Posts for Dada

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There's no remake of FF3j on the GBA, and Square Enix hasn't announced anything like that. They only announced that they'd remake this on the DS. And yeah, I'm looking forward to it, too, except I'll have to buy a DS. :p I finally managed to find some time to work on this run. The Altar Cave is now done 18 seconds faster (4:41 instead of 4:59) because I don't get the second Southwind with which I beat the first boss fast in the previous version. I'll now proceed to update the run on the Japanese ROM to this point. http://tetravalor.avalanchestudios.net/other/ff3_superplay/final-fantasy-3-omega-v2.fcm EDIT: I've made one folder to keep all my WIPs in, properly named, and compressed in Quicktime for easy in-browser viewing. http://tetravalor.avalanchestudios.net/other/FF3RUN/
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Madzombie wrote:
In case you're interested I have a new run up on SDA. Hopefully you'll find something useful for your emulator in it, but you maybe know it all already. My video is at: http://speeddemosarchive.com/lttp.html
Wow, nice. :) I hadn't watched a Z: LttP speedrun yet, but I'll definitely get this one! EDIT: Also, heh, it's a new thing that you're thanking guys from the tool-assisted community, considering the fact CERTAIN speedrunners totally despise us. ;)
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Some are possible, and some aren't really that difficult to do (though there's always a good amount of luck involved), but in the case of world records, Twin Galaxies won't accept them (blast ye!) It would be fun to see some of those tricks done in real-time.
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FCEU file: http://tetravalor.avalanchestudios.net/other/ff3_superplay/final-fantasy-3-omega-v2_ALT.fcm Works with Final Fantasy III (J) [T+EngR2_AWJ+NCorlett+SoM2Freak].nes.
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CHESS. :)
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The 2-headed dragon did like 4000 damage to my party. It was scary indeed! I believe that it's necessary to free the dark warriors, because next to the boss being nearly unbeatable if you don't, I also think that health is being reset to 100% every round otherwise. Just like the first Bahamut fight. The only "unbeatable" boss which CAN be beaten is Nepto.
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Finished the Altar Cave route 1 - getting two Southwinds for an easy boss battle (but a longer route to the boss with one extra encounter). Now gonna try route 2 - not getting the second Southwind, thus giving me a more difficult battle, but a quick route towards him. I have a feeling this route is fastest, because when I used my second Southwind in the first route, it did 90 damage. One of those gigantic lucky hits could easily take him down, though it will definitely take 2 rounds to do it. EDIT: http://tetravalor.avalanchestudios.net/other/ff3_superplay/ff3-omega-wip_01.avi
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Sorry for the double post, but I thought I'd get everyone's attention again. :p I'm doing this run. First, I'll perform the entire route on the English version of the ROM, and then finally I'll make a run on the Japanese version. I've started a topic on GameFAQs asking the experts there for advice, and they're really knowledgable. :) http://boards.gamefaqs.com/gfaqs/genmessage.php?board=563415&topic=19848080 I'm gonna use the Onion knight glitch, so I'm just gonna spend the next hour or so trying to fight enough monsters to get 99 potions now. :p EDIT: I'm at the second map in the game (Altar cave). Luck manipulation is going well so far. I just made a backup and also duplicated my movie file; I'm gonna find out if it's faster to either directly go to the LandTurtle without the second Southwind, or if it's faster to go through the trouble of walking to a different place and getting an extra encounter to get it, drastically reducing the boss battle's length. I'll keep you guys updated, but now I gotta run for college. :)
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Just finished the first battle before the first part of the battle song looped even once. =) I'll take a look at that, by the way. EDIT: I figured I should make an AVI since a lot of people probably have a slightly different translation. http://tetravalor.avalanchestudios.net/other/ff3-omega-wip_00.avi
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/*- wrote:
why not use the trick to get them earlier? it would make the game a breeze from then on pretty much. its just a massive pain in the beginning because you have to win a potion at the end of each battle to upgrade the equipment and then go back through and resort. personally, i dont see anything wrong with this. battles get tedious quite quickly and this way they'd be over quicker.
Could you explain how it works again? I read about it once, but forgot. What's the earliest place that it can be done? Also, I'd just really like to see the job system being used well. That's what I like so much about this game (although it's not as refined as FF5, some jobs actually making others obsolete).
/*- wrote:
...anyhow, should you decide to do this one, best of luck... to anyone and everyone attempting this... this and FF2 are my favorite NES ones (hahaha).
Same here. I love those games (and finding Mysidia in FF2 was like the greatest thing EVER). I'm glad my brother downloaded them and Nesticle back when I still had a P60, because they were the games that got me into RPGs (and eventually RPG making as well). edit: I've started a new game right now, trying to figure out some basics of luck manipulation. I'm trying to see if the amount of frames you wait before closing message boxes makes the monster party you first fight different, or if it's got to do with the name input. edit: I'm using Final Fantasy III (J) [T+EngR2_AWJ+NCorlett+SoM2Freak].nes, but will be redoing everything later with the Japanese ROM if I actually do finish it. I'm not entirely sure if this is the BEST translation, though.
