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Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
http://tasvideos.org/userfiles/info/30050017467985242 Using flechette's route. So far so good.
effort on the first draft means less effort on any draft thereafter - some loser
Skilled player (1149)
Joined: 5/11/2011
Posts: 425
Location: China
I'm very glad to see someone will go on working on it. Did you try to manipulate luck and add more HP? HP is very important for low level.
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
There's no way I'll be able to get enough HP in time for Chaos, so I'll be buying 1-2 Giant Tonics in prep. for that. Every other boss from here on out will not matter in terms of HP.
effort on the first draft means less effort on any draft thereafter - some loser
Fortranm
He/Him
Editor, Experienced player (775)
Joined: 10/19/2013
Posts: 1114
How different will it be compared to a run on NES version?
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
Highly.
effort on the first draft means less effort on any draft thereafter - some loser
Sir_VG
He/Him
Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Fortranm wrote:
How different will it be compared to a run on NES version?
The GBA version is way different than the NES version. It's easy mode from the PS1, with new dungeons added in. Pretty much no two versions of FF1 are the same. PS1 fixes glitches, GBA is easy mode, and PSP has some crazy equipment glitches.
Taking over the world, one game at a time. Currently TASing: Nothing
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
Well to be more specific on the differences between the PSX and GBA versions: - Less loading times. A bit obvious, but w/e - Brighter graphics - Modified difficulty. It uses Origins' Easy Mode as a base, but with more HP on some enemies. - The ship minigame offers rare items as awards instead of a ton of gil. - The magic system did away with 'charges' based on your level and instead has the normal MP progression that the rest of the series has. You still have to reach a certain level to buy a spell, though. - Thief and Monk are slightly stronger, while the Red Mage is slightly weaker. - Phoenix Downs were added to the game, among other items. Most of them are 15 tile rewards. - You can save at any time. - RNG manipulation is very stilted when actually in a battle. In Origins you could manipulate while in battles as well as outside. - Four new optional dungeons correlating with the four Fiends. Anyway, in terms of actual progress I'm past the Ice Cavern. Just need to farm a few more items and I'll be heading off to kill Kraken.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Did you forget about this? Could you post what you have so far?
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
Well more accurately I lost interest due to how garbage manipulating items is. If it weren't for that I'd probably be done by now. http://tasvideos.org/userfiles/info/31507837580858581 Items left to get include: -2 more C.Claws. That'll bring my total to 5, which will be used for both Kraken fights, both Tiamet fights, and the forced Blue Dragon fight. -2 more E.Exits for Floater and Cube. -2-3 more Megalixers for Chaos. With enough luck manipulation you shouldn't need to use them until then, since Lich and Marilith can be Sleepra chained. If you're interested, feel free to continue where I left off. I won't be finishing this for a while.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
After watching the movie(and I'm encoding it now with free video joiner), I can see where the garbage rng you're talking about. RNG manipulation is done outside of battle, making it feel like some segmented run. Literally. For a taser, that RNG is not fun.. On the other hand, it doesn't have any delays in the battle. So that's nice. But this also explains why nobody wants to manipulate misses in battle. Or critical hits for that matter. A miss from your allies would be unacceptable in my opinion, so to come up with "acceptable" outcomes would be ideal for a tas. I will upload the encode tomorrow. My youtube channel is fastrun14. And I will say its by arandomgametaser as its his work after all.
Ambassador, Experienced player (696)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
It looks pretty good. I can see how going through the tile game could get old fast but the results are nice. When the NPCs get in your way in Pravoka is there any way to avoid it? You didn't have any trouble in Earth Cave where it can be much worse. I only played through this version once. Does the experience concentrate when you have dead guys? I wonder if you might be better off leaving one monk dead. Though maybe the other one is useful for manipulation? The dagger hits in some of the later fights look like they lose time though maybe that is a manipulation too and it is hard to tell if it is much faster than a failed run. I hope someone finishes this.
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
TheAxeMan wrote:
It looks pretty good. I can see how going through the tile game could get old fast but the results are nice. When the NPCs get in your way in Pravoka is there any way to avoid it?
You can wait outside the town or inside a building to manipulate NPC walk patterns.
TheAxeMan wrote:
You didn't have any trouble in Earth Cave where it can be much worse.
