Posts for Tilus


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Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
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Having just passed by this thread, and would like to see runs that aim for high score be Vault-eligible, here's an attempt to make a clear and unambiguous definition of what should be allowable. For any game with a clearly defined score mechanic: If progress through the game or the theoretical high/best score is infinite, or the game has an achievable, bounded maximum displayable high score (such as 999999) that does not loop/overflow, an "aims for high score" branch for that game is ineligible for the Vault. If there is both a point where progress through the game cannot be made further (ending at either an ending screen or a "kill screen") and the theoretical high/best score in the game is to our best understanding finite in a way other than being capped by a displayable boundary, the game should allow for an "aims for high/best score, then fastest time" branch to be eligible for the Vault in addition to the current allowable any% and 100% branches, with the following intricacies: - The movie should make all effort to attain as high/good a score as possible, and reach the ending/kill screen with that score as fast as possible - The movie can be obsoleted either on time (if it can achieve the same score faster) or on score (if a means of achieving a higher/better score is found, which need not be faster than the existing movie) - If 2 (or more) attempted obsoletions of the movie land on the Workbench simultaneously and there are both attempt(s) to obsolete on score and attempt(s) to obsolete on time, the attempts to obsolete on score have priority - If an improvement is found in the game that causes theoretical progress or high score to become infinite, no further movies can be submitted for that game in this category, and the next any% movie for the game should obsolete the high score movie
Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
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feos wrote:
Renamed most of formerly "glitched" and "no foo glitch" runs without problems, but what about pokemons and final fantasy 4? http://tasvideos.org/movies.cgi?id=1840,950,2457 http://tasvideos.org/movies.cgi?id=2543,1149 FF4 is overall glitched to death, but what's the main thing that makes it so much faster? How it corrupts the memory? And pokemons, what is the exact set of movies that are considered one game? Only the ones I linked? How many of them use/avoid save corruption and glitched warps? What is the traditional completion type?
So I can at the very least talk about the Pokemon games: The additional movies to be bunched up under the same game umbrella are #3894: FractalFusion's GBC Pokémon: Yellow Version "arbitrary code execution" in 03:14.15 and #3256: p4wn3r's GBC Pokémon: Yellow Version in 01:09.63. The differences in the movies: - #3256: p4wn3r's GBC Pokémon: Yellow Version in 01:09.63 is the absolute fastest movie. It uses a combination of save corruption and memory corruption to warp straight to the end. - #4064: MrWint's GB Pokémon: Blue Version in 28:07.28 forgoes save corruption, the key cog that allows you to complete the game in less than a minute ingame time, but still uses memory corruption and other glitches to complete the game abnormally fast. - #1671: primorial_soup's SGB Pokémon: Red/Green/Blue/Yellow Version in 1:18:58.78 forgoes both save corruption and memory corruption to offer an alternate movie that resembles the closest of any non-obsoleted movie to intended gameplay. It does still use plenty of glitches (including a walk-through-walls glitch) to skip a good chunk of gameplay, however. - #3203: p4wn3r & Mukki's SGB Pokémon: Red/Green/Blue/Yellow Version "Gotta Catch 'Em All!" in 3:20:46.17 uses pretty much the same restrictions as the above movie, though it does corrupt saves slightly to duplicate Pokemon, but obtains all 151 Pokemon in the Pokedex (through means not involving directly glitching/corrupting any entries in) en route to beating the game. - #3894: FractalFusion's GBC Pokémon: Yellow Version "arbitrary code execution" in 03:14.15 is an arbitrary code execution playaround.
Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
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So I have to ask. Why name the emulator "lsnes"? Why not something that makes its' bsnes heritage more clear (like "bsnes-rr" or something)? (I'm wondering since I noticed the change in preferred emulator notice on the front page to something I had never previously heard of, wondered why they chose some random unknown emulator over bsnes, then went to the forums and then figured out it essentially was a "bsnes-rr". I'm sure the name's going to confuse a bunch of people.)
Experienced Forum User, Published Author, Former player
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It'd probably actually be best if you used two characters, or at the very least keep 2 characters alive for awhile - you'll almost certainly need to "powerlevel" your shields (so you'll have enough Evade to avoid attacks) and your Wall spell (so that your murder spell won't ever pass it by in levels), and the attack/cancel trick doesn't work if the person you're trying to attack/cancel with is your last attacker. With that setup, your "murder spell" user should be that last person (unless you decide to go one person period), since s/he'll never need to powerlevel anything. Your first person then will be both your front line dual shield wielder, as well as your waller.
