Posts for exileut


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(Thanks to amaurea) RAM Adresses so far: 001203C4 X Location 001203C0 Y Location 001203C2 Z Location 00121BE4 Speed? This doesn't change while jumping which I know for a fact is 6 frames slower than only running. 4 frame delay while jumping and 2 frames while landing. When running for 38+ frames you must decelerate before coming to a stop.
Working on: Legend of Legaia, Vagrant Story
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Bag of Magic Food wrote:
Hah, did Retsupurae bring this game to someone else's attention here?
I haven't heard of Retsupurae. http://www.gameinformer.com/b/features/archive/2010/03/20/replay-sub-zero.aspx is where I got the inspiration
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I spent much more time on this than I should have... Level 1 Right now the boss is set for speed. If you want a more entertaining boss fight let me know. 6465 rerecords + Bonus cutscene! Rough player control times: 1:15 This run (4472 frames) 1:36 Dark Fulgore's N64 TAS 2:23 AquaTiger's SDA run Pros: Fast. A few new tricks Cons: Scorpion fight could be slower/ more entertaining Possible improvements: Manipulate more enemies to jump so I can run under them. Better manipulation on pillars.
Working on: Legend of Legaia, Vagrant Story
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Strange it took me this long to realize this. Game rendering, Up, Down, Left, Right, Run, Pickup is at 30fps. Low kick, High kick, Low punch, High punch, Block, Turn, Pause, Inventory is at 60fps. Testing speed/entertainment for the 2 enemies/boss currently
Working on: Legend of Legaia, Vagrant Story
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Dark Noob wrote:
hum… excellent thought I find that version PSX will count to more glitches but will difficult to work in it.
I've had no problems with psxjin. The loading times are longer on the PSX version but the sound is better. Did you work on the previous TAS? More testing shows this speed of 7 is only while moving left. It still gives 9-6-6 speed instead of 9-4-5-6-6 when running right.
Working on: Legend of Legaia, Vagrant Story
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I found holding run on the frame you jump instantly puts speed at 7. usually its 4,5,6, 6 steady while jumping. Running speed is 9. Time to start over! I wonder how this will affect the glitch. Also, turning while in the air costs 0 frames, where on ground costs 6.
Working on: Legend of Legaia, Vagrant Story
Post subject: Mortal Kombat Mythologies: Sub-Zero
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I was randomly browsing youtube and came across this TAS My first thought was how poorly done it was. My second thought was "(8:11:17 PM) Ilari_laptop: exileUT: Note that since this is a fighting game... Don't go for pure speed, also go for variety." I decided to complete level 1 to gauge interest. Things I discovered while testing: Glitch under pillars 11 Hit Combo I'm working on optimizing the Scorpion fight.
Working on: Legend of Legaia, Vagrant Story
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Acheron86 wrote:
If that river jump becomes possible... man. That would be huge. I also tried it for quite a while. A shame there's no way to have Faerie Wings at that point...
Tested for probably 15 minutes. Still at least 10 frames from grabbing the platform. Unless walljumps are possible I'm going to say no.
Working on: Legend of Legaia, Vagrant Story
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la mammal wrote:
I thought that a TAS of this game would be kind of boring, but I was wrong! Your WIP looks great! I think it's abundantly entertaining, and has style!
I appreciate it. The more comments/input the more motivated I get. I'm still only about 18 minutes into a 90+ minute run.
