Posts for neo_omegon


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Experienced Forum User, Published Author, Player (159)
Joined: 5/20/2010
Posts: 295
samurai goroh wrote:
It might be possible to run away a few frames earlier in a few random battles. I didn't had these addresses I found after finishing the run:
7E7C5F XX          Escape wait counter
7E7BDE XX          Escape flag (set it to 1 to escape immediately, even from boss battles)
The wait counter goes from 0 to 19, it advances once per frame (or so) if you're holding L+R. What happens is that some times it doesn't advance in a 1:1 relation, hence you may get different results. Monitoring this should make it possible to get the best outcome (if there's one as luck manipulation is not as flexible as I initially though). As mentioned before, I didn't had the addresses mentioned above, but the outcome I got from practice was that it was irrelevant to press L+R the minimum necessary or simply keeping them pressed as I ended using.
I see. Still, minimal input looks good for a tas.
samurai goroh wrote:
Using !Flee was slower as far as I remember because you have to wait for your turn, while pressing L+R can be triggered a bit sooner.
Well, I don't mean using !Flee independently. Sorry for my bad English comprehension, but which do you mean, holding L+R from the beginning of the battle and selecting !Flee continueing pressing L+R or just holding L+R without choosing !Flee? The former way is the fastest, IIRC. Though opening the menu to change ability slots takes some time, if there are many randam battles or it is necessary to change jobs, it might be eventually faster. The advantages of RTA's strategy are skipping learning deathcrow and 3 times of battles against statuex5. They take time. The animation of deathcrow itself is slow. However, if RTA's strategy is adopted, skipping 3rd Gilgamesh's dialogue is impossible. Honestly, I stick to a strategy including learning deathcrow and statue battles, but RTA's strategy might have some possibility.
Experienced Forum User, Published Author, Player (159)
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I made a run. That was the first time I tased this game. I thought I was not able to make an optimal run, so I made it on snes9x v1.43 not for submitting. This run is quite suboptimal and with bad luckmanipulation, especially earlier part. Swapping items at the end of boss battles looks bad. As for pixelporting, I missed with Grampa. I also missed between the narrow passage at the first visit of the mire. Optimal pixelporting, whose period of the imputs is two frames, is faster. So, at the current moment, I do not recommend hosting this run on a popular video streaming site. Hope to refer this for future reference. Btw, while I was making this run, I found ganon bat cloning. http://dehacked.2y.net/microstorage.php/info/1295951624/ganonBat-cloning.smv Edit: Well, there are many mistakes in my run. Just now I noticed that in the Turtle Rock's crystal switches room, I should've used ice rod instead of using a bomb. I lost more than 40 frames. And about rupee route, getting Sahasrahla's 100r is faster than tree's rupee. Eastern Palace's 100r with EG takes as much time as tree's rupee.
Experienced Forum User, Published Author, Player (159)
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Hi. Long time no see. It is too late to say, but thanks for posting useful information, Omnigamer. And I'm satisfied with samurai goroh's new run. Well manipulated boss battles. Skipping Mua is a genius idea. If I had made a new run, I would not have these features. Possible improvements are running away in random battles: -Select !flee with holding LR is very fast. -Also minimal inputs of LR are sometimes one or two frames faster. I don't plan a new run, but new route without statues might be possible, according to these RTAs. http://www.speedrun.com/ff5
Experienced Forum User, Published Author, Player (159)
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OmnipotentEntity wrote:
The precedent set by the Rockman movie is that only human rerecords should count towards the final count, how many human rerecords went into this movie? Does anyone know? The authors of the Rockman run had a good idea about how many rerecords were done by bot and how many were done by hand, and they cared about the distinction. This author doesn't, and didn't keep track, which is fine. The rerecord count is not used in any process on the site, not considered during judging, and only really used for meaningless statistics. The rerecord count doesn't matter.
Thanks!
FractalFusion wrote:
deleted "The pushing is due to waiting for the dialog to trigger."
I just meant the action was improvable. Pusing the person was good itself.
