Wren
He/Him
Joined: 4/11/2005
Posts: 196
Location: Michigan
Very excited for this. Wish you the best.
<i>A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.</i>
Joined: 2/22/2012
Posts: 5
Location: Oregon
[17:32:06] <exileUT> post in the tasvideos thread Yes show me the LoL-love!
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Joined: 2/15/2009
Posts: 329
1459 seems to be max new encounter counter after starting a random encounter. 489 minimum. Crossing encounter grid lines where they intersect only reduces the counter once. Meaning half as many encounters if you need to go diagonally across the map. Hey we are making some good RNG progress....
Working on: Legend of Legaia, Vagrant Story
Joined: 2/15/2009
Posts: 329
+++EDIT2+++ Drake Castle to Golem http://youtu.be/bczNeLaRb2c ==EDIT== Power-On to Drake Castle http://youtu.be/CGMn9qvfBiw I'm through the castle. Playing as Noa now. You are required to kill 3 enemies in this area. There are two types easy(red)75hp and hard(black)85hp. Both types take 2 attacks to kill. The black enemy blocks maybe 4x as many attacks. I'm thinking of killing 2 easy and 1 hard. That will give me a level before golem. It shouldn't cost much time. Plus I think it will save me 1 turn for golem. I will be at the same level regardless for Caruban. Should be similar to this: http://www.youtube.com/watch?v=xzC37O6eWd4 but without the weapon. edit 4/29: The last battle in this area sets the battle counter in the next area. Except I can't change it no matter when I enter battle. The only option is to try to fight the 3 battles in a different order. And this random battle area is terrible. Highest encounter rates I've seen thus far. So I really want to maximize my encounter value before I get there. Skipped Gimard and Tornado Flame so far. edit 4/29: The center enemy allows me to choose the battle counter. I will kill him last. I am curious why none of the other enemies act this way... edit 4/29: I was wrong. After I killed the east enemy the center one no longer produced random encounter values. Oh well. It's still a higher value than before (1008) Can't do much about it. edit 4/30 GOLEM Health=640 220frames Spirit(+32AP) 273 Dolphin Blow(-24AP)70-81 damage 546 Dolphin Blow[2x](-48AP)140-162 damage 748 Spirit+Tempest Break(+32AP-36AP)(First use)133-149 damage 608 Spirit+Tempest Break(+32AP-36AP)133-149 damage 204 Wolf Attack 25-39 damage 386 Wolf Heal(This will happen if I get hit once. So no gaining AP from taking damage) 36 knockdown enemy after attack(Health <25%,160HP) 65AP I start with +8AP after each turn Dolphin Blow does the best damage per turn. The problem is after 3 turns I no longer have enough AP. dolphin+wolf x3 1431frames (79+34dmg) dolphin+heal 659fr (79dmg) dolphin+wolf x2 954fr = 3044(79+34dmg) Possible but many frames of manipulation. The other option is: dolphin+wolf x3 1431fr (76+32dmg) Spirit+wolf 424fr (32dmg) tempest+wolf 732fr (144+32dmg) dolphin+wolf 477fr = 3064(76+32dmg) This gives me much easier manipulation. Plus it's only 20 frames slower before manipulation. Should save 100's in manipulation
Working on: Legend of Legaia, Vagrant Story
Post subject: Fighting Caruban...
Joined: 2/15/2009
Posts: 329
Part 1 Part 2 I am now back in control of Vahn and on my way to Caruban. I'm sure I'll post a wall of strategies and possibilities when I get there in the next few days. edit 5/2: Well.... it looks like I needed that door of light outside Drake Castle... I think its about 80,000 frames back. I need it to leave Mt. Rikuroa after Caruban. edit 5/2: CARUBAN 1024 health tempest break+spirit 618fr 201-211 somersault 280 frames 23-26 new cross kick 550fr 48-56 new pyro pummel 550fr 51-57 new spin combo 547fr 49-58 new pk combo 596fr 49-53 new hurricane 534fr 49-53 new cyclone 586fr 49-53 noa dolphin blow 295fr 90-97 TEST 1. With one person using spirit per turn Caruban can be blocked long enough to kill. That's the theory anyway. vahn healing leaf self 354fr noa spirit 220fr vahn spirit 220fr noa tempest break 201-211 397fr vahn new art hurricane 534fr 48-56 noa spirit 220fr vahn spirit 220fr noa tempest break 201-211 397fr vahn hurricane 308fr 48-56 noa spirit 220fr vahn spirit 220fr noa tempest break 201-211 397fr vahn hurricane 308fr 48-56 noa spirit 220fr vahn spirit 220fr noa tempest break 201-211 397fr vahn spirit (No frames, Noa goes first) noa 4 random 233fr 50-55dmg 8.5 turns 5085 frames Noa=870dmg, Vahn=154dmg Test 2 Gimard/Tornado Flame... edit4 5/2 Learn more about Incense/Good luck bell for decreasing random battles.
