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Joined: 4/16/2005
Posts: 251
Soulrivers wrote:
3. Press 7 on your keyboard, "Joypad on #0" should appear.
Actually it should be set to "Multiplayer 5 on #0", but that's only for later, when 3 controllers are plugged in. At the moment it works fine with either of those.
Joined: 3/27/2005
Posts: 37
I am very happy of your grouped work, perharps it will have a no glitched tas after this glitched tas. I'll help you in this one for dungeons because i have exp with my smv for to pass some room in the fastest time. However, i will not help for boss fight. Red hazard thanks for your proposition, but it's me who will help you :) 1.43 v9 ? arg... Can you patch it after to have already started to recrecord the movie ? Patch is for reset, without this patch, if you reset in your TAS, when you'll look it, movie reading will finish at the reset :( 1.51 v10 has this, i don't know if you can use patch on v9 after to start re-record. You need to reset one time in the tas, at Gaia's Nevel after to do the dungeon, because you will re-appar at the begin of the cavern : if you use rope, you will be teleported at the begin of the dungeon in the cavern :( It is faster to reset than to use the stair of the blacksmith.
Joined: 3/27/2005
Posts: 37
Well now i started to watch with lots of attention you current movie untill tropicallo ( before i wanted to have the surprise for more enjoying tas looking ), and there is few thing i am not sure, because i didn't tested it at the frame unit. : -After to see Popoi's show, it's really the faster way to surprise these 2 swindlers ? I think the other way for surprinsing them+leave the room is a little faster. -When you leave their room, there is a long veritcal room untill the village, you run against the wall, then you walk in the vertical way, it isn't faster to walk then run ? You take the sword with a nice way. Actually, you cutted Elina castle ? The shared tas is actually at the dead of tropicallo ? Just i don't want to do useless work/plan :)
Joined: 4/16/2005
Posts: 251
Seiken wrote:
-After to see Popoi's show, it's really the faster way to surprise these 2 swindlers ? I think the other way for surprinsing them+leave the room is a little faster. -When you leave their room, there is a long veritcal room untill the village, you run against the wall, then you walk in the vertical way, it isn't faster to walk then run ?
I very thorouly tested that when I was first at that point. It's about 20 frames faster this way, the time is lost in the 2nd screen transition in the other path. For your SDA runs however, the screen transitions will be faster, since you don't have optimal movement.
You take the sword with a nice way. Actually, you cutted Elina castle ? The shared tas is actually at the dead of tropicallo ? Just i don't want to do useless work/plan :)
Well, yes, it ends at Tropicallo atm. Next steps are to recreate until Undine. How does the reset trick work? If you kill a boss and reset, it shouldn't acknowledge that kill, should it?
Joined: 3/27/2005
Posts: 37
I very thorouly tested that when I was first at that point. It's about 20 frames faster this way, the time is lost in the 2nd screen transition in the other path. For your SDA runs however, the screen transitions will be faster, since you don't have optimal movement.
Thanks :)
Well, yes, it ends at Tropicallo atm. Next steps are to recreate until Undine.
Ok.
How does the reset trick work? If you kill a boss and reset, it shouldn't acknowledge that kill, should it?
This isn't a trick, just a shorcut :) For reset, i am not speaking of Tropicallo, but Giga Fire. After to kill it, if you use rope, you go at the entrance of the underground dungeon and not at the begin of the cavern as usual. But to reset remediate that.
Joined: 4/16/2005
Posts: 251
Ah, I understand... Well, I'll see if it's compatible.
Joined: 12/17/2004
Posts: 99
Location: Karlsruhe, Germany
As there is work again going on on this, I post what the real problem with luck manipulation is: I can predict quite easily with a bot, when the next critical hit will be, but the real problem is that the hitting animation is always different and such it strikes on a diffferent frame depending on starting frame. (As far as I could see it does not access the RNG for strike animation) What would be needed is a table from pressing 'Strike' to until the rabbite or whatever is killed. It unfortunately seems to also depend on distance as the hero sometimes makes a jump. Once animation was figured out, a luck manipulation bot could created. cu Fabian
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Hoping this project is still alive, it's one of my most anticipated TAS's. I hope someone has the courage to step up to the challenge :).
