(Link to video)
-Emulator used : Bizhawk 2.4.2.
AP: Abbreviation for Action Point. Each enemy is assigned an AP, and when the value reaches 0, the enemy will act.
Global RNG : Used to determine initial values for battle (group ID of enemies, initial AP, base AP, gender and so on. More precisely, it determines the initial value of the Battle RNG.), to check for hits in battle, and to grow abilities. It is not updated in the result screen, so you need to adjust it in MAP or in battle.
Battle RNG : Used to determine damage, AP, steal, and drop. This RNG does not change if you do not act, and is a bijective map in the set 256^256.
Basically, battles are matter of choosing a combination of good AP and the best Battle RNG for critical hits. At the end of a Level Star-earning battle, you adjust to the Global RNG, which increases strengths.
Pup : Global RNG is adjusted for Beachbum encounters, and random numbers are adjusted for dropping a humour and feather.
Mama Komodo : Cut down on buying and collecting elements by making them critical.
Karsh (in Cape Howl): Let the Power Glove drop.
Ketchop: Make the magic ring drop.
Polly: Kill her before she moves.
Solt & Peppor at Mount Pyre: Have them drop Sky Djinn Ring and Dragoon Gauntlet. There are few random numbers to drop both, so you need to adjust a bit.
After Miguel: Style Copy is very slow, so let Kersh run wild.
After getting Mastermune : You don't need to adjust crit anymore, you only need to look at the initial AP.
Fate : I found it faster to beat him up than to use the summoning element Saints, since his strength is adjusted.

Samsara: Judging.
Samsara: While there are some minor movement/menuing errors in places, they don't detract from the overall quality of the run. Accepting.
Spikestuff: Publishing.

TASVideoAgent
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This topic is for the purpose of discussing #7208: zenamp's PSX Chrono Cross in 5:29:57.68
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Not a very big description for such a long rpg. In the submission notes, could you elaborate on what is going on?
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システム等の説明 APはアクションポイントの略で,各敵に割り振られている.戦闘開始時に取るAPを初期AP,APが0になり敵が行動後に再設定されるAPの最小値を最小AP,最小APを素に乱数で変動する基本値を基礎APと呼ぶことにする.基礎APは[最小AP, Floor(最小AP*5/4)],初期APは基本的に[1,基礎AP]の自然数を値に取る.最小APは各敵に固有の値が決まっている.こちらの行動に応じてAPは-1,-2,-3の変動があり,0になると攻撃をしてくる. Global RNG(0x073BB8):この乱数は線形合同法で生成されており,数Fから数秒に一度更新されている.ほとんど制御することはできないが,特に重要な乱数である.戦闘乱数の初期値,エンカウント時のgroup ID,攻撃の命中の判定,能力の成長量等に主に用いられている. 戦闘乱数:256個の値からなるテーブル式の乱数であり,戦闘時の初期AP(APの初期値),基礎AP,攻撃の対象,ダメージ量,クリティカル,ドロップアイテム等の命中意外の戦闘時に現れる事象に用いられている.この乱数は攻撃および補助エレメントの対象の選択,エレメントの使用,攻撃が命中しない限り進まない.ダメージ計算時の進む量は腕力,魔力等に依存しており,クリティカルを出すにはうまく調節する必要がある.また,クリティカルがでるのはRNG%16=15の場合であり,均等に分布しているために 全ての攻撃でクリティカルを出すには条件がつく. 戦闘は基本的に初期APとクリティカルがいい感じに出る初期乱数を選別するだけで,特筆すべきことは何も行っていない.初期APと基礎APが大きくなる乱数でクリティカルが出るように上手く初期値を選ぶだけである.戦闘乱数の初期値が決まったら適当な領域で全探索して無駄な行動が少ないものを実行するだけである.レベルスターを持っている敵との戦闘では,終わり際にGlobal RNGをいい感じに選んで必要なキャラクターの腕力と魔力をひたすら伸ばすだけである.戦闘終了間際の変な間は全て腕力を上げる為の乱数待ちである.それ以外の間はAPに余裕がないのに弱攻撃すら外れる命中に関する乱数が過ぎるのを待っている.(一時中断) 解説 (作り終わってから1年間寝かせていたので,漏れがある可能性は否めない) -5回以上喋るやつは基本的に時間の無駄なので,名前を削っている. -能力の成長を調整したことで,総じて高い腕力になりエレメントを使う必要がなくなった. -アイアン武器を作るために,コドモオオトカゲとエンカウント時にビイチボウイを出現させて体液とはねを取得する.これによりビイチボウイとエンカウントする必要がなくなる. -オトナオオトカゲ戦でクリティカルを出すことで,エレメントの回収が不要となった. -岬のカーシュにパワーてぶくろを落とさせる.