Working on: Legend of Legaia, Vagrant Story
Joined: 2/22/2012
Posts: 5
Location: Oregon
Care to give an update of your progress? :O
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Joined: 2/15/2009
Posts: 329
Shiden wrote:
Care to give an update of your progress? :O
It's just too big for a first project. I will need much more knowledge about TASing before doing a serious run. Although I have learned a lot so far. Thanks to people who have helped! This will happen. Maybe by the time ff7 is done? ....
Working on: Legend of Legaia, Vagrant Story
Joined: 12/18/2012
Posts: 5
Anyone else willing to work on this? I'm trying to do a non-tool-assisted run but was hoping to have some TAS guidance for certain parts. (And yes, you need to pick up the door of light in Drake Castle).
Joined: 12/18/2012
Posts: 5
So I was hoping someone could help me with this. I've downloaded PSXJin and have been using it and the memory addresses exileut discovered to do some work on this game (for instance, there's some interesting abusable properties for a segmented run for avoiding battles via saving and loading). But there's one part of this game that I'd like to figure out but I'm not sure how: Random Drops from battles. For those who haven't played the game in a while, after every battle, you usually get only EXP and GP (Currency). Extremely rarely - sometimes not even 1 in 100 battles - you'll get an item drop as well, with the item being determined based upon one of the enemies you defeated. This is EXTREMELY rare until you get an item way late in the game that makes drops very common. The thing is, the drops in this game are extremely good in early game and include some items that are extremely rare to obtain otherwise. As such, it'd be incredibly useful to a run to find out how drops actually are determined and if it's possible to manipulate them like how random battles and absorbtion can be manipulated. Does anyone know how I'd be able to go about figuring this out? I'm not sure what exactly to look for in the memory addresses.
Joined: 7/2/2007
Posts: 3960
Presumably whether or not you get a good drop is based on the current RNG value. The wiki has an article on luck manipulation that may prove helpful.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 12/18/2012
Posts: 5
Derakon wrote:
Presumably whether or not you get a good drop is based on the current RNG value. The wiki has an article on luck manipulation that may prove helpful.
It'd help if i could figure out which type of factor (of the four mentioned) is causing the drops. Any idea how to do that?
Joined: 7/2/2007
Posts: 3960
Track down the RNG value in memory and you'll be able to see when it changes. To find it, search for values in memory that change every time you do something that you know is random (e.g. perform an attack, assuming this game has randomized damage).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
The RNG for Legaia's already been found, but I can't remember offhand where it is. (I remember it was a pain to find, though.)
Joined: 12/18/2012
Posts: 5
ais523 wrote:
The RNG for Legaia's already been found, but I can't remember offhand where it is. (I remember it was a pain to find, though.)
Huh, ExileUT told me the only useful thing he learned was random encounters. Any idea who else might know, ais? You sure also the same RNG is used for everything? All I see in the thread is the stuff for random battles.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
garik16 wrote:
ais523 wrote:
The RNG for Legaia's already been found, but I can't remember offhand where it is. (I remember it was a pain to find, though.)
Huh, ExileUT told me the only useful thing he learned was random encounters. Any idea who else might know, ais? You sure also the same RNG is used for everything? All I see in the thread is the stuff for random battles.
We aren't sure the same RNG is used for everything; it's just the encounter RNG that was found. Ilari cracked the pattern, but sadly can't remember what address it was at, and neither can I. It's possible there's another RNG used for other things, although that's reasonably unlikely unless the developers of the game were trying to stop randomness exploits, and most game developers don't bother.
