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Joined: 5/15/2006
Posts: 8
Erim wrote:
Normally, you can't, but it isn't impossible. It involves doing the FC bug, skip talking to Leo at Albrook, getting Terra and Locke in the WOR, and talking to Leo in Albrook, WOR.
Can you explain it more ...with more details :p
Player (200)
Joined: 7/6/2004
Posts: 511
Nitrodon, oops you're right its only for current group of 4, I must have came to that false conclusion before I figured out the groups of 3 thing and thought it was from the other people or something, sorry. I'm not about to try to follow that trace, speaking of trace, what programs do you use to follow the codes progress while the game is running? I ask because recently I was trying to figure out the randomization of magicite -> ragnarok and I was doing a lot of looking at the assembly code, but nothing interactive with the game runnning and it was very difficult despite it being commented by assassin17 MaverickHunter: There is a bug that lets you get the airship anytime in the WoB (but it is of no use for a TAS because it requires playing up through the floating continent and dying, being reset to where you last saved but in the airship, see here for more details). Then you use this to skip the boat ride to thamasa and instead fly to kohiligan to get shadow (you can't have gotten him before). Then you fly to thamasa and play like normal, when you get to WoR the boat ride can still be done and if you take it you'll end up in the WoB, you need Locke and Terra because they are expected to be in your party for that event and it will freeze if they aren't. There are probably many other ways to get back to the WoB using this type of bug, but this is the first one I tried. Opera house comes to mind, but I couldn't test this in my game, because I skipped reading the letter in Owtzer's house which triggers the Opera house to let you in.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
That's why I called it "Gogo's" spell list. I bet it is! Gogo only knows the spells of your other three current party members, right? I couldn't get the sketch glitch on a Chimera to give me either a Zone Eater or Engulf, sadly. I guess I won't be doing that. It would've been spiffy though. I'll just have to settle for a ton of free game-breaking items instead. :( Since sketching the Dragon produces the same results as sketching the Air Force I'll just use the Dragon instead. I'll take Terra, Relm, and Setzer to the FC. During the 4 IAF battles and the AF battle they'll gain 12 AP. They'll pick up 8 AP from no more than 3 battles won with JD, perform the sketch glitch, and jump. Just 8 AP from battles that I'm not forced to fight is fantastic. (Or maybe I could fight the Atma Weapon, turn around/take a step, fight a Dragon, then jump? That's a small enough optimization that I can try making it once I get there, if the RNG loves me.) I'll rewind the Magitek Factory, teach Locke Muddle, teach Edgar as much of Vanish as possible, waste absolutely no time, steal the Rune Edge instead of the Drainer, maybe steal the Tempest, run like heck while testing a power cycle on the save point after the minecart, Cranes, run like wild until I get to Thamasa, and the run wll go like I planned from there. I've run through Kefka's Tower with a cheat code to disable random encounters just to make sure I'm not forgetting anything. I'm ready. :) I'm going to take the Debilitator from the left Crane because it'll help against the Tentacles. The DragonBoots are still going to come from an encounter from Vector to Albrook. Locke will steal and will Terra use a Smoke Bomb. Cool.
Post subject: Re: Spells
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Catastrophe wrote:
Gogo only knows the spells of your other three current party members, right?
Wrong I beleive. Atleast not what I can remember. Gogo has to learn the spells on his own. Unless I missed some big point with grabbing him? =D
Post subject: Re: Spells
Active player (283)
Joined: 3/4/2006
Posts: 341
Due to the way the PRNG works, Magicite -> Ragnarok can give you the second morph slot for any monster Ragnarok can morph, the first or third for monsters with morph success rate 25% or higher, and the fourth only on monsters with the maximum morph success rate. This is bad news for anyone who wants an early Flame Shld, which is in the fourth slot of its group. On the other hand, Bar-Bar-Bar appears to choose its random esper when the command is selected, which would make it suitable for this task.
Highness wrote:
Catastrophe wrote:
Gogo only knows the spells of your other three current party members, right?
