Posts for primorial_soup

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Experienced Forum User, Published Author, Player (87)
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FractalFusion wrote:
Could you tell me where they are in the run? I only remember one of them. It was after I got the Charmander. I initially got the Thunder Wave TM, then changed it, and forgot about going down. That was a mistake. Edit 3: Another one is near the beginning of the run. But I can't find the third one.
I can't find the third one either, although I thought it was much later in the run, so I didn't bother writing it down. I thought maybe directly after Rock Tunnel, but that's a few steps out of the way. About the one after Charmander, getting the TM would be a better choice than the Max Ether, as invisible items have a much longer jingle.
FractalFusion wrote:
By the way, some of the questions are answered in the submission text. <strike>Not the Pikachu depositing, because I forgot to mention it. But some others.</strike> Actually, I did mention the Pikachu depositing.
I read the second half, but only skimmed the first part. Oops.
FractalFusion wrote:
I timed it again to make sure I wasn't delusional, and I saved ~30 frames. When using Escape Rope on a teleport square, you exit the screen faster, as if you were doing a teleport instead.
Wow, good find! I only tested how quickly Escape Rope could be used, not how quickly it took to execute, because I assumed this to be constant. I've been thoroughly convinced of the excellence of this run. Yes vote :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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I've done a bit of testing and answered a couple of my own questions.
primorial#soup wrote:
- I'm not quite convinced that move selection and switching was optimal. For example, the youngster on Rt. 3, wouldn't using Horn Attack have saved the 'not very effective' message opposed to Poison Sting? Or does it have a slow animation?
Horn Attack does indeed have a slow animation, making Poison Sting a better choice.
primorial#soup wrote:
- Escape Rope from Diglett's Cave. I'm not at all convinced that this is faster than doing the Gym first, and then Escape Roping from the Pokémon Fan Club building. In fact, I'm confident it's not; I can't imagine any less than 1000 frames slower. The only excuse for this I can think of is that using Escape Rope from this building is no longer possible in Yellow. Is that the case?
This 'bug' does seem to be absent from Yellow. You can also not use Escape Rope from Bill's. Could it possibly be faster to catch an Abra, as Tilus did in his original run, and thereby save the walking time from both of these? If I recall correctly, catching a wild pokémon requires around 1500 frames, if you don't rename it.
primorial#soup wrote:
- Escape Rope after Sabrina. Why do you take a teleporter first before using Escape Rope? I'm pretty sure I've tested this (admittedly only on Red), and you can use Escape Rope from right in front of her. Again, several hundred frames.
After testing, Escape Rope can be used from directly in front of Sabrina. Time lost was about ~150 frames. The rest of my original post still remains unanswered, though.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Watching immediately! Will post comments afterwards. Edit: Excellent run, finished amazingly quickly. I do have some general comments and questions though. Nit-picky: - Jumping off a ledge is two frames slower than taking the stairs. You do this three times when it was avoidable if I counted correctly :P - I'm not quite convinced that move selection and switching was optimal. For example, the youngster on Rt. 3, wouldn't using Horn Attack have saved the 'not very effective' message opposed to Poison Sting? Or does it have a slow animation? - Bubblebeam. Is this a better choice than Thunderbolt? I'm not convinced. You would end up with 'not very effective' messages against the few rock pokémon by having to use Poison Sting (or Thrash), but that's pretty much equal to the super effective messages. Also, Thunderbolt has the fast animation, as opposed to the slow animation of Surf, and could be used at the end in place of it, saving 55 frames each time. Also, it would save you half of the menu time you lost switching your Bike around. I think it could possibly save quite a bit. Not-so-nit-picky: - Depositing Pikachu. When I first saw you do it, I said to myself, "The logic behind it will probably become clear later," but it didn't. Pikachu does slow down certain actions, such as healing, but you don't heal after than one instance ever again. This must have wasted several hundred frames. Was this a stylistic choice not to have Pikachu following you around everywhere? If so, I don't think it was worth it. - Escape Rope from Diglett's Cave. I'm not at all convinced that this is faster than doing the Gym first, and then Escape Roping from the Pokémon Fan Club building. In fact, I'm confident it's not; I can't imagine any less than 1000 frames slower. The only excuse for this I can think of is that using Escape Rope from this building is no longer possible in Yellow. Is that the case? - Escape Rope after Sabrina. Why do you take a teleporter first before using Escape Rope? I'm pretty sure I've tested this (admittedly only on Red), and you can use Escape Rope from right in front of her. Again, several hundred frames. General comments: I indeed agree that Red/Blue have little chance of passing this record. I had always thought that this game was inherently slower because of the Team-Rocket-Duo battles, but the game actually has two less trainer battles because of it. Also, many of the trainers have less and weaker pokémon, most notably the Gym Leaders. Add in the fact that Red/Blue cannot glitch a main battler nearly as early or as quickly. I'm withstaining from voting for the moment, until upon receiving response from FractalFusion. As I say, excellent run, finished amazingly quickly. Perhaps too quickly?