FractalFusion wrote:
Also, I added which items were used, when they were used. I used the names Molebear Claw, Siren Claw, Cerebus Claw, Poseidon Claw, Drake Scale, Moon Coin, and Papa Poto Claw. You'll see them when they are used against bosses.
Just mistyping? On your srt and ass file, there is Cerberus, so there is no problem. And I personally agree with the decision to adopt the words, "Mana Beast" and "Guren." Thank you for making subtitles.
Experienced Forum User, Published Author, Player (159)
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OmnipotentEntity wrote:
neo_omegon, This run is being published. If you feel that it's not up to par then you are free to obsolete it.
Okay. Lastly, let me ask about one thing. Is there any reasonable reason why rerecording count of Rock man was fixed but this is not fixed?
Experienced Forum User, Published Author, Player (159)
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一応、英語のスレッドが、あるにはあるのですが…、ずっと新規投稿がないですね。 http://tasvideos.org/forum/viewtopic.php?t=2198&start=0&postdays=0&postorder=asc&highlight= 気になった点としては、 ・セリフ送りでボタンを交互に連打するとたまに遅れるゲームもあるので、念のために訊きますが、大丈夫でしょうか? 面倒で確認していませんが。 ・お墓でのビアンカ再加入後からお化けキャンドル戦までの間での主人公とビアンカの並べ替えだと、80フレーム程で済み、ブロンズナイフを渡すよりも早くなるとは思いますが、親分ゴースト戦の調整で難航するかもしれませんし、他にも不都合が生じるかもしれませんね。(気絶者の道具にドロップが入ったかどうか、別れるときの強制移動など。だいぶ、忘れています^^;)  他は、特にいうことありません。解析方面も私なんかより明るいですし。出来を楽しみにしています。
Experienced Forum User, Published Author, Player (159)
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As far as Flammie’s flight, I can only say try everything as possible as you come upon with. The reason I don’t want to post my latest wip is that I want anyone who would like to tas this game to utilized my input imperfectly. Once even after Trangix published his wip, sometimes you have been behind. Apart from pixel perfection I had mentioned on the snes thread, when Trangix raised Carlie up in Water Fall Cave, the first character moved earlier than that of yours. And after Trangix defeated FMH, he moved, though sometimes this trick doesn’t work. Of course, it’s well done for the first tas. But when it comes to publishing, I have no choice but to evaluate strictly because no one seems to know the limit of this game. I don’t want audience to be satisfied with suboptimal run. I believe your tasing techniques have progressed than ever and your potential is much higher than I was when I started tasing. Don’t worry soon you will be a greater taser than I am. Of course, I’ll inform you of new discovery of this game. In evidence, I posted the new luascript on the snes thread. I’m sure that it will be helpful for pixel perfection.
Experienced Forum User, Published Author, Player (159)
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praetarius3 wrote:
Flame Valley - it's not the screen transitions but the animation where half the screen gets drown in flames.
Screen transition SHOULD work. -> http://www.mediafire.com/?ajgsj8d2d1ez8fs Well, I think rerecording count should be fixed like this run. Why TASVideos apply a double standard? The script was this post. The script itself has a problem, too. Character positions are wrong. If this was something wrong and the author had found the right addresses, I feel a little comfort. But if not, I have to judge there is no pixel perfection through the run. It is impossible to accomplish pixel perfection without watching the right addresses. And when it took a while to publish, the run should have been improved. I tried the last flammie flight and I improved 28 frames. I’m not really hard for trying, so it must be more improvable.
