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ars4326
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How's it going, Marko? Like Samsara stated, this website (with rare exceptions) only accepts TASes of fully completed games. If you want community feedback for just a single level, it is best to post a WIP of it in its respective forum. Also, not to discourage you, but Sonic games are among the most highly optimized TASes on here. It would really require a long-term, diligent time investment to beat one of these records. Welcome to the community!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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@mkip2001 Good observation on those details. What do you think about these?
I like the top one due to the points you brought up (there's also a subtle shout-out to Jesus Fan), but I also like the bottom one's color scheme and think that it would really be an eye-catcher. edit: Slight change to top pic (took out impact animation on Azcan Warrior).
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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How's it going, Kurabupengin? When you go down the first pipe in 1-1, have you checked to see whether it's faster to just run off the ledge into the pipe below, instead of jumping? Also, I noticed you double-jumped a few times in 4-1. Is there a useful pattern to this? For example, is there a way to double-jump somewhere in 4-2 so that you could make it to the ceiling and save time? The run looks to be shaping up well, although I'm sure there's still some technical details to iron out. Are you working toward submitting this in the future?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Post subject: 新しいのTAS
ars4326
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(I realize that my Japanese is elementary, at best. If anyone would be willing to correct me on some grammar, here and there, I would greatly appreciate it. I am trying to get better at my Japanese!) 新しいのTAS! 五シナリオをしました (21:44)。 http://dehacked.2y.net/microstorage.php/info/641677932/Langrisser%202%20TAS%201.3.bkm Bizhawk 1.7.1
シナリオ 3
すべての敵を殺しました
7ターンで仕上げました。 じゅんび 展開する Turn 1 (リアナはヘインである) ゾルムへエルウィンと2ソルジャー(それらの間の7スペース)。ヘインはとなりのいわ三で南と東へ行く。それからスコットは南と東へ隣の木行きます。 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7
シナリオ 4
モーガンの死
3ターンで仕上げました。 じゅんび 展開する Turn 1 Turn 2 Turn 3
シナリオ 5
すべての敵を殺しました(22 Turns)。それともエルウィンがマップの上へ行きました (22 Turns)
じゅんび 展開する 5ターンで仕上げました。 Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 じゃあまた!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Post subject: S5 & 6 WIP
ars4326
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5 stages done, and only less than 22 minutes in! http://dehacked.2y.net/microstorage.php/info/641677932/Langrisser%202%20TAS%201.3.bkm
Scenario 4
Victory Conditions: Death of Morgan
PREPARATION Elwin enlists 5 Soldiers. MAP DEPLOYMENT Select auto-deploy; Elwin at top, Hein to the left, and Scott to the right. Turn 1 Hein casts Attack magic on one of Elwin's Soldiers, who is left behind in order to benefit the rest of Elwin's troops due to the spell's global effect (targeting one unit affects all of that Commander's troops, regardless of where they are on the map). Elwin then moves straight ahead and lands on the tree tile. His boosted Soldiers then take out the guarding Barbarians on either side, followed by the Warlock Commanders. During Enemy Phase, 1st Assassin is manipulated into damaging the Priest's Guardsman for a low 5 HP. In turn, his Soldier is prevented from outright killing the Guardsman off, saving time on both its death animation and preventing the Priest from casting Heal 1 during the next round. As for Priest 2, she is damaged down to 7 HP to also prevent her from also using magic (she will only use her Treat command). Afterward, Morgan remains put* while the Shaman will rush down towards Elwin, attacking one of his horseman with an Archer. *Even with the Speed Boots, Elwin is unable to move close enough to Morgan to bait him into moving down toward him. Elwin would probably be able to accomplish this if he was promoted to a Knight, but this would likely take up more time than it would save. Turn 2 Hein casts Attack again on left behind Soldier, while Elwin moves up and takes out the guarding Barbarian. Two boosted Soldiers are needed to kill the Shaman; one to soften him up (and subsequently die), and the other to rush in and finish him off. During Enemy Phase, Assassin 1 and his troops are manipulated into making non-lethal attacks, effectively causing a 'log jam' of units inside the Temple's entrance. Assassin 2 can only strike with his Pikeman, who is also manipulated into making a feeble attack. With all other enemy allies defeated, Morgan is compelled into moving south, where one of his archers takes out a weakened Soldier. Turn 3 Once again, Hein makes use of his attack spell on Elwin's out-of-range Soldier. Elwin then begins the finishing sequence, moving up to take out the guard on Morgan's right flank. Elwin's boosted Soldier then immediately moves in to finish off Morgan, ending the stage. Post-battle, Elwin class changes, promoting up to Knight (+10 Move w/ Speed Boots!). Newly joined ally Cherie follows suit, promoting up to Hawk Knight.