I think.....therefore I am not Barry Burton
Tompa
Any
Editor, Expert player (2141)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
[Url=http://dehacked.2y.net/microstorage.php/info/1239524959/SoMTrick.smv]Here's[/Url] a trick I found during my recent playthrough. It saves some time in the sunken continent. There are probably more places where this could be useful, but nothing that I can come up with atm. I also wonder how many that has started a run but cancelled for one reason or another... I belive the list is quite big :/.
Joined: 6/21/2006
Posts: 35
I finished mine hehe As for the trick, I tried to do what you did there in my glitch run, but for some reason it would not let me hit the colors and proceed. No clue why. But yes, it would save some time if it were used. I'm rather surprised that a complete run has not been done yet either. My 2h45m run could easily be chopped to under 2 hours.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I was considering trying my own at this run as well. Mostly I lack a useful route since I know little about the game. The tool-assisted walkthrough desyncs for me... but I'll figure that out later. I've mapped a fair deal of the useful memory of the game along with a collection of information from various web sites and cheat codes. My intention is to use the Lua engine I wrote to assist in player controls. Writing an AI to control the other players is not entirely out of the question, and automatic luck manipulation would be awesome. Is anybody still working on this, or should I see if a CPU can fight better than a human who's trying to push too many buttons at once? (Joke, but only slightly)
Joined: 8/3/2004
Posts: 325
Good luck DeHackEd I don't think anyone is still working on it and if someone is it's probably on hold. As far as route goes, the run on SDA can at the very least give you a good idea on how to start off. Obviously it will need to be adjusted for TAS capabilites but you should talk to Seiken about that since he made a run and worked on this game on TAS (at least for a while). I don't think there will be a large route change in TAS from the SDA Run in this game but I could be completely mistaken. Just doesn't seem like the type of game that can be completely sequence broken.
Active player (353)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
if you continue this project then GL on it, was a great game to play realtime and should allow for some fancy moves in a TAS (heh i remember finding the weapon-swap-glitch with my brother when i was like 6 years old :P), maybe even some completely new strategies can be found I just wanted to say that imo the previous one (not even sure if i watched a TAS or a regular) was a bit boring because it was basically just X hours of using the exact same strategy
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
For my pre-planning and to assist in writing Lua script(s) to assist, I've been collecting a lot of memory addresses. I've combined them into a simple MediaWiki entry I'm hosting myself. I'm also going to write a bunch of AIs to assist in input handling, and they're loosely documented. Nothing's done yet in terms of recording an SMV; I want to be sufficiently prepared that I have a hope of finishing.
HHS
Active player (282)
Joined: 10/8/2006
Posts: 356
I just found something weird and pointless. If you have your weapon out, press R 39 times while holding A and L, and then press R again while not holding any other buttons, the word "NAS" appears on the charge meters for a second. Other than that, nothing happens.
Joined: 4/16/2005
Posts: 251
DeHackEd wrote:
I've mapped a fair deal of the useful memory of the game along with a collection of information from various web sites and cheat codes. My intention is to use the Lua engine I wrote to assist in player controls. Writing an AI to control the other players is not entirely out of the question, and automatic luck manipulation would be awesome. Is anybody still working on this, or should I see if a CPU can fight better than a human who's trying to push too many buttons at once? (Joke, but only slightly)
A CPU should definitely fight better than a human, but movement is better done manually. When I worked on it I had most fun doing the movement, but fighting and especially weapon leveling is absolutely impossible to optimize by hand.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Yeah, I'll be doing most of my running by hand. The CPU will try to maximize running time by switching between characters to let others recharge. In the field the characters will passively level by whacking stuff en route and otherwise just tightly following me. Currently I'm investigating luck manipulation (there's stuff on around page 12 of this thread) and maybe some battle formulas. About the formulas, iwhere you put a character on the action grid will affect their stats slightly. You can buy yourself a +1 to str or agl and stuff if you take the time to set your actions, even if the CPU never participates in battle. Be interesting to see if it's worth the effort.
Joined: 4/16/2005
Posts: 251
On leveling: I don't know what the current level research is, but when I did the math, the best option to level is to not level characters at all, and only to level weapons once at the beginning at large fast respawning mobs like those poison blobs.
Player (36)
Joined: 9/11/2004
Posts: 2623
Using magic is probably faster than using weapons.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 4/16/2005
Posts: 251
Ok, that is interesting.