Joined: 8/30/2013
Posts: 2
Ok so I've been trying out some different things on Legaia in an attempt to find a way to skip Xain as a boss. The only reason I feel like he would be the one boss that is skippable is that there is a glitch in the game that once Xain is beaten if you leave Octam through the shadow gate (just one screen out is fine) and door of light yourself back into Octam Underground all of the townspeople revert to thinking that Xain hasnt been beaten yet. However the elevator back to the surface is still usable even though the guards dialogue still says you dont have permission, and Xain is still in fact dead. But its still one of the few programming errors I've found so I am optimistic there might actually be something there. Now my issue is this; this is my first time doing anysort of Tool Assisted testing using RAM values and such, and for the life of me I cannot lock down what value changes between when you leave Octam and Door of Light back in to make it so the villagers revert their dialogue. If anyone else has a little bit more familiarity with Legaia and RAM values and would be willing to help out try and track this value down that would be a huge help
Joined: 2/15/2009
Posts: 329
Hey people posted some things about this in march... I haven't touched it for over a year. It is an enormous project requiring multiple talented individuals. There is much less randomness than Final Fantasy games. I loved this game as a child. I don't think much can be done to break this game. I suppose the goal of these 8+ hour movies is more for nostalgia than entertainment anyhow. Is anyone still interested in this project becoming a reality?
Working on: Legend of Legaia, Vagrant Story
Joined: 8/30/2013
Posts: 2
I'm not working on this for a TAS, I'm doing most of this stuff to assist Garik in his speedrun. However if during the course of this I get comfortable enough to feel like I could legitimately contribute to a TAS for this game I would absolutely be down for this to become a reality. Just right now I am mainly focused on possibly finding any skips or exploits that may be usable in a speedrun and with this being my first time using Jin its been a learning experience to say the least
Joined: 12/18/2012
Posts: 5
Just an update - it was recently discovered that you can "glitch" through the guards preventing you from getting the Evil Medallion (Juggernaut magic, reduces encounter rate) early. See https://www.youtube.com/watch?v=zDkU7S-vxLQ. Hilariously, the game at level 99 removes the two guards, but LOCKS the door to Juggernaut, making you to go to Van Saryu to get a key for them. But before level 99, it just puts two guards there you can bypass with a precise button press and the door is unlocked. ROFL.
Patashu
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Joined: 10/2/2005
Posts: 4017
Haha. Nice glitch!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Post subject: A lot of new stuff was found in 2018
Joined: 1/10/2019
Posts: 1
Location: USA
It doesn't look like anyone has done a lot of work on a TAS of this game in the last five years. The good news: Legaia really got broken in 2018. A number of major sequence breaks and minor skips were found, and there's a lot of potential. The bad news: The most interesting category / fastest completion of this game requires save-anchoring for Incense purposes, and based on reading of the rules, that subjects a run seeking publication on this site to higher scrutiny for publications (again, if I interpret them correctly). Specifically, it requires repeatedly reloading a save file that exists before timing begins. More on this later. The main idea: The consumable item Incense stops random battles. More importantly, when it wears off, a textbox appears that states that "Incense has lost its effectiveness". If that box should appear on the same pixel as a loading zone or a cutscene trigger, the former overrides the latter, allowing you to skip cutscenes, some bosses, and go out-of-bounds in other places. The problem: Incense can't be obtained until after Xain, which is roughly 35% of the way through the game. The 'solution': If I have two save files, A and B, and I use Incense in File B then load up File A, the Incense continues to work because the game doesn't scrub step counts and Incense step counts between file loading. With this finding, it's now possible to complete this game in just over 4 hours. Even the any% run without transfers is completable in about six and a half hours. Why is the "New Game+" run faster? Apart from not having to worry about any random battles for the entire game, Drake Kingdom is broken. We can repeatedly re-acquire Terra the Wolf from Snowdrift Cave and take advantage of the fact that a death with the Wolf in the party counts as a 'win' for purposes of allowing us to advance the plot. This means that the number of enemies that have to be defeated in the game is 3: the Red Piuras needed to advance through the training grounds sequence in Snowdrift Cave to activate the Infinite Terra glitch. It's also faster to use the Point Card on Caruban rather than waiting for him to KO you. But still, no levels, no grinding, no monotony of long, drawn-out cinematic battles.... And it's probably a borefest to the average viewer since the game is "skip cutscene, die to boss, skip cutscene, die to boss, repeat until you die to the final boss", so I am less than convinced it'd meet the entertainment criteria for 'Moons' publication. Still, I'd like to see this done. I'm willing to help out where I can, but I have zero TAS knowledge or resources.
I probably forgot to add something here...