Posts for Callmewoof


Post subject: Tower of Druaga
Experienced Forum User
Joined: 5/11/2006
Posts: 71
I was thinking of attempting a TAS for this game. It may be better well known as a bonus game in other games ('Tales of' series, I heard is was in Baten Kaitos as well). If anyone has ever played this game they know just how impossible it is. Every floor as a treasure and only 1 way to get it. However other than luck or experimentation, nobody could really figure out the requirements simply by playing through. Again if you've ever played this you know what I'm talking about. The only concerns I have for a TAS for this are: Min run or 100%? Not every treasure is required. Would anyone care? Most of the tricks to reveal the treasure are very odd and unless you know what/why, it will look silly or pointless (one treasure is 'visit every corner of the map', for example). 2nd Quest? Just like Zelda, this game as a '2nd quest' after you beat it, same maps but different requirements and such. For ME, this would be a great game to TAS because I remember playing it many times before (I've beaten it in the Tales series games too). However I don't think many other people, especially those who never tried it, would understand the beauty of blazing through this otherwise near-impossible-ultra-confusing game. Thoughts?
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Beautiful run, but for my money on 100% runs I would have like to see you rescue the critter alien things (the bomb room during the escape at the end of the game, I believe. I think this is rescuing them right? They're back in metroid fusion...) Otherwise completely brilliant, I would have liked to see more samus timing/dancing/showoff during moments though :D
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
After reading the submission and watching the movie, I have to say that I humbly apologize for even suggesting that jeff should stay dead. He was the star of the show. ...and hell YES I was totally right about flash-killing the bosses! Woohoo!
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Got it working, thank you both. Yay great run!
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Quick question - I love this WiP but I had to watch it from the beginning. I downloaded the .smv AND the savestate, but can't seem to figure out how to replay the movie from just that spot. Is there a way to do this or must I watch the whole thing every time? Thanks and great job!
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Bob has it right again. The 3rd boss (sprout, why did I keep calling it sponge???) has only 3 choices to manipulate for 'safe' battle, and not all 3 are good. Other than attacking he can do the following things: A. Diamondize you (thats bad) B. Flash you all (jeff takes time with his text, feeling strange is bad for you all, crying could suck if you need to bash/shoot) C. PSI Shield (seems harmless but you want this thing off so your big damage psi attacks hit). D. Paralyze (not bad for paula, but bad for ness/jeff if ness runs out of PP. Jeff is utterly worthless if paralyzed) So what's the best option? Use jeff as a meat shield, of course! I found the fastest way for this battle was basically having everyone rotate the turns being bash'd by the sprout. Paula took 2 hits (survived at 1 hp). Ness took about 3 or 4. Jeff took 3 or 4 to die with (I can't remember). This is with pretty much zero armor, btw since I didn't waste time with that. By spreading out the bashes from the boss, everyone stayed alive long enough to do their job. And it doesn't matter because when you goto the sound spot, you get full revive (revive life too? I forgot to check). However by the last couple of rounds, it was much more difficult to keep jeff alive than to just let him eat that last bash and die off. Giving more exp for the other two, as well. I ended up keeping him alive in my test but it was waaaaay more work than I think was even worth it. Worst case, Saturn Valley's doctor is right there (you gotta pass by on the way out) and it's free too. UPDATE: Wow I can't believe I let this one slip by me... although it still requires a lot of manipulation, the Travel Charm (free, talk to entertainer right after unlocking shack in onett) protects against Paralysis. Wow, how the heck did I miss this, seriously? I even had it in my inventory! Put this on anyone and manipulate the boss into paralyzing that person over and over. Kind of a pain to make it do that AND do the right person, but in theory it seems less painful than other options. Plus it's pretty funny to be 100% immune to a bosses only attack.
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Bob A wrote:
There's also exp to think about.
Oh yeah, that too. Helps the others to get PSI earleir, and stats don't help Jeff too much, other than speed, but he's slow no matter what.
