Posts for praetarius3


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neo_omegon wrote:
Ah, I was blown my head. I’ve not noticed it. It had occurred in my wip, too. I have to think redoing because with one more str. Kevin can beat each of Zombies and Porons with fewer hits.
I don't think you should; from you last upload you'd have to re-do ~6k frames, that includes the golem fight; sure, you'd have a even stronger Kevin for that, but the fight seems so good currently, it will 97% backfire on you. And the dwarf weapons are just around the corner anyway... So... next is a "boring" part; the next interesting part (for me) will be Bill/Ben; there we'll see how powerful AI-ignorance really can be: skipping *time-freezing* techs/spells (so far bubble breath, heal light, power strike(the move where j.e. moves across the screen) and guard up) is nice but still manageable; the game seems to wait for the "all clear, start"-type signal "active" skills like Bill/Bens splitting into two doesn't freeze time, so it'll be more interesting (for me at least)
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Goodbye big mole ,we didn't knew you for long. Link to video 2,2x the health of FMH but roughly same time? Good enough for me. Comments? ~16,5 seconds faster then first try, gods what have i done edit: just so i remember right, having hawk AND riesz (or in general both characters of same story) adds more "personal" dialog instead of generic comments, right?
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Hello big mole! Who needs Kevin, Hawk owns! With the dwarven weapons Hawk has as much attack as Wolf Kevin (both 44), at least until I glitch Kevin his 8 str (so both have same str, but kevin has his wolf bonus), at least it *should* put kevin ahead, but it doesn't because he lvls in wolf form - at least THIS exact bug will be the driving power behind the 2nd half of the game. Fixing that via menu is out, as that is slow as hell and there is only 1 boss until the next weapons. So I'll have to see when I'll buy the next weapon, as soon as I get there or rather after I get the hammer; it totally depends on when Kevin will have his next lvl. That's quite an important decision as those weapons will have to last for 4(!) bosses (Tzenker, Gorva, Genova, Bill/Ben) + their dungeons & the ways to them, and the entire volcano/island dungeon. Btw, I am now ~8050 frames ahead of my first try and already have all 3 herbs instead of only 1, so it's more like 9k frames in the end. and, while trying to get Hawks str... I somehow managed to have him run despite being in battle and w/out autoattack, I could run freely into any direction I wanted; and now the problem... I stopped the movie to make a copy of the smv file so I could later "read" how I did that, let's just say I wasn't 100% awake and forgot to check "read-only mode"...
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I saw you were able to (ab)use auto attack in that fight; whenever i tried that the character did nothing at all... although I think the biggest problem/reason for problems in that fight are actually the many npcs around, thats why I tried to stay in the middle as much as possible... about your fight, the only "flaw" i saw was that charlie just stands around, but that's just me as a viewer I know my work is far from perfect; with 4096 possible input combinations per player and frame or in my case 16.777.216 possibilities per frame all of which have more or less noteable influence on RNG and by that on everything, chances are very good that there is a combination that is better (both time-wise and keeping the str-up). i tried for about 9-10 hours since uploading the last wip to get the fight a few frames faster, and i didn't; so i guess i'll move on...
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What i meant with impossible to switch characters was, that both involved characters stopped to move/respond for quite some time. and not getting str is right out for: a) time reasons until (at least) lvl 10; the gain now would be extremely smaller than what i lose time in total until then; just think of the enemies up to jewel eater, those have way higher def than now, and the exp/money is badly needed b) the simple viewer question "why didn't he?"
