filwac
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Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
Huh. Megaman X4 runs fine in BizHawk. A tad slow but not bad. FF7 on the other hand runs like crap. What would be the recommended sound/video settings for ff7?
Waiting takes too long
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Damn, 2 tases in a row and they both desyned.. The strange thing here, is that they desynced after I edited the movie(added more things to it). Like the first time I played back, it played just fine. But the second time, it went to shit.. This happened to me with bizhawk when I was tasing that hard star wars episode 1 racer n64, and then it happened to me when tasing ff7 on pcsx-rr(this emulator never gave me any desync troubles even when I fast forward the movie). Strange huh guys? Its as if it edited previous frames from way back..
filwac
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Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
I remember having a weird desync on super Metroid where if I watched from the beginning, or even a couple rooms back it would desync, but if I made a save state in the desync room and the loaded it then it'd play fine. The issue ended up being one extra frame of lag, so my charged shot ended up not charged. Went back and redid it and it would play from the beginning and not desync, but if i save state then load it it would desync. Sucks having it happen on psx though
Waiting takes too long
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
In case anyone is interested, I found the speedrun guide right before 3.0 came out: http://www.supercheats.com/pc/walkthroughs/finalfantasyvii-walkthrough01.txt That ^ used to be on gamefaqs, but has updated to v3.3 They're all glitchfree, as garland likes it that way. Idk why, but I find outdated strategies intriguing :p Idk, just sometimes the new strats take away some other things about the game. Like worrying about how enemies fight. In the new strategies, you don't need to worry about that anymore. Which is a downside I think.. If anyone is planning on doing a tas with those strats, all I ask is that you do manipulate luck. The demons gate battle should be done without barrier as well. It is possible without barrier with those strats, as he has done it, but too complicated to write a strategy for.. I can already imagine the luck required. I even have the 1.0 speedrun guide by garland. He didn't know about magic hammer. And schizo was a very hard battle without it. Jenova death in that version really sucked badly.. I also know the strategy used as J-death RIGHT before the powersoul discussion happened. The strategies RIGHT before the powersoul was found were the "wargong tactics". I only know the ones for jenova death, but not for schizo. I can figure it out though on my own. They managed to beat schizo in less than 3 minutes without the powersoul. There was a video on it, but its gone..
filwac
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Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
So was anyone ever able to (or try to) find the RAM addresses for position? I think I may have found X and Y but I'm not sure. They work for what I want so I'm not worried about it. X: 1525A0 (2 bytes, unsigned) Y: 138268 (2 bytes, unsigned) Havent looked for Z yet. Can't imagine it'll be that helpful anyway. I also found the escape timer for the first reactor escape which oddly enough keeps counting down after the escape. Weird. Escape Timer: 09D268 (4 bytes, unsigned) Just saw that the escape timer starts at 4294967295 which is like 136 years. I wonder what would happen if I let it count all the way down. Other than a very long and sad life wasted that is. Maybe the world would explode. I'd still like to know the address for the other things shown in the video and the pic i linked before: https://youtu.be/qW5WxAX5BPk and http://www.antd.org/wp-content/uploads/2012/12/visible-invisible-cloud-glitch.png I don't really care about having them show up on screen like that. It'd be cool and all, but really I just wanna be able to plug the addresses into RAM Watch. Anyone know what those addresses are? I'm still not great with RAM Search. Took me forever just to find X and Y
Waiting takes too long
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Joined: 1/18/2008
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filwac wrote:
Escape Timer: 09D268 (4 bytes, unsigned) Just saw that the escape timer starts at 4294967295 which is like 136 years.
Well maybe because said timer isn't unsigned, but signed... Didn't 0xFFFFFFFF look a bit suspicious to you? Based on your description this likely isn't the counter per se, but rather the offset applied in the counter calculation. The variable was likely declared as an (unsigned) int in the code and most compilers targeting MIPS specify int as 32bit. Thus the counter starts and doesn't stop as it's just a few instructions in whatever part of the code handles decrementing this. Who cares if it stops? It isn't used anymore past the 10 minute mark. Perhaps you should check for read, not write of this variable to confirm this if you care. You can also force this variable closer to 0 and I would not be surprised to see nothing happen when it hits 0, since I doubt this variable is checked directly. This game wasn't written like an NES game.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
filwac
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Joined: 12/12/2009
Posts: 29
Location: Forever floating in a secret world
I don't even know the difference between signed and unsigned, let alone know which addresses use which. Or how many bytes to look for, 1 2 or 4. Or what you mean by "check for read, not write" How do I check that? Like I said, I'm new to ram search and ram in general. Asking questions and getting feedback helps me learn. That's why I post here, to learn more about one of my absolute favorite games. I don't care whether the timer stops or not. I was simply noting an observation. That being said I did set it to 3 and waited till it hit 0. Boom, game over. Nothing special of course. Mainly I just wanted to see what happens as I'd never actually failed the escape before Another address I have is damage of next attack, but its display only. Changing it doesn't affect the damage. Regarding 0xFFFFFFFF, I never saw that. I wasn't viewing in hex apparently. If I had been then yes, it would've seemed suspicious.
