Joined: 9/30/2007
Posts: 103
Current WIP: http://dehacked.2y.net/microstorage.php/info/1726158095/ShadowrunWIP3.smv Since the arena battles has been my first real battle, some small notes: Enemy hits can be manipulated by shooting at different times, although I'm not sure how it works (sometimes, it simply doesn't). Also, manipulating for 3's is better, so I didn't bother testing this too much. Moving the cursor changes the pattern. Moving in a direction for 1 frame gives one pattern, moving for 3 or more gives another etc. When you get hit, there's a small window (4 frames, I believe. Might differ from weapon to weapon and so. Needs more testing) where you can't fire. I still haven't found out how to maximize damage from grenades, so until I figure that out, I'm afraid The King will be hard to beat. Current status: Arrive at caryards - 3 karma Samurai - 300 - 5 karma Heavy - 700 - 6 karma Heavy - 1000 - 9 karma Mage - 2000 - 10 karma (next opponent) Mage - 3000 - 12 karma Samurai - 4000 - 13 karma King - 4000 - 17 karma After beating these, I'll buy the T-250, take on one more arena foe, then do the cortex sequence (seems to be the fastest way). 3 karma goes to upping strength. Should I spend the rest on body, save for upping Powerball (if I learn to manipulate it correctly, it could become a powerful weapon before the assault weapons) or something else entirely?
Post subject: Possible Karma uses
Joined: 3/25/2010
Posts: 34
Neophos: Maybe just use Karma on Firearms to avoid manipulation delays? That's probably going to speed up fights significantly more than Body. You might be right about Powerball + Magic being the right plan for the TAS, as that also could speed up fights. Of course there's the possibility of the even quicker and dirtier way of doing a pure avoidance plan and just acquiring + building leadership to luck manipulate a mercenary through the second half of the game with boosted equipment we give him (mostly ignoring Jake) and using the base stats + manipulation for the first half. This of course requires timing entire battles rather than individual hits, but cuts down on user input and is at least in theory the best way to go about it as the time to build nuyen from computer hacking will definitely be significantly less than the time to build an acceptable amount of karma fighting enemies.
Post subject: So, posting replies to 2+ year old posts is not the best?
Joined: 3/25/2010
Posts: 34
Checking dates before posting is an awesome idea. That said, I'm thinking I might make this game my first TAS. Is there still any interest here?
Joined: 10/3/2005
Posts: 1332
Necrobumping is better than making a duplicate thread on this forum. It keeps all the information reasonably centralized, and then future runners know where to find it. I for one am definitely still interested in seeing this game finally completed. In fact, I'd been planning to beat the king myself for about a year and a half. Never got around to it for a bunch of lame reasons. :/ Keep us posted if you decide to take this up.
Joined: 3/25/2010
Posts: 34
Dromiceius, would love to see your WIP on this. Will be taking a look at Neophos's later, assuming that link still works. I'm working on a route right now, seeking to figure out how much manipulation will be needed. Might use the arena trick on the King if it actually even saves frames or is necessary. Considering how many different things affect the RNG in Shadowrun and how many frames we have to operate (34 between shots, need to have cursor back to target and shoot on frame 35) there is a lot of potential for luck manipulation here if I can figure out how the game calculates everything. There will likely be a LOT of rerecords but within the boundaries of the programming of the game I expect there are plenty of ways to set up perfect battles with minimum delay.
Joined: 10/3/2005
Posts: 1332
I was actually going to pick up at the end of Neophos' WIP. My plan was to write an input macro in Lua, have that do the luck manipulation in the King battle, and then post it back to the thread.