Scenario 5
Victory Conditions: Death of all enemies within 22 turns OR Elwin reaches top of map within 22 turns.
(Faster to kill all enemies. Too much time is spent having Werewolves chase Elwin during Enemy Phases).
PREPARATION Elwin enlists 5 Horsemen, while Cherie enlists a single Griffon and equips a Great Sword. MAP DEPLOYMENT Manual deployment: Elwin is positioned at the top, with Cherie to his right. Hein is placed south of him, while Riana is posted to the southeast. Scott takes the last available spot. Turn 1 This is a stage where Elwin and his Horsemen assert their dominance. Elwin, with his expanded Commander range, moves up first, landing between the two Werewolf units. He is strategically placed so that his Horseman all benefit from his AoE stat bonuses. Similar to the last stage, the guarding Wolfmen on either side are taken care of first, soon followed by the Commanders themselves. Elwin's 5th Horseman is then moved into range in order to be used later. Riana is moved upward near the bridge, while Cherie shoots straight ahead with her troop AI activated (this is faster than manually moving her Griffon). During Enemy Phase, the Assassin rushes down and kills off a Horseman (who is manipulated to survive) with his Pikeman. Both the Warlock and the Assassin are now grouped together. Turn 2 Elwin and a Horseman take out the Assassin, which prompts Morgan to call in the first wave of Werewolf reinforcements. Riana heals two injured Horseman back to full power; they both then move in to take out the Warlock. Cherie again rushes ahead into position for the next round. Turn 3 Werewolf Commander #3 is snuffed out by Elwin's Horseman. In particular, killing the Wolfman while leaving the Horseman at 7 HP was a difficult manipulation to pull off (due to the Wolfman's 20% land effect bonuses from being on a hillside). Cherie then moves one space to the left, creating an opening for her Griffon to take out Werewolf Commander #4. Due to her class, Cherie receives a 20% defense bonus from being on a water tile (making no-damage manipulations much easier). After defeating the 4th Wolfman, Morgan calls in the last wave of reinforcements. Turn 4 Elwin shoots straight ahead and blitzes Morgan. Cherie's Griffin is positioned on a specific tile in order to draw the 6th Wolfman Commander onto a weaker tile. Instead of being on a hillside or forest (20% bonuses), he is manipulated into landing on a tree (5% bonus, instead). This makes it possible to defeat him without resorting to having Hein use his Attack spell (and having to hire an additional Griffon). Turn 5 Elwin and Cherie authoritatively route the last 2 Werewolves, ending the stage.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Hey guys, what's your opinion on which screenshot I should use? Should I go with...?
Ha-Ha Funny
Uklangor SMAASH!
or...
Serious
Mean muggin' it while showing off max damage
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Post subject: Run is DONE.
ars4326
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Clocked in at a final time of 22:17 (45 second improvement). Not too shabby :D http://dehacked.2y.net/microstorage.php/info/643605083/WOTES%20TAS%201.3.bkm Should have this officially submitted by the end of the day. Hope the community enjoys!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Azcan Temple finished -- I never wanna see ya again! http://dehacked.2y.net/microstorage.php/info/1015803022/WOTES%20TAS%201.3.bkm 1876 frame improvement over my cancelled submission. A bit of time was lost in the Beastman Caves due to manipulating a miss. Still, a 31+ second improvement (so far) is pretty sweet.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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So the Duck's beak can be used as a boomerang to retrieve lips? Can it be thrown in different directions? For example, could it be used to retrieve lip #6 as you continue through the level? WIP is looking good!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Post subject: Thief 'trap RNG' activation found.
