Posts for hejops

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Afaik the Japanese version doesn't have the pachisi glitch. The glitch can be triggered via "normal" gameplay (I've seen it happen on an actual GBC) but for some reason emulator save states don't work. I'm using BizHawk/Gambatte. Gah, since I'm stuck trying to figure out how to trigger the glitch, I'll shed some light on encounters. Encounters seem to be step-based; i.e. an encounter will happen every n frames, and so far I haven't been able to avoid it by RNG manipulation (as in the NES version). The "encounter timer", as I like to call it, is in the address 0C61. The largest value I've seen is around 40. Every step in an area with encounters decreases this value by 1 to 2. Certain actions "refill" this address, including changing area (e.g. stairs), entering the overworld, and finishing/fleeing a battle. Entering a town, or changing area in a town, usually causes the value to decrease, but playing around with DPad input can make it increase by a very small amount (1-4). However, I still don't know how the refill works, nor how it can be manipulated. Ideally, true optimisation would involve determining minimum number of steps required in each area, the corresponding minimum 0C61 value required, and then applying the appropriate manipulation. Here are things that I believe do not trigger the pachisi glitch: - delaying frames when rolling the dice (all three times) - delaying when you move to the ! square Basically, manipulating anything short-term doesn't seem to trigger it. Here are some (probably questionable) theories I've come up with on how to trigger it: - having a save file (I haven't saved so far) - reaching a certain in-game time - having a certain minimum EXP (or STR)
#6717 Interested in: GBA Final Fantasy Tactics Advance (any%) GBC Dragon Warrior III (Pachisi glitch - skipping Kandar 1 means Kandar 2 won't be triggered)
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Also interested. Can the Pachisi glitch be triggered? Last time I played this game on emulator (no tools) I could never get it to work. My plan is to just speed through to the first Pachisi, get to level 99, and speed through the rest of the early-mid game. I've figured out a bit about how encounters work (basically a timer that counts down each step) and will explain further when I have time. Edit: Pachisi glitch didn't work, from what I've tested. Need to figure out how to do so before I can proceed.
#6717 Interested in: GBA Final Fantasy Tactics Advance (any%) GBC Dragon Warrior III (Pachisi glitch - skipping Kandar 1 means Kandar 2 won't be triggered)
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Finished my first attempt. Let me know what you think. Though it'll be a while before I have the motivation to do the run again from scratch. https://www.youtube.com/watch?v=Or5ShUZxYgc
#6717 Interested in: GBA Final Fantasy Tactics Advance (any%) GBC Dragon Warrior III (Pachisi glitch - skipping Kandar 1 means Kandar 2 won't be triggered)
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ruadath wrote:
hejops wrote:
Did you find out when Marche/Montblanc and the party's stats are generated?
I did not know they were random. I will check that now (or try to at least). Do you want to log onto IRC or something (maybe there is a FFTA discord) to make further communication easier? Also do you know where the stats are stored? I'm looking for them now, but it would be easier if this is already known.
Actually, I'm not sure if initial stats are random. My party stats have been fixed as follows: Marche: 138 Attack, 106 Speed Montblanc: 111 Magic, 99 Speed Human: 137/109 Bangaa: 126/118 If they -are- random, they could be generated right at the beginning of the game. The stats were always the same when I saved state right before the end of the Bangaa fight. Oh, and well done on the Bangaa fight. I believe 3 turns is as fast as it can get. I'll look into IRC. I've never used it before. And I don't know much about the code of the game, sorry.
#6717 Interested in: GBA Final Fantasy Tactics Advance (any%) GBC Dragon Warrior III (Pachisi glitch - skipping Kandar 1 means Kandar 2 won't be triggered)
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Joined: 5/12/2017
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Did you find out when Marche/Montblanc and the party's stats are generated?
ruadath wrote:
Question: how fixed are turn orders in fights?
