Posts for Nitrodon


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Experienced Forum User, Published Author, Active player (283)
Joined: 3/4/2006
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Why wouldn't the programmers think that could happen? The cart disappears as soon as you get the first two emeralds, and not releasing the cork doesn't even try to prevent or hinder you from doing that at all. And for the record, I remember getting killed by that slime once, but memory isn't always reliable.
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The second mercenary won't be able to target anyone, and the first and third would rather target Natasha.
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Perhaps, but is it faster to let her die than to move her one space to the right? That way, Natasha doesn't die, and Artur doesn't need to counter anyone. It's possible to kill Pablo with just Vanessa (with a slim lance double-counter and an axereaver critical), but I doubt that would be faster than just using Seth like you did.
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The only reason you were able to walk inside the the bush and the rock is because the slope pushed you down. I do not know of any places in aLttP where you can do that.
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Good work, but now you're going to hate me for pointing out that you can hold B while moving the cursor to Port Kiris. A2ZOMG: The memory addresses 03000000-03000005 hold the last three numbers generated by the RNG (which takes values in the range 0-65535, which must be multiplied by 100/65536 to make a number in the range 0-99). The formula for generating more numbers is also known, and cheetah is using the same spreadsheet for this run that I made for my FE7 run. As an interesting side note, the RNG in FE6 divides by 655 instead of multiplying by 100/65536. If you burn more RNs than humanly possible, this can cause an attack to miss at 100%, or cause a bug in the path drawing algorithm.
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This game is slow-paced, and some of the later rooms take almost 1000 steps. I'm going to have to vote no. Your movement is unoptimal in places, and so are some of your strategies. Here are my turn counts and the amount that they improve over your WIP: 1-1: 89 steps (4 faster than your WIP) 1-2: 72 (24) 1-3: 34 (2) 1-4: 50 (2) 1-5: 114 (2) 1-6: 134 (12) 1-7: 79 (15) 1-8: 56 (2) 1-9: 179 (31) 1-10: 34 (2) Don't let this discourage you from TASing. Puzzle games in particular are hard to TAS, since there are so many possibilities in each room.
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Sorry to hear that. If it's any consolation, the rout chapters in FE7 were also extremely annoying in my TAS (except chapters 1, 3, 5, and 12, because they're mostly easy). Just keep at it and I'm sure you'll come up with something.
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I played the Adventure games a long time ago (long enough to forget the solutions to everything) and enjoyed them, so I'll definitely check this out. One thing I never figured out in Adventure 2: how do you solve the rooms with a special tile in the middle and a number above it? I always just walked around aimlessly until the room somehow solved itself.
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Those archers won't charge Seth if they can't reach him. Tana is fully capable of moving 6 down and 1 left and letting someone else deal with the pirate on turn 1. I haven't checked fully, but Kyle may be able to help with the top area if necessary. If he gains 1 strength and 1 speed, he can also 2HKO the mercenaries with a javelin without getting doubled (and he can do that at his current level with a steel sword).
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Your plan seems like a good start, but it won't work in its current state. I'm too tired at the moment to give this as much thought as I'd like, but a few main points: 1. The archers who attack Tana on turn 2 will not be able to attack the space you indicated on turn 4. 2. Seth cannot move from the space you indicated in turn 3 to the space you indicated on turn 4. 3. Vanessa will have a terrible time trying to survive her part, possibly worse than Tana. It's possible to make Tana's part slightly easier by making someone else (such as Eirika) counter-critical the pirate on turn 1.
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It really wasn't much trouble at all, so don't worry about it. Basically all I did was play your movie up to that point, fire up the debugger, set a breakpoint, and note what happened when the RNG was used. I suspect you checked Seth's evasion while he still had the iron blade equipped. Tirado's accuracy against Seth without anything weighing him down is 45% (not 47%), thus making him miss with a 47 and a 45. (I usually get the accuracy/damage/critical by turning animations on, since that's much easier and less prone to error.) The 0 you selected is thus inaccessable; however, there seem to be plenty of other RNs to choose from for the critical, including the earlier 0DBC and the later 0B50 and 0886 (the last of which will give you both strength and speed).
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First, Big Shield activates in this game based on the attacker's level, not the defender's level. Still, Seth's level is likely less than 20, so that's hardly relevant to this situation. I checked this point in your old run. In that, Seth is level 6 with 74% accuracy and 6% critical. 1. 39 2. 16 (these two RNs easily give a hit) 3. 83 (easily avoids big shield) 4. 5 (causes a critical hit) 5. 51 (I don't know, but it was compared with 0 for some reason. Possibly silencer as in FE7.) 6-12: some numbers (level up) Are you sure you actually used the particular RNs you listed on your second attempt? You seem to be saying that Tirado is attacking you, and I can see that he isn't the first unit to act during the enemy phase.