これにより攻撃力が上がるため,TAS的には必須. -ピエールがいればレナは不要なので,おとなしくキッドについていく事で1分程度早くなる. -ルートヴィッヒ戦でマジックリング(約5%)を落としてもらうことで,ヤマネコ(影)戦で盗む必要がなくなる. -Bizhawkの場合,暗転時間の都合でママチャの加入を断ったほうが早いので,泳いでお帰りいただく. -らっしゅまるの羽ばたきがうざったいので,動かれる前に瞬殺する. -ファルガにバーニングで火傷を入れるよりクリティカルでダメージを稼いだほうが明らかに早い. -大亡者戦でFEに白を足すよりクリティカルを出したほうが楽(楽じゃない). -死炎山のシュガール,ソルトンからは空魔士のリングと龍騎士の籠手が貰えるので落としてもらう.ただ,両方落とす乱数はかなり少なく,進行中の能力値だとX斬りを使うのが早かった.X斬りの演出分少しロスいが,ドラグナーとヤマネコで調節するか,ダリオで1ターン伸びるのに比べればマシ. (一時中断) AP: Abbreviation for Action Point. Each enemy is assigned an AP, and when the value reaches 0, the enemy will act. Global RNG : Used to determine initial values for battle (initial AP, base AP, gender), to check for hits in battle, and to grow abilities. It is not updated in the result screen, so you need to adjust it in MAP or in battle. Battle RNG : Used to determine damage, AP, steal, and drop. This RNG does not change if you do not act, and is a bijective map in the set 256^256. Basically, combat is a matter of choosing a combination of good AP and the best RNG for critical hits. At the end of a Level Star-earning battle, you adjust to the Global RNG, which increases strengths. Pup : Global RNG is adjusted for Beachbum encounters, and random numbers are adjusted for dropping a humour and feather. Mama Komodo : Cut down on buying and collecting elements by making them critical. Karsh (in Cape Howl): Let the Power Glove drop. Ketchop: Make the magic ring drop. Polly: Kill her before she moves. Solt & Peppor at Mount Pyre: Have them drop Sky Djinn Ring and Dragoon Gauntlet. There are few random numbers to drop both, so you need to adjust a bit. After Miguel: Style Copy is very slow, so let Kersh run wild. After getting Mastermune : You don't need to adjust crit anymore, you only need to look at the initial AP. Fate : I found it faster to beat him up than to use the summoning element Saints, since his strength is adjusted.
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Fortranm
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https://www.nicovideo.jp/user/131809/mylist/34053744 For reference, there is a TAS of the Japanese version in 5:49:48.
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Details man, details! I want to nerd out over this, but without really understanding what is going on it is hard to. That mini description could pass for a commodore 64 game, but this is a 5 and half hour long rpg with clearly lots of stuff going on!
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If English isn't your first language, you can write it in your language and hopefully someone can translate it for you.
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+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
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Thank you for informing it.
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It looks really good, and I'd like to know more details as well, but the movie is the main thing of course. How much time does getting the mastermune save? It's rather a hefty time investment, so I'm curious if someone knows or has an educated guess.
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Maybe no one will ever know. At least for RTA (speedrun) we know that it saves about 15 minutes, but for TAS it's impossible to guess because we don't have a decent TAS that doesn't get Mastermune.
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The 2012 TAS I linked earlier doesn't get Mastermune, but there might be too many other differences to compare?
