1 2
6 7
Rolanmen1
He/Him
Experienced player (765)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
Just found out an interesting glitch lurking on the Youtube explained by TR143. It explains how you can use the Control Enemy Glitch without the mine or torch staff on some maps and I think it could be of use on some maps (even if the TR143 says it not as usefull). Link to video What do you guys think?
Joined: 5/9/2005
Posts: 752
Whilst this is at the top of the forum, another (what I believe is) new quirk has been discovered recently. Pony units can use the rest of their movement after a round of combat when initiated on certain tiles. Link to video
Turns out that tiles like lava pits or tiles were walls were allows the unit to move again, with only the movement they had left. Certainly unintended, but neat and likely possible to take advantage of for LTCs.
From Dayni on Serenes forest.
Active player (279)
Joined: 4/30/2009
Posts: 791
Link to video This is a huge improvement to the current TAS, but also there is room for further improvement by use of the PWASE tile in the top left corner of the map on some chapters (there are videos on Rolanmen's channel which demonstrate this). Only downside is that it doesn't start from a clear SRAM but I think that is something to consider allowing for any future TASes
Active player (279)
Joined: 4/30/2009
Posts: 791
The case for SRAM start: There are many pros to having the game start with a completed save file: First is dealing with the Lyn Mode section of the run. From a fresh save you have to follow a load of tutorial moves and prompts which slow this part down. The published TAS mitigates some of this but you still have to follow the moves set in the tutorial for the most part. If Hard Mode were to be allowed you would bypass the tutorial altogether, the enemy stats are different only slightly if at all, but it allows for some strategic difference as well as speeding up this part of the game. Second is once you complete the game once, you can hold B during the enemy and other phases and actually speed up the enemy movement. This obviously looks more impressive and stops big maps like Cog of Destiny from being too boring, and smaller maps don't outstay their welcome as well as demonstrates the strategies involved in each map. Obviously a verification file will be provided, but I think any future TASes should start with a completed save for the reasons highlighted above, and to show interest in this series as it can look more impressive and waste less of the viewers time.
Joined: 8/29/2019
Posts: 18
I'd rather they start from clean SRAM. It doesn't feel like there's enough of a difference to warrant starting from save. I quite like seeing how they break the tutorial too. If we really need to skip it, I believe the japanese version can do it with transfer data from fe6, though I don't know if that is allowed. The jap version really should be used anyway for the 3x effective damage. Also, I'm having problems running the RNG lua script on Bizhawk. Whenever I try to run it I get the following message:
NLua.Exceptions.LuaScriptException: [string "main"]:7: attempt to call field 'readword' (a nil value)
It works perfectly fine on VBA-rr though.
Rolanmen1
He/Him
Experienced player (765)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
I consider it is time to break old paradigms and move forward with TASes that starts with non-clear SRAM. Imagine the fact that someone decides to TAS HHM, both the LNM/ENM and the HHM TASes would be quite different from each other, specially considering that the first would be really slower. The Speedrun community already does this and I really believe we should move towards that path. Considering that the game RNG always starts with the same values when you restart, I do not see this as a big problem.
someone1 wrote:
Also, I'm having problems running the RNG lua script on Bizhawk.
In regards to this, the LUA scripts needs to be re-written (at least, most of it) for it to work on BizHawk, so you cannot simply use the same script between both emulators.
Joined: 8/29/2019
Posts: 18
Rolanmen1 wrote:
I consider it is time to break old paradigms and move forward with TASes that starts with non-clear SRAM. Imagine the fact that someone decides to TAS HHM, both the LNM/ENM and the HHM TASes would be quite different from each other, specially considering that the first would be really slower. The Speedrun community already does this and I really believe we should move towards that path. Considering that the game RNG always starts with the same values when you restart, I do not see this as a big problem.
I think it would be best for there to be one run from a fresh start, and a separate HHM run.
Rolanmen1 wrote:
In regards to this, the LUA scripts needs to be re-written (at least, most of it) for it to work on BizHawk, so you cannot simply use the same script between both emulators.
That's a shame. I suppose there isn't any new scripts or alternative methods for RNG manipulation right?
Rolanmen1
He/Him
Experienced player (765)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
someone1 wrote:
That's a shame. I suppose there isn't any new scripts or alternative methods for RNG manipulation right?
I think TR143 (the author of the TAS posted by Toothache) ported some of these scripts to BizHawk, you can either find him on Youtube or in Discord (FE Speedrun Community).
Joined: 8/29/2019
Posts: 18
Rolanmen1 wrote:
I think TR143 (the author of the TAS posted by Toothache) ported some of these scripts to BizHawk, you can either find him on Youtube or in Discord (FE Speedrun Community).
Is it this one? https://github.com/vykan12/fire-emblem/blob/master/scripts/FE_GBA.lua Because if it is, it's still giving me the same error.
Rolanmen1
He/Him
Experienced player (765)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
someone1 wrote:
Rolanmen1 wrote:
I think TR143 (the author of the TAS posted by Toothache) ported some of these scripts to BizHawk, you can either find him on Youtube or in Discord (FE Speedrun Community).
Is it this one? https://github.com/vykan12/fire-emblem/blob/master/scripts/FE_GBA.lua Because if it is, it's still giving me the same error.
No sure, I have not used it myself but it does looks like a lua script for VBA and not for BizHawk.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I'm interesting in Fire Emblem and Advance Wars TASing, this time for good. Had to deal with mental health issues, which have since been resolved. Now work as a frontend web developer, even have a separate github account for gaming related repositories. Heard that Toothache is working on an improvement for this game, interested in collaborating in any capacity.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Reading back the last page, I highly advise using SRAM because holding A makes characters move twice as fast. Over the course of a run, this accumulates to quite a few seconds, even minutes saved.
Active player (261)
Joined: 12/13/2016
Posts: 352
SRAM and Lyn mode skip is the way to go.
1 2
6 7