Waiting takes too long
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If it does gameover at 0, that's interesting, since if it is actually set to -1 and not 600 at timer start, that would mean that you should also gameover at 0xffffffff - 600. But still probably useless. What I mean by check on read is to break when the variable is read, not written. How to do it in your emulator -I don't know. If there is a RMW operation that has a decremented result then ignore that one and see where else it is read. The results of these discoveries, if relevant, should really be what is discussed here. Not to discourage learning, but there's 29 pages already, do we need more pages of someone's learning efforts rather than discussions of useful information? If dealing with RAM search you will want to learn about variable types, signed vs unsigned, ... for this game you probably don't need to deal with BCD, or anything strange... I understand documenting observations but if we all documented everything we observed then we'd be busy observing the pile of observations for buried useful information...
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
In case anyone is interested, here's a tas demons gate battle: https://www.youtube.com/watch?v=58IOFxP594s I did add some restriction here: no powersoul and no slots. That's the fastest strategy I can come up with.
NhatNM
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Joined: 6/17/2009
Posts: 600
Location: Vietnam
at 4:14 I see you have missed attack much time you have spent for make cure to teammate. Did you try change or dodge enemy attack? And I think your battle stragy didn't have best speed. Much frames spent to limit animations. I have a idea, you can try and compare speed. Make item dupe glitch for best damage item (example molotov), then just throw it to boss. But you must sure can dodge all boss attack or boss only attack to Aeris for she get limit break
A man come from Vietnam My YouTube: https://www.youtube.com/c/NhatNM/playlists
Joined: 9/12/2014
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xxNKxx wrote:
at 4:14 I see you have missed attack much time you have spent for make cure to teammate. Did you try change or dodge enemy attack? And I think your battle stragy didn't have best speed. Much frames spent to limit animations. I have a idea, you can try and compare speed. Make item dupe glitch for best damage item (example molotov), then just throw it to boss. But you must sure can dodge all boss attack or boss only attack to Aeris for she get limit break
About that miss, I forgot to savestate before that command.. Under fury status, I'm likely to miss. I'm really surprised I didn't miss all that much.. I never shaved any frames on that D.blow command. I just got really good rng most of the time. But should have save stated there to avoid that miss. I can't duplicate items at demons gate. That's not until the end of disc 2. Manipulating enemy misses would just cost me more time manipulating it rather than being attacked. Not to mention the limit breaks I get save time too. Double turns that is. The battle speed is all the way down not only to make barrier last longer, but also to get multiple turns between the enemy. Its the way the atb bars move. As far as luck manipulation goes, it would be much faster if those limit breaks went critical. The ligecko sent me a lua script to find those for me, but I guess being in fury status creates bad rng for that all around. Or doesn't count towards limit breaks.
NhatNM
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Location: Vietnam
About duplicate items, oh yes I forgot about W-Item material. I played this game too long ago, forgot something... luck manipulation for critical hits is good, but I think luck manipulation for dodge is better. You'll not need spent time for cure to teammates anymore
A man come from Vietnam My YouTube: https://www.youtube.com/c/NhatNM/playlists
Joined: 9/12/2014
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xxNKxx wrote:
About duplicate items, oh yes I forgot about W-Item material. I played this game too long ago, forgot something... luck manipulation for critical hits is good, but I think luck manipulation for dodge is better. You'll not need spent time for cure to teammates anymore
I see what you mean now. What I can do is inflict fury on demons gate. You can't throw a hyper directly at demons gate, but you can use the confusion status to inflict it. I'll do some testing right now. Seriously, that powersoul ruined the speedrun. I just don't like how it makes knowing boss AI useless. Like, I don't have to worry about that no more. Its like playing a fighting game where you beat the guy before he can even make up his mind. Just too cheap I think. The only thing you're more worried about is deathblow connecting. About the "entertaining" demons gate strat, I will have demons gate open the battle with waving his arms, and make sure the next turn will hit everyone. To break the confusion status. Then just manipulate misses throughout the fight.
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
I don't think anyone was expecting this: https://www.youtube.com/watch?v=o-pR-GiIP7E ..wow
Joined: 9/7/2005
Posts: 143
Location: Las Vegas, Nevada, USA
InfamousKnight wrote:
I don't think anyone was expecting this: https://www.youtube.com/watch?v=o-pR-GiIP7E ..wow
That crit to end the fight was unlucky as hell. Is it possible to manipulate that away?
