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sorry for being late with this:
if it was a ROM issue, the emulator should give a warning message while selecting the movie file, on the top:
Movie's ROM: crc32=863ED0B8, name=SeikenDensetsu3
Current ROM: crc32=863ED0B8, name=SeikenDensetsu3
if the Rom was wrong you should get something like:
Movie's ROM: crc32=863ED0B8, name=SeikenDensetsu3
Current ROM: crc32=(different numbers), name=SeikenDensetsu3 <--MISMATCH!!!
it was used... because input already ended some time earlier and it's only AI vs AI (could maybe a comment be added to the video to clarify that?)
specifically the moment Riesz' portait shows in the bottom character slot the input is finished
subtitles:
a lua script would suffice? if yes I'll see to it this weekend
if no - what else?
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Black Rabite wouldn't be hard at all;
throw a dark coin at it to heal it which causes health overflow; it is now down to a few hundred hp, sneeze too hard at it and collect the badge.
I just downloaded a new snes9x rerecording 1.51 v6, all default settings and with that it plays back fine; no idea whats the problem for you :/
it wasn't even that early, with manual input it would have been maybe 10-12 seconds, the AI just fails at fighting
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1. knock archdemon's health down a great deal, heavy luck manipulation to make him wait longer with his spell/not do anything; archie's second form can 1hit kill Kevin with his sword from the ground (with atk up 700-something), so I have to do enough damage before step 2
he will "die"/transform into his second form once he has lost 50% of his current maximum health* AND gotten off one spell
2. end input/make AI do rest
change player 1 from Hawk to Riesz
switch player 2 (Kevin) off
press attack on player 1 (usually the AI got stuck otherwise)
AI players (Hawk+Kevin) handle rest
in my case he had less than 8000 hp left before step 2
*
his normal maximum health is 53499; after the moon coin it goes down by 20%.
the game would normally check whether i'm past 26750 health to determine transforming or not; however with the coin it really checks against 21399
will submit this either later today or tomorrow
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at least bigieu now needs some new furnitureLink to video
guess what, the fight before the boss was way more difficult to get right...
I have less than 12k exp left to get from normal enemies; up to Tzenker I am forced to kill 9 enemies, then there are 6 optional enemies before tzenker and another 6 after tzenker; each one gives more than 1k exp so 11-12 kills outside of bosses left before Bigieu, the only problem is night time of which not much is left.
if this works out... I've cc'd Kevin for nothing, so another 40 seconds wasted
turns out I got somewhere exp twice, so I'm already way over the limit - whoops
Tzenker downLink to video
only 2 bosses and 3 normal enemies left - and the submission note write up, and a lua script for comments/subtitles
apparently 40k health still doesn't mean much against Kevin o.OLink to videolet's see how much trouble archie makes
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not much to say here; that's maybe one of the rare cases where I'm happy to have Riesz with me... why? well, normally my biggest problem with bosses are the final few hitpoints where they make very big pressure to finally get a spell off; here, that's completely removed by Riesz' lvl-up
Link to video
in case someone wonders:
i already managed to equip Kevin with his new weapon w/out resetting his atk, so much for that problem (will need that a few times soon, when he lvls-up during a forced fight)
edit:
right before FMH
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yes, the entire animations is just that long, it starts ~655260, ends ~655720, so about 460 frames or almost 8 seconds
edit:
corrected:
in case i lose my notes:
exp plan for the rest of the game (only Kevin matters):
after Zable
exp 87054/87324 for lv28
punch one enemy to reach lv28 (ninja for 753?)
