Posts for ais523


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You know what? I just got this game (it only came out in Europe quite recently), and I'm a moderately incurable routeplanner. My current thoughts about TAS tricks (for the main storyline) are as follows: - The main factors in how quickly you can clear a battle are how much damage you can deal, how many enemies you can include in the AoE of each attack, how many warriors you can deploy (generally speaking you can only viably damage enemies on your own turn; the Metal Mirror and confusion exist, but the Mirror does hardly any damage and I haven't found a confusion source in the entire first half of the game, reliable or otherwise), and how long you can keep those warriors' Pokémon alive. - The exception to this is banner capture battles. I imagine these are much easier for TASing; in nearly all of them, you can either luck-manipulate, or else manipulate via other means (typically by using attacks that trigger special properties of the battlefield), for the enemies to be away from the banners, then you just take them yourself and defend the banner (not normally too hard if you can stay alive). - The main factor in how much damage you can deal is type matchup. If you're hitting a 4x weakness (which is often possible), even a fresh recruit is going to do as much or more with their attack as one of your main characters would do with a neutral attack. Meanwhile, the only time I've seen a resisted move do enough damage to even be relevant is with Rock Wrecker, which is really really high damage. The main implication of this is that it's typically going to be worth using fresh recruits and rotating the boss-fighting party constantly rather than trying to maintain a small party and using that, like is the best strategy in the main series games. - The main implication of that is that you need to be able to recruit quickly. There are two efficient ways to do this, presumably both would be used. The first is to delegate castles to Search; although I find this to give me not nearly enough control to satisfy me on a casual playthrough, it seems perfect for speedrunning. (In general, I'd recommend that Delegate is used everywhere it's legal, = every castle where the main character isn't as soon as the option becomes available.) Mining is probably the fastest way to waste the main character's month, if that ever becomes necessary, although ideally it wouldn't be and you'd just send them to a new boss fight each month, and winning them all somehow. The second is to recruit from the enemy army in boss fights; this can't be done in some battles, but can throughout the first half of the game. This is especially desirable for three reasons: you have to fight them anyway; the "special warriors" often come with Pokémon that higher level than the ones you currently have, particularly powerful, and with good or perfect links; and it has a snowball effect, with the more special warriors you have the easier it is to obtain more (you have to last-hit with Eevee or Jigglypuff within the first 4 turns of a battle until you have other special warriors; experienced Pokémon players may notice a flaw in the type coverage there, and despite their forced inclusion in every battle they won't be doing meaningful damage by halfway through the game). - The main problem with this recruiting is that new recruits are very hard to keep alive. AI manipulation is one method that can work quite well, especially if you can somehow manoeuvre the opponents to be incapable of moving or attacking and also in range of all of your Pokémon (this is tricky, but hilarious when it works and also very fast). Sweet Song is very overpowered early-game, being a free Super Potion on everyone, but ideally you wouldn't have to spend the time it takes, and it falls off later on. Manipulating misses seems like a better strategy (especially in the Pugilis fight where some of the enemy Pokémon can deal major damage to themselves by missing), but hit chances in this game are often above 100%, so it'd take a concerted focus on Speed and Charisma to make that possible, which might be different to combine with the other goals. Misses also have faster animations than hits (although inability to attack is faster still). And holding enemies in place is worthwhile because movement is quite slow, especially if it changes elevation significantly. - It's not possible to do all that much to get more mileage out of your attacks. Hitting from behind is useful to get extra damage; hitting multiple enemies (especially if they share a weak point so you can hit them all for supereffective damage) is better but few Pokémon can do it (the main examples I'm thinking of are the hit-two-panels Water and Poison attacks, which sadly often do meaningless damage, and Vine Whip which is awesome); and Abilities and Warrior skills can give noticeable boosts sometimes (Run Up is pretty reliable, for instance, and Celebrate is awesome until it gets let down by being attached to Eevee; note that it always triggers the first time in a turn, but will never trigger twice in a turn). - Your starters are very good early, but fall off late. Your main character has Top Speed (good for speedrunning because it can sometimes let you get into attack range the turn before you otherwise would); Celebrate (awesome both for speedrunning and for regular play); and Quick Attack (there had to be a downside somewhere, right?). Oichi, who is mandatory for storyline battles, is pretty much the character of Good Abilities With Painfully Slow Animations (apart from Sweet Song, which is not that slow an animation, just you'd prefer not to have to use it at all). This is to the extent that you'd never consider using her in a speedrun unless Sweet Song were absolutely vital (which is possible), except that she's a forced character, boo. (Which raises the interesting question of whether you should actually do anything with her or just leave her sitting still and doing nothing; my guess is that acting and sucking up the animations is faster, but I don't know.) - In general, anything that increases Range will let you enter combat one turn earlier, but not do much else to help. That one turn is pretty valuable, but can often be made redundant via luck manipulating deployment locations, especially on non-boss battles. (Although you shouldn't be fighting many of those, except in forced tutorial battles; pretty much anything else is faster, and if you need the results from the battle, delegate and let the AI handle it behind the scenes.)