HHS
Active player (282)
Joined: 10/8/2006
Posts: 356
Here are some various things that I've found out. CPU controlled characters are enhanced according to the action grid in the following way. Upper and lower row: +1 Agi Left corners: +1 Str Right corners: +1 Con Left middle: +2 Str Right middle: +2 Con Left column: -1 Con Right column: -1 Str Hit rate = Agility / 4 + weapon's hit rate Attack = Strength + weapon's strength Evade rate = Agility / 4 + armour's evade rate Magic evade = Wisdom / 4 + armour's magic evade Defense = Constitution + armour's defense Magic defense = Wisdom + armour's magic defense Critical rate = Weapon skill*3 + weapon's crit rate, halved for fist, sword, axe and spear Recovery time after action = (100 - Agility) / 2 + 50 frames. The game has a 5 frame cycle where it does the following: Frame 1: Animate enemy 1 or NPC 1, 2, 3, sort sprites Frame 2: Check if level 8 spell has ended, animate enemy 2 or NPC 4, 5, 6 Frame 3: Animate enemy 3 or NPC 7, 8, 9, process various buttons Frame 4: Run game script, animate players, animate the man's weapon Frame 5: Perform tinting, animate the woman's and the sprite's weapon Player attack action is taken from D10480[F*40+D10000[A*144+B*16+C*4+D*2+E]], and enemy attack action is taken from D105C0[G*32+H*16+D10240[A*144+B*16+C*4+D*2+E]], where: A = 0:Less than 16 pixels away, 1:Less than 32 pixels away, 2:Less than 48 pixels away, 3:48 or more pixels away B = Charge level C = 0:Nothing, 1:Hurt or opening chest, 2:Hurt badly, 3:Sleeping D = Floating E = 1 every other frame F = Weapon type G = Enemy type H = Current weapon (each enemy can have 2) These are the physical damage formulas. In these formulas, "Random" means a random number between 0 and 1. Force, attack power and defense power can't be greater than 999. Mana Sword Power = Total weapon experience/100+Total weapon levels/8 (when the man is using the sword with Mana Magic) Slow lowers hit rate by 1/16. Hit rate is halved when recovering after action. Mini lowers target's defense by 3/4. Monster types have no effect on damage dealt, despite what the game claims. (To make monster types work correctly, one has to use the codes C050CCB9, C04A5E9D, C04A5FA0) Your shadows can't use mana seed power, but the enemies never get any mana seeds anyway. You keep your seed power even when they are broken. A character can't be hit if he or the attacker has no HP left, or if he has a barrel. Attack succeeds if hit rate is greater than (1+Random)*Evade/2. Force = Attack*(1+(Charge level+Mana Sword Power)/4). If the attacker is small, force is always 1. If hit rate is greater than Random*101, Power = (Mana power squared+Force)*(1+Random/16), otherwise Power = Hit rate*Force/100. If evade rate is greater than Random*100, DefPower = Defense+Random*Defense/16, otherwise DefPower = Evade*Defense/80 Critical hits are possible when fully recovered, or with moon energy. These double the attack power. If target is sleeping, the critical rate doubles. The woman's rate is then increased by 5 and the man and sprite's hit rates are increased by 10. If the result is then greater than Random*256, the hit will be critical. If the attacker is recovering, Power becomes (1-Frames left/((99-Agility)/2+80))*(Power/2). Damage equals Power - DefPower. The target is woken up. Status is only inflicted if damage was done and target is not protected against anything it would be inflicted with. If attack misses, defense animation will not occur if target is hurt, slow, tangled, asleep, frozen, petrified, stopped, barreled, burning or dead. One of 3 random animations will be executed. Hurt animation will not occur if target is tangled, asleep, frozen, petrified, stopped, barreled, burning or dead. If damage exceeds 1/4 of the character's max HP, another animation will be executed and badly hurt status will be set. Hurt status lasts for (Damage/8)*5 frames, but not more than 30. Healing animation will not occur if target is tangled, asleep, frozen, petrified, stopped, barreled, burning or dead. When a boss is killed, all status effects except mini and dead are removed from all players. The weapon experience for an enemy will be halved if your level is greater than the enemy's level. The other living party members will receive half the weapon experience that the killer gets. These are the magical damage formulas. If the character's magic skill is 8, the spell will only be at level 7 unless magic experience is greater than Random*128+1, although the game will call it level 8. If magic evade rate is greater than Random*101, DefPower = MagicDef+Random*MagicDef/16, otherwise DefPower = MagicEva*MagicDef/80 Accuracy is equal to wisdom for