Post subject: Neophos's WIP
Joined: 3/25/2010
Posts: 34
Just watched through this, only saw a couple of small points where more optimization could have been done. Overall, very impressive and a good starting point for the SR TAS. It's interesting to get specifically 3 grenades; are those maybe killing the Troll Decker in the Arena? I could see that being extremely hard to manipulate (needing to hit 3x 1 in 52 shots (after building Firearms some) all in a very small time window and hit him with a gunshot immediately afterwards). It probably should be 4 or 0. Hiring Hamfist seems to pay for itself in frames saved grinding Ghouls in the graveyard (which does seem necessary, that's in my route also). Optimizations through the first part of this that may be available: Put on the Shades when equipping the Baretta (saves opening menu an extra time before Morgue) If doing 0 Grenade route, don't talk to Hitman again (does not apply to Neophos's route) Get "Shadowrunners", "Hiring" and "Datajack" from the Club Manager instead of the Lone Star seller (this also avoids talking to another kid in the Caryards later, since Datajack is required.) Ignore the Paperweight? Again, this is route dependent. Give Tickets to the bouncer earlier. I'm not sure if there's a window to do this while the call to Glutman's Office is occurring (I don't think so, I vaguely remember not being able to use the menu while a call is starting) but I think it saves frames to do it in between the calls because of how slowly he moves his fat "frame" out of your way. Time for some updates: Good news! The King can be Arena-Tricked VERY quickly and almost fully on the screen because of the way the camera scrolls right while Jake moves North-South but King doesn't recognize him as moving closer to "unfreeze". In more good news, the Drake fight will be insanely easy, as during both of his "phases" (fire-only, and then freezy time) there are spots to stand where you're 100% safe. I just found these while working through a couple of possible Drake fights for the prospective TAS. More unfortunate though: Guiding a runner through the last half of the game just doesn't work sensibly; it's a handicap. Because of Boosted Reflexes and all the free karma Jake gets, he ends up being more efficient on his own. The only times I can see a runner being useful/necessary for the TAS would be Jetboy for the extra nuyen at Rust Stilettos and possibly Norbert to speed up some of the later areas. An emormous karma grab is possible in a very short amount of time at Drake Volcano using the Gold Naga trick and a Runner, but of course the hotel is the opposite direction of Aneki after getting out of Drake, so that's a choice of evils issue also. The route may dictate not going back to sleep at that point to save a lot of time. If time is lost in the needed manipulation to make sleeping not necessary there, then the Naga trick maybe comes back on the table. And to really grind the knife in, it's not possible to completely skip Bremerton even though the Jester Spirit is wholly unneeded against Drake. There's no other place in the game to learn the "Volcano" keyword. This is a real shame because that would also allow us to skip Dark Blade. Sigh. Also, the end of the movie might be a little boring, with something like 50% of it comprised purely of the load screens for various computer interfaces, which get longer and longer. Also, Dromiceius, need your help some as I'm not an expert on this yet. How easy is it to find memory addresses on SNES and have them display? It would be VERY helpful to find Drake's HP (since his head will be barely on screen and the numbers not visible for the majority of that conflict) and I'm not sure what else I do need to find. Though it looks like Drake's HP will be somewhere in the 7E2Fxx memory bloc, so not too hard to find. I'm working on a couple of possible routes for this now. Will provide updates as they're available.
Joined: 10/3/2005
Posts: 1332
I don't know the game well enough to comment on the route, but it definitely sounds promising.
Shyft- wrote:
Also, Dromiceius, need your help some as I'm not an expert on this yet. How easy is it to find memory addresses on SNES and have them display? It would be VERY helpful to find Drake's HP (since his head will be barely on screen and the numbers not visible for the majority of that conflict) and I'm not sure what else I do need to find. Though it looks like Drake's HP will be somewhere in the 7E2Fxx memory bloc, so not too hard to find.
To display a value we only need this snippet of Lua code:
while true do
    gui.text(0,0, memory.readbyte(0x7e2fXX))
    emu.frameadvance()
end
To get the display to line up with an enemy, we can also substitute the "0,0" with a memory.readbyte() of the enemy's X and Y coordinates, respectively. Getting coordinates is tricky sometimes— they're often two-bytes long, meaning that we'd need to call readword instead of readbyte. In many cases, the raw coordinates also need to be offset by the "camera" position in order to print the value on-screen. You might also have to add guards so that gui.text doesn't try to write offscreen if the enemy data is invalid. Probably not worth the trouble in a game where there are only ever a few enemies on the screen at once. Edit: and if all you're doing is drawing a memory address to the screen, then you should be able to use a button in the Snes9x cheat search dialog marked "watch", rather than use Lua.
Joined: 9/30/2007
Posts: 103
Shyft- - Great that you're interested in this! It somehow just got shoved away to do other stuff for me, but I wouldn't mind restarting it. My route is probably not optimal, and I'll have to see if you can do a DPS that's worth it with the magic bomb compared to the weapons. The karma probably isn't needed anymore by the time you get to Volcano, so the Naga trick is probably meaningless. A bot that brute forces luck manipulation during fights would be extremely useful.
Joined: 4/26/2010
Posts: 46
Location: Albuquerque, NM
sp0n wrote:
The graveyard seems awesome for earning nuyen (from the crypts) very early.
This is the best place in the game for nuyen. I would backtrack all the time until Jake got his cyberdeck fixed (IIRC.)
