Posts for p0rtal_0f_rain


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As I said before, there will be improvements now that I got this game locked down. And I'll remember that next time I submit another, however, the movie will be an FM2.
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It was because I read across a post from TheAxeMan about a nice LUA script and an improvable Muzh battle without a Gold shield.
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Oh, yeah! As long as FCEUX works like its supposed to and not lag/crash on me, I'll be glad to put that to use. :] BTW, did you hear that I found a glitch in this game? I won't hesitate to abuse it because it does help. Haha... In my recent submission that I later turned down:
Inaccuracy of MP: If for any reason that Willow acquires a large amount of MP (80 for example) within a small number of movie frames, the game has to sit there and count every single digit (31, 32, 33, 34, etc.) until it finally gets where it needs to be. If a large amount of MP is in queue which I am sure that's exactly how their system works, then it does take a certain amount of time to count them all up. Now, if the game is still counting a large amount of MP and not being aware of Willow using any magic spell during that point, then it is strict that this is a nicely known glitch. When the game finally gets done counting MP back where it needs to be, then it regains its accuracy and will keep track of magic spells that was used again. If for any reason that Willow leaves the screen while MP is still counting up, that means the game has to halt counting MP for a moment and focus on taking Willow to the next screen - then it gets back into counting MP.
Abusing "inaccuracy of MP glitch": This was effectively used during a level-grind toward Nockmaar. This is done by making sure all red ghosts are gathered in one pile as quick as possible and as close to one side of the screen that it can get to without touching Willow. From that point, the goal was to kill them all with the Devil Eye sword BUT making sure Willow does NOT touch MP balls during the course of killing them all. Once all red ghosts are killed and there are several MP balls piled up, it's easy for Willow to get several or all of them in one shot, put the MP in queue, and immediately use the nearest side of the screen to manipulate red ghosts' appearance nearby. This glitch technique allows Willow to use his Thunder spell about 5 to 7 times, instead of 4, before having to score more MP from red ghosts.
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theaxeman wrote:
This crude demo is about 350 frames slower than your fight.
No, no, no. In fact, it doesn't seem to be slow at all. You just gave me a reason to plan out a 4th draft in the future! Because it does take several hundred frames to travel a few screens in Matanda's cave and get the Gold shield, compared to fighting Muzh without it. Here, I can get to level 5 but now I don't need the Gold shield. Thank you, AxeMan! ^_^ I know I already cancelled my 3rd draft submissions, but I am not done finalizing this run yet!
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Okay, that was the only way for me to put up a decent animation at the time. I couldn't find an alternative way to put together the same animation using the right codecs and settings. What program (besides Flash CS3) did you use to create the animations you had?
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p0rtal_0f_rain wrote:
Oh, yeah! Just what I thought. Big improvement on level-grinding! I studied both drafts, beginning with the frame number that I started on and the frame where I left the area: 2nd draft: 79,189 to 107,421 Length: 28,232 frames (7:50)
And even more improvement which saved me more frames which was incredible. This draft: 181,608 to 200,922 Length: 19,314 frames (5:21) Difference is now 8,918 frames between the drafts. I have already made it to Nockmaar castle. I'm not planning on posting another revision based on this type of improvement, but everything else will remain the same.
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I chose to cancel because there is a glitch in the game that I clearly noticed. Sometimes when the Thunder spell is used while MP is still going up as it is earned by killing certain monsters, the game doesn't keep track. Watch MP continue to make its way toward 80 as Willow is constantly using the Thunder spell more than 4 times (4 x 20 = 80)! http://dehacked.2y.net/microstorage.php/info/1043500498/Willow%20%28U%29%20%5B%21%5D.fcm I chose to not make a fourth draft, but I seek to improve once again by trying to abuse this glitch - The aim is try to use the Thunder spell about 5 or 6 times instead of 4 before I seek to get more MP again. Hell yeah! ^_^
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mklip2001 wrote:
There's still tons of walking to do... can death abuse be helpful anywhere else in the game to get back out of caves?
Good question, but using death as a shortcut doesn't work beyond defeating Bogarda. Death does put Willow back in a safe place like a village but his status, items, weapons, and magic spells can be reset where he is forced to go back and do it all over again. I already tried it, even in my first draft. The only way to get out of caves and places faster is if Willow fights all the way to the under-island caves, because that is where he will find Fleet. Fleet always warps Willow back to the exact same entrance that he walked into from the beginning. If Willow entered the under-island caves two screens north of Fin Raziel's hideout, and then uses the Fleet spell, Willow winds up back to that same entrance - which is an example. The Fleet and Ocarina spells were well useful and planned out in this draft just so everybody knows.
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Oh, yeah! Just what I thought. Big improvement on level-grinding! I studied both drafts, beginning with the frame number that I started on and the frame where I left the area: 2nd draft: 79,189 to 107,421 Length: 28,232 frames (7:50) This draft: 181,608 to 201,722 Length: 20,114 frames (5:35) Difference: 8,118 frames (2:15, saved) This is only based on the spot where I did the most level-grinding. Even with the two screens of white ghosts earlier on, I still saved a lot of frames! Yay... ^_^
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Of course, it does take less time to walk through a series of rooms at Nockmaar than to level-grind, especially if Willow already defeated Kael to achieve level 13. But if it's faster to backtrack than to level-grind more than I should, then I don't think this should be too big of a problem. Trust me.