Working on: Legend of Legaia, Vagrant Story
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RiskBreaker Y wrote:
Excellent work! Things that were great: 1) I like how you targeted the Ghost as soon as it spawned. Being right next to the door is a bonus. 2) You just hopped over that skeleton like nothing right after the Ghost. I guess you have to be at a higher level to make it, I never even thought of that. 3) Optimal box puzzle solution. 4) Taking damage from the enemies following the lizards mini-boss battle. You have to take damage somewhere and this is a good place for that. 5) Playing hide & seek with the slime and bat right before the Dragon. I could do this with the slime alone but not with the bat too. Funny stuff. 6) Targeting the Dragon's tail. Excellent strategy, that seems tough to do normally but it should be worth incorporating into a speedrun. On the Duane battle: yea I've definitely revamped my strats against him since my submission at SDA. I also target his legs but I have to rely on a ~30% chance of landing an initial blow of roughly 25-30 hp dmg with over 80 RISK usually. Yea each henchman actually says something different, depending on which one is still left alive. One important question though: after Duane, have you tried jumping over the river to the other side? This is practically the only sequence break I can imagine for this game (besides somehow glitching through locked doors). If you could accomplish this, you'd be able to skip ALL of Abandoned Mines B1 and save yourself almost 10 mins. game time. I've never been able to pull this off but I'm hoping this is possible in a TAS?? I doubt it, but you should look into it at least.
1. Yeah he always spawned in that location unless I was on the lowest level. Couldn't reach him on the top level. 2. There were a few ways I could get past him. Jumping on the raised area in front of him made him leave the door. But I think jumping behind him looks much cooler. 3. This one took some planning. I knew more or less what I wanted to move but not what order to move them. 4. The room you said I would have to kill enemies did take a long time to optimize. Getting hit twice was the best I could do. I needed to have an enemy break the lower box. Remember attacking an enemy once and killing them takes 260 frames. sheath/unsheathe is 26 frames each. opening target sphere to choosing body part is 22 frames I believe. jumping on flat ground costs 6 frames. 5. Yeah I didn't spend a lot of time with entertainment here. I did want to hang off the floating platform at least. Killing the enemies would cost time because the platform doesn't move during battle of course. 6. I attacked the head at first to get a baseline. Tail turned out to be over 1100 frames faster. Getting hit once is a requirement. I couldn't get behind him no matter how hard I tried. In early testing and 16% chance to hit the tail I probably hit it 4/50 times. With not a single crit. When I went to optimize the tail I got a high crit in I think 6 frames! Amount of luck there was incredible. Getting behind him after he attacks you is pretty tough realtime as well. I would say not feasible for a realtime run. As far as Duane goes I have a decent battle finished. Still a lot of misses. I kill the guards first to prevent them from talking. Saves about 270 frames each I think. But this maxes my risk for fighting the heavily armored guy/Duane. You're still my guide here. The only way I know where to go is watching your run. I'll spend some time trying to jump over the river tonight. Thanks for the input!
Working on: Legend of Legaia, Vagrant Story
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RiskBreaker Y wrote:
I'll check out the WIP later since I'm at work right now. Regarding equipping the Magnolia Frau, you should wait until after the Wyvern fight considering its tail is weak to edged weapons. There's also a mandatory fight with a couple zombies where the Fandango also comes useful. The staff is made of silver so it should be useful against them too but the low PP would result in roughly the same damage output as the Fandango which should have a lot of PP by now. That's why I say wait so there's less menu navigation.
I have a somewhat good Duane fight. Good enough to move on. I learned my third ability from him. So the wyvern will give me my 4th. It was strange watching your run where your heavy shot did 1 damage and raging ache did 23 or so. My initial crit was somewhere in the 80s on the legs. I went about 200 frames out on the head because it was more damage but with a 0% chance to hit and 100 risk I don't think crits are possible. The bosses are where the most time can be saved by far with some sort of lua script to brute force this tedium. Let me know what you think of the WIP.
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WIP 3 to Dragon Save point time comparison Currently: Working on 3 soldiers fight. My first idea was run up the slope and kill both enemies since the entrance is also the exit. And kill the final enemy while doing this. Then I realized the two henchmen talk for a minute when you kill the boss before them. I can easily run up and kill the boss first then the last two without getting hit. Testing killing the henchmen first to reduce dialog. So I equip the Magnolia Frau after the mines dragon or immediately when I unlock raging ache? I'll probably equip impact guard when I equip raging ache. I'll be in the menu and I'm sure I'll need it to keep my health low.