Games to TAS: 1. Rampart (NES) 2. Pokemon Yellow (GB) 3. Aladdin (SNES) 4. Shadowrun (SNES) ----- <sonicsonic3> and please tell me...WHAT IS THE BACK LONG JUMP CODE!? [on SM64's BLJ]
Joined: 9/30/2007
Posts: 103
http://dehacked.2y.net/microstorage.php/info/1169946961/Shadowrun%20-%20move%20outside.smv While playing a bit lazily I randomly stumbled upon this. I was walking out from the station, got attacked by a Hitman and the camera stopped following me. The result was that I could move around a bit like I pleased. You'll notice the Hitman doesn't keep attacking me, but I still seem to follow the rules of the current map (exits etc), so if we manage to find out how to repeat this glitch, it could be very useful for getting through the towers without need for invisibility or the like. I hate that I wasn't recording when it happened. The end of the movie is me trying to recreate the glitch, failing.
Player (85)
Joined: 7/25/2011
Posts: 58
Shadowrun was one of my favorite games growing up, so I'm going to work on getting us a completed speedrun. I currently have a test run up to the car yards. I had wanted to wait and post a test run that completes the game, but I got excited with the progress and wanted to share. (Emulator is snes9x 1.43 v17) http://dehacked.2y.net/microstorage.php/info/668620201/Shadowrun%20v4.smv Inspiration for the work so far came from the WIPs and discussions in this and the prior WIP thread (Thread #4277: ), as well as two speedruns on youtube. However, going forward my route will be based on the below walkthrough. http://www.gamespite.net/talkingtime/showthread.php?t=4850 Essentially, the plan is to skip the magic quests (except for heal) and rely on shadowrunners for spells and DPS. I will also keep Kitsune alive for the entire game, which should give the "best" ending. Potential improvements for the final version 1) I purchased grenades from the business man to help in the car yard, but I may revisit this. I think the fastest approach to the car yards would be to fight the ferocious orc and the king without resting, and postpone boosting my stats until I am ready to leave. Grenades should help with that, but may not be worth the time it takes to purchase them. 2) I'm sure there are tricks I won't discover until I'm deeper into the run, so I have not bothered trying to get through each and every screen perfectly (this is just a test run). I have however optimized sections that use the cursor and the menus, and barring discovery of other tricks I will use these inputs in the final run. 3) I haven't started looking for RAM addresses yet, but if anyone knows some good ones I would appreciate the help. Also, Shyft, can you please let me know where those safe spots are for the fight with Drake? The next few months get busy for me at work so progress may be slow, but I'm excited about this run and promise to see it through till the end.
Player (85)
Joined: 7/25/2011
Posts: 58
The below WIP gets me through the ferocious orc without resting. However, I haven't been able to kill the king in the same run. I know it's possible to get through the fight with 9 health, since Maximus only lost 6 on his attempt. I tried all sorts of positioning glitches, but I think I just need to go toe-to-toe with him like Maximus did in his earlier WIP. http://dehacked.2y.net/microstorage.php/info/1227413011/Shadowrun%20v4.smv I just have to laugh at these fighter brothers. One says he'll teach me the meaning of pain then promptly dies. The other says he'll avenge his brother and promptly runs away. In response to my earlier post, grenades is definitely the way to go for powering through the arena.
Post subject: shadowrun wip1: youtube
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video
TheHepper wrote:
The below WIP gets me through the ferocious orc without resting. However, I haven't been able to kill the king in the same run. I know it's possible to get through the fight with 9 health, since Maximus only lost 6 on his attempt. I tried all sorts of positioning glitches, but I think I just need to go toe-to-toe with him like Maximus did in his earlier WIP. http://dehacked.2y.net/microstorage.php/info/1227413011/Shadowrun%20v4.smv I just have to laugh at these fighter brothers. One says he'll teach me the meaning of pain then promptly dies. The other says he'll avenge his brother and promptly runs away. In response to my earlier post, grenades is definitely the way to go for powering through the arena.
