Posts for Vykan12

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So far, the main .m64's rerecord count says "327905", but the real count is truly over a million, since many hexing and side-work were done.
Jesus, the final submission will have like 1-3 million re-records at that rate. That video was unreal. There was some obvious mind blowing optimizations (the flying for example), but also a number of very subtle ones that were equally surprising (eg/ twitchy movements while Mario was riding down a slope).
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I can't help but vote meh. There's just nothing exciting or new happening here besides the shinespark tricks. It was interesting seeing Zero Mission's graphics with Super Metroid's engine, but beyond that it didn't really hold my attention.
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Strangely, the first time I watched this it did nothing for me, but the 2nd time I found it very amusing. Yes from me, keep up the good work Aqfaq
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I expected this to be special so I burned it on a DVD and watched it on my TV. I wasn't disappointed. This is probably the best 3D run on the site. Yes vote, and if I had a gif of link being propelled backwards by a bomb, I'd use it.
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Chapter 11 Complete Overall advantage C1-8: 2078 frames C9: -5544 frames (-7622 frames) C10: -5495 (+49 frames) C11: -7462 (-1967 frames) Chapters 1-9 Tons and tons of hex editing. I change at least half a dozen trades, all in an effort to buy an extra javelin, have Vanessa keep her door key (she uses it in C11), and to keep all my main unit’s inventories clean (no vulneraries for example). I also get rid of a lot of unnecessary trades through this process. Note that I often resort to dropping items since it’s almost as fast as a trade, and some units like Seth just can’t afford to sacrifice any slots for useless items. Chapter 10 My strategy is basically identical to Cheetah’s, except for a subtle difference. Based on how I position my fliers on turn 1, I am able to drop Eirika in a space such that she can’t get attacked at 1 range (there’s an archer to her right), which saves me from having to see her level-up. The downside is that the archer must be taken out the next turn, but it’s still a decent net gain of 49 frames. Note: I found something rather groundbreaking. While hex editing, I noticed that delaying any action by 1 frame would affect the RNG state when Seth faced the boss. By being 1 frame suboptimal with my movements, I could make 161 RNs pass before the boss attacked instead of 162, though any further suboptimal input wouldn’t change this. I’ll have to look into this more, but this should be a way to counteract the RNG “skipping” over favourable outcomes. Chapter 11 Thanks to Vanessa becoming a powerhouse in the span of a chapter, I am able to use her as a primary combatant, which allows me to save 2 turns and also avoid recruiting Dozla and L’Arachel. I also deploy 3 extra units: Franz for a javelin trade with Seth, Tana to burn RNs, and Gerik to take care of 6 revenant reinforcements. But then, why am I still losing frames compared to Cheetah? Simple, those 6 monsters Gerik faces don’t even show up on normal mode. At ~300 frames/skirmish, that alone would put me behind 1800 frames, which is very close to the actual deficit I have. Added manipulations probably take up the rest. Some final notes: Vanessa doesn’t crit the entombed enemy she faces because she can’t. He (it?) has 14 luck. This works out well anyway because Dozla steals the kill, and saves Vanessa from a level-up she doesn’t need. You might also notice that on the second to last enemy phase, I have Seth equip a 1 range weapon and fail to counter an archer. While this does cost some time, I also save a substantial amount of javelin uses I desperately need. =========================== Now, as long as hard mode keeps throwing more enemies at me compared to normal mode, I don’t have a chance in hell of beating Cheetah’s run. Most of my improvements save a matter of frames, whereas having to face extra enemies costs seconds.
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15 seconds in I can already see very sloppy play (missed shots, bad aiming, etc). No vote.
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Amazing run, yes vote. Highlights are the walljumps (obviously) and jumpslashes throughout the run. Hellagel also made idle time (eg/ invulnerable boss) very entertaining.
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Chapter 9 Complete Because of this evil chapter, I’ve gone from 2116 frames ahead to 5520 frames behind! Well, with more starting enemies, 6 extra reinforcements and wild amounts of manipulation, what did you expect? Some notes: If you’re wondering why I chose Garcia, it’s because I desperately need a 3rd attacker, and my only other viable options are Kyle and Artur. Kyle simply doesn’t have enough crit while Artur doesn’t 1HKO when critting. Nonetheless, I have to squeeze every ounce of potential out of Garcia. On 2 occasions I have to manipulate a mercenary reinforcement’s luck to be 3 so that Garcia can pull 1 crit on them. I also limit the number of attacks he’s exposed to per enemy phase, and am basically forced to stick him on a forest to give him any realistic chance of survival (his avo without it is 19). Turn 2 enemy phase was hell, as expected. I tested 2000 RNs looking for a sequence where Vanessa survives, crits 2/3 mercs, gets str/skl/spd in her level-up, and the merc reinforcement spawns with 3 luck. I can’t tell you how many times that reinforcement merc spawned with 4 luck and ruined otherwise amazing RNG sequences, too many hair pulling moments… I settle for everything I just described but with only 1/3 crits, as I get this outcome in only 488 RNs IIRC. I timed that killing an extra merc on the next enemy phase costs roughly 300 frames, so even burning 5 RNs/frame, the double crit scenario would have to take place within 1500 RNs to truly be advantageous, and 488 + 1500 ~ 2000, hence why I tested that far. It’s interesting to see how quickly Vanessa grows in a single chapter. She levels up 5 times, and on each one I painstakingly force str/skl/spd as a minimum. It pays off almost right away, as midway through the chapter she doubles and 1RKOes a myrmidon I thought she needed to crit, and 1RKOes a merc later on without needing a crit either. ============================================================= Now, to more general matters: I’m concerned with the amount of javelins I have left. Here’s the breakdown: Eirika has 9 Vanessa has 20 Seth has 4, 10, and 3 That’s it. There’s still 3 rout maps left in the game (C11, C12, C15), so there’s a slight chance I might need 1-2 more javelins compared to Cheetah due to higher enemy density. Keeping my fingers crossed I could hex that without too much trouble. I’m also keen on testing out the enemy control glitch, see if I can get it to work without PWASE, and where it would be most useful. I’m certainly going to use it in the gorgon eggs chapter, at the very least.
