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Joined: 3/20/2010
Posts: 126
I still want to know one thing. Is it possible to somehow manipulate the enemy movement paths so you can dodge them?
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
For your purposes no. It is easily the most random thing in the game, even simulating enemy movement would be painful on our part, so we brute force it. You may be able to strategically pause to get an enemy to divert its path, but it would only marginally improve the difficulty in avoiding enemies.
Joined: 3/20/2010
Posts: 126
So what you mean is... 1) Pausing may affect the RNG that determines enemy movement or... 2) Pausing won't affect the RNG, but it will at least give you time to plan your movement... Which of the two do you mean?
Active player (283)
Joined: 3/4/2006
Posts: 341
The RNG is volatile enough on the field that it's pretty much impossible to avoid encounters via luck manipulation without savestates. It is possible to avoid many encounters via skillful movements, but those techniques have nothing to do with RNG manipulation.
Joined: 8/22/2006
Posts: 24
Location: Georgia
It's been 1 month, so here's a reminder that we have not forgotten, we hope you did well on finals, and we really hope you've been making progress!
I'm not really here. Pressing Up+Down too many times glitched your graphics. And audio. Yeah.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
I did surprisingly well on finals this semester. I'm doing research under a professor this summer 40 hours a week, but I still am finding time to work on things. "We have not forgotten." - I'm not entirely sure how to take this, but it probably is helpful to hound me once in a while, for sure. Goron is nearing death. I have a successful kill that is usable on a reasonable RNG. I need to get to Goron on that RNG, and check a few different variations on the second half of the battle that may improve it by a turn or save a potion or something. Goron is half dead, then Griffan, then Gorsia. This run is approaching completion.
juef
He/Him
Player (131)
Joined: 1/29/2007
Posts: 205
Location: Québec, Canada
Good to hear, thanks for the update!
Banned User, Former player
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
I'm interested in seeing this run! I am a huge 7th Saga fan and I used to play this a lot. :)
Do I look like someone who really cares what God thinks?! "GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 3/25/2010
Posts: 34
It's awesome to see updates on this, as it's by far the TAS I'm most eager to see completed. I'm glad finals went well for you and extra glad you're having some time to move this towards completion. I have been extremely impressed by the WIPs so far and can tell you're very meticulous in your execution.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
We have finally decided on an acceptable Gorsia fight. What is left: 1: Make a small healing change before the Goron fight, execute as planned. 2: Manipulate RNG to Griffan 3: Heal before Griffan 4: Fight Griffan as planned 5: Talk to Saro 6: Manipulate dying to Black Knights in 1 turn 7: Buy 2 B Agility and 1 M Water 8: Buff RNG pretty intensively to Gorfun 9: Grab/Use P Seed (This saves about 10 seconds off the Gorsia fight.) 10: Execute Gorsia Fight as planned. 11: Submission Text 12: Maybe a Game Resources Page somewhere along the line. Thanks to everyone for your support and patience.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
YAY progress is being made!
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
The run is complete in 1:50:17. Parts 1 through 10 are available on my youtube channel. Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 Part 7 Part 8 Part 9 Part 10 Here is the final smv. We are working on the submission text and may submit this weekend. Here is the best real time run just for comparison.
juef
He/Him
Player (131)
Joined: 1/29/2007
Posts: 205
Location: Québec, Canada
16.2% of the best real time run's length? Wow! I didn't expect it to be nearly short! Watching now, thanks and congrats!
Joined: 4/30/2008
Posts: 39
Ahh, 7th Saga, where two critically weak characters defeat all comers. Err, wait, that's not right.. they're supposed to get curbstomped, right? I wouldn't bet on those characters against random encounters, much less the bosses. Thanks for giving this game its well deserved comeuppance.
Banned User, Former player
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
Kirkq, you the man! That is a lot of hard work put into a game for endurance. You will get a Yes vote out of me, but take your time. Description of your TAS can be important for certain folks.
Do I look like someone who really cares what God thinks?! "GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 3/20/2010
Posts: 126
Yo, Kirkq, what's the correct damage formula for magic attacks? I've heard the Game Mechanics Faq on Gamefaqs was off on a few details.
Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
Kirkq wrote:
The run is complete in 1:50:17.
That was totally epic. Congratulations on finishing. It was worth the wait.
Joined: 8/15/2010
Posts: 3
Congratulations on finally finishing Kirkq! This is THE game that got me into RPGs when I was young. Its nice to see someone finally destroy the game that destroyed us all so many times!
Joined: 3/20/2010
Posts: 126
Yo Kirkq, the Game Mechanics Faq doesn't have an exact understanding of the running formula. Could you please tell me what it is?
Active player (283)
Joined: 3/4/2006
Posts: 341
The running formula involves the speed of the character trying to run and the average speed among all living enemies. All relevant speeds are affected by the speed-up status.
speed difference | run%
-----------------+------
   -inf to -42   |   2%
    -41 to -12   |   5%
    -11 to -7    |  10%
     -6 to +3    |  30%
     +4 to +18   |  40%
    +19 to +48   |  60%
    +49 to +inf  |  80%
If all enemies are petrified, you will always successfully run. There's also a formula for when enemies run away from you, but I doubt you're interested in that.
Joined: 11/1/2010
Posts: 1
This makes an already fun game even more interesting. Thanks for doing this:)
Joined: 3/20/2010
Posts: 126
Cool. Now, two other questions I have. 1) What formula determines how much damage that magic does? I've heard the formula was off on a few details. 2) Is there any practical way of predicting how enemies move on the map, or how to manipulate it without using tools? I'd like to know all this for a friend of mine who's doing a speed run of this game, PJ. Thanks for answering my questions, and taking the time to read them.
Active player (283)
Joined: 3/4/2006
Posts: 341
1) I don't recall noticing anything wrong with that formula. It's off by 1 if the result of a certain calculation is an integer, but that's not really important enough to be worth mentioning. I can look at it again if you like. 2) I'm probably the wrong person to ask about this. PJ would certainly know more than I do on this subject.
Joined: 3/20/2010
Posts: 126
Hm. I guess the better question would be, for the first one, what are all the errors that the Faq contains? Just in formulas? It's not like you have to look at every individual monster and point out how off some of the stats are.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
The stats should all be correct; I think they were ripped from memory. We never had any errors using the presented stats. Check out Healblade's spreadsheet earlier in this thread as well. The formulas presented for damage, etc.are his approximations to byte calculations. The only things of terrible importance are the speed thresholding, and perhaps resistance rates.
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