Posts for Vykan12


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Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I'm having trouble running Dolphin properly (apparently my computer is garbage), so I'm taking this on as a side project. http://dehacked.2y.net/microstorage.php/info/1308969828/Vykan12-SacredStonesWIP.vbm 65 frames ahead of Cheetah's run thus far, wasn't expecting such a big improvement from just beating the prologue. My only concern is that I've already thrown away 2 silver lance uses. I don't think that's an issue though, as the weapon's hardly 1HKOing as it is, so its usefulness in that capacity is short lived.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Loving it, only concern is with regards to recruiting Heath. Is he going to save time in rout maps later on? I'm already surprised by how little he did in the desert.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
In FE9, i can 100% say that the RNG can be manipulated just like in GBA FE.
In that case I'll get started on Path of Radiance, and get back to Radiant Dawn later.
Memory watch should be available under cheat search.
I haven't the faintest clue how to use memory watch anyway, I kind of hope more technically competent users can help with that, similar to DarkKobold with his FE6 lua scripts. --- Now, there's another issue to consider before I start TASing my brains out. Should I be running on a cleared SRAM or on a file where the game's been beaten already? Normally the answer is obvious, but there are huge advantages to having beaten the game once. 1) Hard mode is unlocked, and the increase in difficulty is significant, especially in Radiant Dawn. 2) In Radiant Dawn, the map animations can be turned completely off, which saves an enormous amount of time. 3) (Not nearly as significant) you get Pelleas and Sephiran on a 2nd+ playthrough of FE10. I'm especially adamant about 2, personally I would find an FE10 run with map animations to be unbearable, and estimate it would easily be over 4 hours long. I'd rather TAS the game on a 2nd playthrough, even if it means I cannot submit here.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I disappear for a few months, next thing you know Roland has a bunch of Megaman runs published on the site, and is working on an FE7 TAS? Awesome. Enjoying the WIP a lot, bro. Keep it up.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I know I'm not involved in this project anymore, but I just wanted to say I've been impressed with the WIPs so far and am looking forward to seeing more. And hell, if there's any minor way I could still help with this run I'd be glad to do it. To be honest I'm actually a bit worried that you're restarting 13 chapters of your run over 2 kills. It made a lot more sense to restart with that Wolt dying improvement, but this is very diminishing returns for the effort required. I commend you on your effort, but at the same time I'm worried that this run will never get finished, especially when that's common practice on this site :S
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Good news, since the Megaman 10 run got published I've convinced myself that TASing this game is now feasible. So far I've gotten the title screen to emulate properly, but I can't get beyond that yet until I get a video card. But, in the meanwhile, I want to draw some attention to my main concern with TASing this game. Unlike the GBA Fire Emblems, you cannot manipulate the game's random number generator through cursor movement. In fact, I'm not 100% sure but I believe the game's RNG is affected purely by the wii's game clock. Fire Emblem Shadow Dragon's (FE11) RNG is affected by the DS's game clock (thread), so it's not a stretch to believe FE10 has a similar RNG system in place. So, if this is the case, this would give me 2 options: 1- Make a run with as many, if not more battle saves than my speedrun (could number in the hundreds) 2- Make a single segment run with considerable time lost because of an inability to abuse the RNG 3- Make some balance between 1 and 2
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I actually found the run quite painful to watch because of the raptor's jerky, discontinuous movements. Even though the run is probably quite polished, it still comes out looking sloppy because of the horrendous controls. I'd vote meh if this weren't an improvement.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I only thoroughly enjoyed the last ~10k frames or so when you had numerous movement abilities available. Prior to that, the constant sliding gets a bit repetitive, though still reasonably enjoyable to watch. I felt the same way about the souls run too. Anyway, congrats on the publication.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Yes vote, though I found left-right movement alternations were overused during boss battles.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Sorry guys, but I'm going to have to resign from working on the run. The WIP in the last post is up to date, so I'm just going to give all the data I collected so far (really messy though, and some of it is outdated such as the Thany bits). Link 1 Link 2 Remember that the test run has to be re-done from C14 since Alan is the better recipient of the boots in the long run.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I found the exploits of this run pretty annoying to watch, particularly the one used to stock up on cash. The technical quality was good enough for a yes vote anyway.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
All the more reason to have peer editing.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Why do so many submission notes have terrible grammar? It should become a rule for submission notes to be peer edited.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