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Final Verdict Coming Up! Chapter 11 C11 Eph mode (Pirate ship) 3 turn is confirmed to be impossible. In fact, the chapter is very problematic because a lot of enemies refuse to even attack you unless you’re right besides them. Some screens to illustrate: None of these enemies want to attack you. I’m dead serious. Putting a unit on each of the red tiles would kill all the required enemies on enemy phase. The ones I crossed out are killed with javelins on player phase. Even 4 turning means you have to face 41 enemies, that’s 2 more than C11 Eir route. But realistically only a 5 turn can be achieved because Tana and Vanessa don’t have the combat to take on gargoyles, or even mogalls. This adds another 5 enemies, and the losses start to become apparent. A quick test shows me that killing an enemy that has an opportunity to counter takes roughly 298 frames. Multiply that by 7 enemies and you have 2086 frames lost from killing those extra enemies. The fact that C11 Eir route is bigger cannot compensate for this difference. It doesn’t take that long to move characters (2 frames/square + lag between menus), and besides, you have to move fliers all over the place in C11 Eph route to kill some mogalls/gargoyles. So, I can conclusively say that C11 Eir > C11 Eph. Chapter 12 Eir vs Chapter 13 Eph I TASed C13 Eph and achieved a 4 turn. For this to sync you need to activate this codebreaker code: 3202BEEF 0022. This is a code that keeps Cormag’s hp at 34, I accidentally left it on after planning the 4 turn. It might be simpler for me just to encode the chapter. Some things to note: Normally Selena attacks Cormag, and has a ~66% chance of hitting him. However, for testing purposes I juiced up his res, hence why she’s attacking Seth, whom she only hits ~50% of the time. Doesn’t affect the manipulations much in the end, though. Another thing you might’ve noticed is Ephraim has more move than he should, as I hacked him up to make reaching this chapter considerably easier. Doesn’t make any difference in the actual TAS, as Vanessa could easily take over the RN burns, and I even do that on the last turn. Also, I was pretty lazy with optimization, I used auto-fire a lot for instance. This should easily be compensated for by the fact that I didn’t care about Seth and Cormag’s level-up, and even if it didn’t, it’s only a few frames here and there. The bulk of the chapter comes from enemy phase. So here’s the comparison: C13 Eirika: 22461 C13 Ephraim: 23972 C13 Eir has a 1511 frame advantage. But wait, Gerik’s promotion costs a whopping 1267 frames. That reduces the advantage to 244 frames (~4 seconds), possibly less with tighter optimization. Chapter 14 Managed a 5 turn on C13 Eph route. The only things I have to say: a lot of time will be added for RNG manipulation here because I juiced up Duessel’s hit, but more importantly Seth and Duessel’s res. This also means the berserker druids don’t target me, and they have staff accuracy in the high 80s-low 90s range. Dodging 2 in 1 turn is already around a 1% chance. Quick frame count comparison: C14 Eir route: 13397 C14 Eph route: 14977 This is… shocking. I expected C14 Eph to be much faster, it’s actually 1580 frames (26 seconds) slower! What’s worse is that each berserk attempt costs a few hundred frames, all 4 would add another 1000 frames easily, and maybe add in another 500 frames for dodging the staves and other things (hitrates, dodging damaging hits). That would put C14 Eir almost a full minute ahead. So, here’s the tally: C9 Eph > C9 Eir (unkown amount) C10 Eph = C10 Eir C11 Eph < C11 Eir (unknown amount) C12 Eph < C13 Eir (~7516 frames) C13 Eph = C12 Eir (244 frame difference) C14 Eph < C14 Eir (~3000 frames) For Eph route to win, C9 Eph would have to save almost 10516 frames (~3 minutes) by itself. That’s just not happening. C9 Eph has 8 less enemies to contend with, which would save around 2384 frames (298 / enemy in my earlier calculations). Now let’s add up some of Vanessa’ crazy manipulations required. 357 frames on turn 2 + 150 frames on turn 3 + 125 frames turn 4, and nothing significant the rest of the map = 632 frames. Let’s triple that to account for other manipulations in the chapter. That’s 1896 frames. That sums up to 4280 frames lost, not even half of the advantage of C9 Eir route. Also, C9 Eir route has a larger map, and takes more turns, which likely means more enemy movement. Also, I reviewed Cheetah’s old run, and he actually handled Phantom ship pretty well. He was 5162 frames behind compared to C11 Eir, 4062 when taking away Cormag’s promotion. 5 turning only reduces the enemy count by 2, another 600 frames roughly. There’s still a 3462 frame difference (~1 minute), and I won’t even be able to use Tana or Vanessa as effectively for killing mogalls/gargoyles. Basically, the evidence is overwhelming that Eir route is faster. That’s my final decision. Only took me 5 gigantic posts 0_o
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Triple posting is for winners. Is Vanessa worth it? (Eirika route) I’m reviewing Cheetah’s run through Eirika route, taking note of everything he has Vanessa do. Chapter 9: She attacks 1 enemy archer. Chapters 10-11: She doesn’t attack at all. Chapter 12: 2 mogalls on turn 1,1 mogall on turn 2, 1 bael on turn 3 (player phase critkill), 1 bael on turn 4, 1 bonewalker on turn 5, critkills the boss on turn 6 (100 exp gain), and on turn 6 enemy phase she finally sees an assault, 1 bonewalker and 4 gargoyles. She 1RKOes all except one, which she kills on turn 7 player phase to end the chapter. Chapter 13: One armor kill. Chapter 14: Not even deployed Chapter 15: 2 mercs on turn 1, 1 berserker on turn 2, 2 pegasi on turn 3, 3 peg kills on turn 4. With this meagre combat exposure (excluding the end of chapter 12), Cheetah managed to get Vanessa to level 14. Presumably by using her the way I plan to in chapter 9, she’ll be even higher, level 16 at least. With a promotion she’s now a destroyer, no questions asked. Even if she did have problems, I watched C16 and she only combats on player phase, C17 is a 2 turn bosskill (she’s the bosskiller) and C18 is gorgon eggs chapter, aka free experience bonanza. So basically, chapter 9 travesty aside, Vanessa can definitely hold her own weight. I estimate she’ll get 4 level-ups in C9, possibly 5. Since she faces a lot of combat at the end of C12, I decided to give it a closer look. I gave Vanessa +5 in every stat compared to how she starts C9, and tested her out. Vs Mogalls: Almost 1HKOes with a javelin and doubles, ownage. They only do chip damage back to her. Vs baels: