Holy crap. Tricks can drop quite a few items... 1/16 chance of dropping opals or emeralds, 9/16 chance of topaz, 3/16 of ruby and 2/16 of sapphire.
That could be handy... hopefully the tricks will want to cooperate. I found them nigh impossible, and that was without trying to manipulate an emerald.
I agree. There are too many unknowns late in the game that could affect what needs to be done early in the game.
Cool. Thank you. :)
Played for 10 minutes and I still don't know what the hell I'm doing. I can't stop pushing the suicide button! ;p
It's very promising though, especially as a 2-player run... I'm familiar with the prequel on the SNES (Soldiers of Fortune) but from what little I've seen this looks like an equally good choice for TASing... except for the split-screen. I think there might be some objections to that.
Anyway...
It definitely looks like there could be some substantial programming oversights to be found, considering the relative complexity of the engine (ie, the 2-player interactions.) It's hard to predict whether or not there's anything useful to exploit, however.
My advice is, since you already seem to know quite a bit about the game, begin a test run, or the actual TAS. You know which characters are the best, which routes are the fastest, etc. So, just play through using frame advance and keep an eye open for things that could be broken.
As an aside, it's easier to spot potential glitches if you've spent a lot of time watching severely glitched-up movies.
I can help you with memory addresses and getting maximum damage in the next couple of days, if my humble assistance is required. :)
I just did some testing on this, and it doesn't look as though the luck manipulation method DarkKobold found in SF1 works in this game.
Second, I don't know if it has been mentioned, but the Japanese version of this game seems to have a time-based RNG, meaning that you could manipulate the hell out of it.
Lastly, those two links in post #1 are broken.
I'm a fan of the other Saint Seiya NES game, so I was interested in this at first... but after sitting through the first half or so, I could take no more. It's very tedious, even though I can read most of the text.
Bad game choice, methinks. Voting no.
D'oh. That's a much easier solution.
I don't think there's much that can be done about that, aside from the fact that attack/defend/magic each produce different enemy behaviors. I think we might add 'escape' to that list, but I can't recall if it works or not.
Agility seeds, anyone? ;)
I was thinking I would just make a little console (DOS-like) app that takes an input (which you would get by looking at 7E006E) and outputs the damage modifier for the next 20 RNG values, and *hopefully* critical hits as well. Item drops and level-up bonuses would likely follow.
Huh. Well, that shouldn't be too hard to test, if the need arises. Thanks for the tip.
To be honest, I was only planning to create a few tools to help with luck-manipulation, and pass the project on to whoever wants to actually run the entire thing.
I read about the "Japanese bonus" somewhere a couple months back. I suppose a U vs J debate is inevitable, so I'm just going to say my piece on it right now: we hate the U version. That is why it must be destroyed.
I wonder how the apprentices' levels work? I suppose if one travels with the player long enough, he or she will also gradually get weaker than the rest of the non-player apprentices. That could have interesting implications for TASing, like getting Valsu early on for his buffing spells, and then trading him halfway into the game for a fresh and relatively overpowered Alien...
Ack. I wish I had tried that- it did it to me again today.
I saved slot 2 on frame 1000, then used slot 0 thereafter. Around frame 2500, when I wanted to go back to frame 1000 to review, slot 2 gave me the "snapshot inconsistent" error.
It's not supposed to do that, is it?
Excellent. I think that'll be the way to go, then.
Some quick analysis indicates that getting from town to Romus takes ~9,000 frames, while the Romus fight itself (sans whistle) took almost as long.
So it's pretty much even, but there are a lot of other things to consider:
Since Lux needs to get his ass kicked anyway (when losing to Romus) I think the leveling should be done in the dungeon, on the way to Romus- both trips, if necessary, since HP isn't a concern when using the whistle.
It's impossible to manipulate luck IN battles, but manipulating beforehand can be useful, as Healblade demonstrated. Ergo, if it's possible to get better XP/time fighting the Statues et al (rather than the overworld monsters) then we can just combine the trips to Romus with the leveling that would have followed, and go straight to Pison afterward, having saved a few thousand frames in the process.
Welcome aboard.
The FAQ is a good place to get started if you want to learn. ;)
No, but in the time it takes to go all the way around, the RNG usually advances once.
Well, that does make things interesting. Do we get XP from Romus if we kill him with the whistle?
I can sympathize with this; I've had a community fall into the same kind of "downward spiral" because of some feuding that got out of hand.
I just think you're too proactive. We aren't going to devolve into a pack of braying jackasses just because somebody mentions teh buttsecks.
It was well played, and I liked seeing the Old Man get his comeuppance, but the hack sucks. I mean, compared to Super Demo World, it's really amateurish. The music seems to restart itself for no reason, the colors are hideous, and the plot is lame. Rather than building on the good qualities of the original game, it looks like they threw the most of the LoZ series in a blender and wound up with ghost-centaurs, an ocarina, and a squashed thunderbird.
But that's really beside the point. Did I enjoy watching it? Kinda. I think the quality of the run and the quality of the hack balance to a somewhat positive meh.
Drop the second G. Otherwise, no.
Asking such a question will invite a good deal of abuse. As a constructive exercise, why not examine your own posting and find the answer yourself?
Actually, I think hitting them more before they fall down prevents them from using their willpower to get up again. That is, you might need to inflict damage equal to the enemy's [stamina + willpower] before letting him fall down.
I should test that...
Wow. I had no idea playing through the game suitless would entail so much craziness.
I'm confused, though- why'd you use separate smvs? Doesn't Snes9x 1.51 support resets?
They generally don't use all their willpower, especially on Novice. Stamina hits zero, they get knocked down, and then it usually subtracts 10 from willpower and puts it into stamina- if they decide to get back up.
Not sure how that works.