It's pretty much solely dependent on Speed. The least that you can do is rig enemies for minimum Speed while maximising yours during level ups. Keeping track of Counter values throughout a fight can be rather complicated, but could save time when the TAS becomes more finalised. From the mechanics guide: After Placement: All units are given a 'number' denoting an order with which we use to break ties. Units are numbered from 1 up, starting from the westernmost column and working south each time. Units with lower numbers have priority when ties involving the Counter are concerned. Units with higher numbers have priority when ties involving Quick are concerned. 1. Start of a new turn. Very first thing we do is check for Quick status. If any unit is in Quick status, the unit with the highest ID that is under Quick takes their turn. Their Quick status is removed. Once their turn is done, go back to 1. 2. If any unit has a Counter value greater than or equal to 1000, then we select the unit with the lowest ID that has a Counter of 1000 or more to take their turn now. Once their turn is over, we go back to 1. 3. If no one is in Quick status, then we increment Counters. Counters are increased by each unit's Speed value and their Reserve. All units Reserve values are now reset. If Hasted, a unit adds double their Speed stat instead; if Slowed, a unit adds half their Speed rounded down. 4. If no unit has a Counter value equal to or greater than 1000, then return to 1. 5. Base Reserve is worked out. The unit with the highest Counter value is used for this. Base Reserve is equal to either 'Counter - 1000' or 500, whichever is smaller. All units have an amount taken from their Counter equal to the Base Reserve, and this amount placed in their Reserve stat. The Counter cannot go below 0; if there is not enough in the Counter to take the entire Base Reserve value, then only enough to reduce the Counter to 0 is taken. After this, we go back to 1. After Unit's Turn: Once a unit has finished their turn, their Reserve stat is reset to 0 and their Counter is decreased depending on what they did: they lose 500 points irregardless, and an additional 200 for an Action and 300 for a Move. Their Counter cannot be reduced below 0.
#6717 Interested in: GBA Final Fantasy Tactics Advance (any%) GBC Dragon Warrior III (Pachisi glitch - skipping Kandar 1 means Kandar 2 won't be triggered)
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Joined: 5/12/2017
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I am interested on collaborating for a TAS for this game, though I will need some time to learn the basics, since I've never done a TAS before. For now, here are some of my comments on Anthony Jones' (AJ) impressive run, as well as some ideas for optimisation. I hope this will, at the very least, inspire more experienced users to get it going. This will be a long post, so bear with me. -1. Snowball Fight Having all units wait should be fastest. Would need to check which animation is faster - hitting or missing. I presume naming Marche M (and the clan N) saves frames. 0. Bangaas Should be finished in 3 turns. Marche and Montblanc should be optimized for max Attack (Magic for Montblanc) and Speed. Need to check how the RNG is done for that. Max Magic Montblanc might be needed if it allows the Flan in the desert to be OHKO'd; otherwise don't bother. Then, do the same for the most important members of the initial party (namely the Human and Bangaa). I doubt initial party stats are random. The Viera and Nu Mou should be fired immediately since they're of little use. As for AI bait, I'm not sure about its efficiency. Montblanc is most likely the best way to kill the Flan in Desert Peril. It's only the 4th fight in the game, so you don't really have access to Parley or anything else that could kill it quickly. After Desert Peril, I think he can be replaced ASAP by a recruited Thief with max Speed. That way you could easily Haste-all on turn 1, instead of what AJ does (Bangaa Haste, which just wastes the Bangaa's first turn). So he should be a Black Mage at most until Desert Peril; otherwise he should be a Thief/Gadgeteer. The Bangaas should be raised as Warrior -> Gladiator. They have no range, but the power of Estreledge Beatdown should hopefully offset that. Besides, the 3 Humans already have Air Render. Level ups should be optimised too. I don't think it costs too much time. Buying/changing armor should never be necessary, unless it increases Attack/Speed/Move. Pressing L+Up/Down moves the cursor up/down by one page. I notice AJ never uses this in shops. Minor optimisations: Can enemy abilities be avoided (i.e. just use Fight)? Their animations waste time, especially for enemies like Famfrit. Can Judges be manipulated to walk less? Can enemy clan movement be manipulated? Can they be prevented from spawning altogether? According to the mechanics guide, I'm pretty sure Boost doesn't stack. AJ does this often for some reason. Anyway, my plan doesn't