She can 1HKO with a steel lance crit, and 1RKO otherwise with a hit+crit using other weapons. Vs the boss: Can 1RKO with a steel lance hit + crit, or an axereaver crit. Most importantly, vs gargoyles: 1-3 damage away from 1RKOing with an iron lance, doubles with a steel lance when the gargoyles are weighed down. Considering she’ll level at least once before she faces any gargoyles, seems like a non-issue. Defensively, I’m not too concerned. Most of her combat is on player phase 1HKOes, and she’s only 4HKOed by iron lance gargoyles at 49-59 display hit (iron/steel lance, respectively). Steel lance gargoyles obviously kill her faster, but with lower hitrates. I didn’t see anything too worrisome outside of that. Monsters are as pathetic on hard mode as they are on normal, and all the pre-promotes (Seth, Saleh, Dozla, etc) still dominate in their roles. The only thing that might be changed is swapping Kyle for Gerik in C11. Routes compared (again) I’m not entirely convinced Ephraim route is better, so I’m going to look at some things in more detail. First off, for all rout maps, I want to know how many enemies we’re facing. Eirika route C9: 29 + 15 reinforcements = 44 C10: Not rout C11: 39 C12: 38 + 12 reinforcements = 50 C13: Not rout C14: Not rout Overall: 133 Ephraim route C9: 32 + 4 reinforcements = 36 (there’s more but that’s all Seth will face) C10: Not rout C11: 31 + 4-17 reinforcements = 35-48 C12: Not rout C13: 44 + 11 = 55 C14: Not rout Overall: 126-139 Very, very similar numbers. Hard to tell which route is better than the other without considering all the other variables at play (map size, for instance). My main concern with Eph route is C12 Eph vs C13 Eir (both bosskill maps). Cheetah completes C13 Eir in a mere 1891 frames. Looking at his older run that goes on Eph route, it takes him 12407 frames. Now, his level of play is a lot lower in the older run, and he does weird things like train Ephraim and Tana in that chapter, but even generously taking away 3000 frames for that, that still puts C13 Eir a whopping 7516 frames ahead, that’s over 2 minutes! Now let’s compare C11. Eir route: 18886 frames Eph route: 24048 frames Whoa, 5162 frame difference, well over a minute! Not so fast though. The play in Cheetah’s old run is less optimized than his published run, and he only manages a 6 turn on the pirate ship, allowing all the reinforcements to show up. Also, Cormag promotes, which costs around 1100 frames. Vanessa eventually promotes in the other run, so these 2 events should cancel out. Here’s an interesting calculation to consider: If the pirate ship can be 3 turned, then 35/48 possible enemies will show up, or about 73% of all possible enemies. Taking the # of frames to beat the pirate ship and multiplying it by 0.73 gives 17535 frames, which actually puts it ahead of Eir route. Of course this is a very simplistic calculation, but it goes to show the difficulty in comparing rout maps. Man, this is a hard decision. Let’s review the comparison: Chapter 9: The assumption is that Ephraim route is faster, despite being 3 turns longer. Seth handles ~95% of the combat, and fewer enemies are attacked overall. Whereas, on Eir route, Vanessa has to burn thousands of RNs just to pull her weight in the 7 turn strategy. The problem is, it’s really hard to know how much faster one chapter is compared to the other without TASing them both. I’ll probably test run TAS both chapters from a snapshot, and with some codebreaker codes on, most notably infinite use javelins. Chapter 10: Very safe to call this one a tie, the 2 maps are just so identical it’s not even funny. Chapter 11: Hard to conclude without seeing what turn count I can achieve in the pirate ship. Theoretically the pirate ship should be faster since the enemies are fare more condensed, and there’s much less ground to cover. C12 Eir/C13 Eph: Cheetah 5 turns this in his old run, meaning we have 55 enemies vs 50, which puts Eir route at an advantage in that sense. However, this map is way more compact than C12 Eir. It’s a 22x22 grid, or 484 squares. Eir’s map however, is a 20x30 grid, or 600 squares. Okay, perhaps not a big difference as I’d imagined, though the enemies are more centered on Eph route than they are on Eir, where enemies are all over the place in mountains and such. Once again I did compare Cheetah’s old run to his newer one, and sure enough Eir route wins again by like 10k frames. This is rather meaningless though, as Cheetah’s old run was doing very strange things like acquiring a barrier staff, promoting Gerik, having Gerik miss an easy hit on a soldier, and having Seth and Duessel stuck to each other like glue the whole time (you should spread out your units as much as possible when routing to cover the maximum possible area). This is also why I’m hesitant to make any conclusive decisions based on these frame comparisons. C14: In Cheetah’s run only 21 enemies are killed, so despite the long map, the actual amount of combat involved is very low. I had a quick look at 14 Eph and easily 6 turned it, wasn’t even trying to use Tethys or rescue chains effectively. The enemies faced is astoundingly low, in the realm of 12-17 enemies. This map WILL save a considerable amount of time. Oh yeah, I forgot to account for the route differences for C15 and 16. They’re actually kinda significant. Chapter 15 Eirika Ephraim The number of enemies seems to be exactly the same, but the placement and type of enemies varies a little. In particular, Eph route has a lot more dark mages, which makes 1-2 range more important. I read through the earlier posts in this thread, and apparently Eph route saves a turn due to better unit positioning. Chapter 16 Eirika Ephraim Counting squares on Eph gives 6 turns when you factor in Tethys and swiftsoles, which is 1 turn slower than Cheetah. Reinforcements are triggered by location, not turn count, so that shouldn’t create a significant difference. I’m more concerned about all the time lost watching status staves miss, having enemies move that won’t suicide into anyone, additional killed enemies, etc. None of that is an issue in losing a turn on a rout map like the previous chapter. I think C16 Eir outweighs C15 Eph, albeit insignificantly. Now what’s my final conclusion? Gah! My gut feeling tells me Eir route is superior even with the added difficulty of C9, but the only way to properly know would be to TAS both routes, which is insanely time consuming just to test. I kind of want to do Ephraim route because I find it more interesting, and it would add variety to me and Cheetah’s submissions, as viewers would be able to watch both routes TASed.