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Oh My God! This is exactly what tas videos are supposed to look like! I am in love with this tas and hope to see it continue. I patiently await world four, since I know something of this quality must take some time. I LOVE the trick you used on the 3-8 boss, I've never seen anything like that before! I hope that this movie turns into a star movie, its perfect for that kind of thing. <3 spezzafer
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
After playing around with it, Jeff dead sometimes seems the faster route. For example when your team first meets up in Threed to go kill Master Barf and the Sponge Boss (3rd sanctuary), jeff is only mildly useful. The thing to remember about his wasted turns, is that it's not only the defend/attack part that's waste. Whenever a monster does multi-person stuff (crying on everyone, stench on everyone, defense down on everyone), it's also taking time to show jeff getting affected by this stuff. As I was saying when you first get him, he's not that insanely useful. I suppose you could load him down with MB's though. But it would take a little time to buy them all (can only buy 1 at a time, gotta say who to give it to, gotta trash some of his junk inv that he might have). On the plus side when he's alive, he acts as a nice meat shield (manipulating the boss into bashing him instead of, say, paula). Problem is by that point, his MB's do maybe 80-120 damage. Ness can Psi Rockin to everything for that much, or smaaaash for that much, and paula can manipulate psi thunder for around 180 damage. I dunno why this all got started, but when I was fighting barf and the sponge, jeff went down quick and it was a longer battle keeping him alive (via healing or manipulating) than it was to let him die and finish the battle. I guess it could depend on as-required situations. Later in the game when you get the Healing PSI that revives people, you could let him die (carbon dog battle perfect example) then quick revive afterwards. That would allow him to get in a couple good shots, but not waste time with his turns. I hate to say it but even when you manipulate lots of offense he's just not that strong. :-(
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
After more testing I think I was looking at this the wrong way. Sure you can pretty much force sleep/etc on a boss, but really it's usually not even necessary. For example, I remember that the previous post and WIP posted here mentioned that they needed level 18 to fight mondo mole (for PSI Flash). I beat him around level 10~12 I believe (with paula at 1). It was incredibly easy to manipulate the boss into using Offense Up (Edit: or was it Def Down? I Can't remember) every single turn, so it never even mattered about defense or dodging or sleeping or paralysis or whatever. That's great! I beat the 3rd boss, the Triolage Sponge (whatever it's called) at level 15~ with everyone, and noticed something even better. PSI Fire (alpha) did around 90~ damage, and it's weak to that I believe. But even better than that, PSI Thunder did around 150! It was quite fun to manipulate the battle to keep everyone alive (no healing or defense items). It only took a few rounds, and in the end everyone was down to 13 or less HP (paula at 1). PSI Thunder and Rockin really messed him up bigtime. As far as I can tell, anything that can take damage takes 100% damage from thunder, and the later thunders hit for 2-4 shots (was it more? 6?). This could be manipulated to be extremely powerful. So yeah, if anyone starts a runthrough, don't be afraid of the bare minimum levels. And usually it's faster to spend your turns causing damage rather than worrying about status effects (even if you could land them 100% with manipulation). I was also toying with the idea of keeping everyone except ness (or ness paula, maybe later poo) dead. Basically kill off jeff. He's really not that useful unless you're spending his turn using a rocket or bazooka and as far as I know those aren't affected by his level. It wastes a lot of time giving him commands that are pretty much near worthless. This would also give more xp to the rest of the team thus leveling them faster and getting them better stats/psi sooner. Poor jeff really got the short end of the stick (not counting rockets).