the woman's spells, and intelligence for the sprite's spells Hit rate = Accuracy/4 + spell's hit rate Force = (Accuracy+Spell's strength)*(1+Spell level/2). If hit rate is greater than Random*101, Power = (Mana power squared+Force)*(1+Random/16), otherwise Power = Hit rate*Force/100. If target is strong against the spell, attack power is halved, and if it's weak against the spell, attack power is doubled. Everyone is weak against any spell that has positive effects. The power is then divided by the number of targets. Damage equals Power - DefPower, but not less than 1. Timers are decremented every 20 frames. Spells that enhance a weapon increase the force by 1/(10-Spell level/Number of targets) of it's original value. The number of uses is equal to (Spell level/Number of targets+1)*4. The element has no effect on damage dealt. Weapon effects accumulate if another weapon enhancing spell is cast before the time runs out. If you change your weapon, the spell will stop working. Mana magic and spells that enhance stats last for a time equal to Power/4 units. Spells that cause a status effect last for a time equal to Power/4 - MagicDef units, but not less than 20. Remedy level 8 and above level 4 against single target remove all status effects except barrel and dead. Remedy below level 4 or below level 8 against multiple targets remove Power/4 units from the time left. Dispel magic works in the same way. Magic absorb absorbs (Power - DefPower)/10, but not less than 1. Ghosts are immune and your MP will be aborbed by them instead. Evil enemies are immune against Absorb, and they will use your magic evade rate and magic defense to calculate defense power when absorbing your HP. They are also immune to Moon Saber. The number of uses for Moon Energy is Spell level/Number of targets+1. The number of uses for Wall is Spell level/Number of targets+2. Mana Magic and Dispel Magic can't be reflected. The target of a reflected spell must be less than 240 pixels in total in both directions from the original target. If a reflected spell was directed at multiple targets, it will not be thrown at the remaining targets once it has been reflected. The damage formula for Evil Gate is (CurrentHP+MaxHP)/(2*(10-Spell level/Number of targets) to normal enemies and 1 to bosses. Lucid Barrier creates a shield with HP equal to the spell's power, but not more than the character's max HP. The defense is equal to the character's defense divided by 2 times the number of targets, and is subtracted from the attack power. Lunar magic causes one of the following effects: Energy party: All characters are healed Raring to go: Defense, evade, hit, and attack up Burned out: Defense, evade, hit, and attack down All are confused: All characters are confused Kupo kupo po: All characters are moogled World's bigger: All allies are shrunk Enemy wimps out: All enemies are transformed Knocked senseless: All characters go to sleep MP recovered: Attacker's MP is recovered (can't happen) Characters have an equal probability of being transformed into Rabite, Mushboom, Lullabud, Kid Goblin, Green Drop, Water Thug, Pebbler or Pumpkin Bomb. Magic gives only half the experience when used in towns. You can only upgrade the magic to a level equal to the number of mana seeds you have. You can't pick up chests if you're moogled or small. If you try to pick up a chest while using a barrel, you'll lose the barrel. Dropped chests contain the following traps depending on the enemy's level. Level 1-10: Punch glove, Poison needle or Bomb Level 11-15: Bomb Level 16-25: Riot gas Level 26-30: Stone trap Level 31-36: Mimic box Level 36-99: Doom Trap or Shadow Zero (1/8 of the time) Riot gas causes mini, moogle or sleep at random. Punch glove and Bomb cause damage equal to your level + Random*8. Doom trap sets your HP to 1 or kills you (1/8 of the time). Shadow zero will, 1/8 of the time do a funny animation where he trips over and gets stuck in the lid. Traps are escaped if your agility is high enough. Otherwise, the trap is triggered half of the time. The Analyze spell will disarm a trap if the spell's level is high enough. If a chest contains an energy orb that you can't have, you'll only get a candy. Some armors are supposed to subtract 2 points from your strength, agility, constitution or intelligence. Instead, they add 5 points. If an armor protects you against elements, you will be weak against the opposite elements. The same is true of enemies and their elements. Incompatible status effects: Petrify removes slow, tangled, sleep, freeze, stop, barrel and burning, and halves HP every time status changes Freeze removes slow, tangled, sleep, stop, barrel, poison and