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RiskBreaker Y wrote:
Wow, you're really cruising through this. My best segment 1 time is actually 14:07 (which can be dropped further obviously), but you still blow that away! I got my 3rd chain ability after the golem. And if you managed to avoid that hellhound in the catacombs at the box puzzle then that's pretty impressive. That thing has ohko'd me a couple times during my single segment attempts. I'm trying to figure out what exactly you're doing, clearly you baited one of them to destroy a box but that still leaves the other one. Used the skeleton as a human shield perhaps?
Time for your next SDA submission. Get to work! I'm planning on encoding after the golem is down. Early testing shows it will probably take 17 or 18 chains to kill the golem. I'll need to make up BP near the fire elemental. Looks like the dragon will give me my second but waste quite a bit. The guards in the start of segment 3 will probably give me all I need. They should take at least 20 hits each. The Dragon head takes 56 frames to get a max crit of 10. Took 27 chain to kill. I'm working on getting to the tail without getting hit. Initial crit will be more like 40 damage. But hit chance is 19%. 8BP until 2nd skill. Hoping for no more than 10 hits for the tail. EDIT: Tail is target-able but a miss without the option for a chain means I'm actually hitting the wall. I have about 2800 frames to mess with to beat my 27chain head kill. In order to target his tail I have to wait about 130 frames then he does a 200 frame physical attack. Then running around to the tail. So it takes about 400 frames to get the tail in the target sphere. This puts me much closer to the exit door. In testing I haven't actually landed a critical hit on the tail. Maybe 4/50 hits connected and 24 damage was the high hit. So 2800 frames to kill the head. Damage should take 1700 frames + 400 frames to get to the tail - 100 for closer door position. Seems like this will be faster for sure. Should be at least 800 frames faster. More testing ok bye
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Almost to the end of segment 1 of the SDA run. Rough estimate now is about 4 minutes faster out of 15. No need to kill enemies SDA segment 1 time TAS time BP update: 1st ability learned from 1st lizard. 7 BP gained from 2nd lizard. I think you learned your 2nd ability from Golem (or was it your third?) I'll probably have around 19/34 after him.
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Past ghost. I'm excited to optimize this box puzzle without enemies!
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RiskBreaker Y wrote:
Heh, you definitely have the right idea. The Ghost spawns out of range like most of the time. So getting to it right away can be tricky normally; I usually get out of its range to avoid Solid Shock by inching my way to the right. This way I open the combat sphere on its 2nd teleport. However, it's possible for it to teleport next to you right away. It seems random to me, but maybe there's some way for you to manipulate it to spawn in the right place?
Yeah I'm going to try to get him to spawn closer to the door. Unsheathing late doesn't matter since I have to wait for him to spawn. Going to try to get some testing Saturday. The lowest I can get my risk is about 54.
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Looks like my idea didn't quite work http://i39.tinypic.com/2qibgau.jpg
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RiskBreaker Y wrote:
Good stuff. Those slimes appear when you have less than 149 HP I believe, so you'll have bats instead. Also, after the 3rd boss when you return to the adjacent room, there will be a skeleton in your way since your current HP will cause it to spawn. You'll lose some time killing it to get it out of the way, but the chains should help your Battle Point count. You might run into an additional skeleton after the lizards 'mid-boss' fight too I think for the same reason. Any slimes you encounter are entirely avoidable though, including the slime right before the Golem boss fight in the next Sanctum section. You just have to wait for it to descend the stairwell a little bit and then climb up so that it's forced to jump up after you. Edit: You probably shouldn't sheathe your weapon since you're going to have to use it soon and you should be able to manipulate an initial hit anyway. It's probably faster to sheathe until after you kill the skeleton in the room with the rusted door, during the door opening animation (right after 3rd boss).
I don't know anything about how risk calculates hit chance. I can manipulate a crit to start a chain, but once a chain is started the amount of misses is set. Should I focus on risk management?