ars4326
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Eureka, I think I've finally found it :D I asked Feos to help me with the disassembly and made two videos for him to analyze: My current WIP without the ability, and an unoptimized run to the Azcan Temple (made after the Phobosuchus fight) with the ability intact. Just now, I decided to analyze the unoptimized run with my prior submission to see if there were any similarities -- which there are! In both runs, as I'm escaping the horde of Troglodytes past the open hall in the Beastman Caves, I noticed that a Troglodyte attacked and missed me just as I rushed past it (I listed every attack/miss/etc. in a Word document and compared results). With my current WIP, I tested this out and manipulated a miss from the last group of Troglodytes. Upon making my way back the Temple, I was pleasantly surprised to find that my Thief could now manipulate trap RNG by waiting for the right frame to successfully disarm. From a technical standpoint, I have no idea what this means (perhaps misses add to the Thief's disarm ability??). However, all I need to do now is re-optimize my route back to the Temple to make completely sure the ability is intact. If so, this run is getting finished! edit: WE'VE GOT TRAP RNG ACTIVATED! I am pwning this Temple! New WIP will be posted soon!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Kusoman, are you into RPGs or strategy games? Obscure games like Warsong and Sorcerer's Kingdom (both Genesis) are what got me interested in TASing. While not difficult to optimize (compared to games like Mega Man), they required quite a bit of planning and testing. Also, they helped me become better at TASing, especially by forcing myself to get used to the frame advance key.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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You are the man, Solarplex! I greatly appreciate how you take the time to upload runner's WIPs here in the forums. Just a quick update on the run. Scenario 4 is finished and optimized. It went better than expected (and ended much earlier than I thought it could). I am now currently in the process of routing Scenarios 5 & 6. I'll post a WIP once I have at least S5 done. I'll probably upload my progress after every 2 or 3 stages. I think that's a pretty good pace, and gives at least 10 minutes of new content up until I've got a submission ready.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Glad to see you're still working on this. If this method works, would it save more steps in between battles each time?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Post subject: New run on Bizhawk. Scenario 3 completed!
ars4326
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Project back on! http://dehacked.2y.net/microstorage.php/info/1330446639/Langrisser%202%20TAS%201.3.bkm Restarted the run from scratch on Bizhawk, with some improvements made in the earlier stages. S1 is 128 frames faster due to better enemy manipulation (Leon's Royal Horseman was damaged down to 7, stopping it from attacking during turn 4). Huge improvements were made to S2 due to a different strategy in routing the Horseman Commander which cleared up the 'log jam' of enemy soldiers that normally clogs up the Manor entrance. 2,425 improvement on S2, with an overall improvement of 2508 frames. On to S3. From this point forward, I'm going to experiment with documenting my strategies on here. For one, it would greatly help out to have these details available when I'm ready to submit the full run. Two, it could possibly help someone else who could improve on this run in the future. Here goes!
Scenario 3
Victory Conditions: Defeat all enemies
PREPARATION Equip Elwin with Speed Boots. Hire two Soldier units for both Elwin and Scott. MAP DEPLOYMENT (Auto-deploy) Position Elwin at the top, Hein to the left, and Scott to the right. Turn 1 (Order Riana to follow Hein) Move Elwin 7 spaces away from Zolum. Position his Soldiers seven spaces away from the Pikeman guarding Zolum's south side. Move Hein southeast between the three rocks; this will cause the 1st Fighter to leave his left side exposed when moving in during the Enemy Phase. Set Scott's hireling A.I. to Manual. Move Scott southeast and to the right of the bush*, while moving his Soldier directly east on the hill. During Enemy Phase, manipulate Scott's Soldier to damage the 2nd Fighter for 2 HP. *Having Scott hit the 2nd Fighter for 10 HP while not taking any damage in return is a near-impossible manipulation (which I believe I've only got to work one time). Having the Soldier soften him up is the only consistent way I've found to quickly kill him off. Turn 2 (Order Riana to remain with Hein) Kill off the southern Pikeman with Elwin's Soldiers. Then, manipulate Elwin to route Zolum, taking no less than 3 damage (so he can heal to full power during the next round). After reinforcements appear, Hein moves directly south and kills off the 1st Fighter. Scott follows suit and eliminates the other. Turn 3 Elwin heals to full power while Scott moves up and attacks the 3rd Fighter for at least 6 damage. With each of them on a hill tile that grants a 25% bonus to their stats, it appears to be impossible to manipulate an attack for 10 HP (the closest I've got is 8). Scott's second Soldier remains where he is at in order to draw in the 4th Fighter from above. During the Enemy Phase, the 3rd Fighter will heal himself while his hirelings remain still. Turn 4 Elwin moves right to the far tree, which will cause the 5th Fighter to move directly next to him. Scott’s other Soldier moves up one space and to the right; 4th Fighter will draw near him while leaving his right side exposed. Turn 5 Elwin kills 5th Fighter. 6th Fighter, like a good sheep, follows in and moves right next to Elwin! Scott finishes off 4th Fighter. Turn 6 Last Fighter killed by Elwin. Vargas appears. Turn 7 Mystery Ally appears. Immediately End turn. Scenario ends on Enemy Phase.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Any progress on this one?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Truncated wrote:
This sounds like something which could be figured out with a bit of disassembly. There are several people skilled in this on IRC. For example r57shell and feos helped me with taking apart the RNG in Batman and Robin. Once you see the calculation steps used to determine if a trap will be disabled or not you can monitor the input data and see what you can do to manipulate that data.