Wrong I beleive. Atleast not what I can remember. Gogo has to learn the spells on his own. Unless I missed some big point with grabbing him? =D
Gogo can't learn spells on his own.
Joined: 5/6/2005
Posts: 141
I'm not sure if it's already mentioned, but what if you put all your guys on the back row? It should allow you to run away from battles a few frames faster than if you kept them in the front row. Just throwing out an idea :p
Post subject: Re: Spells
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Nitrodon wrote:
Gogo can't learn spells on his own.
I stand corrected. Haven't played through the game for many years. :)
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Sketchie wrote:
I'm not sure if it's already mentioned, but what if you put all your guys on the back row? It should allow you to run away from battles a few frames faster than if you kept them in the front row.
And deal and recieve half physical damage, which is not what I want for everyone (before it no longer matters.) It also takes more than a few frames to put each character in the back row. By default I already place everyone in the back row who doesn't need to be in the front row. Good thinking though. Erim and I have been talking about the WOB Flame Shlds for a long time. They'd make some important battles easier without the sketch glitch and it would be the perfect kind of OMG feat that should be in a TAS anyway. Unfortunately the random number table hates Ragnarok. The game picks three random numbers in a row when a Magicite item is used. The first is a 1-25 number that determines who shows up. Ragnarok shows up 9 times. (Just like how there are exactly 16 desperation moves.) And then the numbers that always follow Ragnarok's numbers all suck for one reason or another. :P Erim told me yesterday that this was true of BBB was well, which would make sense. But if slot determines who shows up immediately upon closing the window and leaves the command unresolved for moment then it can be manipulated. If so, and I encounter a pair of Ninjas (that you cannot run away from!) on the FC, then I'll take a Trump for Setzer. A Flame Shld is pretty much the only thing that won't OHKO Nerapa. So both the Ninja and Nerapa would have to be 777'd, which requires two turns. A metamorph and a Flame Shld probably isn't any longer than ES+777 because of how long the animation is for ES. So the 2x Ninja battle won't end any faster. But if I get a Trump I can then take Nerapa down in one action! Plus, I get to metamorph an item that I shouldn't have yet! Or, I could wait for a desperation move for Nerapa, assuming I let the IAF or the Atma Weapon beat me up. Nah! :P How many people have ever killed Nerapa with a Trump?
Active player (283)
Joined: 3/4/2006
Posts: 341
If you're just looking for a Trump (first two morph slots), the string of random numbers beginning at 0x3E should work with Magicite.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
This post serves two purposes. First, I am enquiring into the status of either run. It has been several weeks since I've seen any update (in SMV form) on either run. Second, I've updated the dual encoding I made earlier. It includes an analysis of the game as it runs; specifically it shows enemy HP during battle (Catastophe's perfect kills?) and number of steps to enter a battle. The code uses some assumptions which don't work all the time, but is nevertheless very informative. You might learn something about how the game works. Torrent link. And sorry for the rediculess filename.
Former player
Joined: 10/27/2004
Posts: 518
whats wrong with azurerus, what behavioral bug bans it?
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
*thunk* I will NOT turn this into another discussion of bugs in bittorrent clients. But if you must know, azureus has a tracker hammering bug. I had reported months ago (maybe even years) and the devs sat on their thumbs about it. No further on this please.
Former player
Joined: 10/27/2004
Posts: 518
just asking... ive had problems with other clients and certain places not accepting them; but this is the first ive heard of it for azurerus. thanks anyhow.
Active player (278)
Joined: 5/29/2004
Posts: 5712
DeHackEd wrote:
*thunk*
Another coin dropped into the bucket! Hooray for donations!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 6/19/2005
Posts: 180
How is this run going? I'm hoping to see progress on this wonderful game, perhaps even a WIP.
Former player
Joined: 4/6/2006
Posts: 462
I'm just about finished the WOB. I'll release an official WIP once I have.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Awesome Erim. :D I have waited for this run for a very long time. And suddenly two people starts to create two diffrent versions. Haha! I expect a complete V2 run around x-mas time. Hehe.