Experienced Forum User, Published Author, Former player
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Would someone mind reposting Mukki's route from a couple pages back? I think this topic has laid dead long enough, and I'd like to go ahead and see if I could at the very least take a shot at modifying the route (without having to completely come up with my own route). I also have some radical strategies I'd like to try out, among those replacing one of the Missingno Glitch Pokemon with a very high level Electrode or Weezing to make leveling some Pokemon much more quickly. (You'd move the Pokemon you'd want to level to the top, get into a battle with the Electrode/Weezing. It goes first, it Explodes and misses (but still faints), your Pokemon gains 5k to 6k EXP.) Also, I can't see more than a small handful of uses of the Ditto glitch - since it's basically the Trainer/Fly glitch except making the last Pokemon fought a Transformed Ditto, it could only really be quicker if the Pokemon with the Special you need is very far away (such as the Zapdos in the Power Plant).
Experienced Forum User, Published Author, Former player
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Not only can you catch all 151 Pokemon on a single R/B/Y cart with the assistance of only glitches (and such a route has been planned in another thread), you can also catch all 251 Pokemon on a single G/S/C cart with the assistance of only glitches. =P (Whether the entries will show up in the Pokedex or not without trades, and whether glitching the Pokemon in is faster than trading them is another matter entirely, though.) I would have to agree, though, that if you really want to make a run with trades impressive, run the Gen 3 games (R/S/E/FR/LG) or the Gen 4 games (Diamond/Pearl/Platinum/Heart Gold/Soul Silver) instead.
Experienced Forum User, Published Author, Former player
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One other possible timesaver you might want to potentially look into is, for some of the evolutions that begin at very low levels (like, less than 20 or so), you might want to consider supplanting some of the lower level Rare Candy uses with piggybacked trainer battles that you encounter along the way instead of using Rare Candies to pick up very small amounts of EXP to level up. Be sure to also spread out the E4 EXP as much as you can and divert it to the easiest to acquire levels as you can, the more levels you can get out of the E4 by piggybacking, the fewer Rare Candies you eventually have to use, and the quicker the run will be.
Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
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More ideas: - Rare Candy-ing Mankey -> Primape, Machop -> Machoke, maybe Geodude -> Graveler: Have you considered flat out catching them in Victory Road? (Remember, you can enter from the Indigo Plateau side.) Shouldn't be very far out of the way, and you won't need WTW by that point anyways. - You sure Trainer/Flying both Omanyte and Kabuto is quicker than reviving the fossil of one of them? - That's a lot of Rare Candies to dump on Ivysaur and Charmeleon to obtain Venusaur and Charizard. Maybe Trainer/Fly one or both of them?
Experienced Forum User, Published Author, Former player
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It's interesting you bring this up, because over the last couple months I've been considering starting up a 151 Pokemon run of my own, in which route planning would've involved creating a program which would determine the Trainer/Fly results for any base pokemon, and then running much of the wild Pokemon encounter list through it, followed up by a LOT of cost analysis tests to determine the quickest method of obtaining Pokemon off the main route. The biggest thing that was holding me back is awaiting the extent of the ZZAZZ glitch's nuances to be known - initially I would've thought it to not help and possibly even hold back progress, but recent developments have made me question that. You might want to wait a bit until analysis of the glitch has been completed more thoroughly, and possibly integrating it into the route, as long as it doesn't muck up the Pokedex or anything of that nature. (EDIT: Yeah, maybe I should've read the comments first. =P If ZZAZZ can just glitch in the whole Pokedex, it'd defeat the purpose of the run, and thus it's probably better off to outlaw it completely.) I also took a quick look at your initial route, and while not a whole lot is immediately jumping out at me, the Power Plant section is; I remember distinctly my tests of simply walking through it without fighting any battles taking on the order of 2-2 1/2 minutes to do so. Even going in far enough to pick up the Electrode might not make going far enough through to encounter Zapdos be more time effective than simply Trainer/Flying him and simply catching everything else near the entrance. As for the "Dratini problem", you're almost certainly going to need to Trainer/Fly Dragonite, going by the amount of Rare Candies you'll need to feed a Lv30 Dragonair to get Dragonite, it's going to take a good minute and a half plus to do so. I'm not nearly as certain about Dragonair, however - you'd need to do more testing to determine that. In any case, however, if you're going through with this run, I'll be cheering you on, even if I may not actually post in this topic much. =P
Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
Posts: 177
Star Ocean 2. Yes, it'll be a royal fight planning nightmare (at least on the level of Secret of Mana and, well, Star Ocean 1), and the camera likes to zoom around and refocus on the active character (so rapid switching as in the SO1 run will lead to massive dizziness and headaches), but if you can grapple with that all of that, fame of others notwithstanding it's easily one of the most attractive PSX RPGs to see ruined under TAS conditions.