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The newbie corner isn't such a great place for this thread; it's more a place for newbies to write in and experienced TASers to help them out, than for newbies to read. I personally think it's in the right forum already, although General is also a reasonable place.
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Fusik wrote:
It's a version specific trick. I don't want to start another stupid discussion in this thread, but I don't think it should be allowed (but it's just my opinion).
Which versions does it work on? I doubt anyone would mind if it worked on the N64 version. (The other versions are a rather grayer area.)
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This is somewhere between the "minimum presses" and "without using a particular button" goals. And necroposting is fine here if you have something to add; it's better than creating a new thread.
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Note that often, the game will sync with any old 100% save (you can test by downloading a few 100% saves of the game and seeing if they all work). In that case, just get anyone who likes the game to do a 100% and record it for you – it doesn't have to be optimised – and use it as the verification movie, hexing the TAS to start from the resulting save.
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I thought I posted this before, but apparently I didn't: do you keep notes when refilling health with a life when zombified? Obviously, it'd be much more useful if you do, being a pretty fast way to be able to make extra damage boosts.
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This totally counts. (And as was hinted at above, it's been accidentally done on console in the past.)
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Hmm. After watching this, I'm interested in, specifically, the shellcode that you load into memory via the items, that you then use in order to get the rest of the program into memory. Making it shorter, or limiting the opcodes you use, could make the item-buying sequence a lot shorter, and I'm interested in how optimized it is. It may also be worth writing a short decompressor towards the end, if you haven't already. I saw several screens full of zeros; it's probably going to be faster to define a compression algorithm then use it, than it is to enter the code all at once.
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Patashu wrote:
ais523 wrote:
This is pretty neat; the principle's been around for ages (e.g. the infamous Twilight Hack, which does something similar except using a corrupted save file), but it's nice to see someone actually go through with it and work out all the input required.
This is a step further than the Twilight Hack - the Twilight Hack had to use a dirty save edited with out-of-game tools. This starts from a fresh save.
I know. It's just the Twilight Hack principle + an arbitrary execution glitch, combining two things that have been known for ages. But that doesn't make it any less impressive; it's one thing to know it should be possible in theory, and another thing to actually do it.
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The forum moderators are normally quite good at spotting such posts, and you can always complain to them on IRC if you think they've missed something.
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This is pretty neat; the principle's been around for ages (e.g. the infamous Twilight Hack, which does something similar except using a corrupted save file), but it's nice to see someone actually go through with it and work out all the input required. (Incidentally, someone at SDA managed to replicate the Pokémon Yellow TAS in realtime, so this may be doable on console. Alternatively, the same glitched state can be achieved via the ZZAZZ glitch without resetting during a save; it might be interesting to modify the code to achieve that, which would allow this glitch to be done "safely", well as safely as the ZZAZZ glitch ever gets :). It'd be something hilarious to show off as bonus material during speedrun demonstrations.)
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Voted no based on optimisation; I think it's definitely possible to go faster. I am fine with the category.
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Hmm, "all CDs and Gold Crowns and complete the game" is a good compromise for a 100% category; you'd need to do a bunch of puzzle solving in order to get all the gold crowns, but not so much that it's tedious. It could also be done on S-Hard mode now there's a verification video. (I'd say "and get the 12 treasure best ending" as an addition, but I'm pretty sure that's the fastest ending to achieve in every category, as you get it for fast boss completions, so there's no need to add it in for a speedrun.)
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All gold crowns requires 10000 points on each level, at least. But you can get CDs with fewer points than that. All CDs by itself makes the probable "intended" 100% category, although what I'd like to watch (even if other people wouldn't), would be a highscore run that got the maximum possible score in each level (and which would have to get all the CDs as a result, because IIRC there are 500 point coins in the same boxes).
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mapler90210 wrote:
http://tasvideos.org/Movies-C3040N.html These movies all have something in common. Edit: didn't refresh before posting this. Meant to be a response to comicalflop
Although, in most of those games, warpless implies all-levels. In 2D Mario games since SMB3, that isn't the case.
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Comicalflop wrote:
That definitely looks like enough new tricks/glitches to justify a new 100% TAS. Very good finds from what is normally a mostly glitchless/well coded game. To answer your question yes Out of Bounds warping is totally ok, just look at the Majora's Mask TAS.
In general, you can do anything you like short of cheat codes to make a TAS finish faster (even things like resetting halfway through a save when the game explicitly tells you not to). If it turns out to completely break the entire game and give a really quick completion, that'll leave space for a second run that doesn't, and both will get accepted. In the case of an OoB glitch in CCW to quickly return to the start of the level, that's hardly going to break a huge amount of the game, so it's simply going to be a timesaver that's included with all the others. (Breaking note doors would be potentially major; if you can sequence-break past the 810 note door without entering CCW, that's not only an entire level you get to skip, but also you can save all the Jiggies it'd otherwise cost to unlock it, making any% suddenly seem like an interesting category. Does the game handle Furnace Fun being unlocked before CCW correctly? There's a cheat code programmed into the game to remove the 810 note door, so I guess it does.)