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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creaothceann wrote:
TorZelan wrote:
moozooh wrote:
Although if you want to use metal that bad, at least consider Machinae Supremacy.
Machinae Supremacy - Player One Not completely unrelated lyrics :)
Seconded. http://www.machinaesupremacy.com/deusexmachinae.html
I also support this choice. It's energetic, has appropriate lyrics, and at 5:39 is right about the target length, I would think.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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You, my friend, have just set a new standard for quality.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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FractalFusion wrote:
It is not necessary to fight a trainer if you trigger some NPC event. However, as far as I know, there isn't any near Mt. Moon except possibly the Super Nerd guarding the fossils.
Which doesn't work because he's in the same area as the glitch trainer. At any rate, that would be even further into Mt. Moon. If you're going to eliminate Nidoking as an option, Nidoqueen would probably take my vote over Gengar.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Chamale wrote:
@Primo You mentioned losing to the lass with a Clefairy. How does that work? Using escape rope sends you to the last Pokemon Centre. It's closest to just use Escape Rope and walk down to the place with the Jigglypuff. That is, if Nidoking is quicker than Gengar.
You're forgetting one crucial detail of the glitch... and that is that you need to fight a trainer after Escape Roping away (otherwise a pokémon won't spawn when you return). However, it doesn't matter if you actually defeat this trainer or not, which is why I suggest just dying to the nearest trainer to save time.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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New WIP with progress through Shangrila. Boss battles continue to be no problem even without tarot cards. I had a thought while doing The Tundra, and that was that later on, I could probably use neutral characters for necessary leveling, as they'll be high enough level to cause my characters to level up, but won't do so much damage as a normal unit would.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Not only that, but events are only disabled in the same area where you performed the glitch. For example, example, in Mt. Moon, one can walk past all the trainers on the third level after performing the glitch, but not on the first or second level. This serverely limits its usage.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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I've been convinced. Having a L100 pokémon the entire run through, there really isn't any good reason not to finish the entire game. However, I still think it would be a good idea to obtain the certificate, as this is the only tangible reward for catching all 150 pokémon. Doing it after the ending credits is a bad idea, because it would extend the movie ~3 minutes. The best option I can think if would be to step inside Indigo Plateau, step back out, and then Fly to Celedon to pick it up. I could also do it before Victory Road, but this would mean not being able to catch any pokémon there, and it wouldn't be all that much faster anyway.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Chamale wrote:
Now that the glitch has been found for glitching pokémon at level 100, are you planning to redo part of the route? It must be frustrating, but still, a level 100 Gyarados would do this a lot faster than a level 7 gyarados.
Yes. This new glitch changes everything. Not just Gyarados, but every 2-phase pokémon that I was intending to glitch. Growling 6 times and gaining a little Exp will very often be faster than feeding Rare Candies (for some, I was planning on using as much as 30(!)). The main problem is that I will need to have a Growling pokémon with me everywhere I go (and preferably as the main fighter). Gyarados does not fit this description. The best options would probably be Ivysaur, Nidoran(f), Cubone, or Lapras. At any rate, the entire run needs to be rehashed, which is one of the main reasons why it's currently on hold.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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Chamale wrote:
Gengar has a short cry but necessitates the catching of a Surf slave, which necessitates the use of a Good Rod, which necessitates going off the path. So Gengar is quite infeasible.
Don't forget that Snorlax can learn Surf. I used Snorlax as the Surf slave for my original Mew run. No need to get a rod or to go off course. Lick is pretty weak, but in combination with Night Shade, it should carry you through until you learn Thunderbolt (or maybe Mega Drain?). You will have problems with Rock pokémon later, so Mega Drain might be the best option, if you can hold off that long.
Chamale wrote:
Nidoqueen can learn Surf and Strength, and has nice attacks. So the only slave necessary is Pidgey. The cry seems to be a little shorter than Nidoking's, too.
