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Thanks for sharing, but I decided to continue using U version.
J version is still easier than U version even under the hard mode. This fact would actually count against using U version for any% runs. However, I really think the goal choice of this run is supposed to be masochistic hard, so it's reasonable to use U version to keep the difficulty up.
BTW, U version has better graphics than J version does.
Here comes WIP2:
Link to videohttp://tasvideos.org/userfiles/info/19258915758895093
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I found out it's only in 0139, and I was using 0144. I know it is not weird if sometimes an older revision is better for TASing than a newer one is, but it's still shocking that in this case, the newer revision doesn't even have the frame advance function.
It seems 0144 supports more games than 0139 does though. Donkey Kong II (hack) is an example. The game name "dkongx" is not in the list of 0139.
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The game crashes if you load a savestate from previous game in FBA-rr.
Both sound and savestates work properly in MAME-rr.
To be honest, I couldn't even figure out how to configure the button for frame advance in MAME-rr. Is it really in Input(general)?
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The code "AKAMA" doesn't work in JPN version. I don't know if there is any way to enter the hard mode directly with Japanese rom.
Also, since the gameplay is generally harder in USA version than in JPN version, using USA version with those goals can pretty much serve as the hardest non-arbitrary challenge.
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Thanks! The only way I figured out to decrease the amount of generated Zombies is jumping, which contrasts the very meaning of manipulating the Zombies.
The first level of this run basically follows the strategy from your "Grant path" run. I feel surprised that the total time of my run by the end of first stage is not higher than that of the current "Sypha path" and "Alucard path".
I'll follow the strategy from Samhain-Grim's "Alucard path" run for the part of the game until the end of Alucard boss battle.
The only problem of the latter part of the game I can think of for now is the block-dropping room in stage 7. There will be a long time of waiting since Alucard is not in the team.
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I don't know if this is the right place to post this WIP, but I can't find another CV3 topic. :P
Link to videohttp://tasvideos.org/userfiles/info/19089557368838353
This will be a hardmode, Trevor-only run.
I will take the Sunken City path since none of the published runs feature that level.
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Thanks Spikestuff for pointing out possible improvements.
You guys really made a point about the existence of this game, but I'll upload an improvement anyway.
http://tasvideos.org/userfiles/info/19006217821218009
EDIT:The blank inputs are removed. There are now 7979 frames.
Sorry for inexperience. I thought the system can automatically remove blank inputs in the end.
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Can the movies be compared in terms of frames in this case so the one with less frames can be published?
I know Saturn's SM PAL run got rejected, but that one was aiming for a new branch and there aren't really any beneficial glitches in PAL that NTSC version doesn't have. This should be a different case.
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I actually have successfully killed two henchmen earlier by keeping using ICE II. Sadly, the physical attacks become more powerful as Dalton's HP decreases. All three enemies are immune to status effects. The team's speed seems too low for that kind of plan, and even the water counter attack weakened by unequip glitch can deal more than 50HP damage so reviving is almost useless.
Here is an encode for the entire run.
Link to video
The final input file: http://tasvideos.org/userfiles/info/18802063263555770
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The fire counter spell isn't really the problem. I was trying to end the run as quickly as possible since it's hopeless.
I could keep using fire magic to bait Dalton into using water counter spell all the time so the attack could ether be absorbed or be weakened by the unequip glitch. The real problem is that the team members can't survive Dalton's physical attacks even with full HP and helmets.
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Link to video
Bad news.
There seems to be no way to survive Dalton's "Take this!" attack. This battle should mark the start of the latter half(one third?) of the game, like the Azala battle in original CT. The characters' levels and the amount of techs they learned seem too low at this point. It's even too hard to do efficient level grinding with current stats. The team is about 10 levels lower than the team in Inichi's test-run for CT by the Azala battle, and not to say this hack is less grinding-free than original CT at the first place.
For the reasons written above, this project is, well, wasted.
The final WIP ends with the defeat of the team. Interestingly, the theme of Lavos is played after Dalton wins. I guess this can be considered as some sort of a bad end? If I ever start another project for this game, it will be a "100%" run. All techs and all subquests can be a good goal.
One possible improvement for this part is to not use Magus because he has many dialogue while others don't. I'm not sure if this is still true in the latest release though since there are lots of line fixing going on.
The final WIP is uploaded. The final input is on frame 718956. Almost 3:20 long. 29757 rerecords.
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I'm currently stuck on the Dalton fight in Ch.15.
There seems to be absolutely no way to survive his fire ball attacks. I probably have to back track a little bit and do some level grinding.
BTW, the hack has been updated to RC7-D, but I will stay on RC7-B for this test-run.
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RD Life of Guardians can be a good game to TAS.
The completion of the game should be the defeat of the final boss with Lv100 team, just like the defeat of Red in GSCHGSS.
Shinx/Luxio/Luxray might be a good choice for main battle Pokemon because one of their abilities is Guts and they can learn facade. Roar can be used to skip many bosses as well.