use Boost so whatever. AJ's map setup is clearly far from optimal. In decreasing priority, the most important map items are: -2 Estreledge* (TTMM, Roda, Berv) -Telaq Flower (PP, Aisenfield) - boosts Lightning damage (i.e. Atmos Blade) -Tiptaptwo (TTWW, Uladon) - Speed +15, should help Mont go first -Excalibur (MMDD, Jeraw) - much earlier when obtained from the map (after Mission 13) than from quest rewards (earliest after Mission 21) *Apparently FellVisage has shown you can get 2 Estreledges. But this renders the Excalibur impossible, I think. A possible example is as follows (WIP): Nonetheless, map setup is a complex balance of getting good items and reducing time spent traveling and will require much thought - even more so when you take into account laws. Important quest rewards: 4 Atmos Blades (Air Render) - type 1 1 Khukuri (Steal: EXP) - type 2 4 Air Blades (for when Lightning can't be boosted) - type 4 6 Ninja Gears (Speed +1) - type 5 4 Pearl Blades (strongest Blade) - type 6 3 Excaliburs (strongest weapon after Estreledge) - type 7 1 Fairy Shoes (warp) - type 7 Random note regarding Parley: Parley only has a non-zero chance of success when an enemy has less than half HP. And this chance decreases the more enemies you kill. Furthermore using it comes at the cost of less AP for a Fighter ability. Finally, while the weapon (Barong) that teaches it is available early, it is a shitty weapon. Overall I think Parley should not be bothered with. Brute force with Beatdown/Air Render instead. Some people have mentioned Far Fist, but it comes very late into the game - after Mission 18, to be precise. Also, I doubt Air Blast is worth learning. Party setup: 3 Paladin/Fighter (Marche + the initial Human + recruited Soldier; Paladins have slower stat growth and Move than Fighters, but this should hopefully be offset by Excalibur) 2 Warrior/Gladiator (initial Bangaa* + possible recruit; unsure, since Estreledge requires Warrior, but Gladiators can gain 1 more Speed per level, so hopefully the Estreledge offsets the loss of Speed) 1 Thief/Gadgeteer (either Montblanc, or a recruit; raise as Thief for Speed gains, having more than 1 is redundant) *Replacing him with a recruited Gladiator could also be an option, since Gladiators have better base stats AND growth. However, you still have to wait for the shop upgrade for Beatdown. If it turns out to be better than using the initial Bangaa, I will rectify the plan accordingly. Other possible, but not so viable options: Hunter (only if recruitable, Archers suck) - Sonic Boom (4-range Fight with AOE, but no crits), WAtk+ Black Mage (slow, limited power until you get tier 3 rods - Sages are worse since they can't be boosted) Gunner (range, quite weak, no AOE) Assassin (not worth getting I guess) Ideally, the party will be made up of 6 units. I can't remember how recruitment works, but I'm assuming it can occur after any/every story mission. But I might be wrong about this; the mechanics guide doesn't say much about it. Will need to check; haven't played the game in quite a while. If recruitment actually isn't allowed, this should still be doable with Marche, Montblanc and the 2 original units. Recruitment is not possible from story missions. Therefore, Human Wanted and Dueling Sub will be used to recruit 1 Soldier + 1 Warrior. Montblanc will have to be the Gadgeteer. The plan outlined below will assume the ideal 6 units. Here we go. 1. Herb Picking: Fire Viera and Nu Mou. Buy Jack Knife, Silver Sword, Gauntlets etc until money runs out (to calc). Change White Monk to Warrior (Shortsword). Marche, Mont, Human1, Bangaa1: 40 AP Recruit the Soldier + Warrior. You will need 4 Atmos Blades for 4 Fighters. You can only get them in 2, 3 (2), 5. 2. Thesis Hunt: OHKO White Mage. Mont could opt for Thief in this battle. Marche, Mont, Human1, Bangaa1: 80 AP Human2, Bangaa2: 40 AP 3. Cheetahs: Shara's AI must be manipulated. Mont could opt for Thief in this battle. This is probably easier. Enemy Archer should ideally shoot nearby targets to reduce arrow-flying time, but I highly doubt the AI allows that. Marche, Human1, Bangaa1: 100 AP, change to Silver Sword Mont: 100 AP, change to Thief (Jack Knife) Human2, Bangaa2: 80 AP 4. Desert Peril: Jelly should be OHKO'd if possible. Letting it have a turn is a big waste of time. I think Mont should walk up to the Flan then use magic, to save time wasted on moving the camera. Ideally, walk right up to it, then cast on self. Marche, Human1, Bangaa1: 40 AP Mont: 40 AP Human2, Bangaa2: 100 AP, change to Silver Sword 5. Famfrit: Get the red eyes to use Roulette to kill the blue eyes, then themselves. 