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
About the boss-sleep/flash/paralysis thing, I haven't proved it beyond Twoson yet (mondo mole can be slept no problem). As far as it goes though, it's worked so far. Normally when slept they have a chance to wake up on their turn and again when you bash them. However I was able to keep Titanic Ant asleep for 20 rounds while I beat him to death. Speaking of Titanic Ant and 20 rounds... Wren brings up a good point. At first I was against any kind of non-required fights because the game can in theory be beaten without every fighting a random battle. But if you fight ONLY the required fights all the way up to Titanic Ant, you'll only be level 5 (gaining levels 6-8 upon his death, and PSI Rockin). Problem is, with the Tee-Ball Bat (drugstore onett) and level 5 (or was it four?), you can only do around 10-13 damage per hit (45 smash). This of course is a little random because of how much your stats grow on levelup. The point is, Titanic Ant has 245 HP and at 10~hp bash, that's 20+ rounds (plus the 2 ants you gotta kill). Or at least, 8 SMAAASH's (6 for the boss, 1 per little ant). But what if you were level 8 with PSI rockin? That'd kill the baby ants in one shot and do 50-100 dmg on Titanic Ant. Two Rockin's + 2 Smaaash = WIN. But the hard part of planning is... is it faster to suffer 8-20 rounds to bash him to pieces at level 4, or is it better to grab some xp in fights and take him out super fast? Leveling can be plenty slow but then again, 3 monsters in battle is really slow too. They each have to take their turn and that slows it down poorly. Plus I'm not positive a 45 dmg SMASH could OHKO a black antoid. I think that it's possible to Flash-KO the bosses, or at least some of them, but only probably a very small chance. I was reading on Starmen.net and something refered to Flash-KO on (Edit) the Dalaam Thunder & Lightning Boss. So perhaps, ever so unlikely, the bosses could be wiped out effortlessly. At the very least, it'd be super easy to keep them Paralyzed (can't attack, just PSI and some other commands) which could help out. I'd worry that if a Flash-KO is possible on most bosses, people would complain that it'd be too boring. But if that's the case, I refer you to the published NES Final Fantasy with the last several bosses being OHKO'd. :-P I think what it really boils down to is anyone doing a serious TAS would have a ton of planning to do, but then again any great TAS has that even the seemingly non-deep games (I never would have expected so much work to go into a Mega Man TAS)
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
I disagree, there's lots of very boring PUBLISHED tas' already, and this one is actually pretty entertaining during the action, especially compared to some. Take for example Final Fantasy (nes). The tas is extremely boring except for a few parts. Practically every 10 steps you're forced to watch him run away, the entire 30+ minutes of the run, plus there's lots of backtracking and key-item hunting. The only good spots in the whole run are with the boss fights. But yet it's published. Just because a game has some forced slowdown doesn't make it a bad tas. It's very easy to fast-forward the movie (emulator or avi). Before you complain a tas is boring, check out some of the published movies :P
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
I haven't messed around with it much, but I found out something new. New to me, at least. It seems that when you use Jeff's SPY command, it actually has a chance to steal an item (confirmed by starmen.net and other faqs). This means it would be MUCH easier to manipulate the Sword of Kings because it would be very easy to just Spy it on the right time and steal it, instead of trying to get it perfectly at the end of the battle. I know that some other things in the game could be done this way with enough luck, such as the Broken Antenna (turns into jeff's ultimate weapon, there was huge controversy over this item way back in the days cause the guide had a mis-print or something). I need to look at an item list, but some other monsters in the game have some pretty sweet, rare stuff. The bionic kraken drops the gutsy bat which would be awesome too. The SPY command would make getting things like PSI caramels and such much easier too, which could speed up a TAS. Update: The list of useful steals seems much smaller than I thought. Up until Deep Darkness, the only useful steals would be PSI caramels or Big Bottle Rockets. Mildly useful I suppose. The first great item you can steal is Multi-Bottle Rockets from Even Slimer Little Pile, but by that time you can also buy them. Might save time/money stealing them though. Wooley Shambler also drops them in Winters. And then of course, Starman Super drops Sword of Kings. And actually, other than more caramels or some other junk, that's pretty much it. Guess it's not as useful as I thought. Just a one-trick pony :(
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
This is really cool! I like this run and it's entertaining. You use good variety to keep it interesting, and it's fun to watch the hero be a super hero. Too bad the game forces you to 'waste bullets' even when you aren't. Btw on the 3rd stage boss, what's up with his death? It just looks like he starts spinning and bam he's dead, I didn't even see the gun fire.
