Posts for TheAxeMan

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Thanks for submitting! I had seen a bit of dagit's stream as he made this run and encouraged him to submit to get some conversation started on this version of the game. If anyone else things about doing this game, having this sort of info and the input file is really useful to get started, even if it is more of a theory TAS.
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I had some explanation in the commentary on that I think. Reason is that there is a lot of dialog that takes time when we buy stuff. To get more wings we would have to sell the starting sword and a lottery ticket, talking to the guy multiple times: sell, buy, sell, buy. Two wings isn't so bad, it's just sell armor, buy wings. So two wings is worth it, three isn't.
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LeHulk probably knows about this but just to make sure it gets posted: https://twitter.com/Bowie_Alexander/status/1313238727901274112
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Minor error in the movie description, there are now 11 games in the main Dragon Quest series. When the old movie was published like 10 years ago there were only 8. Though that's just the main series, there are numerous side games and spinoffs.
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Thanks for everyone who reviewed, voted commented and encoded! It was so great to be able to update this run after so many years. Very fun to research and make and I was glad that the subtitles turned out so well. Dwango has been slammed lately but we'll get a console verification stream for this sometime before RPG Limit Break 2020 where it will be the TAS block run.
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Thank you! I have been TASing on and off but it's been a while since I finally went all the way to finishing a run like this. It looks like the encode doesn't have the subtitles so if you want the in-run explanation you should run on FCEUX.
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No, you don't need the level 3 attacks for progression at all. That's why the bracelets get skipped to save time. From what I see in that video, he has the bracelets for all his swords but doesn't equip them. When you have the bracelet but don't equip it like this you get level 2 - not a glitch at all. Sure, that might simplify some menuing but there is no way it saves time overall.
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What you see here is the same effect as the sword charge glitch. That is, your sword charge level only changes when you leave the menu so it can be out of sync with the actual items you have equipped. In TAS and speedruns this gets used to retain a higher charge level after switching swords. But this case it prevents your charge level from going up.
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Saw this on games list for RPGLB and checked to see how the speedrun is faster than the TAS. Turns out there is a very cool out of bounds skip that not only skips a few sections but also enables a glitch that makes it very easy to get the required xp very quickly! If it wasn't for this, I might suggest revisiting the submission since it predates the vault category. Speedrun highlight with good explanations here: http://tasvideos.org/forum/viewtopic.php?t=365&postdays=0&postorder=asc&start=125
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Deathless test run with new strats from that J TAS At 48:30 this is about 2 minutes slower than the TAS on the site. Basically because the new strats don't quite make up for everything we need to go through for the deathless no reset limitations. Still, we can probably get a minute or so better here. When dwango and I tried console verifying it desynced at the deathwarp. So if we don't die or reset can we finish a run? Not verified yet but we do have the run. What is verified is that the strats from the Japanese version TAS that we only see in that Niconico video do work. However I need to do some more work on reverse engineering the RNG and encounters to get it to work more smoothly. It feels like that video lines things up more easily than I was able to. The toughest one to get was a 5 metal babble fight. Left it in to show it is possible. If it is really that hard to line up then it may actually be better to do 2 fights with 2 metal babbles each. There aren't many version differences except for a little extra experience from some fights. When I actually got into this I realized it was going to be a lot easier than before because way back then it was done on FCEU with no lag counter or lua. Lua is really nice here, letting me line up lower probabilities in battle much more easily. Meanwhile the lag counter works with other scripts I have to optimize movement and menuing easily. More notes: * In Cannock we get four wings by selling our copper sword instead of dropping it and selling some lottery tickets. This takes so long that it's only slightly faster than just dealing with not having enough wings. * When you talk to a king or someone else who saves your game you can choose not to save your game. This saves a little time here because it sets your warp point. If you die you get revived at the last place you actually saved though. * Since we don't die we can get the princess before the tower. The Mirror of Ra is a pretty good walk so it was faster to save and then get it so we can use wings. * The hero needs to be alone when he finishes the metal slime so he doesn't share xp. We can weaken them in the swamp and have the slime use fireball but it's faster to kill off at least one of them in the swamp. Since the princess starts out with higher hp we can't line up both of them dying at the same time just from swamp damage. Prince heals the main character so he doesn't die and also is ready for more damage later since he will never die. * Since we aren't using deathwarps we need more wings and some medical herbs. We'll have to use the ghosted characters as item mules. Ghosts can't use items so they need to be transferred to the main character to be used. * One-shotting the Ozwargs is pretty tight. We need low hp on them and high damage crits. * For the four gremlin fight we get