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Yep, this category is nothing like 100%, because it skips two (optional) worlds, several levels within the worlds it does do, several exits within the levels it does, and all the star coins that cost time to collect. It's more like an any% that simply plays more levels.
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Greenalink wrote:
Problem is that I do not know any regular stages that contains 2 mini mushrooms, and secondly you have to clear stages to keep the mini-mushroom in reserve. For example if you cleared 3-A as Mini-Mario/Luigi then played through the same stage, getting another mini-mushroom does add it in the reserve slot but you need to complete the stage again to actually keep that item in the slot afterwards. The only other way is very good manipulation and get it from a Red ? Box/Hammer bro on a regular stage. They never stop at X-Castle stages but do for X-Tower stages.
My basic plan was to get one mini mushroom from a red ? box, and the other from within a stage that you were completing anyway. (You could get both from red ? boxes/Hammer Bros, but that would require doing an entire level, or even multiple levels in some worlds, with the Mini Mushroom; not sure how much time that would lose.) The manipulation would probably suck, but I imagine it wouldn't lose that much time compared to the amount of time lost fighting world 5's boss with a mini mushroom.
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Greenalink wrote:
You got to factor: - The time it takes to get one by unlocking via Star sign path/Fireworks bonus that is then placed at the start of the world map - The fade transition from World map to the Red Mushroom House, - The time it takes for the mini mushroom to be in the reserve slot - The time it takes for the Red Mushroom house to disappear With all of those things, it is a good chance that it's not a good idea to get one in reserve.
I wasn't talking about using a Red Mushroom house; that's probably slower (although it says something that it isn't obvious). I was talking about getting a Mini Mushroom while already being in Mini form, which is another way to get a mini mushroom in the reserve box, and one that's likely to lose a lot less time; you can get two mini mushrooms early quite easily. (Probably world 1 would be the best place to do it.) It's even possible to get a mega mushroom in the reserve box this way, btw; I've done it in realtime, although it's pretty difficult.
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Just as a route-planning issue, I'm not 100% convinced the route for 5-Castle is optimal. Is it worth spending the extra time necessary to get a Mini Mushroom in reserve to be able to kill the boss much faster by attacking it with an item that actually does damage? (You could manage that much earlier in the game via using a ?-block Mini Mushroom together with a Mini Mushroom in the stage, which wouldn't lose much time, as you don't use the reserve box before that point except for a bit of entertainment in 5-T that could easily be replaced.)
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gamerfreak5665 wrote:
well, im sort of dissapointed that i am unable to combine my multiple video files without a desync, so i cant submit it here. Would a speedrun of classic or adventure mode be an acceptable movie for this site?
The problem with pure speedruns of fighting games is that they tend to consist of spamming the same move over and over, making it no fun to watch. (Although if you do make one, you'll get an audience even if it isn't accepted here.)
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21 hours is almost certainly too long for a speedrun of that game, though, even if it's a 100%. (Toothache probably has a better idea of what sort of time you should be aiming for than I do.)
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Warp wrote:
pirate_sephiroth wrote:
It's another of those electronic versions of 'choose your adventure' books they call 'roguelikes'.
Uh... Roguelikes have nothing to do with "choose your adventure" books.
Text adventures are probably the closest videogame analogue to the books. And roguelikes were some of the first game software that weren't text adventures; Rogue was defined by not being an ADVENT or Zork-alike, and several games followed on in the same genre.
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Warp wrote:
I didn't quite understand how this scam works. From the linked article it sounds like they make you buy an anti-virus software... Is the idea that you are buying it from their website rather than from the software's official one, and hence you are paying them?
The way this sort of scam typically works, the scammer is trying to get you to pay money for what they claim is anti-virus software, but which is useless at best and actively harmful at worst (if you're a scammer and have persuaded someone to install software, may as well make it a trojan and get a bit extra out of the deal). Normally, the steps that they recommend you to go through beforehand are designed to convince you that your computer is infected.
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miseiler wrote:
Sorry to bump without contributing, but I'm still looking forward to this one :) Is the run still being worked on?
Sure! We're currently trying to work out what we'll do in the turn immediately after getting the Amulet of Yendor. (We need to plan out the end of the run now, in order to be able to set things up earlier so that everything works perfectly past turn 2000.) The issue is that we need to use the Eyes of the Overworld to be able to read the Book of the Dead in air elemental form, and we need to use the Eye of the Aethiopica to branchport from the Quest to Gehennom (which saves an action over trying to do it via levports, two actions if there's no way to offend the quest leader in zero time). The problem with these items is, that they both give MR, which prevents polymorph traps working. And we can save an action (that ends up snowballing and saving an entire turn) by landing on a polymorph trap as we enexto out of Rodney's, but only if it activates. Thus, we're going to need to have our Eye and Eyes stolen. Neither is in a slot which would be stolen by a foocubus, which means that we're going to have to set up some nymphs in Gehennom. This seems possible (say on the fake wizard's tower level), but we're still trying to work out the details and verifying that it works.