Disadvantage being that you will need to learn several TMs along the way in order to make it anywhere. Possible candidates are Bubblebeam, and perhaps Seismic Toss from Route 25 (on the way to Bill's).
Chamale wrote:
Nidoking knows Thrash, which saves time from inputting whatever attack needs to be used. This saves a fair amount of time, both from selecting attacks and from going to Pokémon centres.
You should be able to make it all the way to Poké Tower with just Trash and Bubblebeam, and from there all the way to Indigo Plateau (you'll also have Surf and Strength, but you won't really need them at all). The only bad thing is that you need to go so far out of your way to get him. An alternative strategy might be this: after using Escape Rope in Mt. Moon, go back in an lose to the very first trainer (Lass with L14 Clefairy). This will put you back outside Mt. Moon, closer to the patch of grass on Route 3. Then encounter the Jigglypuff and go back into Mt. Moon to catch the Nidoking. This also saves a little time from having to cancel Charmander's evolution. Whether it would save time overall compared to the other runs is hard to say, but I think this would be the fastest method for Nidoking.
Chamale wrote:
Mew requires no slaves, but the cry is quite long. This is a problem. It does save time from not catching Pidgey, but the cry might fully negate that.
Not only it's cry, but also the need to use Mega Punch (which has a 55 frame slower animation than most attacks). Between Cerulean and Fuschia, I saved almost a minute in my Gyarados run over my Mew run, although the segments was nearly identical for both (OHKOs the whole way). The only difference was the length of the battle cry, and having to use Mega Punch. Mew also has the disadvantage that the process to glitch it takes longer than the others (well, maybe not Nidoking), and you won't have it until after Mt. Moon, which wastes more time. The time saved from not having to catch a Pidgey is only 1500 frames. I can confirm that Mew is the slowest option listed here.
Chamale wrote:
Gyarados has a glaring problem: Getting it at level 100 requires manipulating 6 consecutive 1/256 hits. I think I might go a little mad doing that. The cry is an issue, but not much of one.
Eh? The Lass' second pokémon is not Oddish, but Bellsprout. Bellsprout will know Growth, which you won't have to manipulate at all. As far as obtaining, this is obviously the fastest choice (although Gengar is a close second). Whether it would remain the fastest choice is hard to say. My feeling is that Nidoking has a very real chance of passing him up towards the end of the run. Nidoqueen and Gengar should be very similar in length; they require more TMs but have shorter cries.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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FractalFusion wrote:
Perhaps it would be good to implement, under each system, a list of game names as links, similar to what SDA is doing. I had no problems browsing there.
This is a great idea; It probably deserves its own thread. I second this idea, but I don't think that the complete list should be done away with, as I think it's still very useful. Perhaps another idea would be to have a combo box on the main page for each system. This way, the user could get where they wanted to go with a single action, instead of being directed to a page of links first.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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pirate_sephiroth wrote:
Hey, erokky. did you get those medals for your great skills in sociology?
He's an Eagle Scout, which means he at very least must have earned the Communications Merit Badge, which requires some social skills you could say. I suppose I could also post a photo (don't y'all feel privileged?). This is me a few years back at a Basketball game for my previous university. The stupid looking shirt was our pep band uniform. Feel free to stalk me.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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Chamale wrote:
The disadvantage of Mew is in waiting until Cerulean. It looks like his cry will go up 56 times, which is a lot. Not catching Pidgey saves 20-ish seconds.
Ahh ya. If you catch Mew you could skip the Fly slave completely. That might actually be worth it. Mew will only know Pound, but at L100, this should take you most of the way anyhow.
Chamale wrote:
BTW, it seems that Nidoking won't get Thrash, because it shoots from level 1 to 100. It has to land on 23, like Snakes and Ladders.
Have you actually tried this? I haven't either, but my sources say that he will know Thrash, just as Gyarados knew Hydro Pump. If you evolve from a Nidorino, you are correct, but that is not the case here.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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Chamale wrote:
I'll add the rest tomorrow, unless someone else wants to contribute.
I have a Excel spreadsheet which list all opponents and which pokémon they have. It also has a lot of other useless information that was specific to my previous runs and test runs, but you should be able to use it.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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mmbossman wrote:
Ummm... there's a "View Results" link under each poll...
Holy crap! There's a "View Results" link under each poll. Maybe I'm just blind, but I've seriously never noticed that before. I suppose my last comment can be disregarded...
