Posts for Dromiceius


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Tourette's Guy I wonder if Bob Saget would laugh at this?
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Very cool. Superfluous yes vote. ...And I hope a "real ending" movie is forthcoming. :)
Post subject: Funny quotations
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SwedishMartin wrote:
Screw you and your crap "Robbie-isms"! I can't understand how any of these are, or can potentially be, funny. Also, stop bickering about who said what. Sit down and shut up, both of you.
This is easily the funniest thing I've read in a week.
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Ever try playing Zelda 2 unassisted, but with the L+R glitch enabled? Not as easy as you'd think.
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Huh. I suppose one is for damage calculations, and the other for AI?
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The superfluous point-scoring rocked my socks. I enjoyed this thoroughly.
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Mlandry wrote:
Other note : I the cave with the 1st pison, we should kill that treasure chest monster... they can drop rare gems if you can manipulate them well enough, so it would be a quick 2500-5000 gold
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.
Tailz, if you want to try your luck @ this game, you should first record a test run of the game... not really an intensive test run for time I mean, but just manipulation Like, don't try to manipulate as best/fast as possible, just do like Drom was doing... we only need to know what levels are optimal for certain parts.
I agree. There are too many unknowns late in the game that could affect what needs to be done early in the game.
Animand wrote:
Escape works, Dromiceius.
Cool. Thank you. :)
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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...
DDRKhat wrote:
I myself would love to do a TAS for this, I can remember where to go etc etc however I'm no good at searching for maximum damage and exploiting the game at all, so less somebody could guide me on how to do this effectively my TAS would be very poor.
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. :)
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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.
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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.
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Nitrodon wrote:
For direct RNG manipulation, I usually use a spreadsheet program, but I suppose your idea of making a DOS-like program will also work.
D'oh. That's a much easier solution.
Tailz wrote:
Yeah. Manipulation is definitely the key to this run. We have to be able to make the bosses miss. I know for a fact it's harder than hell to beat FOMA below 30 with no manipulation.
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? ;)
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Animand wrote:
What kind of tools were you considering building, Dromiceius? Figuring out how the RNG can be affected would greatly assist speedrunning, and this is a game I'd like to try TASing.
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.
Silas wrote:
Have yet to prove if leaving a character and getting it back after one level or two would give all the stats that were lost using the "in party" formula.
Huh. Well, that shouldn't be too hard to test, if the need arises. Thanks for the tip.
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Kaz wrote:
You're very brave to attempt this on the US version. The Japanese one is much easier because of the level ups. IIRC, you can get 2 stat points above average instead of 1 and every 10 level the average goes up. This progression is kept in the US version for all apprentices except the player, which would explain why they're so much stronger than you.
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...
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Nitsuja wrote:
...Unless it really is giving false-positives, but that can be easily checked: Backup your movie, then load the savestate in writable mode and close the movie, then make another backup, and compare the two backups in a hex editor. If the input has any differences (or if it ends) before the frame of the savestate then it's intentional behavior.
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?
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Tailz wrote:
Yes, you get exp and gold when you kill him with the whistle.
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.
BurkeWorld wrote:
Wow, I sign up today, check the SNES forum and see the top thread be my fave SNES game of all time. I have beaten the game with every character on console, and have it on my emulator here. I would attempt a TAS of this if I even knew HOW to start.. All I do is watch them, got no idea how to make them. ~Burkey
Welcome aboard. The FAQ is a good place to get started if you want to learn. ;)
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Anyway, I watched both .smvs and they were both good. I noticed in yours Dromiceius that you cycle through the menu alot. Does that effect the randomness?
No, but in the time it takes to go all the way around, the RNG usually advances once.
Do we know if it's quicker to get the whistle to kill Romus or to kill him without it? True to get the whistle you have to get to him first and die but with manipulating around battles it may not take that long to get back. Gonna have to do some testing here.
Well, that does make things interesting. Do we get XP from Romus if we kill him with the whistle?
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Righteous. Will you be taking on the rest of the game now?
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Saturn wrote:
Well done, but head to head is kind of boring because of the many interruptions all the time. A complete race in Challenge Pro mode would be much more fun to watch. Quality of this movie is good though, so I vote meh.
Likewise.
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Bisqwit wrote:
I should probably clarify, that whatever my stance is about homosexuality, it has no relevance to this discussion. I am not arguing basing on that view. And I'm not a sextalk'o'phobe either. To paraphrase what I said on the IRC channel: There's nothing wrong in loving sex. I just want it to be kept in a proportion. When it's a giggling topic, LOOK THOSE ANIMALS ARE FUCKING EACH OTHERS LOLOLOL, it is out of proportion and annoying (and immature).
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.
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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.
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My vote's for ZIGG-zuh-DEE-dip. Any suggestions?
Drop the second G. Otherwise, no.
Chamale wrote:
Seriously, what have I done that's so terrible? I understand Rridgway, but not me.
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?
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"Zookeeper, zookeeper! Those monkeys are killing each other!" Um... glad you used two players. Good improvement. Yes vote. Weirdo. ;)
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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...
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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?
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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.