Former player
Joined: 4/6/2006
Posts: 462
http://www.darrenks.com/temp/FFIII.zip - The method used to defeat Ultros on the airship came from flagitoius. - The Warp Stone used after the Banquet also came flagitoius. Thanks for discovering both tricks for me, and hosting the file as well. Comments and criticism welcomed.
Joined: 6/9/2004
Posts: 40
Location: Calgary
No comment, save for the fact that was quite entertaining, especially the muddle joker doom on Ultros. Hope to see a good quick ending in the world o Ruin, as that went by fairly quickly. Although I did watch in fast forward.
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Update: The Dragon, for whatever reason, does *not* work for the sketch glitch no matter how many times I manipulate the unknown byte at 20FF. After exiting the battle, by any means (death, victory, flee), the game fades out and never fades back in. Worse yet, the Air Force *stopped* working as well. Formation 7 is supposed to be the gold mine formation, and it worked for me before, so I'm wondering what went wrong on my latest test run. I'm afraid it has to do with Terra since she is the only thing I changed. (Remember, I do unrecorded tool-assited test runs with the turbo key just to make sure I'm not forgetting anything. Then I go back and do the same thing faster and actually manipulate pre-emptives on the battles, etc.) Mapping a buffer overlow is the most boring computer task I've ever attempted. It's funny because I love staring at numbers and trying to find patterns and I love computer software in general, but buffer overflows just suck. Pressing: 4, ' ', A, ' ', A, 4, ' ', ' ', A, ' ', A, 4, ' ', ' ', ' ', A, ' ', A (etc) to manipulate a pre-emptive is cool. It's like doing a jigsaw puzzle to me - nope, nope, nope, yay! GOT ONE! But repeatedly testing buffer overflows kind of ruins my workflow because I usually have to restart the emulator. So now instead of tapping 4, ' ', and A repeatedly I now have to start the emulator, open the ROM, open my movie, load, press A, view the RAM and close the emulator (some of the time). Not fun or stimulating. So I'm just going to do my real run now (yay!) and just pray that the sketch command works on my real run. The V2 run is going to be on the GBA. ;) If they keep all of the features of the PSX version and ditch that new "Lag like HECK" feature that was exclusive to that version of the game then they'll have a winner. Plus, bonus content.
Joined: 4/26/2004
Posts: 213
Location: Montréal, Québec
So I'm just going to do my real run now (yay!) and just pray that the sketch command works on my real run.
This is risky. I'm afraid it won't work later if you do the same sequence of events in your real run. This is strange indeed. I used the Dragon in the little sketch glitch video I posted in the other thread and it worked. Do you have a savestate at that point ?
Joined: 11/28/2004
Posts: 138
Bleh the movie desyncs for me around frame 51700 (it's just after Terra and Locke escapes from Narshe). Tried 3 different roms, 1.1, 1.0 and the Japanese rom. The crc is correct when I use the 1.1 rom, but I get the excact same results when I use the 1.0 rom. Could anyone maybe supply me with a save state after Terra and Locked entered Figaro castle?
The best time you have is the time you share with other people.
Joined: 8/1/2004
Posts: 178
Requesting more seeds from torrent, if any exist. I can still mind the wait either way! Ah, good time to waste after a day of cleaning hi im not lazy
<^>v AB X LR s
Joined: 8/2/2004
Posts: 98
DeHackEd wrote:
This post serves two purposes. First, I am enquiring into the status of either run. It has been several weeks since I've seen any update (in SMV form) on either run. Second, I've updated the dual encoding I made earlier. It includes an analysis of the game as it runs; specifically it shows enemy HP during battle (Catastophe's perfect kills?) and number of steps to enter a battle. The code uses some assumptions which don't work all the time, but is nevertheless very informative. You might learn something about how the game works. Torrent link. And sorry for the rediculess filename.
I tried opening it in VLC media player and all I got was sound.. Help?
-Oz. If practice makes perfect, but nobody's perfect, why practice?
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
How log ago did you installed VLC? Might be worth trying an upgrade.
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