Posts for Inzult


Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
I've been thinking on that idea for a couple of days. Without going in and checking exactly how long the fights will take, I'll take an educated guess. I don't think that number of hits on those specific bosses will go much over 140 frames. Probably looking at ~1s on Barba, ~.5s on Gooma, and a bit less on Rebo 2 and Tbird. Sounds like a winner to me. Plus, it looks like that idea also potentially cuts 1-2 extra life cancels, which must be done each time a new level is taken. Is that correct?
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Arc wrote:
On the way to the Hammer, would it be a waste of time to try to get experience from small p-bags instead of dairas? Or do dairas need to get gutted for being in Link's way?
One particular red daira needs to be killed inside the Hammer cave, after the elevator. It throws an axe on the way back too quickly to avoid, which knocks you back into the previous room. Additional dairas get in the way one or more times, and they are killed in the published run, but it might be possible to damage past them, or hit them with your sword then run past.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Magic 5 is indeed mandatory to make the current Maze strategy work. It also makes the current Sea strategy work. Magic 3 is sufficient for Rock and magic is not relevant for GP. At some point or other, I considered using death abuse rather than magic levels in Maze and Sea. It gets pretty complicated, because you can stick taking Magic 4 and/or 5 in there somewhere to refill as well. Magic 3 adds 2 deaths to Maze, Magic 4 should only add 1. Taking magic 4 inside Maze adds 0 if it can be taken before the final cast of fairy before Carock. The current route for Sea is fairy, fairy, jar, fairy, fairy, death, fairy, fairy, jar, fairy gooma. A cursory glance says magic 4 adds 3 deaths here. This is, of course, too many and might be why I discarded the whole idea in the first place. But it might be possible to switch things back around and stick with Magic 3 until Maze, then take Magic 4 inside and 5 on the crystal in stead of Sword levels. Magic first was originally prioritized to save time on gem refills and waiting around for xp, but that shouldn't be an issue at this point, I don't think. Also, I am not sure why you are taking Magic 6? Does skipping it still eventually force Attack 6? nevermind i am a dumb
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
The bare minimum the extra hits would take overall is 48 frames, assuming you don't need to add additional delays to adjust for boss knockback or avoid being ejected too far. It shouldn't take 40 additional frames to make those sorts of adjustments since only Gooma really has knockback. Tbird you can do sets of 3 hits with 6 or 7 (I forget) frames of cooldown in between, Barba is much the same. It sounds like that would work as a time gain.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Arc wrote:
-I wonder whether it's really necessary to do the healing lady in Saria, even though Link needs only 2 seconds. I know it means no sword beam.
If you can get the bots and bats to behave, I'd imagine you can save time here.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Additional Things: I would be surprised if the XP route was optimal given that there's still waste. I know you said you were looking in to this, but look in to it. I'm sure you'll check the following things, but I know there are lost frames on the Barba fight. Realized I made a mistake when I changed where I took the sword level in the currently published TAS and didn't start attacking soon enough. I strongly suspect the first Rebonak fight is bad. Unsure on other fights. In Palace 5, the alternate route of killing Gooma, returning for the flute, then using save & continue is always worth considering. It was used in the previous version of the published movie, but wound up being slower for the current one due to a difference in leveling. Off the top of my head, I think it moved the eventual forced level in my XP route to after Thunderbird. I am looking at my spreadsheet comparing the current run to the old and as usual my notes are awful. I'm sure they made sense at the time. If you want to look at it anyway I'll provide.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
I'm a bit surprised the elevator position is still bad. I spent quite a bit of time trying to eke out every pixel. Anyway, here are some things. I know you probably have most, if not all, of these addresses anyway, but just in case.
0070	b	s	0	Link Speed
004D	b	u	0	Link X Position
03D6	b	u	0	Link X Subpixel
00CC	b	u	0	X position on screen
0029	b	u	0	Link Y Position


0516	b	u	0	Overworld Spawn Timer
0026	b	u	0	Overworld Steps

00C2	b	u	0	Enemy 1 HP
00C3	b	u	0	Enemy 2 HP
00C4	b	u	0	Enemy 3 HP
00C5	b	u	0	Enemy 4 HP
00C6	b	u	0	Enemy 5 HP
00C7	b	u	0	Enemy 6 HP