That idea sounds like it would work! The way you worded it appears to be exactly what is occurring. Between killing the Phobosuchus and the amount of Troglodytes, there is some type of calculation going on that determines whether or not the Thief can easily disarm traps.
Scepheo wrote:
And from what you say, it doesn't necessarily seem that Aqfaq is wrong. Just because the traps' locations, types and such are fixed, doesn't mean their "stats" are. Your killing of the Troglodytes may well have cycled the RNG to the point of generating easy-to-disarm traps. Just saying it still sounds like a possibility. Still, if you want to be sure, follow Truncated's advice. Using trace logging (does Genesis have trace logging on BizHawk? I'd think so) it should be quite doable to figure out what factors into the disarming logic.
Ah, I see what you're talking about. I think I misunderstood Aqfaq, in that case (generating easy-to-disarm traps vs. randomly generating the traps, themselves). Bizhawk does have a Trace Logger feature for the Genesis. I've never used it before, so I'll have to get up to speed on it and learn how to apply it.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Aqfaq wrote:
It is also possible that the "hidden value" you are looking for is the property of the trap, not the property of the player. Maybe the traps are generated randomly?
The traps aren't randomly generated, there are just way too many of them to try luck manipulating through without the reliable means I had before.
Level 4 is the 'deal-breaker' in that there are 10 traps along the way to the 5th floor with the Ring of Fire Resistance. Individually, running around each one costs around 50 frames. Going both ways, this would cut a huge chunk out of the savings I've already made, so far. It really stinks too, since I found a huge improvement last night on the 5th floor that would save about 10 seconds. It is such a mystery what causes this hidden value/condition to activate. It seems to occur either in the Beastman Caves, or maybe in the Valley along the way to the Temple... I think I'm going to experiment with the old submission file and narrow down what caused it to occur the first time. It would be too much of a shame not to complete this run now that I've found all of these different improvements. edit: After experimenting with my old submission file, I've narrowed down the activation of this ability to the killing of the Phobosuchus (like I suspected earlier). This monster's ID, or the conditions involving its defeat, must have some sort of 'flag' that grants the Thief's "Trap RNG". Going to try and find its RAM address. edit 2: Now it appears to be a bit more complicated. After further testing upon killing the Phobosuchus, it now appears that the amount of XP you gain after defeating him (and gaining level 4) is a factor to obtaining the ability. I tested an unoptimized run where I killed Phobosuchus, ran to the Temple with the ability activated, and rewound back to the point where I landed the killing blow. However, after testing again from the exact point where I killed him, I lost the ability upon returning to the Temple again. The amount of Troglodytes I killed varied between the two test runs; hence, why I suspect this is an XP issue. ...I'd be lying if I said this wasn't becoming nerve-racking. However, at least I've found a lead that could develop into a solution.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Aqfaq wrote:
If it is just bad luck with the RNG, then I don't know what to do. Maybe you could go back in time and do some stuff in a different order to change the luck?
Well, I went back to my old file and messed around in the Beastman Caves. I am now certain that the Thief's "trap RNG" ability is determined by a hidden stat that randomly increases on level-up (in particular, level 4). By defeating enemies at different times to reach level 4, my Thief both obtained and lost this ability to disarm traps based on frame-dependent luck manipulation. Anyhow, I'm now back on my current run in the Beastman Caves. By killing the Phobosuchus with a different finishing strike (missing with the bow, then killing with spear), I believe I have now obtained that needed "trap RNG" ability! I thoroughly tested this by going back to the Temple and making sure that luck manipulation was now operating as desired. edit: Back to the drawing board on the Thief's "trap RNG". Now I'm not sure whether it is dependent on level or not. I did a slightly different route where I skipped killing the Phobosuchus, entering the Azcan Temple at level 3. I was hoping that I'd be able to obtain level 4 early on and be able to manipulate gaining the ability. Unfortunately, I haven't been able to get this to work. Until I can figure out what is going on, I'm putting further progress on hold. Alternate route with level 3 Thief at Azcan Temple (around the same time): http://dehacked.2y.net/microstorage.php/info/68126086/Dungeons%20%26%20Dragons%20-%20Warriors%20of%20the%20Eternal%20Sun%20%28USA%2C%20Europe%29.gmv.bkm
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Aqfaq wrote:
There exists a 1-block hole near the left side of the pyramid. It would be a big shortcut, if there was a way to get enough speed for the slide:
Are you talking about that 1-block gap in the floor next to the leftmost blue door #9? Is it just a matter of running and and ducking quick enough to "trap" Shion underneath the blocks?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Have I mentioned that I love Bizhawk? Being able to rewind in real-time makes optimizing movements much quicker and easier! WIP 2: About to enter the Azcan Temple: 1,683 frames (28+ seconds) ahead of prior submission. http://dehacked.2y.net/microstorage.php/info/1622234572/Dungeons%20%26%20Dragons%20-%20Warriors%20of%20the%20Eternal%20Sun%20%28USA%2C%20Europe%29.gmv.bkm However, now I've run into the same exact problem that I had before when trying to update the run. For some reason, my Thief is, again, not disarming traps as he was before. Before, once my Thief hit level 5 on the 4th floor, I would be able to disarm traps via luck manipulation. It was all a matter of waiting for the right frame to appear, before moving on the tile. Now, it appears RNG dependent. No amount of waiting will change the success rate. I'm only getting a slight success rate by damaging enemies to change the RNG. This is leaving me stumped on what to do next. edit: I have not figured out a solution to this... Whereas before I could manipulate the trap RNG via luck manipulation (i.e. wait for the right frame), now I can't manipulate it at all, save for wasting time by attacking enemies/taking damage. There has to be a hidden stat value that determines the Thief's ability to luck manipulate the traps, because this has just been strange (and frustrating). Could anyone savvy with RAM addresses or Lua lend a hand, or give some advice? At this point, this is a run-killer since walking around all of the traps would cost at least 15 seconds.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Pretty slick trick! I wonder, could that also be used in the Jungle Temple?
