Prion is asking: "If you wait on the boss and do not shoot it, will the boss fight end automatically on its own?" For example, most arcade shmups have a time limit on all bosses, if it is not destroyed before the time limit it is automatically destroyed. Some examples are Ikaruga and Giga Wing.
I think this TAS would benefit a lot from subtitles telling you what the glitching you're doing right now is accomplishing and when to next expect something cool to happen. Is there any interest in making some?
Float operations aren't as expensive as you think - don't avoid using sin, cos, sqrt, tan, atan2, etc until you've determined it's a performance bottleneck.
Is there a technical explanation of why the check glitch (checking the edge of the map) permits executing input as code? Does the way in which the check glitch was used in this game provide the same or different possibilities as in the previous glitched TAS (that does check glitch in onett)? If not, why not?
Some ideas
1) Turn on anti-aliasing and fog: http://www.glprogramming.com/red/chapter06.html
2) Make ambient light lightly tinted the same colour as the background colour (similar to how on Earth, since the sky is blue, shadows are slightly tinted blue)
3) If you aren't using display lists yet, you can get a big performance boost by using them: http://www.glprogramming.com/red/chapter07.html
Yeah, looking good. Now try messing around with defining ambient, diffuse and specular lighting separately. You could even have the light source(s) such as the 'sun' slowly rotate, have acceleration/momentum or respond to player input in some way.
Final Fantasy 1 through 8 (and possibly beyond) have one of the simplest RNGs possible - a table of 256 bytes that advances one every time it is needed.
Examples of RNG manipulation possible:
-When doing hard FF1 challenges like solo white mage/solo red mage, it's possible to set up a boss battle such that exactly 256 RNG values are used per turn and so the outcome is always the same. This is called a 'cycle'.
-In FF6, using an Echo Screen manipulates the RNG to always give you a favourable outcome from slots:
"a. Enter combat. The next steps should be executed ASAP.
b. Use an Echo Screen. Doesn't matter on who, as long as the smoke appears.
c. When the animation finishes, confirm the first 7.
d. Confirm the last two 7's and use Joker Doom."
http://www.gamefaqs.com/snes/554041-final-fantasy-iii/faqs/43660
Instead of using an english fan translation, you could run it in japanese and use captions to explain what's going on.
As for Secret 4 - Is it possible to reach this stage in a normal run (= without, after beating the game, going to level select and selecting it) by any no means? If it is possible at all you should do it. Otherwise forgoing it is fine.
Romscout (in cosmo's chat) posted the idea of getting reverse shiftlines whenever you'd level up anyway in the route (during a boss battle for example) and using it to skip a roomlength of walking in the next room.
It's not like not TASing the games will make it impossible for people to disassemble the RNG... Better TAS it anyway and make it more visible how bad the problem is to Gamefreak instead of trying to hide it from them and help cheaters stay unknown.
Sorry, I managed to miss this post ^^;
Compositions in Famitracker aren't conducive to being directly converted into soundfonts/etc. I currently don't have much experience with 'better than 8-bit' daws and can't offer it as something I can reliably do.
Hello SotN TASers! Sockfolder discovered the 'sock skip' (pending better name). It allows you to skip Death with 1HR or 1 neutron bomb+level up. It can be used on any horizontal loading zone to appear 1 screen width 'further' into the next room. This is useful for 'all bosses' category and possibly other categories. It may be useful in other rooms in the castle.
1HR: http://www.twitch.tv/sockfolder/c/3030513
1 neutron bomb+level up: http://www.twitch.tv/sockfolder/c/3030464
Watched the archive.org link
Great TAS. Every time you think you're going to get bored of horizontal underflow and zips the TAS ramps in how much complexity it has to go through to beat the level. The S&K part in particular is really great. Yes vote.