kill Jagan+allies for 10304 exp, remain lv28
exp 98111/99507 for lv 29
forced encounters worth ~34570 exp
and optional encounters of ~8000 exp (including the pre-Jagan victim) to reach lv31 pre-FMH
exp 129624/143611 for lv 32
kill FMH for 5298 exp, remain lv31
exp 134922/143611 for lv 32
forced encounters (6 enemies to reach the switches, can't use them during battle) and optional(?) enemies for ~10k exp total, reach lv32
exp 144922/161086 for lv 33
Genova + Spawns for 9380 exp + 2x 624 exp
exp 155550/161086 for lv 33
9 forced encounters for ~8739 exp
3 optional enemies for ~3k
exp 169376/180080 for lv 34
tzenker for 9950 exp
exp 179239/180080 for lv 34
1 of 6 optional enemies to reach lv34 (1.2k exp average)
exp >180080
Bigieu for 12440
3 forced enemies in MHL
exp <200675/200675
and sort of a lame visual pun:
Link to video
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Zable Fahreveryone dies, I win, wait what?!Link to videoyes, it costs me ~8 seconds; yet i find it more amusing than the totally predictable "Kevin punches boss to death, no one gets hurt",
opinions?
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no, he still has the old one from the elf village; Mispolm has just relatively low defense (150) to compensate for his very huge health (18777), Hawk had 155 atk; i wouldn't call 6 damage, at least not vs almost 19k life
the Pedan weapon will put Hawk at 216 atk, or 230 atk once i knock the next enemy out (still haven't taken the last str)
speaking of Pedan, i'm not sure how to handle it:
to make the city appear i have to enter the inn and start the stay dialog, i do not have to sleep there, only speak to the counter; it's still night time, so i can't use the inn to refresh the night time, i would automatically get day time after sleeping in the Pedan inn
i *could* wait with landing flammie next to pedan for another ~30 seconds to end night time just as i walk into the inn; while flying time passes faster, doing my other stuff in town (speaking to the npc and buying the last weapons for Hawk+Kevin) doesn't suffice to end the remaining night
alternatively i could just go ahead and use the dream herb as soon as i reach the cave of darkness, but then i would run into day time during the dungeon
i didn't expect to reach pedan so fast (regarding day/night time) so i only planned 1 herb
edit:
i'll just throw the herb and see how far i can get this way; the night'll probably last longer than Kevin's glitch, so it wouldn't matter much
more specifically i'll use the herb after zable, i've still enough night time left to get the next lvl up; the only loss for that boss would be the atk up from getting hit
edit2:
no idea whats wrong with this cave, but so far all attempts to skip weapon draw result in "frozen" characters for 2 seconds; however it's noteable that the normal weapon drawing has the npc wait with drawing way longer than normally
edit3:
great... Zable just CAN'T be attacked/target until hell cross is finished...
so much for my contigency of using fire jutsu to kill the magic power...
oh and say bye-bye to Hawk, he has 20 HP to few to survive hell cross...
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reached even pedan before 3h, in-game ~2:45h
even more health than Fiegmund (18777hp)
Link to video
33 minutes since I left the mana land, that includes:
-2:15 minutes for glitching Kevin
-delivering the plot sword + lengthy cut scene of mana stones breaking
-7 god beasts and their dungeons
-flying to Pedan
I'm not sure how long the rest of the game will take... there are another 7 bosses waiting:
zable
jagan
full metal hugger
genova
tzenker
bigieu
archdemon
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some useless facts:
-slime enemies have even more def than the earth gb (192 vs 180)
-land umbers atk iswas equal to Riesz maxHP
-I'm only 13 lvls lower than the boss
-Hawk hits for 1 dmg , again... only 1 more str possible, the outdated weapon hurts him a lot
-he is (afaik) the only gb with two elemental weaknesses
-he's dead
Link to video
If my book-keeping is right i still need 5754 exp from non-forced fights until Zable. From here on stuff takes too long to kill even with glitched Kevin (3 hits and more), so I'll not have many chances to gain a few moments of running after clearing a room, realistically even none at all.