a lucky setup with lower hp gremlins and a preemptive attack. One gremlin has a little higher hp and needs a higher crit but everything works out. * One change I noticed later is that we could get some wings in Tuhn instead of Wellgarth to cut down on transfers. * The Sea Cave is for sure the most annoying place for our deathless limitation. The lava actually only does one damage (swamps do 2) so one medical herb is enough. * We revive the princess to use her healing powers. The leaf is not far out of the way. We save tons of time with Healmore compared to each medical herb that would otherwise need to be bought, transferred and used. Plus the princess can use some wings to avoid more transfers. * After some analysis it looks like it is actually going to be better to get just the crest in the first dip and then Erdrick's armor when we go through. * It shouldn't be necessary to top off the hero's hp, this was just to see if it would be useful. * The 5 metal babbles and nothing else fight is really rare. I bet I can get it more easily once I figure out how encounters work but for now it took a pretty long wait. It's entirely possible that 2 fights with 2 metal babbles each will be better. 3 metal babbles is also possible but not enough xp on its own because of the multiple monster xp bonus. Anyway, we let surround work because it speeds up the later uses against us. * The J TAS gets a crit and a normal attack (likely because crits add a little animation time) on Hargon but this is really pushing things. Hargon has slightly lower hp than the other endgame bosses but you would have to get at the bottom of that range and the top of your hit range plus get a preemptive. Instead I just crit twice. * Malroth goes down in 18 hits for me just like the J TAS. In theory if we could get more 11s and 12s we could do as few as 16 rounds. But it's not worth the time it would take to set up. So first we need to verify that this syncs through, submissions are coming up fast. Then I'll figure out the mechanics we need to know. Also want to see how the RNG is generated from the name to see if we can force a collision. Could be tricky but we'll find out. Of course sometime I want to make a clean version with deaths for this site but so much other stuff to do.
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I am thinking about this game again because it would be a nice target for RPG Limit Break next year. Attempting a quick verification with a flash cart, the published run syncs until stepping out after the deathwarp. We hope this is due to some difference in the treatment of the SRAM but deathwarps can be avoided if absolutely necessary. The published run also uses resets (dragon potion save -> reset to get out of cave without losing other party members) but it turns out that a better route doesn't need that. The link just a few posts up (yet many years ago now) is dead. However, that run can be found here: https://www.nicovideo.jp/watch/sm14226435 https://www.nicovideo.jp/watch/sm14226494 Other great resources from the speedrunning community: https://docs.google.com/spreadsheets/d/1Iaos-C2tFrUF42zx6d-MkRhywzacAl3QoYjLTi5EFm0/edit#gid=0 https://drive.google.com/file/d/0BzJTdbx9GMY7TVJHbXhCYlRBTzg/view The glitch to attack twice with Sword of Destruction power level sounds nice but I don't think will work out for a TAS. The falcon sword is necessary to do this and it is just too expensive to acquire. So the 39:42 run uses the Japanese version but I suspect there are few mechanical differences aside from the opening cutscene skip and longer dialog throughout. This does mean there is no chance to match this on the (U) version but we can do quite a bit better than the current run. The main improvements are: - Essentially do the game solo with Midenhall, the first character. This changes the route considerably compared the the current published run. Keeping the princess alive and powered up leads to numerous inefficiencies. The big downside is that this means no surround for the final fight. - Get one more level, ending on 14 instead of 13. The experience route changes quite a bit because of going solo but what it comes down to is taking out more metal babbles. The (J) TAS above gets into a fight with 5 metal babbles in the final dungeon and kills 3 of them. Letting 2 run away is surely intentional as there is a 10% xp bonus for each enemy initially present in the battle past the first. The extra level adds 4 attack, increasing damage on Malroth and cutting the number of battle rounds quite a bit. The level may also factor in dodge rate which becomes important. - Disassemble the RNG and other mechanics more thoroughly. It's definitely possible to do a lot better than the published run. It will have to be in order to get the dodges on Malroth without surround. This looks really smooth in the (J) TAS video but in my testing it was much more difficult to force, hence routing around to get surround on him. Possibly a version difference? If necessary there is an armor that improves dodging. - The main character name determines the other names and also seeds the RNG. If my target is RPGLB I am going to be seeing if I can force a collision so that at least part of the name can be a donation incentive. Not optimal but really cool.
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So there is a promo video for the desert Tesla drive: https://youtu.be/ek-7J0QOYfA
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Yup, totally pumped for my first live marathon appearance! Submitting Final Fantasy for RPG Limit Break was my idea. I have created a new white mage no resets TAS just for this event that is going to be really cool. At 77 minutes it is way too long for a GDQ TAS block but fits in really well at RPG limit break where the average run is something like 4 hours. This reminds me, I need to actually see if gyre wants to be on the couch with us. That would put the TAS author and WR speedrunner together live which I am not sure has happened before. Actually it won't be the first time because right before we go on I'll be on the couch for Dragondarch's run on Crystalis which I also TASed. Now the desert Tesla drive is going to be fun but it's clearly something that only dwangoAC could have imagined.