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Ok, I tried to make the golem fight better, but every attempt so far either knocks them even further away from the center or doesn't give a str up for kevin; on one try I actually had the golems down to 0 HP faster, somewhat good aligned for their explosion and the str-up, but ultimately lost ~200 frames because the game couldn't show all damage numbers.... so I'll seemingly have to let it stay this way. Is it just a problem I have/had, or is it "impossible" to switch characters during that fight? Both characters involved are then "stunned" for quite some time, which is why I have to bear Riesz doing... well nothing at all. Golem x3 will probably be the hardest fight to male; -three of them to keep in place -6 hits to connect and make to not miss for each button push -negate not one but three bosses their spells At least I won't have to watch where I kill them.... my setup will be: Hawk - fairy/sprites Kevin - items Riesz - spells; will be left behind on the ship were it 4 ropes? tzenker, fire stone, 2x enddungeon? or did I forget one again? dream herbs: -one for fire/ice region -one during gbs* -one for enddungeon any more? *alternatively? landing in moon forest to reset timer and then going away again immediatly, costs ~1050 frames + how much I'd be off the current path dream herb: 410 frames + obtaining it should be better 99% of times
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I'm curious as to why you haven't gotten any dream herbs yet. The waiting time for the chest would be same now or later, but in the case of later we might have to fight enemies just to get the herbs instead of possibly just ignoring them. edit: fun times - I'll have TWO lvl ups during golems, one which I have to manipulate, yay. edit2: or rather could have; both Kevin and Riesz would gain enough exp to lvl after one golem dies, somehow I currently managed a double-kill more or less same time as one very first try back then WITH a new weapon for Hawk, but still more misses than I'd like note. Riesz gets still exp from BOTH bosses despite being dead at the end, normally it should only be from the 2nd afaik
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I'd say EVERYTHING affects the RNG: -timing/time/game time/play time -number and type of buttons pushed ( e.g. "<" is different from ">" ) -other remainder in the RAM (character stats, monster stats, positioning, basically everything we see (and lots more of stuff we don't see), etc) at least this explain for me why certain patches get so different results (a monster's name displayed in (J) is different from that in the (E) patch, which might be one of many things included in the "calculation of randomness" though there actually seem to be multiple/different RNGs: for example the chest I opened in the last wip: I opened it at the first possible frame with just A: got an item I didn't want; with changing "how" I opened it at the first frame I only could decide whether I get it trapped or not, but the item refused to change, a few frames later I had the same problem but with a different item
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Swapping them... didn't work for me, the camera seems to move at "variable" speed depending on where you are, so it would take x frames if I start the event the way I did it, and still the same x frames if I would have had the camera up there; either that, or my counting is severly off. I "accept" misses as long as they mean I don't lose either time (normally) or whatever is currently more important at that moment (like preventing FMH's attacks or getting that str-up I shouldn't be able to)
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Basically up to right before golem Boss, just wanted to check if I have made any obvious mistakes before I start wrecking the boss fight. And a happy new year to all!
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neo_omegon wrote:
I thought Hawk should have bought a weapon at Astoria. Hawk is a good attacker. It will probably save times in the long run.
I honestly disagree; buying + equipping the weapon costs ~1200 frames/20 seconds; this weapon only matters for two fights: FMH and Golems, afterwards it's already time for dwarf village weapons FMH: on comparing tries i was about 5 seconds slower Golems: with weapon they took in an admittedly unoptimized fight less than 30 seconds, not having the weapon of the weaker attacker won't make it 15 seconds longer and sorry for not posting in quite some time, i haven't had too much time the last few weeks (which is why i'm still on the ship ride away from the prison currently)
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One thing I've been wondering for some time now: where do we actually need Riese's stat-downs? I'd say only for the last two bosses - MAYBE. Everything before is either vulnerable to some claws/saber we have access to or so low def -20% isn't notable. Apart from Bigieu, all those last bosses take full damage from lightning (and then there would be the buyable specters eye to remove her absorption), so thunder jutsu would work on them. Just some food for thought.
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about FMH: it seems like you have to keep the game busy with attacking/many numbers flying up, moving too; B-button seemed less cpu-intensive than A-button in fact - and the poison was actually helpful for that as well. I don't know the exact specifics, but trust me when I say I tried a lot of different things. Amongst others, I tried using only rapid-fire-A-button on both -> FMH casted heal light; so far it's more trial-and-error than anything else. Btw another "proof" that magic would fail - it would give enough time to set enemy status to casting. Admittedly I wouldn't have even tried to skip heal light, if I wouldn't have walked accidently into the wrong door in the debug room (talk about coincidence) - a full-glitched kevin walks into the FMH-chamber, I was 100% certain FMH would be set to casting state when Kevin hits him below 350 HP with the first hit from his tech; he wasn't. Drake scales (or claws too if applicable): pre-glitch