Oh, with those bats? They were a bitch to optimize, since you have to do it before you enter the area, and then have to manipulate any encounters from spawning....
TheAxeMan wrote:
I only played through this version once. Does the experience concentrate when you have dead guys? I wonder if you might be better off leaving one monk dead.
It only really matters in the early game when I need to get Sleepra on a Black Mage. After that it's either a FTK like on Marilith and Tiamet, or getting as many turns as possible to buff/attack, like with Lich, Kraken, or Chaos. Buffs like Temper and Haste and much more powerful to use then dead allies.
TheAxeMan wrote:
Though maybe the other one is useful for manipulation? The dagger hits in some of the later fights look like they lose time though maybe that is a manipulation too and it is hard to tell if it is much faster than a failed run.
Yeah dagger hits outside of the Pirates fight are just to manipulate luck. Outside the first turn it's impossible to manipulate luck unless you do a specific set of commands to do it. For example, the Lich would have wiped my party out if I hadn't done exactly what I did. Dagger hits are like 3-4 frames faster then runs, don't remember the exact time.
TheAxeMan wrote:
I hope someone finishes this.
Honestly if I manage to finish the 5+ projects I have on the backburner I'll probably return to this. Really only the last bit of ship minigames is stopping me from finishing this, elsewise everything is easy.
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Um, I'm thinking about finishing this up, without worrying about getting teleport items, and just avoiding random battles. As well as doing some grinding with the Eye. Should beat the RTA record for sure.
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
*Bump* I have begun work on the FFII game instead. After "following" the rta route, I finally noticed this could get very risky if I used a different route. Instead of grinding shield levels in every battle, we grind offense instead. Treasure chest that contain money are to be skipped. As well as other defensive means. The RTA runner picks up all of these chest to be "safe". Stumbles on the matching game wishing he could do this consistently. I have a bk2 file up to 4 matching games completed: http://tasvideos.org/userfiles/info/34323276308203131 How many should I get?
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
InfamousKnight wrote:
I have a bk2 file up to 4 matching games completed How many should I get?
Well, couldn't you just luck manipulate Warp/Toad so you can OHKO enemies? Why are you doing the tile minigame exactly?
effort on the first draft means less effort on any draft thereafter - some loser
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
arandomgameTASer wrote:
InfamousKnight wrote:
I have a bk2 file up to 4 matching games completed How many should I get?
Well, couldn't you just luck manipulate Warp/Toad so you can OHKO enemies? Why are you doing the tile minigame exactly?
I'm doing the tile mini game for the elixirs and cottages. Since this won't be serious, I may ban OHKO spells which will make those elixirs useful. By the end of the game, the spells will be dealing close to max damage as I'd be "practicing" them in every battle. Just more entertaining than seeing bosses "vanish" as well as the mystery if this would beat the RTA record as they use teleport to OHKO most bosses.
Post subject: I'm a sweet and sour dish.
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
Oh, is this just a LOTAD? That makes more sense. Also, two months late with this next reply:
InfamousKnight wrote:
Um, I'm thinking about finishing this up, without worrying about getting teleport items, and just avoiding random battles. As well as doing some grinding with the Eye. Should beat the RTA record for sure.
Don't touch my input unless you're completely serious on optimizing it properly.
effort on the first draft means less effort on any draft thereafter - some loser
RetroEdit
Any
Editor, Reviewer, Player (165)
Joined: 8/8/2019
Posts: 131
I got in the mood to mess around with FF1 a bit, and I made a short movie showing how it's most likely going to be possible to skip any (non-required) encounter if you want to: User movie #62833919042274607 Edit 1: Silly me, babbling about basic RNG that was already known for more than a decade. But knowing encounters are avoidable is just the tip of the iceberg; knowing the detailed mechanics behind encounters will be important in shaping required encounter outcomes to my favor, so that will be the next step. Edit 2: I've had a chance now to look at arandomgameTASer's movies (1, 2). Unfortunately, they both have a desync shortly after crossing the bridge North of Cornelia at around frame 19200. Since this is relatively early into the movie, the vast majority of the movie is unfortunately likely lost to this desync. However, this was a BizHawk 2.0.0 movie anyway, and I'm not planning to continue on such an old mGBA core version, so I'll probably wait until 2.5 comes out (or later) to really begin movie-making in earnest. (2.4 has a bug with Final Fantasy: Menu bug description) Edit 3: The desync was just my own foolishness. From context, I should have realized I was doing something wrong, since other people were able to watch the movie at the time. Turns out I misread the file and was using the wrong emulator version! Anyway, I will probably avoid editing this post again and instead make a new post if I make any progress.