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I have uploaded the lua scripts to github though it seems that the google code links work with some sort of archive or backup redirect. https://github.com/TheAxeMan301/crystalis-tas Anyway, the reason finally got around to this is that I have been active with the very cool new Crystalis randomizer. It's been a great reason to get back into this game in a new way though sometimes it is frustrating to play in real time after TASing. Also, I am going to RPG Limit Break was to show a Final Fantasy run with dwangoAC and TASbot. As long as I am there I will be helping with commentary on Dragondarch's run on this game so I have been reviewing for that. Very big dream day for me getting to be part of presenting two of my favorite NES games.
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Dude! Ferret Warlord! Ok, finally got around to watching this on a day that I was too drunk to play games myself. Anyway, dude! Ferret Warlord! Nice to see a new submission from you. May I rat a cat? May I cat a rat? Yeah, it's awesome, thank you very much.
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Ah, migrating old code from google code to github is one of those tasks I keep putting off. I have it all locally so I can get it together.
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Yes! That's it, just yes.
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Yes, the instant kill spells would be best. But TOFR has 6 boss fights and many difficult "can't run" battles. BANE is level 5 so you would need two mages at 15 or three at 13 to hit all the bosses with it. RUB is level 6 and can't be used until level 16. And these levels need to be obtained before entering TOFR since there is no way to recharge magic after entering. A lot of experience to gain when the rules make it more difficult to win fights. On the other hand the right fights can lead to powering up pretty quickly. Which reminds me of another point about the "no-run" idea. The experience and gold gain is very uneven between enemies. In particular the most numerous early game battles are fairly worthless. So you wouldn't gain as many levels as you expect. About the credits warp, sorry but I don't know much about the stairs glitch. You could try messaging some others who posted about it earlier and reading up on it. If you don't know much about assembly level debugging you might want to generally learn about that. For that you are better off with FCEUX than Bizhawk. No emulation differences for this game.
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A "no-run" run is definitely nicer to think about than do. Or watch. It would be really long, maybe on par with the 3-hour speedrun record and probably look a lot like it. If you watch Gyre you see him spend a lot of time buying tents and using them to skip the outer world battles. Since mages hardly get any spell casts magic is essentially useless. Except for WARP which would become important enough to drag an otherwise useless pointy-hat around. Its skips would be worth a lot and you would get enough XP to use it. The mage would also whip out some magic at crucial moments but most of the time he is going just going to add a few seconds to every round of every battle. So the party would be one or two fighters and a black mage, like the current realtime WR route. Maybe start with three and then drop to two and one as they become less useful. But wait, you would need to do Ordeals and transform to get WARP. That adds a lot of time but it might be worth it since the Zeus Gauntlet would also be very important. Maybe it could be interesting but it wouldn't be near the top of my list. My restriction idea is "magic only". The rules are that you can only use magic or run. No fighting or items in battle. The party would probably be two or three black mages. I'm sure it's possible with TAS-level manipulation but there would be a lot of details to work out. The main factor would be preparing for the final dungeon. Would it be worthwhile to resort to CONF as a boss-killer? A big unknown is how to level up fastest. You could actually rush through pretty far with only level one and two spells. Perhaps it might be worthwhile to have a white mage or two just to power-level the black mages on undeads. A stupider toy idea of mine is "TheAxeRun". The only weapons that can be picked up and used are axes. Plus at least one of every axe in the game must be collected - there are only four of them and the fighter can equip them all without promotion. I think it would end up similar to the any% TAS but with bloody fights or clever tricks to beat the end game bosses without the Bane Sword. With armor a lone fighter or two could tank most of the fights. Or bring a white mage to MUTE or RUSE. If we restrict the character classes to those that can equip axes then the fighter could get promoted and use them. It would be neat to limit things to only fighting and say that the fighter is more of a berserker.
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I'd recommend going on IRC where someone should be able to help you out interactively. There is usually a good crowd there that will be able to give great advice on anything related to TASing. They can recommend a good editor and get you going. If you haven't done IRC before the fastest way to get going is the web client: http://webchat.freenode.net/
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On the Game Resources Page it explains how the table works. The $F100 address is the RAM address offset, not the ROM address. Using a hex editor, search the ROM for that table and change all the numbers to FF. That will turn off random encounters everywhere.
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DJ Incendration wrote:
How do I disable random encounters in FFHackster?
FFHackster doesn't have any way to do this. There are a few ways you could hack it. The easiest is probably just to set all the numbers in the encounter sequence so none of them trigger an encounter.
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Your best bet is running Windows in a VM. VMware Fusion is the best way to do this but Virtualbox is free and probably sufficient. I have VMware my Macbook Pro and have done some TASing with FCEUX. With a high-end mac the Windows VM feels just as smooth as my fairly beefy desktop at home.
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Very nice! I like to use this sort of brute force method as well. Unfortunately Bizhawk is a bit slow for it. Perhaps we can disassemble the RNG to see if there is a way to predict without actually playing every combination. Keep at it, I really want to see this game done!
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