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You are not asking me and I know you don't like the DS version, but I thought about doing this on that version and defeat Lavos at Ocean Palace, if it's possible.
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WIP4 -The Masamune
Masa&Mune and Nizbel are included.
Link to videohttp://tasvideos.org/userfiles/info/22857130161034247
This part is RNG hell.
Thanks keylie for telling me that trial & error is the way to go to make Masamune use only basic attacks.
The good news is I finally successfully make the three members stay at the same place on the pillar for once. That pillar seems to have bigger lagging time.
One extra note. Keylie wrote in the CT post that "the manipulation of the evil weevil to dig a hole at the right place is like the acid/alkaline fight (which I didn't manipulate in my run, argggggg): the moment you enter the room determines which one will dig and when, and it has a perdiodicity of 60 frames." However, I noticed that the pattern of evil weevils seems to have a perdiodicity of 30 frames. Another version difference?
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The run aims at defeating Dream Devourer so the definition of when the game ends is different, just like the difference between original Metroid and Zero Mission.
A TAS of the remake/port is not meant to obsolete a TAS of the original game, although this run is supposed to be the spiritual successor to [450] SNES Chrono Trigger by hero of the day in 4:21:11.83, which is already obsolete.
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WIP3 -The way back
Bike race, R-series, Heckran, and Zombor are included. Kinda intensive.
Link to videohttp://tasvideos.org/userfiles/info/22612291758550021
Notes:
I tried and failed to manipulate the enemies group in the factory into all green.
Again, I tried and failed to reproduce the way to enter pillars at End of the Time from Saturn's run. I couldn't make the three members stay at the same place before the sequence to minimize walking time without wasting more time. This might have to do with the much smaller movement freeze delay in the DS version.
I used hero of the day's tactics for Zombor instead of Saturn's. As you can see, I didn't pick up the weapon for Robo in the factory and there is only one critical hit during the fight, so I doubt if using Robo would actually be faster than using two girls' magic combo here.
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So both of the 2 different ways to break the game using 2 region specific glitches require more than half of the game to be finished in the end. This game is much better programmed than 1st gen Pokemon games after all. :P
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Great discovery! I thought it's a prank due to the date you posted the video. :P
When is the earliest point the glitch can be triggered? Do you have to proceed to the world of ruined like what the video shows?
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Maybe it's a good idea to restore the "Hack" section to put all the hacks, especially the decent but not fantastic ones. The best hacks might be good to put in the section of corresponding console though.
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WIP2 -The future
Up to the race with Johny. Dragon Tank and Guardian are included.
Link to videohttp://tasvideos.org/userfiles/info/22206672162696327
Thanks to the stupidity of our heroes' AI, Crono can't use Berserker Ring since he attacks the Guardian itself at the beginning of the fight when he is high berserk.
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Automatic YES.
It's kinda impressive that a SMB3 100% run is only 10 minutes shorter than a SMW "96-exit" run. This is probably the longest non-RPG run on NES?
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Link to videohttp://tasvideos.org/userfiles/info/22050253521672727
The RNG patterns of the four enemies at the entrance of Manolia Cathedral seem to work different from their counterparts in SNES version.
After comparing the three runs listed above, I am surprised that hero of the day's any% run is a few minutes slower than Saturn's 100% run by the end of the battle with Magus. The conclusion is collecting tabs doesn't hurt.
By the end of this WIP, this run is only less than 10 seconds slower than keylie's run. The text skip in DS version is simply amazing.
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Is it okay to link both encodes since they have different texture styles? TBH, I don't really like HQ4X filter either. It's just personal feeling, no offense here.
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This version of CT is probably the best one for a almost glitchless run.
Link to videohttp://tasvideos.org/userfiles/info/21913758857274546
Most of the glitches in SNES and PSX versions are gone so the run is automatically glitchless for most of the time.
The arena duplication glitch seems hard to be manipulated and will break the pace of the run without necessarily saving much time(over the scale of five hours). It won't be used.
This run aims at defeating Dream Devourer, which can't be fought until all three Dimensional Vortexes are completed. The vortexes won't appear until Lavos is defeated and won't be reachable until the team gets Epoch after the Ocean Palace incident. Therefore, the first half of the run will be generally following [450] SNES Chrono Trigger by hero of the day in 4:21:11.83 with routine improvements from [2339] SNES Chrono Trigger "completionist" by Saturn in 5:44:58.18 and [2592] SNES Chrono Trigger by keylie in 2:17:08.86.
Grinding is inevitable in a glitchless CT run. I decide to do all the Lost Santrum sidequests to power up the team before facing Lavos. This might not be the fastest way, but it should be much more entertaining than fighting the same enemies for about 20 minutes. Again, this can be considered a speed-entertainment tradeoff over the scale of 5 hours and will showoff most of the new contents of the DS version.
There aren't much going on in this WIP. It's purpose is to show the differences between the systems of SNES version and DS version.
Notes:
1.The auto-run and text boost from CC is in CTDS. Talking to the woman next to the fountain is faster than talk to the merchant.
2.Candy cutscene skip still works.
3.As you can see in the first battle, Crono can't avoid the attack from the last Imp under the game speed of 1. However, entering and quitting the menu take a long time so it's probably not worthy to switch the game speed too often.