Experienced Forum User, Published Author, Player (159)
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> Double stat glitch!? Please watch my old Golem battle of Carlie’s run. I had already performed. I might have been saying harsh things, but I think if this game had been overTASed, there would have been more claimers. Regarding the third character, ordinary audience who knows what is TAS will think that it seems quite odd to take Riesz without CC in a TAS. Apart from pixel optimization, what I won’t particularly let it pass is two things. Having not informed judges of potential improvements on the submission text and having utilized not all of the techniques of Trangix’s and mine, for example performing lvl one tecks twice in a row, though which has a problem that does not help the game heavy. I have not progressed my run at all. Instead, I have been typing a luascript, though it might be redundant. Here. -> http://www.mediafire.com/download.php?1ph9jaeocyuxc7c Extract the file in a same directory and run “SD3LuaWIP.lua” on an emulator. First, without the luascript of Trangix, this code has not been published. Thanks. -When one character leave on Ghost Ship, you have to comment “DispOnGS()” and uncomment “DispCharPos().” I wonder if the code were improved. -Delete Key changes the position of enemy information. -Insert Key changes the input pattern. This function is originally from FractalFusion’s -Added Booskaboo/Flammie value, though I couldn’t find equatorial velocity. -Deleted unnecessary information for a TAS. -Checked who is player one and player two. Sometimes, this does not work fine. -Checked previous position. Concerning pixel optimization, though, I’d rather care the position of talking and checking than the movement itself. -Caluculate and display the time for next DayTime and Night. And so on. If there might be bug, I feel sorry. BTW, maybe two items should be used against first Genova and first Gorva. And side note, if you exchange characters too many times on Ghost Ship, “GAMEOVER.”
Experienced Forum User, Published Author, Player (159)
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Thank you, samurai goroh. I made several mistakes.
samurai goroh wrote:
I'm not quite convinced with the way you hide the enemy's information
The way is that first I check if Lvl, HP, MaxHP and MonsterParty are appropriate values. Then if these values are appropriate, I display. BGM seems to be determined by 7E1D05, so there might be another method.
samurai goroh wrote:
as it seems it doesn't show it on some boss battles.
The cause is that MonsterPT was wrong. “if MonsterPT <= 0x1B0 then around 211th line should be “if MonsterPT <= 0x1B0 or within ( 0x1B5, MonsterPT, 0x1FF ) then”. And the elseif block from around 218th to around 223th is no longer necessary.
Experienced Forum User, Published Author, Player (159)
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I hope these scripts will help you decide where to put a “gui.text.”
function MousePosition()
	local ip = input.get()
	
	if ip.xmouse <= 0 then
		ip.xmouse = 0
	end
	if ip.xmouse >= 253 then
		ip.xmouse = 253
	end
	if ip.ymouse <= 0 then
		ip.ymouse = 0
	end
	if ip.ymouse >= 217 then
		ip.ymouse = 217
	end
	
	gui.text( ip.xmouse, ip.ymouse, string.format ( "(%d,%d)",  ip.xmouse, ip.ymouse ) )
end
function DrawGridLines()
--~ 	First Display Parameters on Coordinates.
--~ 	Top
	for i = 0, 240, 20 do
		gui.text ( i, 0, string.format ( "%d", i ) )
	end
--~ 	Left
	for j = 0, 200, 20 do
		gui.text ( 0, j, string.format ( "%d", j ) )
	end
--~ 	Bottom
	for k = 20, 220, 20 do
		gui.text ( k, 217, string.format ( "%d", k ) )
	end
--~ 	Right
	for l = 20, 200, 20 do
		gui.text ( 244, l, string.format ( "%d", l ) )
	end
--~ 	Then Draw GridLines.
--~ 	Axial
	for m = 0, 250, 10 do
		if m % 50 == 0 then
			c = "red"
		else
			c = "white"
		end
		gui.line ( m, 0, m, 225, string.format ( "%s", c ) )
	end
--~ 	Equatrial
	for n = 0, 225, 10 do
		if n % 50 == 0 then
			c = "red"
		else
			c = "white"
		end
		gui.line ( 0, n, 255, n, string.format ( "%s", c ) )
	end
end
Experienced Forum User, Published Author, Player (159)
Joined: 5/20/2010
Posts: 295
Here is a package of luascripts for this game. -> http://www.mediafire.com/download.php?o3izf6z6z7w5cr4 Extract the file in a same directory and run “FFVLuaForTAS.lua” on an emulator. >Still need to find a way to determine end of battle to hide the info... Now, your problem might be solved.
Experienced Forum User, Published Author, Player (159)
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Posts: 295
samurai goroh wrote:
My concern was that you need to open the menu twice (if you plan to change it back eventually), so that's something to take into account...
