Posts for feasel


Experienced Forum User
Joined: 4/18/2009
Posts: 3
I'm pretty sure nobody, including the author, is suggesting that this replace the current any% TAS. I believe the suggestion here is that the Japanese Hydlide is different enough from the American Hydlide to warrant its own category. The ability to gain infinite health makes it so you don't have to grind levels before facing the final boss, which has a big impact on the route you take. So in a speedrun sense, the two versions are hard to compare, much like an any% and a low% run. In some sense the American version may be a more entertaining run because it includes the elements of level-grinding strategy, monster evasion, and tougher Dragon and Varayls fights. However the Japanese version is definitely a faster run, so there's the "always use the fastest ROM version" rule to consider. And this particular submission is remarkably well optimized, using methods far more sophisticated than those Inzult used for his US-version TAS years ago. So from a technical standpoint this new submission is clearly the more interesting run. Given that Inzult's and Dunnius's TASes both have their merits, maybe it makes sense to have them co-exist in separate categories?
Experienced Forum User
Joined: 4/18/2009
Posts: 3
I've been doing some work on this game for a non-TAS speedrun, and I figured I'd post some of the things that I discovered in case some of this information is useful for whoever eventually comes along and picks up this project. In addition to the beggar counter, blood counter, and meditation counter, there are at least 2 other counters that work similarly: A counter for accepting half-price (or less) when selling an item, and a counter for giving the proper amount of money (or more) to the blind Herb salesman. Both counters are 16 steps and will only run down in the overworld. Both will give you +4 honesty, +4 justice, +2 honor, +1 humility. There is no counter for cheating the weapon/armor or the herb salesman (-2 honesty, -2 justice, -2 honor, -1 humility) so you will lose these virtues every single time you do it. I believe party members will only join you if your virtue in their particular area is 40 or higher. The WIP TASes in this thread are just single-character, but in case somebody decides to grab party members for purposes of selling off their equipment this information may come in handy (paladin, ranger, and fighter being the most lucrative). Chests in the dungeon will respawn if you enter a stone room. I saw it mentioned above that they'll respawn when you exit the dungeon or when you enter a key-room, but i didn't see stone rooms mentioned. The stone room is potentially more exploitable than the other two respawn methods. For example, in Shame you can hit the treasure room twice without any extra encounters beyond what you'd have to do anyway (assuming you're coming in and out of the dungeon from the bottom floor) since you pass the treasure room on the way up to the stone and then again on the way back down. Despise is the same way. There are also some really short loops that can be exploited to gain treasure fast. In Destard you can go back and forth between the stone room and the treasure room on level 4 with only 2 short encounters each time. In Covetus you can also go between the stone room and the two level 5 treasure rooms with just 2 encounters each time (the two encounters on level 7 only need to be done in one direction but not the other, since there is a one-way staircase from 6 to 7). Despise also has just 2 encounters in the loop, though there isn't a heck of a lot of treasure here so I'd probably not hit this one repeatedly. Not sure if it's helpful, but it's worth pointing out that avatarhood in a particular virtue is indicated by setting the virtue counter to 100. Normally the virtue counter is capped at 99, then when you meditate for avatarhood you get bumped up that 1 extra point. So if you could somehow circumvent the code that caps you at 99, you could maybe gain avatarhood without needing the rune or the shrine-visit. I haven't investigated this (it's probably just a pipe dream) but it's at least worth somebody taking a look at simply because the potential time savings is huge if the game could be broken in this regard. For starters, I'd recommending finding all the characters and actions that raise virtues and using each of them while your virtue is at 99 just to see if any of them fail to enforce the cap. Also worth testing if the low-end cap is broken anywhere (doing all the stuff that lowers virtue when you're already at 0), in an attempt to get a wrap-around. Food for thought.
Experienced Forum User
Joined: 4/18/2009
Posts: 3
I've experimented a little bit to see how the pseudo-randomness works. The guilty scenario appears to depend only on frame number. Choosing other characters or giving extraneous input does not seem to alter the outcome. And adding extra frames anywhere in the opening part of the game would produce a slower (or at best equivalent) completion time, even if it managed to get a more fortunate scenario (e.g. Mustard/Knife/Hall, or one of the adjacent possibilities). I don't know how the randomness would be affected by a soft reset, but this video is of course recorded from a hard reset, and the distribution of scenarios is the same every time the system is booted (else it wouldn't work if you tried to replay the video, right?)