The run might've been short, but it was also very uneventful. You don't see the same kind of mad glitching you saw in the Chrono Trigger run. Voting meh.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I'm TASing Fire Emblem 6 right now. A helpful lua script would be one where: 1. B is held 2. A diagonal input (eg/ up-left) is done on one frame 3. A different diagonal input (eg/ down-left) is done the next frame 4. Alternate 2 and 3 until reaching a particular memory address.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I decided to work on a test run because this game is just too difficult to plan through total theorycrafting. http://dehacked.2y.net/microstorage.php/info/192234138/Test%20run%20Chp1-15.vbm First 2 chapters are Toothache's old run, the rest is mine. I'm not going to put much effort optimizing moves or RNG burns since the ultimate goal of this is to come up with realistic strategies, have a proper look at item management, etc.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Roland confirmed that the 3 turn is slower than a 4 turn due to the increased amount of RNG abuse required. Chapter 20 sketch http://dehacked.2y.net/microstorage.php/info/1964062197/Chapter20Sketch.vbm Basically another pacifist chapter, meaning no consumption of javelins. I have a ~6-7 turn plan for C22, I can't be bothered to explain it here so ask me about it through IM if you're curious. Me and Cheetah also worked out that Chapter 15 can be 3 turned whether we acquire the hammerne or not. I have yet to test out the 3 turn in practice, though. Anyway, it's increasingly prevalent to me that we won't have to stock up on that many javelins. 5 will probably suffice so long as we get a decent amount more out of recruitment + enemy drops. Moreover, the javelin's usefulness won't be as high as in the FE8 run since the enemies in this game are actually remotely difficult to kill. I still intend to find the required amount systematically, though.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Toothache's project has suddenly turned into a 4 person collaboration: Him, me, Roland and Cheetah7071. Nitrodon might participate too. Anyway, I'm looking at some planning decisions for the run. So far I've found the following: Boss data -Roy must get a C support with Thany by the time Murdock is faced. It hasn’t been tested if this is viable or not. -Thany must have D rank in swords by the time Murdock is faced. This hasn’t been verified either as being viable. -Scott will be killed in 2 phases. Thany needs a minimum of 8 levels with +str and +spd. She can either use an iron lance and quadruple crit or a steel lance and double crit for the 2RKO. -Narshen will be killed by a killer lance double crit. The wyrmslayer is another option. -Roartz will be killed by a killer lance double crit. If Percival gets 4 levels by then, he can also pull a ORKO with a hammer. -Murdock will be killed by a single armorslayer crit followed by a regular armorslayer hit. -Zephiel will be killed by a brave lance quadruple crit. The remaining bosses aren't a problem. Chapter specific stuff A route is used in both cases. That means we recruit Lalum and go Ilia route. In chapter 21, I worked out a strategy where Thany doesn’t use up a single weapon use except on Murdock. I made a VBM to illustrate this: http://dehacked.2y.net/microstorage.php/info/857522935/Chapter21Sketch.vbm The finer details of the chapter plan will be worked out when we get there. The only reason I did this was to get some data on how many javelins and other weapons we’ll need to buy. In chapter 22, you need about 23 str and 20 spd to have reliable offense. Marcus has 9 base strength so it's pretty likely he won’t get used in that chapter. However, a lv 20/0 Allen could probably manage just fine, as can Percival if we choose to recruit him. To do We need 3 chapter 1 TASes. One is a 3 turn where Lance is sacrificed. The second is a 4 turn where the village is skipped, and the third is a 4 turn with the village visited (it gives 5k gold). Roland promised to do a TAS of chapter 12 in 21 turns and one of chapter 12 + 12x low turned to determine which is faster. I am still working out the weapon usage over the run (mainly javelins).
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Yes, this is what lua-scripting is all about.
I figured as much, but I got confused when I read this: What scripts actually do is modify RAM values.
Post subject: SNES memory viewer and other questions
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I've noticed that visual boy advance has its own built in memory viewer, as shown in the picture below: Where is this feature in SNES9x v1.43 or 1.51? I read a thread here that it's supposed to be built in, but I can't find the feature in the menus. Also, is there a way to run algorithms when making a TAS? For example, "if memory address X has value Y then hold A for 13 frames". I really would like a way to eliminate excessive trial and error in TASing.
Post subject: Fire Emblem Radiant Dawn
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
I've got dibs on this game. Has anyone gotten this game to emulate reasonably well yet?
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Hmm, you could've used the Silver Lance against the boss, so you wouldn't haved manipulate a critical, that is of course if Marcus doesn't miss.
Manipulating the critical is faster (frames lost to RN burning vs seconds lost to a boss attack + an extra attack from Marcus), plus the silver lance should be saved for later use anyway. Very impressive, can't wait from more, Toothache.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
+2 Speed is better than +2 Str in the long run, especially since crits can compensate for the reduced Strength.
Actually crits could compensate for lack of spd as well, but the compensation would be much larger (eg/ needing to crit every enemy encounter instead of just vs armors). I know you get the idea, so wtv.
As for Hard mode, I would like to do that, but I'm not confident enough in my skills to do that yet.
I wouldn't call it a matter of skill moreso than patience (eg/ RNG burning for longer), particularly in the planning aspect of the run. At any rate, the FE8 run was about an hour long, this one will be even longer, playing on hard mode probably wouldn't be worth it from an entertainment viewpoint IMO.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
*Waits for a 3 frame improvement in the same number of days* Yes vote of course.
Experienced Forum User, Published Author, Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
On enemy phase, you can press start to heavily reduce the amount of time that dotted square surrounds your character. I think you might've also been able to skip the village cutscene faster. Planning for this run will be a pain since unlike FE7-8 you cannot really beef anyone up to kill everything in sight with hand weapons. I expect you'll probably be doing most of the work with Thany anyways, and that it won't be productive to raise Miledy. If you want to raise a horse user, Lance would probably be a better choice since you can get him to double earlier.
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