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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I don't mean to argue. My main point was that if you perform the same actions in the same order, even with a relatively large time variance (like I say, ~300 frames at the beginning of the map, which isn't what I originally indicated, I admit that I was wrong) the results will be the same. Liberating towns in different order or fighting battles in different order will obviously change things at lot. At any rate, from your previous post I infer that you've seen the two runs. I'm very interested to hear any feedback you might have. Considering that you had been working on this game yourself, I think this could give you a perspective that other people, myself included, might not have.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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Truncated wrote:
laughing_gas: Probably the same point as voting yes when it's already accepted. (Figuring out this point is left as an exercise for the reader.)
I can think of one reason at least. You can't see the results of the poll unless you've voted. Well, you could go to the submissions page, but that'd be extra effort~
Vatchern wrote:
ah yee hah
Is that Canadian?
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Phil wrote:
It's rather strange that remaining of your novel and next posts are in contradiction...
For what it's worth, the very first timespan is much larger than the rest (something around 300 frames or so), presumably because the enemy units aren't released immediately. When I did my preliminary testing, I must not have waited long enough. It's still very different than you describe though.
Phil wrote:
Lol, I didn't know that you could both lose and win at fort Allamoot. I always killed them.
I was rather surprised as well. I remember thinking to myself, "Crap, I lost. Wait, why are there fireworks?" It may look a little strange to lose and still complete the map, but if the game let's you do it, why not? ;)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Mr. Pwnage, this is the most amazing thing ever. How long have you been sitting on this? ;) This will necessitate Charmander as a starter for Growl, but that's been the plan anyway. For completeness, I've compiled a list of all pokémon which have parabolic growth: Abra series Bellsprout series Bulbasaur series Charmander series Gastly series Geodude series Machop series Mew Nidoran(f) series Nidoran(m) series Oddish series Pidgey series Polywag series Squirtle series Unfortunately, the only one of these which can be caught before Cerulean directly from a trainer battle would be Gengar, which only starts out with one usable attack, Night Shade. This would make short work of just about any pokémon for the first half of the game, but only has 15pp. Gengar also seems to be pretty TM limited. However, if you encounter a L11 Zubat on the way to the lower level of Mt. Moon, you should be able to find one with a special of 16 (DV A-E) (or L10 Paras (DV 0-4)), which would produce a Nidoqueen. Nidoqueen has a number of desirable traits, such as the ability to learn Surf, and also starts with Body Slam. You could also teach it a number of TMs available early on, such as Bubblebeam. Another possible option might be to go back to the small patch of grass just before Mt. Moon and encounter a L3 Jigglypuff, allowing you to catch a Nidoking, which starts with Thrash. It's quite a bit out of the way, but it might make up for itself. Nidoking can also learn surf. BoMF: 90 blitz? Maybe, just maybe.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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dfhuiwefhdasasasas wrote:
I don't know if anyone has posted this but would it be a good idea to catch a level 1 Mew (using Growl on the Youngster's Slowpoke 6 times adjusts the monster's level to 1) and then do 1 battle, it will immediately grow to level 100 due to experience overflow on fading growth schedule monsters. Then teach it Seismic Toss, Bubblebeam and Thunderbolt.
Even if this worked, I'm not sure how you intend to catch a L1 Mew. Maybe I missed something, but using the trainer-fly glitch, you can only obtain a level 7 pokémon.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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quietkane wrote:
I agree that the Lich wouldn't be worth shooting for, since there aren't any feasible ways to manipulate the ALI of your units in a speedrun. Though manipulating a Crown just to have an early hit-all Holy attack for the Leader's team might be valuable, say for Pogrom Forest or something. -shrug- Just a thought. Also, don't you need the Herostar to get Norn and (therefore) Debonair to join you? Or am I just imagining that?
I chose to skip Pogrom Forest for the (much) shorter Lake Jannenia. And besides, the only princess one could have at this point would only be level 3. Also, the Herostar is not required to obtain Norn (if you have the patience, watch the unassisted run). The only requirement that I'm aware of is a reputation meter at least half full.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Post subject: Re: Is anyone working on this?
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quietkane wrote:
And... ok, so after a little testing, I'm sure Tarot draws when liberating towns can be manipulated by simply taking more or less time to liberate them. (I tried stopping before entering and moving to a different section of the town to liberate it; both changed the draw.) Though that may have been because I tested during the early parts of a mission, while the computer is still deploying its units and giving them orders, so there may have been calls to the PRNG during that time that might not have otherwise been made. Still, manipulation is possible outside of changing the seed - it may simply be difficult or inefficient.