I would use them on the physically stronger non-Kevin character as well - in your case Riesz; those boss fights will be serioulsy still long-ish and he still is NOT 99% of your total power, more like 50%. Hawk vs Charlie (as lead): Charlie's path (judging from our both wips) takes about 7k frames less up to joining with the 2nd character, plus the additional npc-charlie-is-blocking-your-way-again-dialog; (as a sidenote Hawk's intro is about 1.2k frames shorter than Riesz's if I remember right) this however should be calculated against what Hawk is better(?) suited for a TAS: +1 str, double hit (however takes 10 frames longer than single-hit); enddungeon not included yours should be about 7-8k frames faster? But then I wouldn't play on the supposedly harder "difficulty". (most say Charlie/Kevin - easy, Duran/Angela - medium, Hawk/Riesz - hard) my shopping list: 7x earth saber - 2 Tzenker, 4 Dangaard, 1 Tzenker2 6x ice saber - 2 Genova, 1 Xan Bie, 1 Genova2, 2 Bigieu 3x fire saber - 1 Land Umber, 1 Fiegmund, 1 Jagan 3x thunder saber - 2 Golem2, 1 Mospolm 8x atk up - 1 Bill&Ben, 1 Bill&Ben2, 1 Gorva, 1 Lugar, 1 Gildervine, 1 Lightgazer*, 1 FullMetalHugger2* 1 Archdemon** *don't recall any enemies that drop the demon's claw till then (dark saber) nor any that do later **or 2x moon saber - from carmilla , moon tower has no weaknesses, only reflects based on color in first form and absorbs half the elements in 2nd form
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I re-made basically everything, about 2800 frames less than before, so yeah worth it - up to FMH at least it was even 3k, but lack of better weapon for Hawk and a totally uncooperative RNG... Btw, so much for "guaranteed" attacks: Link to video Winning motion... I guess you mean putting weapons away? (I understand it that way because of the location) I do that with B+moving while weapons are still out, then letting go of both at the right frame; or watch input of wip above (though I limit it there only to the "runner") Danguard, why scale (atk up) there? using 1 scale costs ~300 frames/5 seconds, and each screen has only ~5k hp. You already use a claw there which gives "half" the scale anyway plus elemental damage. Land Umber (in a test) lasted for about 30 secs from appearing to death, Kevin only had flame saber (used before boss appearing), no atk up (wasn't hit) and his glitch; the other two DID hit for 1s. So adding ~5 secs for atk up will probably not even get even.
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4th floor (if you mean the one directly after the bridge where Charlie would be): I had the same problem, trangix succeeded with weapon cancel, but I couldn't reproduce it; since it's only ~20 frames, missing it once isn't that bad. Drake Scales (atk up): they give +25% atk, claws give +10% atk and elemental damage; so if we can organize a claw for it, we shouldn't waste time with a scale. Poto Oil (heal light): so far... I'd make a long shot and say none; normal enemies can be made not to cast at all and physicals can be avoided or made into a miss. Bosses have only one guaranteed attack, none of which spell game over if not healed immediatly - and then there's a free 100% heal after the battle anyway. As far as I recall there no enemies that have guaranteed attacks, only high chances at worst. Skipping the winning message... haven't found a way yet. Regarding the glitch I showed two three posts earlier - I couldn't reproduce it yet; that's so far the only one of that type I managed; curiously it's the same room where I couldn't manage weapon cancel.
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SD3 seems to have serious counter-hack&cheat measures or something*, at least I read very often that it's one of the hardest SNES games to hack - so that the hacker (e.g. translator) changes one or two bytes that he wouldn't need to change is very likely; that, and the possibilty that not necessarily all changes are documented, is what would get most hacks disallowed, the chance that by accident another advantage is generated. Honestly, I'd like to use a translation patch, but something seems/is off with those: that a small bit of dialog de-syncs is to be expected, that a simple walk around a corner (with "recorded from now") de-syncs not so much. Link to video *When loading the game from a savepoint the game-data is radically different than before: e.g. add 7FEDF2-FA (player 1's stats in "original state") to ram watch, save (in-game save!), reset, load and watch again; there will be very different values. Once we enter to the world map a 3rd state set is loaded (talk about overkill), once we re-enter a "normal" screen it reverts back to the original state.
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regarding Hacks: #4&5 are only visual changes afaik, so it would be a matter of personal taste whether that's an improvement 3 player: might sound great on paper but the overall effect would probably be almost non-existant; any glitch involving L/R/select would be not useable while all three are "active" - and always switching one on/off would be a lot of additional work; a full-attacking Kevin (with L/R stuff) should be better than a "half" Kevin + 1 non-AI character - especially after his glitch-fest. translation patch: always nice to be able to understand whats going on story-wise, but I guess anyone who would be willing to watch a ~4hour TAS would know the game/story to a certain degree anyway. I'm not saying that any of those are bad, just that I don't think they'd add enough entertainment value.
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Was this already mentioned somewhere? (I mean Kevin dealing tech damage on a normal attack) Link to video (I *think* it happens cause of select during early attack phase but not sure) neo_omegon: what I understand from you list is that (almost) every boss has a "guaranteed" attack that he wants to use at 50% health and one at 25%; at least the first one can be skipped by pushing them into <25% to overwrite it with the second. The second seems to be unavoidable (compare your gorva fight from 2nd page) thanks to their casting-state-godmode.