Experienced Forum User, Published Author, Former player
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Yeah, I saw those videos already. All the videos by that author are done in ZSNES, so the game runs much faster than it does on console, but the speed of the ingame timer doesn't change, thus resulting in impossibly low times.. not to mention that they're with 4WD, which I'm not going to be doing a run with. The other videos all seem to be emulator videos in ZSNES, don't use F-TYPE or 2WD, and/or are at best fairly casual playings which look easily beatable - nothing which could be taken as a world record of any sort.
Post subject: Stunt Race FX (aka Wild Trax)
Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
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For awhile I've toyed around with the idea of TASing Stunt Race FX (even creating a short testrun of the first track, Easy Ride, with F-Type, but didn't really do much with it, as it, well, wasn't any good at all), but now that I have ample free time for the first time in a long while, I'd like to take a more serious attempt at this game. My current plans to TAS this would be to create two runs of it, one with F-Type, and one with 2WD. F-Type is the fastest racer available among the initial selections, but is also the flimsiest, takes the longest to accelerate, and has by far the widest turning radius. After completing the game, I would then create a separate submission with 2WD (whom is only unlocked via completing the game), who is as fast as F-Type, is as tough as and accelerates as quickly as 4WD (the fastest accelerating and toughest racer), and has the tighest turning radius of all four racers, but also spins out the easiest by far and requires extremely delicate control. Both racers are the "fastest" and are considered the most difficult to race with, but for very different reasons; I feel that there would be enough variety between the two runs to justify making them separately. Before I progress any further, however, there's a few things I'd like to know about, from those whom are more knowledged than me on their respective subjects:
  • Are there any communities of Stunt Race FX players (let alone communities that keep "world record" times) anywhere on the Internet? Detailed searching of Google and Youtube-ish netvideo sites resulted in nothing. It would be nice to have anything resembling world record times to compare against.
  • Would someone mind digging into the game and finding the more important memory addresses in the game, for things such as the clock timer, speed, current turning radius, vertical alignment (for things like jumps) and current coordinates on the track?
  • Would runs of Stunt Race FX, as SNES9x is now, even be accepted on TASvideos? Since this is a racing game, having accurate emulation is more important than in other games, and I have heard that Stunt Race FX makes clock rate adjustments to the Super FX chip on startup (which causes at least ZSNES to run the game much faster than normal), and that this plus the inaccurate Super FX emulation as seen in the published Star Fox movie may make it impossible to accurately compare such a run to whatever Stunt Race FX world records that may exist.
Experienced Forum User, Published Author, Former player
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Hate to say this, but that run desynchs on Bowl, the first Stunt track (you fall one point short of the qualifying mark).
Experienced Forum User, Published Author, Former player
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I voted meh. While the general movement seemed clean and optimized enough (with maybe a couple of minor exceptions here and there), the Metroid battles (which probably should be the highlight of any Metroid 2 movie) felt like they were exceptionally unoptimized, sluggish, and inefficient, with it looking like you wasted whole seconds on some of them dashing too far in, not hitting Metroids as soon as you could (and wasting opportunities to hit Metroids), not manipulating Metroids (or yourself) into advantageous positions, and so on. I think the movie could probably use one more (and much more thorough) optimization job before it's publish-worthy.
Experienced Forum User, Published Author, Former player
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Bag of Magic Food wrote:
Kitsune wrote:
That Missingno Glitch would be good to use with Nuggets as well, for cash for Pokéballs and whatever else you want to get.
Might it not be faster to just buy one of each thing you need, then duplicate each one?
Heck no. Even at the best case scenario, Missingno glitching stuff takes at least 30 seconds per item. (Well, maybe you could do it somewhat faster using the Cinnabar Island "missingno" glitch, but that's way too far into the game for it to be practical.)
Experienced Forum User, Published Author, Former player
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I'm starting to wonder if instead of running FF5 SNES, that once the English translation of FF5 Advance comes out, that it gets used for the final run instead? After dabbling in the Japanese version for a couple hours, I wouldn't doubt if all the tricks that work in FF5 SNES still work in FF5 Advance, and with the added bonuses of there being a run button (and with someone in the party being a Thief, you run 4x as fast), and the game itself being understandable to most of the site's audience, it might make a better run than FF5 SNES.
Experienced Forum User, Published Author, Former player
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Last I checked (which was several months ago.. don't know if there's been a new version since then), SNES9x can't record Super Scope input. Nice try, though.. I'd love to see a movie of this!