Of course, it should be considered. I searched the RAM and I guess RNGs of the battles are probably 7E003A and 7E003B. Which value should be referred is probably determined by 7E0033. And according to Mr. cheap, who is skilled Japanese player and mainly plays LLG of various RPGs, these RNGs are referred alternately on each action.
Experienced Forum User, Published Author, Player (159)
Joined: 5/20/2010
Posts: 295
Why not use Mega Turbo?
Experienced Forum User, Published Author, Player (159)
Joined: 5/20/2010
Posts: 295
>The pushing is due to waiting for the dialog to trigger. As I pointed out on the SNES thread, this is not optimal because after Hawk talked, he became a pushing motion. This will be improved in a future run. Of course, it is not necessary on the subtitles. >Got a Papa Poto Claw. I wonder what it does. It was used for Kevin against Zable-Fahr. Of course, other buying stuffs in Byzel were used for Kevin or Hawk against various Bosses. Probably, it is not necessary to explain on the subtitles. I slightly care if there are more explanations about glitches or TAS only tricks. Of course, I know too many descriptions are annoying. Okay, I comment about these tricks in details. Those skipping weapon animations are definitely TAS only tricks except for that the way of holding direction key and A button. They are originally discovered by Trangix, who first try to make a TAS of this game. Rapid attacks are possible on a normal play but are not so successful on it than those on TAS. They have been written in details on this Japanese site. -> http://www39.atwiki.jp/willtex/pages/29.html Ignoring the AI is absolutely a TAS only trick. Concerning this thing, I evaluate praetarius3 highly. He succeeded in performing this trick through the game. Rapid attacks by L/R or START/SELECT, which have a problem as is written on the submission text, are apparently faster as I show in my old WIP. They will be more improved in a future run. Getting any stat on level up (at least up to the cap): This is possible on a normal play but it is not easy on it. I think this trick is done when you beat three, sometimes two enemies in condition that the character’s exp is enough to the next Lvl with one enemy defeating. Kevin glitch is possible on a normal play but you will have to defeat an enemy before you use the Wind Drum when you set up. The reason Dreamsee Herb was used in Forcena was you can access to the person who talks about the cannon nearer at night than in the daytime and you can reach the market in Byzel at night. In the daytime it is closed. Comments reply: Carl/Karl: Google search says Carl: About 96,800,000 results Karl: About 340,000,000 results 月読み: Oh, I see. Moon reading is a direct translation while Moon-God is a free translation based on Shinto religion. 紅蓮: Japanese people commonly pronounce “紅蓮” as “guren.”
klmz wrote:
"紅蓮" (nelumbo nucifera/nelumbium speciosum) could stand for "鉢特摩(はどま)地獄" (Padma Naraka), the seventh of the eight Cold Narakas. If it is relevent here, it should be translated to "Padma".
I’ve not known these things, thanks. This game has nothing to do with Shinto religion. If the translation patch is prevailed, these words may or may not be followed by those in the patch.
Experienced Forum User, Published Author, Player (159)
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Great run! Yes vote. Seeing the falling on Casandra Act I, LOL. Well, I do NOT think ending levels higher up on the screen saves through special mode. So you can erase my credit this time. And thanks for crediting me about that thing on the normal mode run.
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FractalFusion wrote:
SRT now added to youtube. Thanks, OmnipotentEntity. http://www.youtube.com/watch?v=GcKJ6tYvvq0 For those who would like a local SRT file, here it is: http://www.mediafire.com/download.php?qxihvl352xuiqca Here's the ASS file: http://www.mediafire.com/download.php?6q28poy1qdpa92t If you would like the encode to use the file, download the youtube video off of youtube. I created the ASS file with the SRT format in mind, since youtube only allows SRT format. So, I avoid having multiple subtitles together (as compared to the subtitles for the Lagrange Point TAS). New effects are minimal and only consist of three colors or so, and some italics. Feedback is welcome. I probably made a few mistakes and oversights somewhere. Also, my knowledge of the game isn't so good.