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
I have a few RAM addresses, though I haven't really validated them. Some of the don't even have a name (sorry about that) so you'll have to decipher them. It seems that the RAM address for your X and Y positions differ depending on your location. Anyway, here they are:
00000	7E0E86	b	u	0	X pos pix
00001	7E0EDE	b	u	0	Y pos pix
00002	7E0EDF	b	u	0	Y pos big
00003	7E0E87	b	u	0	X pos big
00004	7E0CE0	b	u	0	Screen X pix
00005	7E0CE2	b	u	0	Screen Y pix
00006	7E0CE1	b	u	0	
00007	7E0E9A	b	u	0	Outside X pix
00008	7E0EF2	b	u	0	Outside Y pix
00009	7E0FA2	b	u	0	
0000A	7E01F1	b	u	0	Hand X local pix
0000B	7E01F3	b	u	0	Hand Y local pix
0000C	7E01ED	b	s	0	Cursor X speed
0000D	7E01EC	b	u	0	
0000E	7E01F0	b	u	0	Scr X subpixel
0000F	7E1C92	b	u	0	RNG 1?
00010	7E2F24	b	u	0	Enemy 1 HP
Also, for reference, here's the SDA speedrun in 1h 35min: http://speeddemosarchive.com/ShadowrunSNES.html
Player (85)
Joined: 7/25/2011
Posts: 58
You two are awesome. antd, thanks for posting that WIP. Randil, those RAM addresses are just what I was looking for. I'll need to play around with them, especially the RNG. What makes the king fight tough is that the only thing I'm currently using to advance the RNG is timing of shots, but a lot of shots that would change the RNG to stop me from taking damage are either misses or absorbed by the King's armor. Can't have missed shots in a TAS. In my experience, the only other thing that changes it is movements by your character. IE, if you move the cursor enough that he looks a different direction, that affects RNG. Other posters have said just moving the cursor by 1 or 3 frames affects it, but that hasn't been my experience, so maybe that RAM address will help me determine what exactly I need to do. That other speedun is also on youtube at the below link. I think a lot of what makes it so long is that the author used actual saves throughout the game, rather than playing through in one go like I will. My 9 minute run gets me to around part 9/21, which is approximately 21.5 minutes into his run. Plus I'm taking a quicker route than they used. I think mine will definitely be under an hour, and possibly even below the half hr forty five minute mark. http://www.youtube.com/watch?v=6mNEUg4e-WU&feature=related EDIT: I think the address for RNG is 7E1705. It changes when the damage I take from the King changes, and does not change, even after I fire, if the damage is the same.
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Oh! I almost forgot - I also have a very useful lua script that can set your equipment or stats to anything you'd like - this should come in handy if you want to test whether or not a new weapon or a slightly different stat setup makes a difference. If you're not too familiar with lua scripting in emulators, let me know, I can guide you through it.
Language: lua

--BELOW ARE THE VALUES THAT YOU WANT --set allweapons to 1 if you want to get all weapons in your weapons list allweapons=1 --set allarmors to 1 if you want to get all weapons in your armor list allarmors=1 --don't set this higher than 16 711 679 nuyen=1000000 --don't set hp higher than 200 hp=30 --don't set mp too high mp=0 --boosted reflexes boosted=0 --stats: --changing body will NOT change your max hp, though the game will think that you have this body-value --to change your max hp, change value of "hp" above body=3 --1 exp = 1/8 karma, don't set exp greater than 7 karma=100 exp=0 --don't set any below 1 or higher than 6 strength=6 charisma=6 computers=6 powerball=6 heal=6 invicibility=6 armor=6 summon=6 freeze=6 --don't set firearms greater than 16. setting it greater than 7 has no effect firearms=1 --DO NOT TOUCH ANYTHING BELOW --------------- --------------- --------------- nuyenp1=math.mod(nuyen,256) nuyenp2=math.floor(nuyen/256) nuyenp3=math.floor(nuyen/65536) memory.writebyte(0x7E3C0D,nuyenp1) memory.writebyte(0x7E3C0E,nuyenp2) memory.writebyte(0x7E3C0F,nuyenp3) --set current hp: