adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3584)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
found a couple of slight time savers watching this video today. 1) On your first trip out of the castle you shouldn't buy herbs at breccenary. Instead you should go to Garin to buy them. In breccenary you have to walk a long way to get to the shop whereas in Garin, it is right by the entrance. I calculated the number of extra steps for each scenario: breccenary = 72 steps garin = 70 steps in addition, in breccenary to have to go into the building and exit. The animation for that adds even more time. Not much but probably saves about 2 seconds. 2) Also:
Acmlm from workbench wrote:
- Going first against more Metal Slimes and needing only one herb instead of 2 to get Erdrick's Token
If you use one less herb that saves you 24 gp. I noticed on the movie that the 2nd goldman gives a low amount; only 167 instead of a potiential 195 or so. If you maximized the 1st goldman's gold to 195 or so (instead of 187) and combine that with the 24 gp savings you might not need the 2nd fight to be a goldman. You could fight a wolflord instead (they give as much as 80 gp). They are easier to kill plus you could get him to cast stopspell and not have to take damage. those plus: - Beating the first Goldman in 2 hits, no need to heal after - Dying faster after getting the harp -possibly leveling to 9 and using hurt exclusively might add up to a worthwhile improvement.
It's hard to look this good. My TAS projects
Banned User, Former player
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
Acmlm: May I ask, are you planning to do a speedrun of this game using the (J) rom? I would like to see the difference between North American and Japanese versions of this game, I do now know if anyone else would be interested. I mean the techniques and route planning is already laid out nicely.
Do I look like someone who really cares what God thinks?! "GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 2/15/2009
Posts: 329
OT Six years! END OT PS. I miss bisqwit
Working on: Legend of Legaia, Vagrant Story
Banned User, Former player
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
It was the latest discussion I could find on DW1. I know it's been worked on and published recently, but I never seen or read much discussion about it. Why?
Do I look like someone who really cares what God thinks?! "GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 7/10/2007
Posts: 280
I wasn't even aware there were differences in the (J) rom.
Joined: 7/20/2004
Posts: 108
Three differences in the J version I can think of off the top of my head: - The player sprite always faces forward. - The coast doesn't have the white "beach" border pattern. - Contains religious references and symbols (but I don't recall any specific instance). Edit: Just booted the ROM. In fact, NPC sprites only face forward as well. And some are different than the U version. Additionally, it seems the "Talk" command has 4 sub-commands for which direction you want to talk to.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
The Japanese rom is also 16k smaller than the US version since it lacks the additional graphics present in the US version, and lacks a save feature, using passwords instead.
Banned User, Former player
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
I'm guessing the (J) version was a like a beta one before it got re-worked on to be made an American classic. Here's a piece of it where everything is laid out in Japanese in a duel with Dragonlord. http://www.youtube.com/watch?v=__T99Yhdi30
Do I look like someone who really cares what God thinks?! "GI Joe: The Atlantis Factor" - May be improved in the future.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Looks like that video was made from a corrupt rom or bad emulator. What's up with the sprites on the Wizard monster?
MarbleousDave
He/Him
Player (12)
Joined: 9/12/2009
Posts: 1555
I would like to see a DW 1-4 Quad Run.
Editor, Expert player (2002)
Joined: 8/25/2013
Posts: 1199
PikachuMan wrote:
I would like to see a DW 1-4 Quad Run.
That's an idea!
effort on the first draft means less effort on any draft thereafter - some loser
MarbleousDave
He/Him
Player (12)
Joined: 9/12/2009
Posts: 1555
I wonder if we use the disk version and we use random passwords that give max level 30 and 65,535 exp. Maybe if we could use save corruption in the cartridge version to skip the battle with the Dragonlord.
Former player
Joined: 8/31/2009
Posts: 236
I made a few TASes of Dragon Warrior for fun. The runs essentially act as solutions to math problems. I'm very confident the routes are all optimized, but I didn't spend any time making RNG manipulation occur as fast as possible. Low Level Gwaelin Rescue Low Level Bad Ending "Low%"
Experienced player (868)
Joined: 9/18/2008
Posts: 148
Location: Japan
Dragon Quest (J) (Famicom version) has a glitch which might lead to a drastic improvement. I call it "Stones of Sunlight glitch". (cheap uploads a demonstrating video (Japanese)) First, you can take chests unlimitedly if you fill up a "open-chest" array (address $2A, and it's capacity is 8 elements). To do so, take some chests in a dungeon and die before you exit. Then the array is not re-initialized, so you can fill up the array before you take all chests in Tantegel castle. (Note that the array always has 3 elements for the chest in the throne room in Tantegel castle) In this situation, if you take the chest which contains "Stones of Sunlight", a glitch occurs and the game displays a string "12345". It is harmless by itself. But if your inventory is full, the game corrupts the window buffer. In this situation, the game causes a significant glitch if you do an action which scrolls the message window (e.g. dropping an item to take Stones of Sunlight, or using a cursed item). In this glitch, the game reads the beginning of zeropage memory as text scripts. So, you can manipulate some bytes which is read by the game as text script bytes. For example, you can manipulate $47 (input), $4F (frame counter), or $94 (RNG state). And, the game behaves more differently if you write "script commands" on memory. (e.g. script command 0xF7, 0xFA, 0xFC, 0xFE, 0xFF...) I confirmed that the game executes some RAM addresses by this glitch. But in this game, you cannot manipulate so much RAM contents. So for now, I think it is very difficult to use this glitch to cause ACE. And, I confirmed that the game sometimes writes 0x54 at address $E4 by this glitch. This means the "beat Dragonlord" flag (bit2 of $E4) is enabled. But immediately after, the game is softlocked. (I put example movies for reference: 1, 2) If you can avoid the softlock, you will be able to get to the ending immediately. By the way, NES version doesn't have this bug. The reason for this bug is that the game fails to initialize a string buffer when the open-chest array is full, but NES version doesn't have this problem.
Experienced player (868)
Joined: 9/18/2008
Posts: 148
Location: Japan
rat926 succeeded to beat DQ1J with Stones of Sunlight glitch. (movie file is available from the description text) Link to video Unfortunately the message speed after the glitch is very slow, but anyway this will be a great progress. I checked the movie file, and confirmed that the game does not execute any addresses other than the ROM area while the glitch was executed. Also, no unofficial opcodes were executed. So, I think there will be no emulation problems with this movie.
Active player (251)
Joined: 12/13/2016
Posts: 352
Link to video Seems someone has got a 12m9s clear using this glitch
Experienced player (868)
Joined: 9/18/2008
Posts: 148
Location: Japan
I made a movie which beats the game (from newgame) in about 7 minutes using Stones of Sunlight glitch. But I'm not sure if this movie syncs on a real console. Because, in this movie, the game reads PPU writeonly registers as script commands. According to NesDev Wiki:
Reading a nominally "write-only" register returns the latch's current value, as do the unused bits of PPUSTATUS. This value begins to decay after a frame or so, faster once the PPU has warmed up, and it is likely that values with alternating bit patterns (such as $55 or $AA) will decay faster.
Active player (251)
Joined: 12/13/2016
Posts: 352
Maybe try on NESHawk? If the run syncs on two emulators that is probably a good sign, but idk
Experienced player (868)
Joined: 9/18/2008
Posts: 148
Location: Japan
ruadath wrote:
Maybe try on NESHawk? If the run syncs on two emulators that is probably a good sign, but idk
Yeah I'll try to resync my movies on NESHawk. (but I think it will be not so easy, because movies of this game desync even on different FCEUX versions) And I found a bit faster solution (about 6m16s). EDIT: I put the encode: Link to video