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Okay, because if I did achieve level 13 before stepping into Kael's room, this procedure would've required more level-grinding and more frames wasted. I mean, I had 8000 exp. points right there in front of me, and I figured I would put it to good use to save some time. I never said I wanted to end up with 47340 ex. (level 13 + Kael defeat) at the least or even 99990. And that is why I wanted to get to level 13 as quick as possible but without overdoing it. Yeah, good question! ^_^
...would it be useful to get to level 13 before fighting Kael so you don't have to make another trip through Nockmaar?
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Oh, yeah. Like the improvement! Yes vote.
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I did more with this game as I couldn't sleep last night. I completed it as of this afternoon. The 3rd draft is final, now I prepare documentation again as I get ready to submit. Thanks to all! ^_^
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Next time another attempt at this game is made, maybe there can be a gain/loss in total time but all glitches including some left out can be demonstrated.
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I show more improvement as I took two nicely manipulated damage boosts from two wizards on the long cursed bridge (after passing the purple cave entrance). From there, I still had plenty of HP while MP was short. At Tir Asleen, I chose to skip an opportunity to rest at the Tir Asleen lodge (northwest corner of the village) so that means I know I saved more frames. All I needed was at least 20 MP to ensure I was able to get back to Tir Asleen after I met with an old lady at Tir Asleen cliff. I had 12 HP going into fighting through 3 gray monsters which were mandatory enemy encounter screens, and can not be manipulated. And that was where one hit from any of them was a game over. Since there were 2 pink vipers on the same route to the top of Tir Asleen cliff, they inflicted 30 HP of damage per hit! The others were 20, so this was depressing. Calling Po back to Tir Asleen, I once again skipped the lodging opportunity. That means even more frames saved. Going into Tir Asleen castle, I was once again in need of enough MP to call Fleet after coming out of the Tir Asleen jail cell scene. So I immediately switched into the Devil Eye sword and depended on two zombies to get sufficient MP. As soon as I defeated the 2nd zombie, I went back into holding the Battle sword. Continuing on through the rooms, ignoring Airk to save even more frames, and a quicker battle to defeat Eborsisk. It's been a good work-in-progress so far. And with these new improvements I came up with, that got me in a better aim for quicker time, I can't complain too much. ^_^ Now presenting: 3rd draft - revision # 8 [ Link ]
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We're still trying to have the emulator where it safely changes CD's during movie playback. We're counting on you! ^_^
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It is Riou and Jowy (Highland) one more time in Rockaxe Castle as they fight against Gorudo and 5 M-Knight's. After that, Jowy continues to lay low. That's one thing I remember.
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More boredom, so that means more Willow as I continue to aim for faster time and better manipulation. I have reached the Thunder lady's house after I picked up the Specter. Presenting revision # 7: [ Link ]
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What's worst than that is the grue-bot! That's the real icing. :-P
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badpotato wrote:
you mean.. using lua with cheat ?
Probably not just for cheats. If there are ways of working around common bugs or freeze-points like that one screen shot of Vahn trying to display one of his hyper arts moves, I thought we would create a LUA script specifically for this.
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I knew this would be rejected since the beginning. Good call, mmbossman! ^_^
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Voting NO, I stick with SDR's publication.
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As bored as I obviously felt, I played more and got what I needed. After I studied battling Muzh on levels 3 and 4, Willow was too weak for sword swinging and poking. Yeah, he was able to repel slight damage from Muzh's 7-needle attack, but, still he was too weak and not fast enough to knock a lot of HP off the boss. Don't ask if it's improvable that way because I already tried. I did a little entertainment effect during the course of battling the ghosts. On frame # 76183 on my latest rev., the screen is lit up when the ghosts are ready to duplicate. I paused the game right on that frame to switch into the Devil Eye sword. It's not glitchy but it's weird when the game does the under-island-cave-to-status-screen transition when it's lit up! Two screens worth of ghosts raised Willow's ex. to 1980 and then a small blue bat perfectly placed him at level 5 with 2000 ex. Then the Muzh battle included slightly better positioning techniques that saved me 8 more frames! Now I present revision # 6 -- [ Link ]
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That was part of my overall routes I planned. You might have to visit the RPGClassics Willow Shrine link I posted - as many times as I looked at the maps, that was when I started planning the best routes from one exit to the other. I can guarantee you, it's not just a single screen you have to cut through - it's the whole entire area. Trust me on that. ^_^
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Okay, another update. I am up to my 6th revision of my 3rd draft. It's supposed to be 6th, but someone once again deleted my post which included my revision 5 link! So I guess i'll post this work-in-progress as my 5th revision. It was up to Bogarda, now Willow has reached the under-island caves. I was able to conserve some HP after I called the Ocarina back to the Tavern. There was a "mandatory enemy encounter" screen containing the first three sliding crab shells; and they each inflict 20 HP of damage per hit. I had to conserve HP by dodging the first one, taking damage from the second one (glad it didn't push me back), and manipulate the positioning of the 3rd one, where it won't block me and I can safely get through it. After Willow got out from underwater, there was another mandatory enemy screen with 2 more sliding crab shells. Again, manipulation of their positionings' (is that even a word?) were the only way for me to conserve HP. The reason I conserve HP cautiously as I make my way toward Muzh is simply because of what I said last time: "I don't have any healing spells on me and I even ignored the first one which was Healmace." I am sure there will be another mandatory enemy screen in the under-island caves which was the exact one I was not able to manipulate. Yep, that huge viper. This one's yellow while omnipotententity demonstrated the ones in green. ^_^ Here is revision 5... [ Link ]
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