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Ephraim’s route Chapter 9 This map is pretty long, looks to be an 8 turn just by counting squares. 37 enemies and 8 reinforcements, 45 total. The map’s linear nature lends itself to training Vanessa though, which is a huge plus. Chapter 10 Looks like an easy 3 turn. Just need to make sure Ephraim can kill the boss. Whoa. Note that with just 1 extra point of strength, Ephraim can 1HKO with a crit. This is base level Ephraim, so it shouldn’t be too difficult. The other enemies don’t cause him a problem, and Vanessa could kill 1 anyway if they get in the way. Also, it may be possible to recruit Cormag with Tana (might cost a turn though). More importantly, if he can’t be recruited, he can be killed for a droppable elysian whip, which equals a promoted Vanessa. Chapter 11 I kid you not, a 1 turn might be possible here, though it requires Cormag. Look at how few enemies are on the map to start with. That’s a whopping 10 enemies. Though, add just 1 turn and this happens: 0_o 21 additional enemies, and if my memory serves me well, some of those monsters don’t attack you unless you’re right besides them. There’s about 4-6 reinforcements per turn until turn 6. Chapter 12 I’m glad this isn’t a rout map, otherwise this would be a serious headache. Rather, you defeat a pathetic monster boss. Taking a quick look at it, I can get Seth to the boss in 4 turns so long as nobody gets in his way. In my quick run through, 2 enemies blocked him on turn 3, but Vanessa could kill 1, while Duessel takes out the other. Scary amount of enemies, 48 on turn 2. Good thing I won’t have to face most of them hopefully. Chapter 13 Nasty rout map, 44 enemies on turn 1, and 11 reinforcements by turn 5. That’s up to 55 enemies I’ll have to KO. Thankfully, Seth, Vanessa, Ephraim, Duessel, Gerik and Tethys can cover a lot of ground fast. This map is easily superior to C12 Eirika with those stupid spiders and mountains. Chapter 14 Seems like a 5 turn by counting squares, maybe even 4 considering Tethys, though the doors are a bit of an obstacle. Another consideration, Vigarde is freaking tough. 55 hp/24 def/62 avo is insane (remember throne tiles give 3 def/30 avo). 10 luck also makes him hard to crit, you need 22 skill just to get 1 crit on him unless the weapon used has a crit boost. Seth has 19 at the moment. For a crit 1HKO, you need 43 atk. Seth currently has 20 str, with a heavy spear he has 47 atk. If he can’t crit, a 2RKO is easy. What a beast. Now let’s compare to Eirika route. Eirika’s route Chapter 9 Annoying 7 turn rout map. I’ve already covered the details. C9 Eph route might be faster due to not needing to rout. Chapter 10 A seize map that can be 3 turned pretty easily thanks to bypassing the mountain. I’d say this map ties C10 Eph route. Chapter 11 Another rout map, 41 initial enemies but only 1 reinforcement on turn 9 according to serenes forest. This took Cheetah 8 turns, though I’ll admit the last 2 were pretty uneventful. I’m almost certain C11 Eph route is faster. Chapter 12 This map should be compared to C13 Eph, since that is also a rout map. Regardless, Eph route wins easily, as this map is just absurd. Gigantic map with low move enemies in hard to reach places? No thanks. Chapter 13 This map compares well to C12 Eph, in fact it’s considerably faster since Aias can be killed on turn 1. Pretty big victory for Eir route. Chapter 14 C14 Eph wins, no contest. This map takes Cheetah 8 turns to complete, whereas I estimate Ephraim’s takes 4-5. Final Verdict Eirika Route Advantage: Chapter 13 Ephraim Route Advantage: Chapter 11 Chapter 12 Chapter 14 Ties: Chapter 9? Chapter 10 Overall: Ephraim Route In fact, I can see Ephraim route being faster even on normal mode, and I didn’t even take into consideration Vanessa’s earlier promotion, which should do wonders for her. Edit: I'm watching Cheetah's old abandoned run where he goes on Ephraim route, and he got Tana to recruit Cormag on turn 2. This makes Ephraim route even more awesome. Edit 2: 1 turn of chapter 11 (pirate ship) is confirmed to be impossible. Sucks too, only 2 enemies are out of range. Edit 3: Just had a serious look at C9 Eph. The best I could come up with is a 10 turn strategy, and Vanessa barely sees any combat. She's forced to kill 2 cavaliers late in the map, and maybe 1-2 shaman (they're less pesky towards her survival). That would get her 2 level-ups at best. Then, next chapter she sees no combat at all, as it's a 2 turn and she's occupied ferrying Ephraim. By the time she gets to C11, her combat is unsalvageable, and Cormag is superior to her in every way, except for spd/avo. Even then, a promotion brings him to 14 spd, the bosskill brings him to 15, and that's good enough to double a shocking number of enemies in the game. I know this because I remember hyping the crap out of Duessel in fire emblem debates back in the day, and he only has 12 speed. All to say, if I go Eph route, Cormag becomes my main flier, which is fine I guess. Some other considerations for Eph route: I have to trade Ephraim back his Reignleif, and also Orson's silver sword at the end of 5x. The Reignleif should be obvious, it allows him to kill the C10 boss, and the silver sword allows Seth to 1HKO enemies while carrying Ephraim, which proves to be useful right away. Also, I need to stack up on way more javelins.