I know the blocks begin to disappear as soon as Shion lands on them. However, if you can set those blocks up similar to how you had them in the Sewers, perhaps it could also work there? Your TAS is high quality, btw. I tried to match your time in the beginning, but ended up getting stumped:p You definitely know the ins and outs of this game. edit: Maybe here, too?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
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Hey Aqfaq, have you ever thought about improving this one? I did some research and uncovered a few strategies that could possibly save significant time: * Buy a Small Spear in Alsedo (80 GP) to double attack power for battles up to Gragg and Glagg. * There's a hidden coin drop located to the left of the ladder, in the transitional screen, just before you descend into the Purapril Sewers. It can net you up to 50 extra GP, early on. * Purchase the Ladder Boots upon entering Purapril. This can shorten some of the climbs during the Jungle Temple. * Speaking of, skip the extra Heart piece in the Jungle Temple -- instead, go for the one in Alsedo Ocean along the way to obtaining the Pygmy Armor: http://www.gamefaqs.com/genesis/586607-wonder-boy-in-monster-world/faqs/52545 It looks to save time over the detour you take in the Temple. * Look into collecting money to buy early Ceramic Boots. Especially in Alsedo Ocean, there's a few hidden chests that net almost 1,000 GP, each. Combined with manipulating money drops, you might be able to save enough without sacrificing time. Finally, is there any way to obtain those Legend Boots? Unfortunately, it doesn't seem possible to catch up with the pulley after opening the chest.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
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Posts: 706
Location: Missouri, USA
About to enter the Beastman Caves again - 775 frames ahead of my old submission. http://dehacked.2y.net/microstorage.php/info/1027834756/Dungeons%20%26%20Dragons%20-%20Warriors%20of%20the%20Eternal%20Sun%20%28USA%2C%20Europe%29.gmv.bkm I got 'Hidden' to activate on the first try -- and at the very beginning of the game, no less. I also found a few more movement optimizations on the overworld. I skipped the Oltec Passageway entirely, deciding instead to let Uklangor and his Lieutenants steadily pick off my other party members during combat. I picked up some +1 spears to sell back at the shop to pay for the Caravan Route, this time around. My Thief will be equipped with just a standard Bow along with a +1 Spear. Damage output will still be around the same, with the added benefit of having an extra RNG manipulation due to having an alternate weapon. I'm pleasantly surprised that I may be able to shave up to a full minute from my prior submission. In addition to a faster Azcan Temple overworld fight skip, I've discovered that I can skip some dungeon fights, here and there, which should save significant amounts of time. The biggest obstacle to progressing in this run has been due to the Thief's ability to disarm traps. In particular, the Thief has a hidden value that determines his ability to even be able to disarm traps, period. This value randomly increases during a level-up; and if it isn't high enough, I can't disarm any of the traps inside the Temple. This has been a headache to test. Hopefully, it won't be such a hassle now.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
He/Him
Experienced Forum User, Experienced player, Published Author (718)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
I was most entertained by the first-person 'vault attack' stages (reminded me of Area 51). 'Yes' vote.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
He/Him
Experienced Forum User, Experienced player, Published Author (718)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
I admire your dedication to TASing SOTN, ForegoneMoose. You've made all these different categories a pleasure to watch. I look forward to watching any additional improvements in the future!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
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