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I wouldn't want to use the cheat to get the Onion equipment fast. So that would mean tons of luck manipulation at the end of the game, but it might be possible. And yeah, I once hacked a save state to give my characters the equipment, and at the levels they had when the game just started, they could deal over 1000 damage. :)
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I'm guessing this is dead by now. I'd really, really pick up this run if runs done with translated ROMs were allowed. I've started fooling around with checking at which frames text messages can be skipped and how battles can be played faster.
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Highness wrote:
The PRG0 version left me with all zeros in checksum. But it went fine anyways. Damn amzing video.
From IRC:
#nesvideos wrote:
[20:03] <omeg> Why does that movie file not properly show a CRC of the ROM used? [20:04] <omeg> Also, the "ROM used" entry in submissions is really useless if it's a renamed ROM. In the SMB2 vid, it was the PRG0 version of the ROM, but it wasn't mentioned.
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The quality of this run is really nice so far, good job. :) I'm looking forward to the next WIP.
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nifboy wrote:
1) I think cutting out the waiting would interrupt the flow of the game more than leaving it in: There's a segmented MM2 run out there somewhere that does something similar (only between levels), and it just feels "wrong," because I've played it so many times and just expect the new weapon screen to show up.
I made that run. The weapon screens are cut out because I wanted it to be a series of runs on individual levels rather than it looking like a full game speedrun. It was partially to accentuate the fact that it was a segmented run rather than a single-segment run. Looking back on it, I probably shouldn't have done it, though. I'll keep that in mind next time I ever make a speedrun (I actually have an unannounced project that I'm working on).
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If you're going to edit your movie, I strongly suggest against it. Let's face it. You're not Shaolin Productions. Unless you've got a really decent amount of experience, you shouldn't edit movies. Not even if it's to add music to it. Timing is really difficult, and it takes a long time before you're able to properly pull off such mixing. Cutting out parts of the game where you're waiting is not a good idea. Cutting out parts of the game where there are status screens that remain visible for a long time, but can't be skipped, can be a good idea in very rare cases (e.g. the "new weapon" screens in Rockman 2), but shouldn't be done in tool-assisted speedruns. Cutting out actual gameplay is completely out of the question. Your run will be "different" than conventional runs, but consider if your proposed changes will actually be for the best. Wouldn't your run end up like a cheap fragvid on own-age.com? There are many people who try to enhance their videos, but only a very select few who are able to do this and at the same time entertain their audience. Music and other editing makes your video more personal, and thus, there's a large chance that your potential watchers will be turned off because they can't identify themselves with it. If you make a speedrun, whether tool-assisted or not, you're best off positioning yourself for people who enjoy watching runs without these sort of additions, and prefer the original soundtrack of a game over another layer of music added on top of that.
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Michael Fried wrote:
Sleepz, do you plan on doing a Mega Man speed run? TG is offering a $25 bounty for fastest completion.
OH JOY. WHOLE DOLLARS?? But yeah. I'd love to see another one of Sleepz's runs. :)
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Deviance wrote:
you could do a hammer bros. suit run if you play the SNES version, since it saves your inventory if you choose to start from world 1.
Would that be legitimate?
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http://jbbs.livedoor.jp/bbs/read.cgi/news/96/1105303779/-100 wrote:
とかがおそらく速くなると思っています 道筋の発見としてはBlublu氏のものが初めてですな
Babelfish wrote:
Those Blublu are unprecedented as a discovery of the way which you think that perhaps becomes fast
Blublu's routine had never before been attempted as a possible conformation. So yeah, he hadn't tried that yet. :)
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The movie just became OBSOLETE!! (Not really. But still!)
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Ambiguously recorded events are parts in the movie (such as that 16:54 I mentioned) which seem like small mistakes the author didn't notice. Even if that's unthinkable. The "event" is in that case Mega Man jumping to the next screen, and the fact it was "ambiguously recorded" is because of that short waiting time. Think of them as "doubtful snippets" of the movie.
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Hehe, good job. :) Even that's difficult to follow. But you put it in really good words on IRC:
[16:48] <@Bisqwit> You're saying "errors are probably illusions".
The last part of the sentence should be a little lower in the hierarchy, though, because it directly relates to what I'll call the "root" of the sentence. I also added color tags: There are so few places { - where one could possibly think - { - - that the run could be improved - } - that the amount of those possibilities - { - - that are nulled - - { - - - because of them being optical deceptions - - } - } - is probably equal to the amount of ambiguously recorded events. }
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This run is baffling. Morimoto and FinalFighter really did an amazing job here. It is, even for the really experienced runner in tool-assisted vids, difficult to perceive any possible optimizations. There are so few places where one could possibly think that the run could be improved that the amount of those possibilities that are nulled because of them being optical deceptions is probably equal to the amount of ambiguously recorded events. Although I don't find it as impressive as Bisqwit's Rock Man movie, this is, without a doubt, a large, certain yes!
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I'm encoding this to AVI and will post the link when it's done.
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Maybe, as a little trailer of what's to come, you could show us some demo files of you glitching the game up and using the glitches for your own good, like you said you were going to later in the game? :)