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Yes I am working on the boss again. So far I have found a combination of input that is 4 frames faster. The end result is still a crit of 20, 6 misses, 15 chains. I don't think I can improve this fight any more (without addresses.) I'll get the MP+ reel and continue. MP+1 costs 6 frames MP+2 costs 54 frames STR+1 costs 80 frames I can get MP+1 from this boss but I need MP+2 from every boss afterward. Sheathing my weapon while the exit door is opening saves 26 frames but I retain 6 more risk. I will drop maybe 50 risk by the time I get to the next boss. Note: I didn't have any slime enemies in the rooms before 3rd boss. SDA run did.
Working on: Legend of Legaia, Vagrant Story
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You deleted the x264 but not the source?
Working on: Legend of Legaia, Vagrant Story
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bahamete wrote:
Yeah, I've also noticed this issue: For example, you make a save (to memory card) at frame 45,000 (for example), close and reopen PSXjin. When you reopen the movie at a frame past the save, it won't remember making that save. So when you go to load game, you can't. I worded this really poorly but it seems as if the save isn't stored with the movie, though I guess that isn't quite as easy as it seems to make work. Or maybe it isn't even an issue and that's just how it's supposed to work, I don't know.
My experience with psxjin is read-only has seperate savestates from read+write mode. Playing back a movie in read-only does not include savestates you made while recording input.
Working on: Legend of Legaia, Vagrant Story
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Maybe using a more robust emulator, savestates and a video capture program (dxtory, FRAPS) is the answer. It's easy to edit segments together for a long play this way.
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Acheron86 wrote:
Yes, after looking at the damage formulae I just don't see any way a weapon pickup is faster than running around at no health and relying on Raging Ache, given the need for buffs/debuffs to make it viable. I still think a crossbow may be worth picking up for a few boss fights where you won't land the first blow with Magnolia Frau's short range--the time lost from its longer animations can't be worse than the delay from enemy attack animations, and this avoids the issue of having to worry about defense abilities to survive special attacks. It's honestly a toss-up in my book, though. I know jumping up and down constantly can delay enemy attacks (they won't ever hit you when you're in the air) and you can possibly avoid them ever getting attacks off, which makes the Frau a better choice. When I get the chance I might try to pick up one or two of the strongest items and see where that puts a first playthrough Ashley in terms of damage output. If there's any boss in particular that you might save a lot of time on, it could be worth it. I'll look into it, but plan on Raging Ache. Riskbreaker Y might be able to verify for me exactly how Braveheart works--I'm curious if this gem might make it possible to get less MISS effects on your attacks. If so, that makes getting a weapon with it worthwhile. What are you trying to do vs Dullahan? Manipulating so that every attack hits?
The only way to manipulate when critical hits occur is before the target sphere is open. Once the target sphere is open the entire attack chain is set in stone. On choosing the body part to attack I might be able to crit on frames 7, 53, and 98. These initial crits can do anywhere from 10-20 damage, which affects the damage of every following hit. So lets say my 20 damage crit happens on frame 98. I then miss 6 out of 15 chains required to down the boss. Missing 6 times isn't very fast, so I try my 16 damage crit on frame 53. I miss 7 times! I can't manipulate any part of a chain once it is started. If I wait 300 frames to attack with a non-crit with no misses is it faster? It might be. This is just using the first frame the target sphere can be opened. If I do erratic movement before I open the target sphere I can change which frames crits occur on. Then the process starts all over. So far 8 misses is the best I can do with attacking the abdomen. Would attacking a different body part doing less damage but missing less be faster? And how does my erratic movement affect the RNG? It is all guess and check at this point. I have spent enough time on it for now. I will come back to it.
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Tub wrote:
SDA's run is 8:32 by SDA timing; add ~2.5 minutes for the intro. All other runs I found skip FMVs and aren't comparable.
Don't forget it uses PS2 fast disk speed.
Working on: Legend of Legaia, Vagrant Story
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Lil_Gecko wrote:
WIP + savestate at the start of Disc 2 : http://www.megaupload.com/?d=RJCCU92A Glad to be done with this part. I usually love to manipulate luck but those battles were a real pain in the ass...
Based on your time for disc 1 is 8 hours possible for the finished product?
Working on: Legend of Legaia, Vagrant Story
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