Joined: 12/7/2016
Posts: 33
Hi people, I have try to understand FF1 RAM Values from this site but I don't understand nothing. I use VBA-rr emulator and Final Fantasy I & II rom. My objective is create a lua to show battle game info, when you are into a battle but I don't get nothing. It seems that the ram values ​​point to other memory addresses but I can't understand it. Someone can help me or maybe something already exists.
Some Zamasu's quotes: - When I was invited to this place, I thought you would teach me about justice. However, does the justice of the gods not only pass by to observe? - Every time I am attacked, I enjoy my immortality.
RetroEdit
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Posts: 131
Zamasu wrote:
Hi people, I have try to understand FF1 RAM Values from this site but I don't understand nothing. I use VBA-rr emulator and Final Fantasy I & II rom.
VBA-rr is not recommended. I would recommend BizHawk instead with the more accurate mGBA core. As for a battle display script, there is not one that I am currently aware of, but I hope to make one eventually. There are actually a fair bit of resources on Final Fantasy mechanics if you look around (more so for NES, but also GBA-specific details). I do on the other hand have a code repository tracking my progress, and so far I have made a 15-puzzle prize predictor script that shows the exact prizes you will receive for a given puzzle.
Joined: 9/12/2014
Posts: 536
Location: Waterford, MI
Nice! A lua script would definitely increase motivation. Glad to see interest in this spark again.
Joined: 12/7/2016
Posts: 33
RetroEdit wrote:
As for a battle display script, there is not one that I am currently aware of, but I hope to make one eventually. There are actually a fair bit of resources on Final Fantasy mechanics if you look around (more so for NES, but also GBA-specific details). I do on the other hand have a code repository tracking my progress, and so far I have made a 15-puzzle prize predictor script that shows the exact prizes you will receive for a given puzzle.
I understand. Bizhawk better. I'll try to use this emulator. And what have you been able to do with battle values? I have tried to investigate something and the memory address change every time you enter in a new scene or dungeon floor. And this makes the task difficult. Somehow to get this variable address?
Some Zamasu's quotes: - When I was invited to this place, I thought you would teach me about justice. However, does the justice of the gods not only pass by to observe? - Every time I am attacked, I enjoy my immortality.
RetroEdit
Any
Editor, Reviewer, Player (165)
Joined: 8/8/2019
Posts: 131
Yeah, if you just search for values in the emulator itself, that won't necessarily be efficient, since the values can vary between screens. If you can find the static pointers to these values (usually by debugging the game enough and having a fair understanding of the game's memory model), then it won't change from screen-to-screen, and you can display the values with a Lua script. For some values, it might not be that complicated. For instance, the RNG state is always stored in 0x02001A18. However, the RNG state is not directly useful unless you have a pretty good understanding of the internal RNG mechanics, since RNG can be rolled many times in the same frame. With Lua, you get the RNG state by calling the function memory.read_u32_le(0x02001A18, "System Bus") (code lifted from my current script).
Joined: 12/7/2016
Posts: 33
???
Some Zamasu's quotes: - When I was invited to this place, I thought you would teach me about justice. However, does the justice of the gods not only pass by to observe? - Every time I am attacked, I enjoy my immortality.
RetroEdit
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Editor, Reviewer, Player (165)
Joined: 8/8/2019
Posts: 131
A resource I would recommend checking out is this site: https://www.jeffludwig.com/finalfantasy/hacking/ Unfortunately, the site's navigation is a bit bad, since it doesn't present navigation between pages in the clearest way. The easiest way to find all the pages is to look at the FF1 Hacking Intro, Data Tables and Code Hacking sections at the top. The site might be insufficient to directly get important memory values, since some of the specific details are lacking, but the general conceptual breakdown seems like it could be useful.
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