I know that the Stairs Glitch is where you climb 70 stairs and certain things happen. For a credits warp, you need to get 56 houses, 57 heals and 201 Pures (the way to get 201 is underflow the pure-count and drink 54 in battle.) Use down to 32 houses, save only with the last one and jump to your inventory (with a code) to get the credits rolling.
DJ Incendration
Believe in Michael Girard and every speedrunner and TASer!
I know that the Stairs Glitch is where you climb 70 stairs and certain things happen. For a credits warp, you need to get 56 houses, 57 heals and 201 Pures (the way to get 201 is underflow the pure-count and drink 54 in battle.) Use down to 32 houses, save only with the last one and jump to your inventory (with a code) to get the credits rolling.
Sounds like you have the tools already with the pastebin and the notes and stuff. Here's a video of an RTA playthrough of the credits warp route so you can visualize the setups.
https://www.youtube.com/watch?v=eo0CtjU_T_c
Joined: 9/12/2014
Posts: 545
Location: Waterford, MI
FatRatKnight wrote:
Not sure how interesting this restriction will be, but it is a thought. "No run away." For sake of rules interpretation, selecting run is allowed, but successfully running is not.
Save-reset trick will be a side-stepping of the proposed rule in the effort to avoid encounters without technically running away. This will only for the overworld, at least, so I'll leave it up to others to decide on whether to include "no reset" on top of "no run away."
I'm curious what the implications are for never running away. Sure, you'll get more levels. You'll probably manipulate fewer enemies where possible for faster fights. How avoidable is damage with the limited RNG? Will it be worth it to have more than one standing character? Does this restriction give better variation for this game?
At the moment, I find this thought interesting. I have no intention of following through with the thought, but I would share it in case someone else finds it interesting as well.
I'd like to see a run with those restrictions. Having those restrictions would also make money routing more interesting too.
As for the length, I believe it would take less than 2h30m. Would also make any RPG run more action packed.
I know that the Stairs Glitch is where you climb 70 stairs and certain things happen. For a credits warp, you need to get 56 houses, 57 heals and 201 Pures (the way to get 201 is underflow the pure-count and drink 54 in battle.) Use down to 32 houses, save only with the last one and jump to your inventory (with a code) to get the credits rolling.
Sounds like you have the tools already with the pastebin and the notes and stuff. Here's a video of an RTA playthrough of the credits warp route so you can visualize the setups.
https://www.youtube.com/watch?v=eo0CtjU_T_c
So, the run has been taken down. Where's the pastebin again?
DJ Incendration
Believe in Michael Girard and every speedrunner and TASer!
I discovered some errors in the character table. Here is a corrected table. It is found at 0xa013 in the JP ROM. The corresponding table is at 0xa011 in the NA ROM, and is called lut_NameInput in the disassembly.
I haven't seen documentation of optimized cursor movement on the name entry menu, even though some published runs take advantage of it. I've posted new notes at Wiki: GameResources/NES/FinalFantasy1?revision=3#NameEntry. In short, the name entry of [2079] NES Final Fantasy by TheAxeMan in 1:09:57.70 could be done up to 5 frames faster; the name entry in [4468] NES Final Fantasy "game end glitch" by AmaizumiUni, Spikestuff & DJ Incendration in 01:36.47 is already optimized.
Naively, to move the cursor from one point to another on the name entry screen, you would alternate between 1 frame of pressing a directional button and 1 frame of no input.
When you need to do a diagonal movement, you save time by alternating the two directional buttons you need to press. For example, moving 2 spaces down and 3 spaces right (2D3R), a total distance of 5 spaces, can be done in 5 frames by alternating Right and Down inputs: ...R.D.....R.D.....R.
But you can do even better than that. The name entry menu reacts to simultaneous directional inputs in unintuitive ways. For example, if you were pressing ...R on the previous frame, and press U..R on the current frame, the cursor moves 1 space down, despite the Down button never being pressed. Only U... and ..L. can move the cursor up or left, but there are many ways to move the cursor down or right, which means that you can often move at the maximum speed of 1 space per frame, even when moving straight horizontally or vertically.
A B C D E F G H I J
K L M N O P Q R S T
U V W X Y Z ’ , .
0 1 2 3 4 5 6 7 8 9
a b c d e f g h i j
k l m n o p q r s t
u v w x y z - ‥ ! ?
[2079] NES Final Fantasy by TheAxeMan in 1:09:57.70 (and in turn namegenerator/inputgeneration.py from lightwarriorcode-v1.0.zip) applies the diagonal-movement optimization but not the simultaneous-buttons optimization.
For example, the diagonal 2D2R movement from 'A' to 'W' in the name "Wedg" is already as fast as it can be:
The same trick is used to move 4D2R from 'ご' to 'に'.
The 2D1R movement from 'に' to 'む' uses .D.....RU.L., but in this case the simultaneous buttons are unnecessary; .D.....R.D.. would also have worked.