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The only reason I hesitate to do that is because this would mess with the RNG and perhaps make hex editing impossible, so I'd probably lose a lot of my progress. If it's necessary, so be it. I don't think it would help much, at any rate. It makes no difference on turn 2, turn 3 she might be able to take an extra hit or two, and then beyond that her enemy phases are tame, facing only 1-2 enemies until the turn 6 soldiers. Also, every time we throw a point of def her way, the manipulations increase by a factor of 5 (stupid 20% growth), so it may not even save time at all. The idea of switching routes interests me, it would be pretty ironic to change routes because of 6 reinforcements. I'll look into it and report back.
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Prepare for a monster post, this comes out to 6 pages in word, but I’ve drafted a 7 turn plan I’m convinced will work. A 7 turn with Seth C turning through the map seems impossible. Even with Vanessa ferrying him halfway through, he simply cannot reach the the boss tile in time. He can get to 2 range from the boss, but then there are 2 archers adjacent to the boss that don’t move. Another problem with Seth sweeping the map is that he can’t get the archers shown below to suicide into him. Vanessa is occupied, so only Tana could do it. Oh wait, the archers have 4 luck. She can’t crit or double unless she uses the slim lance, which Vanessa desperately needs, and she has to dodge the other archer’s attack on enemy phase. Then, presumably her arriving on the south island will lure some of the enemies over, so she’s screwed after she kills the second archer (her combat truly sucks). Conclusion? There’s no going around having to ferry Seth to the south. And without further ado, here we go. Prep Turn 1 The combination of Seth and Eirika remove all the pirates south of them, and Vanessa critkills the pirate she’s about to attack in the picture. The level-up she requires is a bit wild: hp/str/skl/spd/def, thank goodness it’s on player phase. Tana moves down in preparation of ferrying Seth, and Kyle sits still. The only reason he’s here is to take out those 2 soldiers who don’t move unless someone’s in their attack range. The only enemy phase manipulations are making Seth land all his javelin attacks, and have Vanessa critkill the archer that attacks her. Not too bad. Turn 2 The first pic shows Tana carrying Seth, the second the ideal position for Vanessa. I want Vanessa to get attacked by the 3 mercs (she can survive all 3 hits) and the archer (required dodge obviously), while being out of range of the 2 soldiers and the myrmidon. Now, I have 2 options here. Either Vanessa critkills one of the mercs with a javelin, or she equips a slim lance. The benefit of the slim lance is that she doubles and 3HKOes, and her crit chance goes up by 5. Thus, a slim lance + javelin combination leads to a 2RKO, and any slim lance crit is an instakill. She has 9 crit with the slim lance, giving her a 17.19% chance to crit at least once in 2 hits. Her odds of critkilling 2/3 mercs on enemy phase with a slim lance are about 7%, but critting all 3 makes it fall down to 0.5%. She also has to dodge the sniper’s attack, he has about 67 true hit on her. This is getting a bit messy, probability breakdown again. Sniper dodge: 33% chance Vanessa critkills 0/3 mercs: 56.79% Vanessa critkills 1/3 mercs: 35.36% Vanessa critkills 2/3 mercs: 7.34% Vanessa critkills 3/3 mercs: 0.51% Vanessa 2 kills + sniper dodge: 2.42% Vanessa 3 kills + sniper dodge: 0.17% Before turn 2 enemy phase, Vanessa is level 7.24. She gains 11 exp from an attack, and 37 exp from a kill. 2 kills: 24 (base) + 11 (attack) + 37*2 (2 kills) + 1 (dodging sniper) = 110 exp. She levels up. 3 kills: 110 + (37-11) = 136 exp Either way, she’s levelling up, and she wants def again because it reduces 4 damage hits by mercs to 3. Str/skl/spd level-up: 11.55% Str/skl/spd/def level-up: 2.31% This sucks. Check out the modified probabilities now. Vanessa 2 kills + sniper dodge + str/skl/spd level-up: 0.28% Vanessa 2 kills + sniper dodge + str/skl/spd/def level-up: 0.056% Vanessa 3 kills + sniper dodge + str/skl/spd level-up: 0.020% Vanessa 3 kills + sniper dodge + str/skl/spd/def level-up: 0.0040% To put this into perspective, let’s look at the estimated RN burns required, and the frames lost assuming a rate of 5 RNs burned per frame. 1) ~357 RNs (~71 frames) 2) ~1786 RNs (~357 frames) 3) ~5000 RNs (~1000 frames) 4) ~25000 RNs (~5000 frames) *Bolded the outcome I consider the most reasonable for my purposes. Only the first 2 are even feasible, so that rules out Vanessa getting 3 kills. Either that, or I let her eat a bad level-up, but the consequences of that will show right away. One more consideration, Vanessa’s durability is seriously an issue. She can take 4 merc hits before she’s going to need to dodge every single hit she faces. Problem is, these mercs have a very high hitrate, 73 true hit to be precise. 