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well, Kevin is buffed up more than a full team with his glitch, so that should be less of an issue, though ice will be visited second-last so that can take some time to find out
route: earth -> wood -> ice -> pedan
route: earth -> ice -> wood -> pedan
now THAT is a god BEASTLink to video
as I said, he's very aggressive...ly staring at my team
it seems like the atk-up-buff simply adds another 1/3 of his atk as damage whether it was a tech or not, which makes Kevin's techs even less useful right now
normal attacks: atk - def
normal attacks, with atk up: (1.33 * atk) - def
<- as expected
Lv1 techs normal: (1.67 * atk) - def
Lv1 techs normal, with atk up: ((1.67 + 0,33) * atk) - def
<- i expected (1.67 * 1.33) = 2.22
still need 2 str-ups for Hawk+Kevin and exactly 3 Lv ups, any more than that is a sure-fire loss of the glitch and less even more; if I'm not mistaken Zable gives 9380 exp, Lv 26-> 27 is only 9980 exp, being 25 there is right out as 25 -> 26 needs 8982 exp, which would mean auto-lost glitch
need to count how much exp i have exactly left to get
edit:
Kevin has 47396 after Dolan
minimum gain
Land Umber 5180
ice trap room 502/612/668 or 557/446/502
Fiegmund 5980
Mispolm 6400
-----------
66738 or 66461
Lv 26 starts at 66298 exp
so I have to go for total minimum from now or accept Lv 27
edit²: lv 26 is right out, I need to kill something after the 7th GB to discarge the overstored lvl-ups, and there is nothing in the exp-range of <<<700 exp available in the cave of darkness
Lv 27 starts at 76278 exp, so I have 9540 exp or 9817 exp to get additionally (depending on which trap room I choose)
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techs from Kevin aren't worth it mostly right now; by the time the game has recognized the hits he's more often than not already at 7/7 tech points, which is BAD - lv2 techs simply suck, even if glitched to be used twice; as Kevin lv1 techs currently do about double damage and take almost double time compared to normal attacks, to small a difference to bother so far; the victims need about 50-100 def more to make techs strictly better
*I* control Hawk (most of the time at least), so I dictate whether he does a tech or not, no need to open the menu and disable lv2 tech-usage; and in his case techs are very much worth it as they do about 6 times the damage of a normal attack
Riesz can't even use Lv2 techs, so no problem there
I am honestly more afraid of Dolan and Fiegmund; Dolan is very aggressive and several of his attacks are unannounced (no text box at top), I haven't had such skills yet, so no idea what my chances are against those
Fiegmund leaves the screen at 50% health; if he has the same flaw as Gorva, no problem, else....
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nope, haven't seen any light lately nor any papa potos, though a papa poto claw was in a chest anyway
Link to video
finally Hawk does damage again! unbuffed 91-92 with tech, ok not even close to what Kevin does, but still way better than Riesz and enough to steal the boss-kill, lol
[URL=http://imageshack.us/photo/my-images/717/seikendensetsu3j574063.png/][/URL]
might have been slightly overkill as there was only one enemy with about 400 hp; three times dead is still dead
i could have gotten another lvl up right at the second last set of enemies, but Kevin has to de-transform right there - night time was over; what a good thing our next goal is the moon forest which auto-sets time back to night.
i couldn't have manipulated str from the single harpy anyway, so i let it be. i'd rather have as much str as possible on Hawk for the next bosses. even alongside glitched+sabered Kevin, Hawk does actually contribute quite a bit despite having an outdated weapon; sure it's only 1-3 hits less from Kevin but thats better than nothing.
can't wait to get him the pedan weapon - about 70 atk more on a normal hit, +115 damage per tech-hit
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I wanna be the guy - both versions (slomo, fs)
tried on r39 and r49, both with default settings (from a fresh extracted download)
tried with several wtf-files from the iwbtg topic:
with r49 I can't pause, the game keeps on playing; both on record and on playback.
r39 plays back perfectly (same as encoded versions from the topic), same wtf files in r49 produces a different replay, but still deterministically.
tried several different settings with r49, but playback was either the same (different from encode) or game crashed
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for me... no, both de-sync, but differently... and non-deterministic - might have to recheck options
edit: nevermind, redownloaded the new version, now it works for both 100%; or was it incompatible with the old hourglass.cfg? cause i re-used that only on the de-syncing one
good, that's basically all I wanted to know from this short project xD
as I said, for me it was mostly a test to see if this game works with hour glass (since it was listed as ?), didn't take it too seriously
I know already of many mistakes:
first stage: wall jumping over one obstacle instead of just running below it, the boss fight (provoking counter should be faster than waiting)
general: sloppy running, wall jumping, falling (see re-record count), selection screen
etc.