1st one will be hard to manip. Use 4 highest Attack units to surround? Mont will use Thunder. Surround may not be necessary. Marche, Human1, Bangaa1: 120 AP Mont: 100 AP, change to Khukuri Human2, Bangaa2: 80 AP 6. Antilaws: Ezel must use Sleep on turn 1. He should only use it again when an enemy would be about to wake up. Enemy turns must be minimised here. You get Telaq Flower after this. Use it whenever Atmos Blades are being used (which is quite often). It also boosts Thunder's damage, which is nice since Thunder is the fastest spell. Marche, Human1, Bangaa1: 160 AP Mont: 40 AP Human2, Bangaa2: 100 AP, change to Silver Sword 7. Diamond Rain: Totema bomb here is probably a good idea since it effortlessly OHKOs the Flan. Make sure Mont has 10 JP. This is also the last Flan you'll ever encounter. You get Estreledge after this. Marche, Human1: 200 AP, change to Fighter (Atmos Blades) Bangaa1: 200 AP, change to Estreledge Mont: 80 AP Human2, Bangaa2: 40 AP 8. Hot Awakening: Use crits or Air Render when not in range. Fighters + Estreledge should be noticeably faster than Thieves, which AJ used. Dream Claws, Shadow Blades now buyable. Buy 1 & 5 each. Marche, Human1: 80 AP, change to Shadow Blades (resume Air Render later) Bangaa1: 0 AP (nothing to learn), change to Gladiator (Shadow Blade) Mont: 100 AP, change to Gadgeteer (Dream Claws) Human2, Bangaa2: 120 AP 9. Magic Wood: Nothing special. Marche, Mont, Human1, Bangaa1: 40 AP Human2, Bangaa2: 160 AP 10. Babus: Babus should ideally be 2HKO'd. Like in AJ's run, Babus will come down for Marche to hit him. Maybe OHKO with Atmos? Marche, Mont, Human1, Bangaa1: 80 AP Human2, Bangaa2: 200 AP, change to Fighter/Gladiator (Shadow Blade) 11. Adramelech: Adra is susceptible to sleep, right? Anyway, I don't think that matters much. Making him run into a corner is definitely a bad idea. He should come forward as much as possible, then you can surround him on 4 sides. 1 Fighter will have to fall back on Air Render. AJ didn't use any Gadgeteer abilities for some strange reason. Marche, Mont, Human1, Bangaa1: 160 AP Human2, Bangaa2: 80 AP 12. Jagd Hunt: Sleep-all is absolutely essential here. Blue Mage using Defense is very bad since it gives him at least 2 extra turns, and should be avoided at all costs. Surely the AI can do something else? Marche, Human1: 200 AP, change back to Atmos Blades Mont: 200 AP, change to Thief (Khukuri for Speed +2, no further abilities) Bangaa1: 200 AP, change back to Warrior (Estreledge, no further abilities) Human2, Bangaa2: 120 AP 13. Bounty: Maybe Marche, Paladin and Black Mage could start near each other? A lot of time is wasted waiting for the camera to move around. Heals from the enemy should be avoided. Marche, Human1: 120 AP Human2, Bangaa2: 160 AP 14. Golden Clock: Try to manip Berserk from Juggler. Marche, Human1: 160 AP Human2, Bangaa2: 200 AP, change to Atmos Blades (no further abilities) Bangaa2 actually has 200 AP to spare until 2nd Estreledge. Air Render? 15a. Scouring Time: I presume AJ spammed Haste-all to get JP for Totema? Cool idea. 15b. Exodus: Can Babus AI be manipulated? His magic wastes a lot of time. You can get Tiptaptwo after this. 16. Big Find: Straightforward. Marche, Human1: 200 AP, change to Atmos Blades (no further abilities) 17. Desert Patrol: I don't think letting the White Monk run to the back is a good idea. You can get up to 5 Pearl Blades (which have 4 more Attack than the shop's Ogun Blades), but you only need 4. You can get them from 18, 19 and 20 (2). 18a. Llednar: Reward must be Pearl Blade. Killing Marche ASAP ends the battle immediately. Could be achievable quickly with that LV Flare spell from the Fairies. Either way, unequip all Marche's armor (if any), Sleep-all (if possible), let Marche be surrounded, then Estrelege Beatdown. 18b. Mateus: Put Marche's armor back on, if any. Again, letting Mateus run to the corner doesn't seem like a good idea. Like Adramelech. Possible for Sleep-all to hit everyone? I don't think Vampires have Immunity, do they? Shop is upgraded again. This time you get Headband, Power Sash, Kwigon Blade, Ogun Blade and Dash Boots. 19. Materite Now: Reward must be Pearl Blade. Straightforward. AJ's run was good. 2nd Estreledge now. 20. Present Day: Reward must be 2 Pearl Blade. Letting the enemies run to the corner wastes turns. Llednar AI should be manipulated to use whatever spell has the shortest animation. 21. Hidden Vein: Last Mission from pub (I think). Try to kill Mog Knight without triggering his reaction; Haste gives him an extra turn. Reward must be Excalibur. Changing to Paladin optional. 22. Ritz: Not a bad idea to use spam Totema here, but what about Sleep-all? Reward must be Fairy Shoes. 23. Over the Hill: Use fall damage to kill Dragon. Reward must be 2 Excalibur. Don't change to Paladin yet. 24. Llednar 3: Note that Excalibur is ineffective against Llednar. Use Pearl Blade+Estreledge. Surround him ASAP. 24. Remedi: Change to Paladin. 24. Li-Grim: Killing her before the dialog is activated would be ideal, if possible. I think that's about it. Gonna look into the TAS tutorials once I have more time, but feel free to use these ideas. Thanks to AJ for showing just how good Beatdown can be.
#6717 Interested in: GBA Final Fantasy Tactics Advance (any%) GBC Dragon Warrior III (Pachisi glitch - skipping Kandar 1 means Kandar 2 won't be triggered)