I have made TAS of this game before, and there is such a movement in TASVideos, too, so I am very glad.
I think the optimization is very difficult, but support you as much as possible.
↓My TAS.
http://www.youtube.com/watch?v=zmZ7O32vMJA
As for the RNG system of the this game, the random number did not change at the time of save, and when you reset it, the game begins with a specific number (it varies according to emulators etc.).
In other words,when you use a saving and reloading, you cannot reproduce the same running from there of the point compare with without using saving and reloading, but,a past random number is reset from the position that you saved ,so you can make a planned running easily.
The record of my video any% is 328862F,
Prosperity degree MAX is 589216F.
When there is time, I contribute it.
I adjust it by basic movement moving a chief character as an adjustment method of the slots which I performed (whenever digimon stops movement, a random number changes one by one) and use the effect of the floppy when time suffers by the method and move a random number at a stretch.
Because I prepared the following video, look at the detailed thing (part of prosperity degree MAXTAS that I made).
http://www.youtube.com/watch?v=_Yj11va6i3U
I have settled TAS of this game for a past (in Japanese-version), and various things seem to be decided by four kinds of random numbers somehow or other. I did not understand the detailed thing after all, but the address that a random number is stored is like 0x9010 - 3.
I'd like to make TAS DW.
However, a large quantity of rags sometimes occur when I play this game with an emu and may not accept operation during several seconds.
Because this phenomenon has a big influence on the speed run, I am troubled, but I want you to hear an opinion how it is a thing that produce with holding the malfunction of the emu as TAS, but how will?
(It is hard for me to express in English, so I think whether wrong points including the grammar is seen, but please permit it(>_<))