memory.writebyte(0x7E33DE,hp) --set max hp: memory.writebyte(0x7E3C00,hp) --set current mp: memory.writebyte(0x7E3C96,mp) totexp=8*karma+exp expp1=math.mod(totexp,256) expp2=math.floor(totexp/256) expp3=math.floor(totexp/65536) memory.writebyte(0x7E3C11,expp1) memory.writebyte(0x7E3C12,expp2) memory.writebyte(0x7E3C13,expp3) memory.writebyte(0x7E3BFD,strength) memory.writebyte(0x7E3BFF,charisma) memory.writebyte(0x7E3C01,firearms) memory.writebyte(0x7E3C04,computers) if allweapons==1 then memory.writebyte(0x7E2F2F, 0xB2) memory.writebyte(0x7E2F30, 0x08) memory.writebyte(0x7E3079, 0xB2) memory.writebyte(0x7E307A, 0x08) memory.writebyte(0x7E3097, 0xB2) memory.writebyte(0x7E3098, 0x08) memory.writebyte(0x7E309C, 0xB2) memory.writebyte(0x7E309D, 0x08) memory.writebyte(0x7E30A1, 0xB2) memory.writebyte(0x7E30A2, 0x08) memory.writebyte(0x7E380D, 0xB2) memory.writebyte(0x7E380E, 0x08) memory.writebyte(0x7E3812, 0xB2) memory.writebyte(0x7E3813, 0x08) memory.writebyte(0x7E3817, 0xB2) memory.writebyte(0x7E3818, 0x08) memory.writebyte(0x7E381C, 0xB2) memory.writebyte(0x7E381D, 0x08) memory.writebyte(0x7E383A, 0xB2) memory.writebyte(0x7E383B, 0x08) end if allarmors==1 then memory.writebyte(0x7E3083, 0xB2) memory.writebyte(0x7E3084, 0x08) memory.writebyte(0x7E3821, 0xB2) memory.writebyte(0x7E3822, 0x08) memory.writebyte(0x7E3826, 0xB2) memory.writebyte(0x7E3827, 0x08) memory.writebyte(0x7E382B, 0xB2) memory.writebyte(0x7E382C, 0x08) memory.writebyte(0x7E3835, 0xB2) memory.writebyte(0x7E3836, 0x08) memory.writebyte(0x7E2F34, 0xB2) memory.writebyte(0x7E2F35, 0x08) end memory.writebyte(0x7E3C07, powerball) memory.writebyte(0x7E3C08, heal) memory.writebyte(0x7E3C09, invicibility) memory.writebyte(0x7E3C0A, armor) memory.writebyte(0x7E3C0B, summon) memory.writebyte(0x7E3C0C, freeze) memory.writebyte(0x7E3C19,boosted)
Player (85)
Joined: 7/25/2011
Posts: 58
Thanks Randil! I'm really not familiar with lua scripting at all, so any help you can offer would be appreciated. I know I looked through the articles on the site at one point and didn't quite get it. Also, after killing the local monarch and with a ticking bomb in our head, we leave Old Town never to return. http://dehacked.2y.net/microstorage.php/info/28293735/Shadowrun%20v8.smv
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
No problem, here's a crash course in lua scripting in SNES9X: Copy the script I posted to a text file (everything except the first line). Change this file's extension from .txt to .lua, so SNES9X understands that this is a lua script. While TASing the game, go to File->Lua scripting->New lua script window... A lua script window should pop up. Press the browse button and select the lua script you want to run (i.e. our shadowrun lua file you just made). Now, when you click on "run" on the lua script window, this script will run. For this particular script, it finishes in an instant. Your stats and equipment should now have been set to what the script says (in its current form, you get all weapons and armors and max stats, as well as a load of nuyen). There are other lua scripts that runs in the background. These scripts can, for example, display your position, HP, karma points, etc. on screen.
Player (85)
Joined: 7/25/2011
Posts: 58
Thanks Randil, that lua script is awesome.
And to really grind the knife in, it's not possible to completely skip Bremerton even though the Jester Spirit is wholly unneeded against Drake. There's no other place to learn the "Volcano" keyword. This is a real shame because that would allow us to skip Dark Blade."
Is this really true? Could we not maybe do something like you did in your Deja Vu run to get this in our list? It would be a huge time saver. If you can help me with that, I don't mind would be happy doing the rest of the speedrun and adding you as a co-author for doing that one part. Just let me know. EDIT: Even better, if we got the "Aneki" keyword we could probably skip the Volcano too and waltz right into Aneki Tower.