0/3 mercs hit (19 hp left): 1.97% 1/3 mercs hit (15 hp left): 15.97% 2/3 mercs hit (11 hp left): 43.17% 3/3 mercs hit (7 hp left): 38.90% Yikes. At least she can survive the turn taking all the merc hits. Turn 3 Tana drops Seth and moves back to safety, nothing special. Vanessa has to kill the pirate (remember they don’t attack her, they just charge for the village). This introduces 2 options: a javelin kill and a slim lance kill. She doesn’t level up on the kill even if she killed all 3 mercs on the last enemy phase. There are serious advantages and disadvantages to both weapon choices. If she uses the javelin, that puts her out of range of 2 of the 3 mercs, and she will only face 3 attacks: a myrm, a merc, and the sniper. The drawback? Her avoid goes to hell. With javelin Sniper 81 hit Mercs 3 damage/86 hit Myrm 7 damage/73 hit With slim lance Sniper 63 hit Mercs 3 damage/70 hit Myrm 7 damage/52 hit Based on the turn 2 data, the most feasible outcomes are Vanessa killing 1-2 mercs. In particular, if she kills 2, she’s only facing one merc on turn 3 enemy phase regardless of what weapon is equipped. For this reason, I can confidently say that sticking with the slim lance is the way to go. Even with the minimum hp amount of 7 left, Vanessa can take 2 merc hits (assuming the other one is even alive). The probability of her dodging both the myrm and the sniper are a decent 14.4%. Vanessa’s exp gain now is unpredictable due to all these contingencies, but assuming she levels up again by the end of turn 3 enemy phase, she’ll have an 11.55% chance of getting str/skl/spd. Def is pointless now because she’s almost guaranteed to be 1HKOed by everything from now on. Getting hp doesn’t help either as it only increases her max hp, not her current hp. So, that gives us a ~1.66% cumulative odds of success so far, very manageable. Vanessa doesn’t have to crit the myrm because she 2HKOes with a slim lance, but killing him would make it easier to survive next turn’s enemy phase. Her crit chance is 8%. Adding in the crit makes a ~0.13% cumulative chance, still in the realm of sanity (~753 RNs or ~150 frames). The merc will die (he was already weakened), and so will the myrm (critted), leaving the sniper alive. Whoo! Turn 4 Seth critkills the boss with a javelin. Since the sniper has 8 luck, the only way I can crit him is with a slim lance (4% crit chance). To ORKO I need a slim lance double crit, a lovely 0.16% chance (~625 RNs, ~125 frames). At least it’s on player phase, and let’s pray there’s no level-up. You’ll notice that killing the sniper means the pirate goes free. That’s fine, Vanessa can take him out the next turn easily. There's supposed to be 3 soldiers in the picture, but they are no problem, Kyle can take them out on enemy phase without interfering with the other enemies that Vanessa’s taking care of. For once the enemy phase isn’t outrageous. Only the mage and merc can attack her, and there’s a very good chance Vanessa 1RKOing mercs with a slim lance now. If not, her crit chance is still high, around 19% in 2 hits. Turn 5 This archer limits how far Seth can go. If I don’t kill him, he gets left behind. This is where I’ll be moving Seth. Goodbye pirate. There’s only 1 contingency of interest here. If I kill the pirate at range with a jav, Vanessa can 1RKO the mage on a counter, but loses the 1RKO on the merc. If she attacks the pirate at 1 range, the mage isn’t even in range. Enemy phase is super easy, I might have to worry about Seth breaking javelins, Vanessa needs to dodge 1 merc, and possibly levelling up. Turn 6 Oh Amelia, how I hate you. Soldiers are cannon fodder for Vanessa, but she has to dodge all of their hits. Again, level-up possibility is always there, but that doesn’t create much of a problem. This is a little more facepalm worthy. By having him crit the mage and simultaneously going on the forest (+1 def/20 avo), Kyle's crappy combat is actually salvageable. With 2 turns he can take out the 4 enemies. There’s also the option of sending a different unit than Kyle to mop up these enemies and the 3 earlier soldiers. Movement’s not an issue at all. I’ll look at Garcia and Artur. Turn 7 No need for pics, Kyle (or whoever replaces him) finish cleaning up, and Seth kills Amelia in the most overkill fashion possible. Vanessa could kill her too, as she’s in range. She’ll gain like 6 exp to Seth’s 1, and advance her weapon level a bit, for what that’s worth.
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I find it strange that a lot of voters are complaining about the visuals. For me, that was the highlight of the TAS. I found the game to be beautiful, so much so that I was excited about every room change just to see what the hack designer's imagination could throw at us. I even took some snapshots to prove my point: Granted, I wasn't too impressed with the boss palette change, particularly Ridley, and some of the rooms were a bit off-putting. Nonetheless, this was a visual feast, which is something strange for me to say considering I'm not at all a graphics whore. As for the gameplay, no complaints in terms of optimization, from an untrained eye this looks on par with the technical quality of currently published Super Metroid TASes. There was nothing that stood out as groundbreaking about the hack like the continuous shinespark ability in Redesign, but I was still thoroughly entertained throughout. For the complaint that the game lacks enemies, I don't see how that really makes a difference. The intrigue of the metroid series is in the adventure/exploration, I always found the combat outside of boss battles to be secondary, if not a nuisance at times. All we're really missing from a lack of enemies is damage boosts, no big deal. My biggest concern is that godawful Ridley fight. The second Samus' bombs ran out and all she was left with was a weak charge beam, I knew this battle was going to be painfully long. Even with 4x speed this took too long. I'll finish by saying I don't really agree with the site's general attitude against publishing hacked runs. As long as the play quality is there and the hack offers something unique (which this one clearly does in its visual presentation), I'm all for it. Edit: Voted yes, obviously.