Quick checked. Great subtitles! Here are my comments. Hawk is called ホークアイ in Japanese so Hawkeye is his true name. Abbreviation of his name is probably because of a capacity problem. God Beast is called 神獣 in Japanese while Mana Beast of Secret of Mana is also called 神獣 in Japanese. God Beast is a literal translation of 神獣 and adopted in the translation patch but Mana Beast might be a better translation. Anyway, that’s your option. >GAME OVER LOL. >Apparently Lise wants to go back to Rolante so bad that she left the others behind. Aha! Mataro is a town folk in Byzel. You can talk to him there before the event. Of course, this is not necessary in a speedrun. For those who are interested, Darkshine Knight’s identity is revealed if your first character is Duran or if your first character is Angela and Duran is in your party in endgame. >Moon-God Tower This is wrong. Moonreading Tower. > Koren Koren means 紅蓮? Guren is fine. I know Chinese character has many pronunciations and it’s difficult. > Karl Maybe, Carl? > Bigieu taunts Hawk and tells him to come to Mirage Palace with the Sword of Mana to save the Fairy. Not Mirage Palace. Navarre. > But the Beastmen fnally began to have confidence, finally > Apparently these enemies here are really weak, as Lise can tell you. I think you don’t have to fix the subtitle in this case, but this is because of TAS and Kevin glitch. In normal play it might not be so weak especially against Shadow Zero, which has a dark color. To movie end as soon as possible is originally my idea. Of course, you don't have to add this to it. Next time, I will consider how input end is best looking. If I overlook any error, I’m sorry.
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notes/ideas for v2 (if I or someone else ever bothers to): -different 3rd character; Riesz offers almost nothing, probably either Duran for more attack at "no cost" or Charlotte to skip one backflash; if Charlotte never buy her weapons, or at least rarely - maybe only Dwarven, Rolante's and Elven weapon -get the moon coin during the revisit of the forest when Kevin onehits the enemies instead of wasting time on the first visit -one atk-up for Hawk against FMH/none for him against Dolan -no CC for Kevin neither get the last weapon for him -better exp/lvl-up management -more Start/Select/L/R-abuse -when lvling up the not-played character switch to it to reduce loading time
I have already noticed such things and they should be on the submission text as a known improvemnts section.
only 260 frames ahead? I expected a bit more
I do not think so. I optimized even when I opened the first treasure box in spite of taking a longer name character. There was no pixel perfection in your run up to I progressed. At the end of the opening event, I saved 250 frames and I saved further 21 frames by just before the entrance of the Rabbite Forest due to pixel improvements and maybe a frame rule. In about nine minutes including the staff credits, this should be regarded as a big improvement, I think. People who visit here expect that the run is perfect at the time. Normally, improvements should be fewer frames in such a short time. If you beat me, I am VERY HAPPY for people can watch a further optimized run.
I still am not sure who to take this time around as 3rd character.
Why do you bother?
entertainment trade-offs: 1. Riesz as 3rd character; for what we need in this TAS Duran would be better (+1 Str, nothing else), but both wouldn't contribute much, seeing how the AI often freezes when I'd need it... I like Riesz as a character more, and initially it was planned to class-change with her for the earlier stat-downs and still some muscle; once the AI flaw became appearant this plan was dropped; Hawk gets his versions of the stat-downs still early enough Kevin is simply too strong to need def-down before the two last bosses, missing def-down against bigieu is (over)compensated by not class-changing Riesz
If I had had made a run, I would have started again from the beginning DEFINITELY. Once you submitted the run and said such a thing not as a known improvement but as an entertainment trade-off, why don’t you take Riesz?
-alternatively choose a different route (though then it wouldn't be "hardest" difficulty?)
I will no longer interfere with your run and hold my vote. When it comes to pixel perfection, I will have to point it out everywhere, judging from your run. There are many enemies in mandatory battles in the last dungeon in the other routes, so exp manipulation will be hard. Or maybe you have to get more DreamSee Herbs.