Post subject: shadowrun wip2: youtube
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video
TheHepper wrote:
Also, after killing the local monarch and with a ticking bomb in our head, we leave Old Town never to return. http://dehacked.2y.net/microstorage.php/info/28293735/Shadowrun%20v8.smv
Player (85)
Joined: 7/25/2011
Posts: 58
No WIP update until later next week due to work. But after watching my current WIP a few times, here is a listing of some improvements I would make on the final product. Please let me know if there are others you see so far or in the future. 1) The path I take out of the first room is not as optimal as the second time I come in. 2) I can get closer to the gate before the conversation with my "best friend" triggers. Also, it has to be said: Who let the dog out? *Woof* *Woof* *Woof* *Woof* 3) I know there are minor movement improvements, like getting around corners faster or getting to the next screen at the earliest frame. Also if I have to re-position myself, doing so while the screen fades in so its not obvious to the viewer. 4) After I pick up the dog collar, it is probably possible to just barely get on the curb of the sidewalk, which would "warp" me closer to the stairs in the next screen. A similar warp was used on my way to the graveyard. 5) It would probably be faster to get right next to the first gunman I fight, and bring the cursor down to pick up the baretta. I may also grab the armor then, and take a route close to the corner after I meet the dog. 6) Grim reaper's club: I wouldn't improve much. Previous WIPs showed a lot of movement while waiting for the barkeep, but I noticed doing so slows down how long it takes him to bring your drink. I need to test whether it is better to talk to the man while the barkeep is stopped or while he's moving. 7) Grabbing the datajack. Still not sure if this is necessary if I have the right shadowrunners. 8) On the way to the arena, I should probably go above the barrel rather than below it. This is the path I take on the way out. 9) Arena fights: 1st guy (gang member): There is a long pause that stopped me from taking damage. I know how to use the cursor to manipulate the RNG now, so will take that out. 3rd guy (heavy dude): It might be optimal to move right just enough that his path freezes him off screen without me having to reposition. 4th and 5th guys (mages): No point using grenades here. They hit hard, but they have no armor, and I can use the cursor + shooting delays to avoid damage. 10) The king: Fans of this game might appreciate how well I glitch the king. I think that is optimally done, but for a TAS it is not as fast. What I would try to do is use the 2 grenades I save from the mage fights on him, manipulate the RNG to survive his onslaught, and position myself optimally. 11) Stat upgrades. Getting the point in "firearms" is definitely worth the time spent, but I probably won't upgrade my "body" stat here on the real run. If I upgrade the stat at all (man that would be awesome if I didn't), it is most efficient to do it all at once. 12) I'm starting to wonder if I should grab Hamfist at the Grim Reaper Club instead of Orifice (yes that's his name). Hamfist has a faster firing rate but less accuracy, and he's also a decker and would let me take on Drake Tower before getting Steelflight (He's expensive, maybe I wouldn't get him until after the Dark Blade mansion). If I do this in the current WIP, I would choose to not hire Orifice, but take the train back to the Grim Reaper club. It will make the WIP look horrible, but it's not worth the time trying to re-optimize the arena fights only to do it again in the final version. FYI, taking on Drake Tower early lets me afford Boosted Reflexes, and the longer I have that the more time I save overall. I may have to do two runs that split off where I am now and see which is faster. 13) The 2 guys in Daley station: It would probably be better to approach from the left side rather than walking over to the key. I'll leave it in the WIP for now though. I think that's everything. I hope you're enjoying the run so far. EDIT: Although another possibility is to go back into the car yards and fight the remaining guys for 21K nuyen, which is enough for the time bomb operation + boosted reflexes. However, I wouldn't try this without going to the weapons shop first for the Ruger, which makes doing the whole run up to the king without resting pointless (I could stop after the samurai warrior, then return and fight ferocious orc, king, and the rest in one go which would be even harder than what I've currently done). Plus I think I could afford to get the bomb, reflexes, Norbert and Steelflight all at once before hitting the Rust Stilletos, then stick with Orifice until I have to return to the Jagged Nails club for the *Strobes* keyword to pick up Kitsune. Decisions, decisions... EDIT 2: So I'll try all 3 in a non-optimized way to see which is the fastest. It will be entertaining for you to see the car yards and drake tower routes even if I don't use them.
Joined: 5/17/2011
Posts: 3
Wow, this really impressive. I am really hoping to see the final TAS. Keep up the good work !
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
TheHepper wrote:
The below WIP gets me through the ferocious orc without resting. However, I haven't been able to kill the king in the same run. I know it's possible to get through the fight with 9 health, since Maximus only lost 6 on his attempt. I tried all sorts of positioning glitches, but I think I just need to go toe-to-toe with him like Maximus did in his earlier WIP.
Glad to see someone pick this up. I actually totally forgot about getting back to this TAS :P
Joined: 3/25/2010
Posts: 34
I completely forgot about it too! When I have a bit of time, I'll re-find and screenshot the safe spots for Drake for use as this moves forward. I've been pretty busy, with what hobby time I do have (not a ton with a FT job, wife and son) being devoured by Facebook and Magic: the Gathering (that time was well spent though - I'm traveling out of the country on their dime soon). Anyway, if those haven't been found yet by someone else I'm happy to figure them out again, since I have a pretty good recollection of how they worked. I'll see if I have my planned route saved somewhere too and post that here.