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This post is more or less me thinking out loud about chapter 9, which I've discovered to be a complete nightmare. First problem, hard mode adds a few pirates to the mix. This creates 2 problems: first, Vanessa gets attacked twice, even with a slim lance equipped she’s facing hit rates of around 64 display hit (~74 true hit). Here’s some probability breakdowns: Vanessa gets hit twice and dies: 54.76% Vanessa gets hit ½ times: 38.48% Vanessa dodges both attacks: 6.76% The most favourable outcome is already in the realm of probability of a critical hit. If we let Vanessa take a hit, that creates more burden of manipulation on future turns, though she will have more avoid to work with. And, obviously I have to actually kill those pirates. This is made more annoying by the fact that 2/4 of them have hand axes. There is actually a way to get all 4 of those pirates attacked on turn 1 enemy phase. See picture below. Since Artur can be 1HKOed, the pirates prefer attacking him to Vanessa, even when both are in range. Problem is, Artur can’t 1HKO back, even with a crit, and he can only double the ones that use a steel axe. Garcia can achieve a 1HKO, but he has 1 crit. Eirika can too, but she’s only in range of 1 pirate since we can’t change her starting position. Also, she can’t 1HKO unless I manipulate enemy stats, and she can’t double either. So, while this doesn’t prevent a 4 turn completion, it does put a serious strain on time lost (requiring 2 rounds of combat on most of those pirates) and manipulation (Artur surviving, tons of crits). Oh, it gets better. On Cheetah’s run, the mercenaries were doing 0 damage to Kyle, and he could cleanly 2HKO them with a javelin. Now the mercenaries double him for a total of 8 damage, and he can’t 2HKO even if he uses a javelin + steel lance combination. Also, on normal mode the promoted archer is weaker than a normal one, and Kyle ORKOes with a javelin. Now he can’t even double or crit (the sniper has 8 luck!), and he 4HKOes with a steel lance, which, if he equips, will get him doubled and reduced from full hp to 1. I think the worst part is, he only has 3 crit before factoring in enemy luck. He needs 2 level-ups before he has 4 crit, and the enemies he faces have 3-4 luck. So, even if I pull off godly manipulations, those enemies will still take a while to KO. The only way to salvage his offence is with slim lance criticals, and even then he still needs 2 rounds of combat to take out mercs. Tl;dr Kyle sucks now. There’s no chance in hell he could handle the west side of the map. I thought of having him and Forde team up for player phase kills, but that creates its own set of problems, in that Forde sucks even harder on enemy phase. The only high-move units I have left are Tana, who’s busy with a pirate way left from the group of other pirates, and Franz, whose bases are worse than Kyle/Forde. So, unless I’m missing something obvious, goodbye 4 turn. This is really bad because now I have to kill an extra 6 reinforcements including Amelia. ========= 5 Turn plan ========= My tentative idea is to have Tana ferry Seth to the south, and have Vanessa handle the west side. Let’s start with the south: With this set-up, Eirika kills 1 pirate with a rapier crit (not too hard), and Seth ORKOes the remaining pirates easily with a javelin (only slight hitrate issues). Next turn, Seth moves up to Tana, and she’s in exactly the same position as Vanessa is optimally starting on in turn 1. Nice. The bigger concern is the west. Vanessa’s offence with a javelin sucks, and there’s three 1-2 range enemies she has to face (2 archers and a mage reinforcement). She also has to kill 2 pirates that are moving away from her on player phase. Apparently they’d rather burn villages than attack Vanessa, and this is highly problematic. A quick runthrough using some codebreaker codes tells me that even in the best case scenario that Vanessa gets all the player phase crits she wants and at least 1 enemy phase critical, she still has a lot of trouble taking out all the enemies in 5 turns. Of note, she has a hell of a time taking out the sniper. Without the slim lance, she’s forced to 2 round. With it, she can only 1RKO by procuring 2 crits in a row, a measly 0.16% chance. Getting that on player phase is in the realm of burning 1000 RNs, and burning RNs at a generous rate of 5 RNs per seconds, that’s 200 frames, or over 3 seconds of cursor movement just to kill that 1 pesky enemy. When you factor in Vanessa having to crit, possibly levelling up (desperately needs str/skl/spd on every one, possibly even force def now), all the dodges she has to make, particularly from those archer 1HKOes, and other irritating factors like hit rates, we’re talking about manipulation hell on each turn. I’m starting to think the optimal strategy here is to have Seth do a C turn around the map, even though that means the map will take at least 6 turns. This kind of combat failure will be short lived fortunately, as I’m receiving some awesome units in the upcoming chapters: Gerik, Tethys, Innes, Saleh (!!!), and Dozla make units like Kyle and Forde look like complete chumps.
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There's something charming about this game, particularly its music. It's so shamelessly awful and quirky I can't help but love it. Yes vote.
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Up to Chapter 8 Overall frames saved Chapter 6: 47431-43682 = 3749 frames (~62 seconds) Chapter 7: 51704-48252 = 3452 frames (~58 seconds) Chapter 8: 61206-59090 = 2116 frames (~35 seconds) Net frames saved Chapter 6: +2087 (~35 seconds) Chapter 7: -297 (~5 seconds) Chapter 8: -1336 (~22 seconds) ===== Notes ===== I had to hex edit some trades in chapters 1-5, which ended up costing me about 30 frames compared to the latest WIP I posted. Chapter 6: I save a huge amount of time here by better positioning Seth on turn 2, which results in killing a lot less enemies. I also amuse myself with the cursor a little because of the lag that fog of war causes. And, the reason Seth doesn’t crit the boss is because he doesn’t have a crit rate on him. Unlike normal mode, the boss has 8 luck, which prevents Seth from critting even though I got him skl on every level-up so far. I don’t even make the boss miss because I have to manipulate the enemy stats for the next chapter. Chapter 7: The strategy is virtually identical to cheetah’s run. I considered a 2 turn, but it’s impossible because the boss will attack Vanessa at 2 range, and she can barely damage him with any weapon she uses. The time lost here is due to additional RN manipulations. On normal mode, Vanessa will be ORKOing those archers without a crit. Chapter 8: Again, very similar strategy. I deploy Vanessa here because there’s a mercenary that moves, but won’t suicide into Seth because he’s long gone move-wise by then. Instead of having the merc move every turn, I let him suicide into Vanessa. As a side-advantage, this also makes 2 soldiers attack Vanessa instead of Seth, giving her a much needed level-up and extra xp. I’m surprised how much time is lost here, aside from the few hundred frames of extra RN manipulations, there are more enemies on this map than on normal mode. Most notably, there are 2 mages near the boss that attack Seth after he disposes of their leader. Don’t expect an update in a while. The next 3 chapters are all rout maps, which take a considerable amount of time to plan and test, let alone execute.
does that new trick work in the other gba fire emblem games?
Yes.