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The 2012 TAS is not comparable for the following two points. 1. it's probably made with a PCSX emulator and the load time of the emulator is too fast compared to Bizhawk. This is the same as the TAS of Fianl Fantasy IX, which was reworked and slowed down from 7:37:12 to 8:03:31. 2. the random numbers are not adjusted in any way, so it is not useful for strategy. Probably most of the battles would be completely different if we adopt a strategy using critical hits.
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I thought it was interesting so I timed some things from the movies. I counted time in battle from the point of control to final hit, rounded to 5s. This TAS spends 14:20 on the Karsh and Dario quests to get the Mastermune. It spends 13:00 after that in battle with enemies that the mastermune does not do double damage to (the exceptions are some weaklings in the swamp, FATE and Final Boss). Assuming that battle time is doubled without the Mastermune, it would be a timegain to not get it. I looked at the 2012 TAS to time some of their fights. It mostly takes a bit more than double the time of this TAS for most checked fights (Lynx, most bosses in the Dragon Tower), but less than double for some (namely the Dragon God, where it spends 380 seconds against 220 in this TAS). The 2012 TAS is also a bit slower on fights where the mastermune has no type advantage, it spends 90s (against 60) on FATE and 120s (against 100) on Final Boss. It seems to me it's worth looking into further, as skipping the Mastermune could be very close or faster than getting it.
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I also think it will be a very close in the end. However the 2012 TAS gets a plasma shock (?) after Miguel and extra power seals after PolisPolice, and they are very powerful items. I think it is not fair to exclude these time from the measurement and compare battle times. In fact, my TAS is clearly faster than the 2012 TAS when comparing only the times after Miguel, even though the loading time is slower. Therefore, it is necessary to consider it more carefully, and it is quite difficult to get a conclusion.
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Ah that was funny. Liked how each enemy was either avoided or completely crushed. I really enjoyed Chrono Cross back in the day. it did several things very well or uniquely and I respected that. However once the story started to get shounen manga crazy and incredibly convoluted I had started to get lost. Too many characters prevented good character growth or focus. The best ending felt extremely incomplete and was just some text about taking care of the world and had no character focus. Now that I am done reminiscing I have a couple questions. Sometimes a character will hop in place during battle. Is that supposed to be some sort of attack cancel? Does -3 on the Color Magic make any difference from if it was -2 or -1? 34:00 In the Viper Manor do you have to actually find out the clues to the snake statue turning puzzle to continue? 1:14:15 It looks like you go back into the shop twice to buy? At the final boss why do you use multiple different types of Color Fill magic? Enjoyed watching the crazy damage after using color fills and high muscle buff on the character and then color fill on an enemy! Yes vote by the way.
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I can answer a few of those. The battle hopping is switching to the next character. In the final boss fight, skipping everyone's turn leads to a stamina refill as well. The -3 (+x in general) matters in the damage elements do, the bonus (or malus) is 12.5% * x. It does not matter for status magic though, so strengthen can be -3 no problem. Viper Manor I'm quite sure you have to find the code, which is random. In Marbule there are two shops next to each other. One sells normal elements, the other sells traps. I can't remember where the trap is used tho. I can't say about the final boss strat.
CoolHandMike
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Chanoyu wrote:
I can answer a few of those. The battle hopping is switching to the next character. In the final boss fight, skipping everyone's turn leads to a stamina refill as well. The -3 (+x in general) matters in the damage elements do, the bonus (or malus) is 12.5% * x. It does not matter for status magic though, so strengthen can be -3 no problem. Viper Manor I'm quite sure you have to find the code, which is random. In Marbule there are two shops next to each other. One sells normal elements, the other sells traps. I can't remember where the trap is used tho. I can't say about the final boss strat.
Good explanations!
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I am glad you enjoyed watching my movie. The battle hopping: Fine tuning of the battle RNG by cancelling the selection of a target. Viper Manor: If you don't find the code, it's set to 10 right, 10 left, and there is no 10 option, so you can't turn it ten times. (I don't know whether it will actually open if you turn it ten times.) Final boss strat: Use turn (color fill) elements to prevent the enemy from attacking us. The others are mostly correct in the explanation given by Chanoyu. (Thank you for explaining.)
Post subject: Movie published
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4538] PSX Chrono Cross by zenamp in 5:29:57.68