it can be skipped by simply selecting the top most option "game start" instead of the option "prologue" below that, it's probably done to show-off all stages.
might be just me, but I'd rather see the prologue as well, since it would only be skipped by a menu option, not by a glitch
actually this game has quite a bit of dialog, but that can be enabled/disabled in a similar way with "arcade mode" or "story mode"; since we'd skip through it at a unreadable speed anyway there's no need to enable it
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yes, left of x
it says z, no matter which App Locale i choose
sidenote:
for the converted file to play back properly i have to set my system to a different language/input scheme/whatever it's properly called
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I had rk:s's config.dat deleted and then the game started once normally before recording this, so the controls should be default. at least they are the same as listed here minus the part where i have y and z mixed up like usual... QWERTY/QWERTZ and all that...
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This is a megaman clone with girls; you can either play as:
-Spiritia who plays just like classic megaman with slide, charge shot and gets boss weapons, plus item 1&2 from MM2
-Grolla who is more like Zero; she can dash, wall jump and charge her sword, but this only grants greater range - unless below 50% a charged attacks deals less damage than a normal attack. She can also do a 3-hit combo, but bosses still gain their invulnerability after any hit; however the third hit does slightly more damage.
She gains nothing from defeated bosses.
You can switch the playable character by using a code at start up (left, right, weapon select R, weapon select L)
This game re-uses/replicates many bosses and stage portions from early megaman games, so don't be surprised if several things seem very familiar, including the obligatory Metal Man knockoff that gets two-hit by their own weapon in the re-fight.
I made a small test run with Grolla. Don't expect any miracles (about 29 minutes in-game), was just curious if this game already works with Hourglass. Don't know yet, if I'll try a real TAS of it.
Settings:
Multithreading and Wait Sync: Allow
Multimedia Timer Mode: Synchronous
Message Sync Mode: Semi-Synchronous
game version: 1.06b, no other patches
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Link to video
did i upload a sd3 boss fight or a dbz episode!?
both have lots of punching, some kicks, A LOT of standing around doing nothing and often one-sided battles... we might never know...
(un)important information:
dangaard uses a different ai for each phase and has no 50%/25% hp moves like most other bosses; instead he has his speed up spell he starts while kevin still transforms - couldn't get past it, would need more setup time...
for everything else it is mostly just
fly one full circle -> cast (at least one) spell or throw feather or cry -> repeat
am I still without one (real) death?
technically riesz was once killed against golems v1, but she still received exp for both golems so she wasn't dead yet, just dying; if she was really dead, she'd only get exp for the 2nd golem - winning a battle auto-revives BEFORE giving exp of the last enemy
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yeah, though it's not like Hawk is currently any better off than her.
sidenote(s):
while Xan Bie is flying around as several flames, he normally just takes 1 damage from attacks or ignores them altogether; for some reasons techs still hit as normal - that's the only reason i used techs at all; the first to keep the tech bar empty (else I'd get 7 tech points and can only do the really crappy lv2 tech) the second to not do 1 dmg with Kevin.
how stupidly weak are lv2/3 techs anyway?
the numbers i calculated come out to:
normal attacks is simply: atk - def
normal attacks with right element (1.5 * atk) - def
Lv1 techs normal: (1.67 * atk) - def
Lv1 techs with right element: (2.31 * atk) - def
Lv2: (2 * atk) - def
Lv3: (2.5 * atk) - def
lv1 tech sabered is almost as strong as lv3 per hit; yeah, no comment
and appearantly I can confuse/glitch two lvl-ups at the same time
Link to video
previously I thought it's one or none....
not that, that would even help much; by the time Kevin needs str again for his atk value he'd have (almost) max atk anyway and Hawk needs a certain amount of dex for his def-down jutsu