omegon wrote:
For your reference, the TAS with sketch bug was completed by Catastrophe. -> http://tasvideos.org/forum/viewtopic.php?p=103013#103013 Your discovery may improve the run but I’m not familiar with sketch bug. So I won’t make a new run.
I've seen Catastrophe's sketch bug run, but I'm thinking about something different. My goal is to find a way to get a similar (if not identical) effect using the "Equip Anything as a Weapon" bug in the Japanese version.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Wren
He/Him
Joined: 4/11/2005
Posts: 196
Location: Michigan
There was a rather lengthy debate to decide why we shouldn't use the (J) version. >_<
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Active player (436)
Joined: 9/27/2004
Posts: 650
Location: Canada
If there are specific glitches on the J version that make a faster more glitchy run possible, well, I would watch that run anyway.
Joined: 5/25/2010
Posts: 1
Location: Canada
Something odd I found, and figured some of the people here may be interested in. If you have Gogo mimic a 7-7-bar joker doom you used to kill the first tier of the final battle, going into the second tier, you don't get the normal "blank" joker doom. Instead, he casts another doom, but it only hits three of the four parts of tier 2, leaving the tiger guy alive. Then, you can mimic it again to get the 0 target cast, and a third time to actually kill the last part of the tier. Seems a bit weird, my guess is that for some reason the game just slides 3/4's of tier 2 into the positions of the first tier, so when the game checks to see if they're dead as you mimic the joker-doom, it finds new, doom-able targets. (If I understand MasterZED's slot faq correctly, and I am just making this up.) Has anyone here ever seen this? I tried it a few times, and it consistently happens, but other people confirming it isn't some anomaly on my emulator would make me feel a bit less confused as to what's happening, at least. A quick edit: If you kill a part of the first tier (break the lower arm), then joker-doom, you don't get all 3 parts doomed on the second tier when you mimic, so I think my theory above is right.
Player (203)
Joined: 1/24/2011
Posts: 108
Treyn wrote:
Something odd I found, and figured some of the people here may be interested in. If you have Gogo mimic a 7-7-bar joker doom you used to kill the first tier of the final battle, going into the second tier, you don't get the normal "blank" joker doom. Instead, he casts another doom, but it only hits three of the four parts of tier 2, leaving the tiger guy alive. Then, you can mimic it again to get the 0 target cast, and a third time to actually kill the last part of the tier. Seems a bit weird, my guess is that for some reason the game just slides 3/4's of tier 2 into the positions of the first tier, so when the game checks to see if they're dead as you mimic the joker-doom, it finds new, doom-able targets. (If I understand MasterZED's slot faq correctly, and I am just making this up.) Has anyone here ever seen this? I tried it a few times, and it consistently happens, but other people confirming it isn't some anomaly on my emulator would make me feel a bit less confused as to what's happening, at least. A quick edit: If you kill a part of the first tier (break the lower arm), then joker-doom, you don't get all 3 parts doomed on the second tier when you mimic, so I think my theory above is right.
Your theory makes sense. Mimic is a very strange and buggy ability - try using it alongside Quick and Jump and Gogo will start doing very unpredictable things. I'm not surprised that it would have trouble with the targeting on Joker Doom, especially since you're not even supposed to be using it in that fight.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Post subject: Equip Anything (JP)
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
After I finished my run I tested the equip-anything glitch pretty extensively on the Japanese version. I'd rather make a movie in English, but I figured I could make the movie more interesting with captions. The non-battle text is barely legible, anyway. My testing procedure was this: 1. Make a savestate right outside of Narshe, one step from a random battle. 2. For each item 0-255: 2a. Is this item something that Terra could normally equip? If so, next item. 2b. Hack it into Terra's weapon slot. 2c. Step once. Battle. 2d. Attack with Terra and observe. 2e. Next item. The plan was, if I found anything useful, I'd figure out how to get that item later. Most items did nothing or produced a normal effect. A couple items produced graphics glitches, but nothing that could have in any way corrupted memory. Or so I thought. What I didn't test for though, was what you just did. I never tried attacking with each item while a submenu was open. Nor did I test any of them with a full party of 4 members. I did test every item against a few different monster formations, but I probably never found anything useful or else I would've made a new run. And since I was testing from a fresh save file at the start of the game, I probably did all of my tests against mould 1. The glitch that I was looking for is probably still out there. I can pretty easily guess why using an X-Potion (0xEA) from the spell menu would "cast" BabaBreath (0xEA). I bet a Crystal would cast Ultima. I can't help you on the Goggles thing though. It's probably just a bad animation script, which is going to have results specific to each version. You may as well just test every possible item and go with whatever works. It sounds like a pain, but it's not so bad.