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Here might be some useful tricks from nicovideo. Infinite Lvl 1 teck against Mispolm by Kevin (Played by やまねこさん) Good example of a duplication trick (重ね(性能の入れかわり))* (Played by かんがさん) *The discreption of the duplication trick (重ね(性能の入れかわり)) is available here. Sorry, this is Japanese. And according to this another video by いるかきゅーりさん on nicovideo, getting a w/a seed earlier is theoretically possible after defeating Genova. Seeding one other seed before you seed a w/a seed enables you to get first character’s weapon at Diorre before Ghost Ship but this will be extremely difficult. Seeding one other seed provides you with one crappy item. The other day I started Hawk’s quest. I saved about 260 frames now. Sorry, I am not willing to post smv now. I’m NOT bothered if praetarius3 or other guy starts Hawk’s quest. My progress will be so slow that other guy will have finished the run until I will finish my run. Unless the run is optimal enough, I’ll obsolete it. Note: These pictures are wrong. I accomplished further 12 frames improvements from jail.
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I would not like to say, but I found that sometimes a frame lost when a text message was scrolled. I was a little upset that I had not noticed. Don’t worry. This means great improvements will come on v2. I’ll post useful information on the snes thread. ^_^
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Pasky13 wrote:
I'd be fine with not having it obsoleted. I consider them different games anyways
I agree with it. I do not know whether or not the rule should be changed, but I must say even if the rule might be changed, authors have to grapple with Japanese because in general Japanese walkthrough sites are more informative than Game FAQs is about such games officially released only in Japan in many cases. Otherwise the run would have been ugly one.
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Great thanks, samurai goroh! My strategy on a new run was going to be the same basically as the dual TAS of mine. I was going to defeat objet d’art x5 three times. Well, you may be thinking not to fight them. I am flexible to change, though in this case I have to make a route planning from the beginning. 7E09C0, total battle counts, will be 148. That of goroh’s was 188. Here are other possible strategies: #1. Instead of defeating objet d’arts, defeating black flame x5 several times after shopping at Lix, though I have not researched the exact number of battles I have to fight them yet. This will be faster against sand worm, flame throwers and rocket launchers with high level characters. Each of these enemies will be wiped out by two scrolls. #2. Not defeating objet d’art nor black flame This will be faster by frames that it takes to fight them. With low level characters, the battles against crystals and gargoyles will be slower. Gargoyles will be beaten by !zeninage or sword casted break. In both strategies the number of job changes will be a little larger and the third Gilgamesh battle will be slower because you cannot use blessed kiss. Blessed kiss will be used just against the final ex-death but it might be entertaing to fight against neo ex-death. If !mix would be used only at the final battle in the strategy of the #1 or #2, advance version might be favorable. If the rule was changed, I should have to use translation patch. Considering these things, I found I was not even at the starting line. Actually, my luck manipulation in battles will be just trial and error. (Delaying one frame to decide action.) When apparently slow, I will retry the battle with a different initial RNG. I wonder if some other Japanese TASer is interested in making a run. They must be much a better TASer than I am. EDIT: Researching the optimal battle speed is a tough thing and I’d like to tas another game in parallel. So the progress will come in some distant future, sorry. Graphical glitch is not fixed on the latest version of snes9x 1.51.
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I would like to say it is difficult to have a motivation for making a TAS of the same game over and over again. I do not remember what the previous run was like but skating Mario and nearly 10,000 frames improvement is impressive. Yes voted.
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First Yes vote. YAY. I have been following your encodes on Nico Video. Very awesome and impressive. Especially, new glitches. Whip glitch and skipping Tree Palace.
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I apologize for my behavior, having not mentioned improvements, but I think easier noticeable things should be found by the TASer themselves and do not back down the belief that published runs should be the best and sophisticated at the time. This Chrono Trigger TAS by Inichi has a quality high enough to be published in a light glitched category but he did not submit it. My published Lagrange Point TAS, which is much easier to be TASed than this game is, took me ten months only to be shaved around two minutes improvement from a test run. I heard old 0 star run of SM64 had stopped progressing by claiming only one frame improvement. With a desynchable emulator and 3D-stick, it is more diffucult to be TASed in this case. So please be meticulous when TASing. I look forward to your next work. Good luck.
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