Experienced Forum User, Published Author, Former player
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The route looks good so far. I had planned on working out a route for a 151-catch game, but you seem to know the game better than I do at this point in time. What you do have thus far is very similar to what I had in mind though. And yeah, buying the Magikarp is (I'm 99% sure) faster than fishing for it.
Experienced Forum User, Published Author, Former player
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And, in quite predictable fashion, I've gotten nowhere over the last 2 weeks. =P My current progress is right after the Ship Graveyard, where it appears I've actually lost time against Boco's run, and I don't quite see where it's coming from. Unfortunately, I'm going right back to college next week, so any real progress may take awhile to come about.. so if samurai goroh or someone else wants to take this run up to try and beat me out, feel free to do so.
Experienced Forum User, Published Author, Former player
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I've been fairly busy with school as of late, but my last final will be tomorrow, so expect me to start up again shortly.
Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
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Run desynchs very early in the opening stage. (Yes, I have the correct ROM - checksum matches and everything.)
Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
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Pre-emptive Attack! This is a testrun of Final Fantasy 5, which completes the Wind Shrine, 4185 frames (nearly 70 seconds) faster than Boco's testrun. I'm going by /*-'s walkthrough at this point in time, though I might deviate slightly depending on how some tests come out. Notes on this run: - I name the main character "Tilus" (or at least as close as "Tilus" gets in kana). Given how few times the main character's name appears in the script, this won't lose nearly as much time as one might think, so I'm not naming him "A" or anything else short and silly. I have considered going back to Battsu/Butz/Bartz, his "default" and more official name, though, and might go back and do it if people request it. - Like many SNES speedrunners, I upgraded to snes9x improvement 9, with the memory viewer, and have attempted to experiment with it to try to find a way to manipulate the distance between random battles inside caves/dungeons. Extensive searching and testing has come up with no solution, not even a counter which counts up or down the distance remaining until a random battle. After looking back, the distance between my run and Boco's between battles (and even the formations encountered!) is eerily similar, so chances are this may not be manipulateable at all, instead possibly being called off a set and unchangeable encounter list, not unlike FF1. Anyone with assembly knowledge want to take a look into how this works? - The time it takes to run away from battles in this testrun is slightly inconsistant, which while fast seems to have as much as a second of variance in between escapes. I haven't attempted to manipulate this variance down in this testrun. - There's about 120 frames (2 seconds) delay when you try to run right through the save point in the Wind Shrine, which includes the "ding!" and the text explaining what save points do. Considering I'll lose a couple dozen frames for every save point I attempt to run around, I'm pretty convinced that doing this will eventually save time in the long run. - I attempted even more extensively to try to decrease the amount of time it takes to win the Wingraptor battle. I went through a couple hundred frames of manipulation scattered around the several moments of input in a futile attempt to manipulate in a critical hit, with no success (which leaves me wondering, is it even possible for knives and swords to critical in this game? I can't recall the last time I've seen one critical), and given the peaks of damage I could be dealing with my weapons, attempting to win this battle in any fewer than nine hits, without a critical hit, isn't possible. So, I just go ahead and input as fast as possible. Though, if anyone with assembly knowledge wants to try and verify or deny whether swords and knives can critical or not, feel free. - I made Faris the thief right off, to save a little bit of time by only having to change three characters to black mages before Karlabos. This might be cutting things a bit close with the HP, but I should be fine. If there's any comments/questions/concerns/etc that anyone has with the run, feel free to comment away.
Experienced Forum User, Published Author, Former player
Joined: 9/24/2004
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I haven't worked on it since I started over, but have considered that possibility for luck manipulation, and am glad to see that that particular method does work. If you want to take over this game and do a speedrun on it yourself, feel free.. I won't stop you. However, I'll probably start getting some of my free time back soon, so if you don't want to do it after all, I'll pick it back up myself, and make sure it receives the justice it deserves.
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Something I just discovered that you may want to test: The RicaldMages in Walse Tower drop Rods (I got a pair of Fire Rods off an encounter, I haven't checked to see if they drop other rods as well), and you can use a pair of them to kill Galura much quicker than whittling it down with Goblin Punches. Not sure if finding a way to kill a group of RicaldMages (or a RicaldMage/IceSoldier x2 group) and manipulate Rod drops is faster overall than the normal way of killing Galura, but it's worth a try at least..
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I voted no, and I am greatly surprised that thus far I'm the only one to do so. I'm not at all a fan of internet advertising, and even less enthusiastic about the sorts of ads that you simply cannot block, which google ads seem to fall under. I would've preferred a donation setup - I think the site is popular enough that you'll probably be able to keep it afloat on donations alone - and it's not intrusive like forced banner ads are.
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