Joined: 8/1/2004
Posts: 178
I am really thinking of starting a 100% run of this game. At least 1 of every item Perfect Stats All Treasures All Characters All Levels All Spells All Rages All Lores All Dances In my opinion there's no need for 99 items, for reasons I'm sure people understand. But in my own view I imagine there's some way to overflow the items back to 0 anyway, using some bug. (All hypothetical; I don't really know. But the mere thought of that probably existing makes me think that it sounds better to get at least 1 of each item, in order to fill up the entire item list obviously, instead of wasting away at 99 items, of which some can't even be obtained as such.) Max GP also seems arbitrary and tedious; no one cares about watching Relm with the Cat Hood fighting Cactrots. ...That reminds me, optimizing magic points is going to be hell; ... may as well equip the Cat Hood!! Not sure which Ragnarok I'd get. But that's almost the least of my worries for this immense task ahead. Also I really wish I could use Bizhawk for this but I'd need a really good computer. Should I wait til the end of the year to "Maybe" get an uber computer? Might take that long to plan, anyway. Or play with 1.52 or something? ... Oh yeah I'm thinking it'll be the (based) English SNES version (not sure about 1.0 vs. 1.1), since it wouldn't be published here anyway, considering the other arbitrary preferences. What's everyone's thoughts. Thought dump! (Aside from that, I'm going to attempt a ton of planning myself beforehand.) Maybe Catastrophe would have some interest (or contradictions for my choice of definitions). Maybe this thread is on page 4 because of GBA lol. (Some preliminary thoughts) Gotta start with planning how much GP I need at the beginning of the game. ... Simultaneously, I'm thinking I need to run into only the battle formations that would matter on the Veldt (and/or figure out which formations are stubborn on the Veldt -- if any, since I have no clue of much of the deeper mechanics for this game; but luckily there are tons of resources to read). ... In a console run, I think it's best to revisit the Veldt multiple times --- for (beginning of the game) Low Level, i.e. Perfect Stats later in the game --- by going through Lete River, and all that tedium. But I'm hoping with heavy manipulation, I don't need to have anyone learn many spells to help me during the Magitek cart ride. I'm 80 hours into casually trying to get 100%, on console. I've come to the realization that magic isn't necessarily the best stat to level up. You can only get one Gem Box in the entire game, yet there are so many ways to attack multiple times, which also can have a chance to cast spells. ... I need to figure out a good way to balance magic attack, strength, speed, since enemies usually get hit for 9999 at level 99 anyway due to battle power or something. Dumping a lot into speed isn't necessarily good; it takes a lot to make much difference.
<^>v AB X LR s
Joined: 7/2/2007
Posts: 3960
Well, follow your bliss, I guess. I'm sure there's people who would watch it. You're going to have trouble coming up with a good definition for "perfect stats". Grinding every single character up to 99 (including Umaro?) is going to take awhile, too. Are you planning to teach every spell to every character? Figuring out a good grinding strategy is going to pay big time dividends...assuming you care all that much about optimization. I can't remember if the Esper Ragnarok gives access to items you can't get otherwise. Obviously if you wanted "max" of every item then you'd need it for Metamorph...unless there's some infinite supply of the random-esper battle item that I'm forgetting. Even ignoring that, though, Ragnarok/Illumina are just swords; very nice swords, of course, but there's plenty of other perfectly adequate weapons in the game. The esper is much harder to replace, even if it isn't very useful.
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