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If the Dark Dragon is killed (all 3 heads), the game is over. The full ending will play without any input, but it won't be nearly as fast as the text in the rest of the game, which is scrolled through quickly by holding a button.
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That garglemesh is the file. Right-click the link and choose "Save as..." (or "File" -> "Save as..." after visiting the link will also work).
Experienced Forum User, Published Author, Active player (283)
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It's good to see you're doing this again. I have no major complaints for either chapter, but here are some minor ones that only another Fire Emblem TASer would notice. Chapter 6: Moving Vanessa during turn 1 instead of in the preparations screen will save two screen transitions. Chapter 7: You can move Eirika 3 spaces instead of 5 on turn 1. Also, when manipulating the critical against Murray, I think the spaces 3R1D and 2R2D are faster. I haven't tested to confirm it is faster or anything, but those are the spaces I'd use if I were doing the TAS. Also, remember the L button will return you to Eirika's position during this time, which would certainly save time with your current RNG manipulation. It may also be worth burning more RNs with Vanessa in previous turns so Eirika doesn't need to waste as many, since she can burn some RNs without losing any time at all. EDIT: I just noticed you select "check map" from the menu in the preparations screen in chapters 4, 5, 6, and 7. It's faster to just press B. (except that I already mentioned it's faster not to change formation in chapter 6 at all)
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Why did you destroy the rocket in mission 6? It's 6 spaces away from the enemy HQ, so it won't be able to stop your infantry from capturing.
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While watching with input display on, it seems that you're using turbo a lot. This is generally considered a sign of laziness, but it especially hurt in those instances where you used turbo with the wrong button and didn't cancel the enemy's targeting cursor. Also, I thought you said you were using Max in the final battle, but you seem to have used Max in mission 4 here.
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I did some small amount of testing, and strangely enough, the RNG doesn't seem to affect damage at all. I guess that was added in AW2. Then again, Nell's power has to work somehow, so I'm at a loss right now. The RNG is used 128 times immediately after every attack, but that's probably not relevant. Some parts of the WIP looked unoptimized, but that could just be indicative of the lack of manipulation available in this game. Which COs are you planning to get in the final battle?
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I'm not sure it belongs in this topic, but to partially answer your question, the RNGs for all three SNES Final Fantasy games involve a counter from 0 to 255 which indexes a table of 256 random numbers (the numbers 0-255 in a scrambled order) in ROM. Some of the RNGs (such as the one that determines random encounters) will additionally add another value, which is increased by a constant every time the index value loops to 0.
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There are 65536 different states for a set of 16 bits. This does not mean that "65536" and "16 bits" are the same number. You can't substitute one for the other in the multiplication.
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DarkKobold wrote:
Additionally, imagine this (P1 has mobility ring) P1 - - - > P2 P1 Gives P2 mobility ring P1 P2 - - - > Next turn P1 - - - > _ _ P2 P1 can no longer reach P2 to get mobility ring, due to decreased movement. Additionally, P2 would have to 'skip' a turn to give P1 the mobility ring. (since he is held back by P1's movement.)
If both P1 and P2 have equal movement (without the mobility ring), P1 can be one space in front of P2 when giving him the mobility ring. Then on the next turn, P1 can move forward, then P2 can pass him by exactly one space and give P1 the mobility ring. This will also work (by switching the ring every 2 turns) when movement is restricted if the desired path is slightly diagonal. Your other points still stand, and I don't recall a place where this would be useful.
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I don't know anything about the layout of, well, anything in this game, but I think he's suggesting you get that jiggy when you use the cauldron to help you get into CCW.
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24 bits x 8 bits x 8 bits does not equal 1536 bits. It equals 1536 bits^3, but I don't know of any use for cubing that unit (or even squaring it), so that multiplication is obviously meaningless. The other numbers can't be converted to bits anyway. The hypothetical 256x256 image mentioned earlier has 65536 pixels, so the size of the uncompressed image (not including the header) would be 24 bits/pixel * 65536 pixels = 1572864 bits = 192 kB.
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1. Read the FAQ. 2. Try to make a TAS of (part of) a game you're familiar with. 3. Post to get feedback and advice.
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EarthBound had several necessary fights, and no level requirements. This is not the case in EB0. The necessary fights in this run are: Starman Junior The Fish (not necessary, but likely faster than the alternative) Stray Dog (guarding Duncan's Factory) Power leveling up to level 25 to wake the dragon Dragon Giegue The first two would be fought alone, since I don't have a second character yet. The stray dog should be fought with Loid still alive, since he's needed to destroy the boulder blocking the train track. Power leveling to 25 clearly goes faster if you only level one character. The dragon is vulnerable to instant death (super bomb), so Loid's level is irrelevant there. With two characters against Giegue, you would be able to sing twice as often per turn after the speech, but you'd also heal and see damage messages twice as often per turn (even during the speech), so it likely wouldn't be faster than a solo fight. I am of course open to suggestions to improve or change my strategy.
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