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I found an awesome trick that saves a few frames on possibly every single character move in the game! There’s a 1 frame window 4-5 frames before the cursor shows up on your character. By inputting in this window, you can select characters, do L switches, etc, 1-2 frames faster than usual. I’m still testing this out, but this is going to save so many frames in the long run. Because of this trick, I’ve manage to improve up to Chapter 5X yet again. This should be the last improvement before I move forward to chapter 6. I went through every single input frame-by-frame, which, while exhausting as hell, got me another 122 frames. 1702 frames ahead overall. That’s almost half a minute, perhaps the goal of a sub hour run can be achieved after all.
In Ch2, would it not save time for Vanessa to hand Ross over to Moulder, so that once Garcia is done killing things she can rescue him and remove the Other Phase messages?
I tested this and your strategy actually costs 64 frames. The problem is that only 1 “Other Phase” screen is prevented by rescuing both characters, which doesn’t compensate for the time required to perform those extra movements.
Also, does Eirika need such a large level up?
I would assume she needs it, the strength is important for a bosskill in chapter 7, and her hp/avo are very important for reducing lategame manipulations when she gets dropped near the throne on the last turn. Also, huge level-ups are flashy and could pass off as a speed/entertainment trade-off :P
Ch3: Why not kill Bazba on player phase with a crit rather than a double attack on enemy phase?
1% crit rate makes the manipulation too time costly. If I want Seth to be getting str/skl/spd on his level-up, the odds of this happening with a critical is only 0.1025%, and that’s without factoring in hit rate.
Other than that, things are progressing nicely. You didn't scroll the screen in 5x for one of the cav kills however, so there's still slight room for improvement.
I checked through 5x carefully and couldn’t find the improvement you were referring to :/ You’ll have to give me the exact frames it happens.
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Chapter 5X improvement + lag reduction After having watched Toothache's FE6 WIP frame by frame, I learned some advanced tricks I wasn't previously aware of, and managed to save 61 frames overall due to tiresome amounts of hex editing. Also, Rolanmen1 made me aware that changing some of the options would reduce lag in the long run. I managed to save 86 frames because of this. That puts me 1580 frames ahead overall. Now, I'm kind of stuck until I can get the code for making fog of war disappear.
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Up to Chapter 5X ==== Notes ==== Chapter 4 Trading Seth a javelin in-base takes around 114 frames. However, changing Gilliam’s placement in the formation costs around 85 frames. It’s pretty obvious Seth’s trade with Gilliam takes less than 29 frames, so I went with that. I also concluded by eye that moving Ross is faster than removing him from the lineup. It would probably be faster to kill all 3 monsters in the northwest side of the map on player phase, but again, Vanessa desperately needs to get that str up. 1426 frames ahead overall (64 frame loss). Seems I lost some ground on chapter 4. This isn’t surprising as I had to include Garcia in the mix to compensate for Artur’s offence, and the enemy phase manipulations were much more intense due to requiring more criticals for kills. Chapter 5 Turn 1: I had to grapple with a tough decision here. Have Seth use the silver lance, and 1HKO 4/5 enemies he faces, including Joshua, or have him use a steel sword, and let the hat man live? Turns out both outcomes come out about the same frame-wise, so the swordsman gets to breathe another day. Also manipulated an enemy phase critical to save a few frames. Nothing remarkable aside from that. 959 frames ahead overall (467 frame loss). Obviously Seth not being able to 1HKO any enemy he faced with a steel sword was the reason for this loss. He can still 1HKO with the silver lance, but it’s reduced to 6 uses at the beginning of the chapter, and as I explained before, sparing Joshua is on par with using the silver lance on turn 1. Chapter 5x Turn 2: I hand off Ephraim to Forde so that Orson can 1HKO the archer. When Orson’s holding Ephraim, his skill is reduced such that he has no crit rate on the archer. Similarly, later on I drop Ephraim so that Orson can 1RKO the shaman and fighter near the 1 space corridor. These are both adjustments to hard mode, and probably cost a few frames. 1433 frames ahead overall (474 frame gain). The bulk of the improvement probably comes from disarming Ephraim for the last turn.
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Completes a piece of crap
BLASPHEMY!
Experienced Forum User, Published Author, Player (98)
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Chapter 3 ==== Notes ==== Chapter 1 (quick revision): Lost 17 frames to give Seth a level-up that includes skill. The added hit and crit should easily save time in the long-run. Chapter 2: I didn’t have Garcia crit the archer because it required too much manipulation. I would’ve been fine if he didn’t switch to the hand axe for no reason. 1126 frames ahead at this point. Chapter 3: Turn 1: The reason I use Gilliam here is to set up a convenient trade with Vanessa. She needs an iron lance to 1HKO the fighter. I have Garcia attack the 2nd wall early for a reason. I get a quick critical manipulation for the fighter he faces, and weaken the archer enough for Vanessa to kill without even needing a critical. Vanessa’s in desperate need of exp right now, as she needs two slim lance crits in a row just to kill fighters. Turn 2: Seth trades with Vanessa for 2 reasons: First, she needs to equip the slim lance to increase her crit chance against the thief. Second, I have to get the vulnerary and door key out of her inventory, otherwise the thief will steal it instead of attacking. Turn 3: It may seem odd that I have to skip across the screen from Seth to Franz and back, but this was the only way I could find to burn more than 2 RNs per frame. Since Seth only has 1 crit on the boss, it’s more time-effective to just manipulate his level-up. 1490 frames ahead. Surprising too, considering all the time I’m losing to appease Vanessa.
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Chapter 1 Man, that was exhausting. 717 frames ahead of the cheetah. Some interesting things I found out: -I didn't have Seth crit the boss for a reason. Surprisingly, a crit counter only saves 41 frames compared to a regular KO. This is signifcantly less than the amount of frames lost from RNG manipulation required to get that crit along with a decent level-up. -Also to my surprise, having the boss hit Seth takes exactly the same number of frames as having Seth dodge his attack.
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Beautifulicious. Only thing I found odd was that Dixie Kong died at the end, otherwise that was a delight to watch.
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I think people are forgetting that AVGN reviewed this game.
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