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GB order I'm not sure moon should come so soon; entering the forest from the village side SETS time to early/mid-night and freezes it until we leave, we should still have nighttime left after the first gb; just the same as mana land does with daytime on the first visit. Entering from the beast kingdom side only halts time for me, but doesn't automatically give night. I'd have thought fire first since I'll be already very close after giving the plot sword away anyway. Debug room Early on I had my hopes up once I recognized which cheat was actually used to get access to the debug room - health for first character! This would be easy enough to get to the needed value (63 hp) except for what the game does when we change to the overworld - copy ALL player statistics to a different area and then set the addresses where the statistics are usually to B4 in hex / 180 in dec: c2ab63 iny A:00b4 X:0007 Y:00f1 S:0af7 D:0200 DB:7f NvMxdIzc V:110 c2ab64 inx A:00b4 X:0007 Y:00f2 S:0af7 D:0200 DB:7f nvMxdIzc V:110 c2ab65 cpx $4a [00024a] A:00b4 X:0008 Y:00f2 S:0af7 D:0200 DB:7f nvMxdIzc V:110 c2ab67 bcc $ab5f [c2ab5f] A:00b4 X:0008 Y:00f2 S:0af7 D:0200 DB:7f NvMxdIzc V:110 c2ab5f lda $46 [000246] A:00b4 X:0008 Y:00f2 S:0af7 D:0200 DB:7f NvMxdIzc V:110 c2ab61 sta ($67),y [7fedf2] A:00b4 X:0008 Y:00f2 S:0af7 D:0200 DB:7f NvMxdIzc V:110 This code is repeated for every single address that's got something to do with our party, oddly enough it seems that any single of those values at a non-b4 value opens the debug room. But I see nothing there I could work with/against, so debug room is out (for now).
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EXP is given *somewhere* between the moment the enemy drops to 0 hp (in-game death) and the moment his death animation is done (visual death); when exactly depends on how busy the game is. I know that a lose quite a bit of time at the very beginning - you showed me already once; but I'll keep it now. Debug room: I was afraid so, but it was still worth a shot to ask.
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When I class change won't matter much; max str will be achieved before Tzenker or at least until Bill/Ben, so that gives us many "empty" lvls until 18. Later than Mana Land is out, because of necessary backtracking then; earlier needs much more grinding and wouldn't benefit until we hit 19 or 20. Kevin won't class-change at all, since he will be glitched about a minute or two later. about tropical island; I plan to keep the weapons from Rolante until Sultan (or the ice town), so if Kevin+Riesz can't kill an enemy in the time Hawk walks to the exit, then so be it. pub Forcena: if do it like in my first wip, I'll arrive (almost) exactly in Byzel (when I have to talk to that strategist) when night starts - but that would probably be wasted since I wouldn't arrive in time at Tzenker. Read a rumor about it but nothing specific: is it possible to enter the debug room w/out cheats? and also: WIP v2, only up to FMH though
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Seems like I'm finding a new glitch!? I managed to use lv1 techs that were treated like normal attacks dmg wise and didn't consume the tech bar - which is mostly bad since techs take about twice the time; the reverse seems to be possible, too: normal attack that does lv1 tech dmg but on the second hit and drains tech bar. Not sure if it's only second hit, or actually possible for both - but in either case it's at least useable against FMH and later for glitched Kevin when techs would actually slow him down (saber + pwr up); so far only succeeded with Hawk and non-wolf Kevin; wolf Kevin and Duran so far not. Needs further investigation. Current method: A to start attack then change to B as soon as possible. edit: Seems like it can be applied to all attacks of everyone - there just needs to be someone else who is currently using a tech normally, but must be ai controlled. So I guess that favors Hawk since: a) his tech is long enough for Kevin's full attack b) he can get techs with (almost) same frequency
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Duran vs Hawk: Duran doesn't learn any spell that couldn't be bought in Byzel (and then even w/out pre-casting time); Dark Hawk's speciality (stat-downs) are already covered by Riesz/Lise/whatever her name is, Light Hawk's spells are redundant with manipulation (sleep and bodychange) or are damage spells (mostly useless here); therefore I could think of both as spell-free; with str-glitching it was Hawk for me. Str glitch: I can't explain it accurately; what I mostly do is basically overloading the game/delaying the lvl-up while sufficient exp has already been collected: -seemingly empty attacks -enemy explosions -dragging the lvl up screen over screen transitions/multiple screens -opening the menu -plain in-game lag (mostly from the stuff above) I don't have any surefire ways, I mostly try many different variations until the game finally gives up, then repeat until I have a couple of different versions and then choose the best of those.
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Well, hello trangix! Thanks for the WIP and lua script - will provide some more insight. I'm curious as for why you took Duran. Apart from that - I'm curious to see yours finished. As for weapon draw - L/R + direction, is currently my favorite.
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neo_omegon wrote:
Archdemon: Sorry to bother you for my crappy ideas.
Well, it was worth a shot; or rather it would work, but not the whole way, maybe the last 5-8k hp or so.