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Just wondering, I haven't made really any progress with this, and the more that I read about the details the more I don't think I can make any new progress. Putting that aside, I did some light testing (not recorded) to see whether I was right in saying that a full Dodge/Miss tas would be possible, and to see if it was possible to avoid every single non-required battles. I'm happy to say that it can be done, at least so far as I've been able to tell. The hardest part would be early in the game when you don't have all your status psi or PP-restoring items. But I was able to start a new game and get all the way to the 2nd city with only fighting the essential battles. Not only that, I did it without taking any damage (or equipping any armor lol). I had previously thought that Frankystein was difficult because of his pattern, but I discovered that with Hypnosis (which you have at this point guarenteed) CAN sleep him, and the Titanic Ant, and in fact anything in the game. Not only that, but you can smack em while they sleep and there's a small chance they won't wake up (100% with a luck manipulation, of course). So you can bash em while they sleep until they die. But it got me wondering, would a 'Never Takes Damage' game be better, or would, so to speak, 'Takes Damage to Save Time' be better? Because of the way the game's input controls manipulation (as opposed to frames, mostly), some turns would require a lot of Cursor Roulette and might(?) be boring, when sometimes you could just take a hit and smack em dead and not waste time waiting for that perfect 'they miss you kill' moment. As far as time/speed, taking damage would indeed save time, but might make the runthrough lose that mythical glow it could otherwise have. I'm not really considering making a TAS because I'd lose patience 1/3rd through, but I thought that this is something that should be considered and perhaps voted on?
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Woah I think my brain just exploded. I'm going to absorb this while I eat lunch. Thanks Nitrodon, both for helping and for melting my brain! :) ...must absorb info Update: I just realized how stupid I am. Seriously, after trying to understand this new info, I have to admit that I simply can't. :O I understand (in theory) what you're talking about, but I don't have any clue about 8-bit or 16-bit or 'rotating right'. :-( I think you have some fantastic info, but sadly I'm not smart enough to use it. Maybe someone else here can take this and run with it. I KNEW that this can of worms would be too big for me to handle. Oh well, back to eating lunch!
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
I wish I could vote because this would get an absolute YES from me. I love how hordes of enemies go cliff diving, it's so funny, I couldn't stop laughing. LOVE THIS!
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Wow big update (kinda): Let me start off by saying... RANDOM MY ***! The random numbers are hardly anything but random. I can't quite pinpoint them yet but after some testing I started to notice some huge patterns in the game which blow random out of the water. When I was fighting the police I noticed a really weird pattern for my attacks. I'd hit for 28 five times in a row (retrying with more B-button presses each try). Then if I kept retrying, I'd hit for 29 several times in a row. Then 33 several times in a row. Then miss several times in a row. Then 31 several times in a row. Then (after 10-15 of the 31's) I'd CRITICAL a few(!) times in a row. But this happened more than once. On the first Cop, my bashes were in the 31 string (at the end of this, around the 9th try I got a critical). Then on the 3rd cop, I kept retrying past the 28's and 33's until I started to get a long string of 31's again, and at the end of the 31's (about 15 this time) I got that critical hit again. I also noticed that monsters seem to do this to a certain point. The Titanic Ant would bite me like, 9 times in a row, but after that the next 5~ times would be psi magnets (remember I'm talking about retrying it several times during the same turn, not literally 'the next turn the next turn the next turn'). I still don't know how the variables work into this structure, but it's very confusing. At the same time it's satisfying to see an emerging pattern and now I feel closer than ever to nailing this sucker. I know that this is technically a Pseudo-RNG so it can't be true random, but this goes beyond that with the whole pattern-system. I just don't know how they're linked... On the subject of 100% dodge-movie, after testing I discovered some Pro's and some Con's. The biggest con is that some monsters don't have a 'waste turn attack', which means the only way to get through those battles is either take damage or force them to miss. The miss isn't SO bad, but certain monsters will be using PSI on you (damage psi doesn't miss). Also, certain monsters have absolute-guarenteed scripts that screw this up. Example: when you fight Frank's Machine (Markenstein or whatever), it will ALWAYS do a pattern of 'steam, attack, steam, attack, steam, attack, steam, attack, steam, attack'. The only way around this is to force a 'miss' on it's attack turn. There's no way around this problem unless you can kill them in 1~ hit which can't happen (even with a critical smash) unless you power-level. I suspect other monsters later in the game have similar unaviodable scripts, but I'm not sure. Sometimes a monster will act like it's ONLY going to do a