This guy are sick.
Joined: 9/12/2014
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The crit at the end can be manipulated yes, but getting a successful d.blow while avoiding the crit as well would mean for me to heal for some frames to manipulate it. Using inputs to nudge the rng works as well, but I would have to look at the movie to that point, and fix up that input. As it turns out, the mod also makes the bosses more harder. That demon just has more hp and seems to have less attack. Unless my characters have more defense.
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Hey all; Sorry about the double post, but I got a speedrun category idea. No random battles whatsoever. You would have to use the no random battle cheat for this, but it's still gonna make things difficult. With this restriction, you can't get the slots limit break. You can't get death sentence for the powersoul until after life stream event. You can't get magic hammer either. Unless world map encounters should be enabled. But that defeats the purpose. Schizo would be a pretty hard boss. You can use garlands strat in the 1.0 guide though. With the exception of the sense materia. You don't need to keep track of hp with tas. This also means no magic breath. The train battles might be a little hard. It would be recommended to pick up w-item(unless you go for the powersoul strats starting at carry armor). What I love about that cheat is that we don't have I worry about random encounters anymore! Really speeds up the production.
Pokota
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Posts: 779
We're minimizing random battles anyway because they take a lot of time. Also, allow me to point you to the Technical Foul section of Gruefood Delight, wherein cheat runs reside.
Adventures in Lua When did I get a vest?
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Could someone make an encode for me: https://www.dropbox.com/s/njx6oefr598krcw/FF7TAS.pxm?dl=0 And this one: https://www.dropbox.com/s/os7yzxxjb3t08h8/FF7TASDiscTWO.pxm?dl=0 To sync the second one, you will have to create a save file. Just go through the movie until the end, note the frame in which I press O to confirm the save file. I don't have a lot of space on my computer.. The 3 encodes on my youtube account have very bad quality. Just enough to just read what's going on. Thank you.
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Got a new computer with 2TB and have started a new run. I have added ONE restriction to this run: No escape. You're not allowed to escape any random battles. You can avoid world map encounters, but not run from them if you encounter any. With this category, it has much more action involved. Routing will be more interesting as well. You can also work on building limit breaks too. So it would be ideal to get cait siths slots limit break for Lucky girl. Should have it before schizo. Materia keeper will have an "entertaining" strategy. Work on getting cover up to 100% or close to. By all means get the force stealer. Poison materia keeper, MK cast trine, High potion on cloud, cross slash, cross slash, high potionm, repeat. And seeing how tas could get first turns in every battle, this should be fun. In RTA, this would be a huge luck fest and probably not worth doing. Link to video
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InfamousKnight wrote:
I have added ONE restriction to this run: No escape. You're not allowed to escape any random battles. You can avoid world map encounters, but not run from them if you encounter any.
????????????
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 9/12/2014
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Location: Waterford, MI
arandomgameTASer wrote:
InfamousKnight wrote:
I have added ONE restriction to this run: No escape. You're not allowed to escape any random battles. You can avoid world map encounters, but not run from them if you encounter any.
????????????
If you're confused about the world map encounter thing, lemme explain: Field maps are different from world map encounters. You actually have to encounter field map encounters. Whereas world map encounters can simply be "removed" by turning directions and camera angle. So world map encouinters are not inevitable like field map encounters. I think it would be cumbersome to disregard world map encounters. Am I understood?
Pokota
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InfamousKnight wrote:
Stuff about Final Fantasy 7
Can you post what you have so far to User Files? I'd like to see what you've got so far.
Adventures in Lua When did I get a vest?
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Posts: 2623
InfamousKnight wrote:
arandomgameTASer wrote:
InfamousKnight wrote:
I have added ONE restriction to this run: No escape. You're not allowed to escape any random battles. You can avoid world map encounters, but not run from them if you encounter any.
????????????
If you're confused about the world map encounter thing, lemme explain: Field maps are different from world map encounters. You actually have to encounter field map encounters. Whereas world map encounters can simply be "removed" by turning directions and camera angle. So world map encouinters are not inevitable like field map encounters. I think it would be cumbersome to disregard world map encounters. Am I understood?
This sounds like a good way to get a run rejected due to weird restrictions.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Samsara
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InfamousKnight wrote:
I have added ONE restriction to this run: No escape. You're not allowed to escape any random battles. You can avoid world map encounters, but not run from them if you encounter any.
Arbitrary category. If you intend to submit this, you might wanna rethink that restriction.
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warmCabin wrote:
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