05E0	b	s	0	Large Six-Count
05DF	b	s	0	Small Six-Count

0777	b	s	0	Attack Level
0778	b	s	0	Magic Level
0779	b	s	0	Life Level
0793	b	s	0	# of Keys
0785 is the memory address for if you do/do not have the candle. If you poke the value to 1 with a cheat, you can just have the candle. IIRC this affects the way the invisible moas move later on for some reason, but other than that you can just leave it on or turn it off with no ill effects. I thought I had Pasky's hitbox viewer, but I guess not. I'll get in touch with him.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
It was fun to make, I'm glad it's fun for people to watch. I also find it fun to talk about, so I'm happy to answer questions! The big problem, if you want to call it that, with the xp route is you need Magic 5 for Palace 4 in order to be able to get through efficiently with lots of doors to fairy past in a row. Sword levels are also very useful early, with Sword 3 being needed before Palace 3 in order to kill monsters without needing to slow down a lot. But once P4 is done, additional levels are pretty useless. Magic 5 is already enough for the Great Palace and we manage to get up to Sword 5 basically just by virtue of killing enough stuff for red jar drops, which is good enough for efficient TAS kills on bosses. Sword 6 is taken only because there's no choice; you can't skip levels forever.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Hey there. You need to have collected all the magic jars in order to be able to learn the thunder spell. It is true that the late game experience is more or less pointless in the current run. I would be shocked if it's the best option as-is. But sadly that idea won't work.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
here's some stuff: Link to video [userfile= you know what forget it, the upload isn't working for me today for whatever reason so no movie file today completes stage 5, starts stage 6. stage 6 is when terminators become regular enemies and lag starts getting really serious. i'll take a finer approach to lag in 6 sometime soon maybe. you can see a few zips and gun clips coming into play now in 4 and 5, and more will come into play as the run progresses. improvement notes: sometimes it's faster to take a few steps rather than chain jumps, and sometimes it's faster to chain jumps even if you're not going forward very much. i sincerely doubt i explored this fully since there are many times where just chaining jumps and holding forward won't suffice.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Fun watch, let me add in a yes vote.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
okie dokie. wip through stage 2. movie Link to video here is the movie file numbers compared vs feos' wip stage 1-1: 18 lag frames improvement, 21 frames improvement total stage 1-2: 111 frames improvement stage 2-1: 2 lag frames lost, 48 frames improvement total stage 2-2: 3 lag frames lost, 826 frames improvement total overall: 1006 total frames improvement (13 are lag frames) words Sometimes killing enemies creates more lag than it fixes, so some enemies are ignored. Stage 1 is straightforward, only minor tweaks and better lag management. Stage 1 boss, a different path is used to set up the 3rd hit. Stage 2-1 is pretty complicated and a few different strategies are used. Some create a bit of extra lag. Stage 2-2 a shortcut which is used in RTA is incoproated. The path creates extra lag, but it is, by a wide margin, worth it. I'd be shocked if there weren't more improvements. emote :0
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
maps: helpful. lag script: on the to-do list, i was using rudimentary methods for gauging lag. i'd find all the frames where you could jump at the earliest time possible, then count how many frames sooner i could jump if i shot enemies at different times. very caveman tasing, but i mostly wanted to just take a break from actually running the damn thing. fwiw the back half of the game has a lot of clips & zips that should really make the game a fun watch
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
I haven't taken the time yet to make any direct comparisons with the posted wip, this is just something I toyed around with briefly. I'll get into it whole hog sometime soonish That said, the 2 minor route changes should be faster. In theory. I don't have numbers to confirm or deny atm though. Also the lag is weird.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
did some preliminary work on this Link to video
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Amazing work. Amazing.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
I threw this together to check the rough lower limit of gyre's route. Got 7 minutes. Could probably shave more frames, I didn't optimize fully. http://tasvideos.org/userfiles/info/21327940307283526 If anyone wants to use this as a starting input framework to create a run for submission, feel free.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
if you take the red jar on that screen, leave and come back, the door will be gone. you can despawn keys that way too. eg the key at the top right of palace 1. not too useful unless you wanted to do a made up category like any% no door fairying.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
I don't know how long that credits warp route would take, but I completed an RTA with this route: - Make a Fresh Save. Inn in bottom right town. Reset. - key + 4 orbs ae74c2b0 / a84c90ab ad7e72b0 / aa4c90ab ad9a71b0 / aa4c90ab ad4d71b0 / aa4c90ab ad80c3b0 / aa4c90ab -level 103 ad56a3b0 / aa4c8593 ~22 minutes for this^ - put thief in slot 1, walk to garland, he runs - get lute - walk to tofr - try not to die The time was 32:07, but with the luck manipulation, possible fight skips with better pathing, and perfect menuing, I'd imagine you're looking at sub 30.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Gyre wrote:
I haven't found a way to skip or directly acquire the Key yet. Closest I've got is to use 4caf93 to get the medicine and take that to Elfland.
for what it's worth, that was also the best solution I came up for with the key. i like the clvl to make enemies run idea though. very clever!
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
using this name
4c 91 99
will jump to something related to switching the party order and fill a bunch of stats and weapon/armor slots with garbage, mostly 0's. would it be possible to use a 2 line name, similar to the way you can edit the saves, to fill the stats with some other nonzero garbage?
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
fun fact: you need the Mystic Key for ToFR
Post subject: Re: orb get!
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
welcotar wrote:
So for example, you can start the game normally and save to get a clean file. Then reset, and start a new game. Choose the names
ad 80 c3 b0
and
aa 4c 90 ab
to modify the save file to have the earth orb. You can then reset and do it again to get whatever else. Note though that you should work up from lower numbered inventory addresses, to avoid overwriting WRAM with the ROM values on subsequent saves.
it looks like the following names in this order should give all orbs, the values should always be correct when you enter the menu: top left:
ad 7e 72 b0
aa 4c 90 ab
top right:
ad 9a 71 b0
aa 4c 90 ab
bottom left:
ad 4d 71 b0
aa 4c 90 ab
bottom right:
ad 80 c3 b0
aa 4c 90 ab
this does indeed allow access to the ToFR right after beating garland. for some reason, i can't get at character stats though, i think i'm doing something wrong there.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
So I guess you just corrupt in the 4 orbs and overwrite some stats to have a Stout Fellow in your party, and go directly to the ToFR? I like that. edit: could give a monk some huge level, that would give him good defense and attack with 1 code, yes? I'll just go ahead and post the notes I've got, even though it's pretty well all obsolete. Maybe there would be something useful for a no-reset or no save-corruption route: Character 2 Thief, name: 4c ae 95: class change 4c 84 b2: unlock airship 4c 56 93 : do canal explode event 4c 7e 93 : get xcalibr 4c 87 94 : unlock canoe 4c a6 95 : get chime 4c 8e 95 : get cube 4c 56 94 : get oxyale
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
would using the FF I and II version provide different options?