certain attack, but in reality it's just part of a long pattern-string that can be bypassed with enough b-button presses. Well that's the CONs, what about the Pros? The biggest pro is that you can (from what I've been able to do) have a 100% monster-free map. The monsters that appear on screen can be manipulated quite easily just by going back-and-forth until they don't appear anymore. I was able to walk through the entire first dungeon up to the ant without having a single battle. And the bosses & forced fights give enough exp that there's pretty much never a need to power level or get into random battles. That's great! Also, because you can USUALLY force a battle to be 'perfect' (no damage), you can pretty much skip all healing food (loading up on psi-recovery instead), skip all armor (since you won't get hit, but status-protecting armor could be great to negate certain attacks), and fight monsters much much lower than you should really be able to. I was able to take out the Titanic Ant at level 4 (and I was only that level cause I had been screwing around earlier with testing). This also means that money won't be much of a problem since you're just buying weapons and skipping expensive armor. On a closing note, maybe there's more hope for a TAS afterall. I said above that certain monsters don't have a 'waste turn attack'. The 4 Police in the station only have Attack and Chop (that's it). But I found that I was able to SMASH them for a 1-hit KO (if they got their turn first, I forced them to miss or dodge). So as the game goes on, with more party members and stronger attacks, maybe this won't be a problem. Time issues aside (pretty long game), I think a TAS run is totally possible with the right manipulation. *Extra Update* After viewing starmen.net (big database of earthbound) I found that each monster has a 'pool' to choose from when attacking. The reason sometimes that monsters seem to do nothing way more than they attack (clumsy robot, or belch after eating fly honey) is because they have duplicates in their attack list making it more likely for them to pick that. By checking each monster you fight, TAS becomes easier to know what to expect and what to aim for. Also, according to the site, every monster has a 25-100% chance of being hit with a status effect. EVERY monster, including pokey, gigas, the sanctuary bosses, etc. Landing a 25% paralysis or flash on a boss could make a huge effect in the outcome of the battle, even if they constantly attack you. Heck if this is true, you could keep pretty much anything asleep while you kill it. This could be a great work-around when it comes to scripted battles (for example it lists Frankystein II as having 50% to hypnosis, so I guess you could sleep him for the battle and whoop him up, thus avoiding his guarenteed attack turns?)
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Update: I haven't been able to nail this variable down much because it turns out to be more complex than I first thought. I've noticed that the number above, while (when forced to a set number) does indeed produce constant results more-or-less. But certain values have much more random results (meaning they're connected to another variable that I haven't found yet). Example: 147 seems to pretty much always give ness criticals and make monsters drop items. However certain numbers would do one of three things: miss, critical, or normal attack. Setting it to 0 was messy, because it made ness miss every hit. Problem was it also forced the monster to ALWAYS do a 'almost miss attack'. This is weird because the value 147 doesn't alter the monster attack pattern... (meaning that it's gotta be connected to some other variable(s)). I can produce criticals, dodges, and item drops through mass re-recording, but only because I'm slowing trying "b once, retry, b twice, retry, b x3, retry". This manipulates luck but isn't really that effective because I can't pinpoint the variables yet. As for testing and discovering criticals and drop rates, I watched memory values. I kept save-stating and testing until I found a critical hit. Once I could reproduce it with a number of button presses, I'd watch variables to see what exactly was changing each press. I was able to keep narrowing it down but I forget how I did it exactly cause it was midnight and I was tired. I found some other values that were changing but I haven't tested them except for the 'monster pattern' number. Sorry I can't be more helpful, I'm HORRIBLE at explaining this kind of stuff. Oh and Kitsune: Yes at this point even without completely understanding the numbers, it'd be pretty easy to force a Sword of Kings to drop because we already know (more or less) how to manipulate the numbers. I have a couple new theories to try when it comes to drop rates... but it's all getting really weird the more I dig into the numbers. Like, GUTS affects your criticals right? Well even if you set it to 255 guts (max) you still only seem to critical 50%~ of the time which is weird. Plus, items are supposed to have drop rates (1/128 sword of kings, or 32/128 cookie) which makes it even tougher to figure out what these numbers do. I guess the whole point of trying to discover what these values do is it would probably save tons of time during a TAS run with battles. Heck with the right manipulation you could (as far as I can tell) LITERALLY have a damage-free run through. In other RPGs this is tougher because you need to rely on miss/dodge, but in this game the monsters usually have an attack that wastes their turn, and they can do that unlimited times. But maybe a 100%-dodge movie might be boring (?). I dunno. *MORE TESTING AWAITS*