Hmm. You are right. There seems to be a strong corrilation with when the unit is initially clicked upon, and how far they marched to reach their destination. It seems to change every 60 frames or so (within a 60 frame timespan, the results are always the same). On the border of this 'break', one can manipulate a different card by having the unit march a little farther into the city, or a little less. Whether multiple moves commands are issued, or if items are used, seems to have no effect, as long as one remains within this timespan. Note though, that this has nothing to do with the frame count, but rather the 'in-game time' (which is why items and such can be used, multiple units released, multiple move commands issued, etc., since these all pause the in-game timer). I tried waiting a very long time (presumably until after all enemy units had be released), but this effect was still to be observed. It seems that the game makes regular calls to the PRNG, possibly to control enemy unit behavior. I appreciate the observation, as this could certainly help with manipulation. EDIT: Upon giving this a little thought, I think this could be very useful. When sending a unit out on their detour, send them a little farther than necessary. Then let them march 60 frames or so further, or 120, etc. before sending them towards the boss. This could increase the number of possible boss battles by a factor of three or four. 'Wasting' 120 frames in this manner seems like a shame, but the potential gains from a well manipulated battle (attack order, for instance) could be much more than this.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Post subject: Is anyone working on this?
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This thread hasn't been posted to in almost two years, so I could probably make a new thread, but I have the feeling that most people would just post a link back to this one, so I've decided to post here. I've always enjoyed this game, and it saddens me that there is yet to be a completed run. I figured it could be fun to give it a shot (that, and I really, really need a break from pokémon). Before I get to my work so far, I'd like to make a few general comments. After reading through the thread, the general consensus seems to be that a Princess unit would be the best way to go. I believe contrary. Having a Princess as the group leader for the main combat unit has the advantage that every unit member gets an extra attack every battle. Usually, with proper manipulation, this is unnecessary. A simple 2 x Wizard/Valkyrie, Hero group (5 targeted attacks) can take out most bosses without problem, as long as no shots miss. In the few situations where this isn't the case, as single tarot card can be used to tip the balance. If one were to have a Princess as the unit leader, manipulation would be a lot easier, because you can afford to miss one or two shots, but would universally be slower. Plus, manipulating a Crown is no easy task (I'll get to that later). That, and every map you'd need to deploy this second unit, as the opinion leader must be the leader of its group (not a big deal, but still slightly slower). It's also been said many times that Liches should be used. Although they are very powerful, in a speed-oriented TAS this is simply infeasible. The reason, of course, is the necessary (low) alignment. The general idea is to run directly to the map boss without stopping to fight any units. Many times, this is not possible, because by the time the necessary detour around the enemy units has been made, the home base has already been seized. The solution is to plot a course through the advancing army, fighting a single unit, crippling them, but not defeating them (if you defeat a unit, and new unit appears at the enemy base. It is sometimes possible, however, to defeat them directly in front of the enemy base, so that you can encounter the boss before a new unit spawns). Other exceptions occur early on, when a few units need to be fought to gain experience. The result is that the main combat unit will always be lower in level than their opponents. This raises alignment. The only way to possibly lower alignment enough would be to either fight nothing but holy units (not an option), or waste time fighting low level units early on, which does not fit the goal of 'aims for fastest time'.