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Post subject: Earthbound Mechanics discovered! Found, needs perfecting
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Yay I feel so special. I read the 9-page earthbound topic that was talking about a speed run, and one thing that kept plauging everyone was the fact that: a. can't time critical hits (they don't go by frames... kinda) b. hard to force item drops c. monster pattern is weird Those were three big problems (aside from the time, the runthough, etc). I decided to post here because that thread is over a year old with a lot of junk in it, and I'm not personally running through this game so I thought if anyone wants to or is doing one, this might help. Its not perfect but its a start! Ok, after reading that previous thread, it was discovered that critical hits can be forced, not by frame-timing (such as in FF6), but rather by moving the cursor/hitting B/selecting enemy. I discovered that this is both true and false. Here's the magic number: 7e0026 (1 byte) I just figured this one out after lots of trial and error, and it's 12:41am so I only have 1 working value right now: 147. This value always forces a critical hit from Ness with a set value (ie, always a certain damage depending on your weapons/stats). The TIMING of this value is the bad part. Yes it's true that moving the cursor changes the value to something random (B-button acts as two cursor movements). But here's the nasty part... Example: You click attack (number jumps 'randomly', recreates with save-states). You click again (to confirm your choice) and the real hell starts. Your value starts to go haywire, because it 'randomly' jumps PER LETTER OF TEXT (per frame too, but after the last letter it stops, thus it's really dependent on the Text). That means the longer the monster's name the more number jumps we get (also recreated via SS's everytime). When the words: "Ness Attacks!" shows, the final number is reached. This number determines if you land a SMAASH or not. Here's where it starts to get weird. This magic number also works on Paula, but NOT on Jeff/Poo. So this number at this value will always give N/P their critical smashes. And if that wasn't enough, this number (147 in my test case) also determines if an item drops or not. Using a forced value of 147, I was able to make any monster drop an item, regardless or what it was (crows with cookies or starman ghosts with goddess ribbons). I'm not sure if this was forcing 'common' or 'rare' drops with this value. I have yet to test the other values in the 255~range to see what they result in, but I'm pretty sure that more than one gives you the critical hit. What really blows my mind (as if this rng wasn't strange enough), is that supposedly GUTS determines your critical hits, perhaps it makes the window of criticals wider? Before I go to bed, here's another really weird number to tinker with: 7e0024 - This determines the monster's next battle command. With this on a fixed value, the crow would *always* peck me for 8. Or the snake hit me for 4 (every time). But since the programmers were smoking something when they made this game, this number has one freaky problem - it's dependent on the above mentioned Critical/Gift value. For example with JUST this number fixed, monsters will always do one type of action (in this case, crows just 'huge grin'). However when this was combined with the 'always critical' value, all the crows would peck me for 8. Bottom Line I see lots of potential for these values if anyone is making a run. The biggest problems as of now are that I've only found ONE working critical/gift value (I'm positive there's more, or at least more criticals-per-guts ratio). The other problem is actually manipulating these values, which due to the game's hippy programmers, jumps randomly right up until the actual attack. This isn't so much of a problem when you consider save-states, but the choice of a character's name or whatever makes the rng that much more difficult to work with. Perhaps someone can refine this or put it to good use. I'm going to bed! (Morning update: I realize that this entire thing may or may not be useful to someone. I apologize if this is stupid and a wasteful thread. Maybe if I could nail down more values, it'd be worth something) CK
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.
Experienced Forum User
Joined: 5/11/2006
Posts: 71
Thank you very much for your help. The only reason I thought at first that the "I know I screwed up here 20 frames" stuff was acceptable is because I think theres a few accepted submissions here that talk about stuff like that. But you're right they do bother me and that's why I pointed them out. I think one of my biggest mistakes was only having 2 save-states the whole time, so screwing up in small ways usually meant "oh well keep going". I'm not claiming this as perfect and definately want constructive criticisim as that helps make a better movie. I guess this is only because it's my first time, but to me 176 retries felt like a ton! Semi-off topic, I don't know how to re-record. I mean I used save-states during recording to backtrack, but I dont know how to "stop now and start again later". I tried reading the FAQs here but couldn't seem to grasp it. Can anyone point me in the right direction with this? Again thank you ^.^
Samus taught us that a girl doesn't need brains to be successful. Brains are giant, evil, and vulnerable to missiles.