Phil wrote:
The randomness is pretty complicated in this game. Not as easy as DW. All variables can change the randomness. Number of frames, position X,Y of your deployed units, what kind of units are deployed, what Tarot cards you currently have etc... Even position X,Y of your cursor :P
I'm not sure which game Phil was playing, because this is not accurate. Or even close to accurate. As far as I can figure, the PRNG for this game works in the following manner. Before every map (or rather, upon returning to the main map screen), the PRNG is seeded. Every time a random value is accessed, the value is advanced to the next value in a calculated, determinate sequence. If one performs the same actions in the same order, regardless of how much time passed, which coordinate you sent your units to, if you deployed extra units, if you used items (other than Jokers!), etc., the results will always be the same. You will always pull the same Tarot Card when liberating, battles will be exactly the same (same damage, same combat order, same hit/miss), buried items will always be the same, enemy units will always drop the same items. This makes manipulation kind of a pain, because you need to manipulate the entire map at once, and some outcomes just aren't possible. I've only found two spots where one can successfully manipulate the initial seed. One is when you select your gender (useful for manipulating initial tarot cards and first map), and the other is at the save screen. Note that it doesn't matter whether you save or not. Well, not really anyway. Not saving is about 5 frames faster. However, after these initial 5 frames, saving or not saving both produce the same seed. My work so far. Included are two runs, an unassisted proof-of-concept run, and a partially completed TAS test run. BE WARNED: the proof-of-concept run is exactly that, a proof of concept. I dabble around a lot, but the goal was to determine if the game could be beaten with a single unit in a sensible manner. My main unit progression looks like this: "Samurai Master" Opinion Leader unit (3 Slash / 1 Iainuki) 2xWizard/Hero/Gryphon 2xWizard/Hero/Wyrm (stolen from Gilbert) Wizard/Valkyrie (Norn)/Hero/Wyrm General (Debonair)/Muse (Norn)/Hero/Wyvern I take the time to recruit Gilbert to my army. Seems like a long process just to obtain a Wyrm, but I think I've got the method down pretty smoothly. These are the steps that need to be taken: 1. Liberate Latingur (to be told of Canopus). 2. Liberate Bah'Wahl (to talk to Canopus). 3. Revisit Latingur (to be told of Canopus' sister, Yulia). 4. Liberate the hidden Roshiafallen Temple (to recieve a 'Wing' from Yulia). 5. Revisit Bah'Wahl (to give 'Wing' to Canopus to recruit him). 6. Defeat Gilbert (Canopus does NOT need to be in the unit). I start by sending the main unit to Latingur, and a second High Sky unit to Bah'Wahl. Shortly after I send a third Water unit to Bah'Wahl. After liberating both, I send the second unit to the hidden temple, and revisit Latingur with the main unit, fighting an experience encounter while I'm there. I then buy 13 Heals, 1 Revive, and 15 Jokers. I'm basing these numbers on my proof-of-concept run, although I think I have too many Heals and not enough Jokers. I sit on the town regaining a little health for a while, before finishing off the weakened unit and defeating Gilbert, just after the other two units reach their destinations. At the time, I had thought that this was the best, fastest way to obtain a Wyrm early on. However, it is not. The best way would be to manipulate a 'Chime' drop on the second or third map, and the returning to the first map to catch one (at level 8, three levels higher than those from Gilbert, no less). Random drops only occur after completely defeating a unit, but I do so anyway just before Gilbert. As the Gilbert battle is more or less trivial, this would be the only thing that would need to be manipulated for this map, so it shouldn't be so difficult. The rest of the run defeats each map in what is, in my opinion, minimal fashion (although in the proof-of-concept run, I fight more unnecessary battles). The unfinished TAS ends just after Kalbian Sea (although the last map is not frame optimized). This early on, I'm avoiding using tarot cards like the plague. The reason is that the very last battle *requires* a tarot card between every attack. Even then, I had to fight him in two segments, and needed a Revive in between, which is why I bought one. I intend to finish the test run, if for no other reason to better plan the number of Heals/Jokers needed. The course I've chosen looks like this: 01. Castle of Warren 02. Sharom 03. Sharom District 04. Jannenia Lake 05. Slums of Zenobia 06. Island Avalon 07. Diaspola 08. Kalbian Peninsula 09. The Tundra 10. Shangrila 11. Fort Allamoot 12. Dalmuhd Desert 13. Fort Shulamana 14. City of Xanadu 15. Zeteginea 16. Temple Shalina Although, for 12 and 13, Ryhan Sea and Shrine of Kulyn could also be used. I'm not sure which would be faster, but it could be tested. One thing you may notice while watching these is that I switch tactics a lot in the middle of battles, although it costs ~30 frames every time I do so. Most of the time when I do it, it looks completely unnecessary. Why then, you ask? Not only does the selected tactic affect which opponent is targeted, something I discovered is that it also has a side-effect on attack and defense levels. Here's a brief summary: Leader -Effect: Targets the leader (if possible. If not, Best is used). -Side-Effect: None. Best -Effect: Targets the strongest unit of one of the available enemy classes (apparently randomly chosen. Can be manipulated, but does not affect the main PRNG. Most likely based upon frame count). -Side-effect: None. Strong -Effect: Targets the strongest overall unit. -Side-effect: Lowered attack, increased defense. Weak -Effect: Targets the weakest overall unit. -Side-effect: Increased attack, lowered defense. The optimal battle strategy usually consists of always having Strong selected when the enemy attacks, and always having Weak selected when you attack (unless you need to weaken a specific target). A lot of times, this allows one to survive in situations without using a healing card, or to defeat the enemy more quickly. I think that's about it. Comments and suggestions are welcome :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
1 2
5 6 7
13 14