burning Sleep removes slow, tangled and barrel Tangled removes slow, tangled and barrel Moogle removes stop, barrel, transform, poison and burning Freeze, petrify and mini remove transform Transform removes slow, tangled, confuse, stop, barrel, poison and burning Tangled, sleep, freeze, petrify, stop, poison, burning remove barrel Burning removes stop, barrel and poison Freeze, petrify, transform and moogle remove poison The wall bug works by casting a spell on a player character and then killing the character by casting a spell that gets reflected from an enemy. This gives the others the experience that the first has (mod 65536). One way to accomplish this is to cast wall on everyone twice. This gurarrantees that every player will have been hit with a spell, and that you can cast at least 6 spells at the enemies before casting wall again. To optimize weapon leveling, the character that casts Wall should at most be at the same level as the killed character, and should have a weak weapon equipped. Here's a whip bug that I found. Stand on the jump tile with the character that has the whip. Then equip the whip on another character and swing at a pole with it. You will jump and possibly get stuck or go to a spot where you're not supposed to be. Another, already known bug involves charging the whip to level 5 and swinging in a wrong direction which will make you jump in that direction. When you hit a boss, you will set the bit corresponding to the boss character index at 7E0000+(E05A+elevation difference)&FFFF, due to a bug. The hit will not register if the bit is already set. The games contains 2 RNGs. Sometimes it uses one and other times it uses the other. The first RNG consists of 8 parallel 55 bit LFSRs with polynomial x^24 + 1. The other is a 15 byte LFSR with polynomial x^14 + 1. CPU controlled characters behave in a way best described by the following pseudocode. Moogled characters will retreat if near enemies.
Stand still for 5 frames
Stand still for 5 frames
If set to guard and keep away
 Repeat
  While target exists
   If target within 16 pixels for fist, 32 pixels for others
    Look aggressively directly for 5 frames
    Attack
    If using fist, backflip
    Charge
   While target within 48 pixels
    Aim
    If target within 16 pixels for fist
     Look aggressively directly for 5 frames
     Attack
     If using fist, backflip
     Charge
    First and fourth time
     If character has moved, run directly, otherwise diagonally, for 10 frames
    Second and third time
     If character has moved, run directly, otherwise diagonally, for 5 frames
    After four times, start over
   If target wasn't within 48 pixels
    If target within 64 pixels
     If recovered
      Look aggressively directly for 5 frames
     Otherwise
      Face directly for 5 frames
    Otherwise
     Aim
     Using fist, sword, axe
      If character has moved, walk aggressively directly, otherwise diagonally, for 10 frames
     Otherwise
      If character has moved, walk aggressively straight, otherwise diagonally, for 10 frames
Otherwise    
 Repeat
  Aim
  If enemy found
   Aim
   While target exists
    Aim
     If target within 64 pixels
      If recovered and charged to max
       Using fist, sword, axe
        Generate random number A from 0 to 15
        Set to attack
         Run to enemy
          Using fist, within 64 pixels when A less than 2, 48 pixels when A less than 6 or 32 pixels otherwise
          Using sword or axe, within 64 pixels when A less than 3, 48 pixels when A less than 8 or 32 pixels otherwise
        Set to guard
         Do while target not within 32 pixels
          Aim
          If character has moved, walk aggressively directly, otherwise diagonally, for 10 frames
        Look aggressively directly for 5 frames
        Attack
        If using fist, backflip
        Charge
       Otherwise
        If target within 64 pixels directly vertically or horizontally
         Look aggressively straight for 5 frames
         Attack
         Charge
        Otherwise
         Walk aggressively in random diagonal direction
      Otherwise
       If target within 64 pixels and not using fist, sword, axe
        Look aggressively straight for 5 frames
       Otherwise
        Do while target within 48 pixels
         Aim
         If target within 32 pixels
          Using fist, sword, axe
           Look aggressively directly for 5 frames
          Using other weapons
           Look aggressively straight for 5 frames
          Attack
          If using fist, backflip
          Attack
          Charge
         Set to approach
          If character has moved, retreat directly, otherwise diagonally for 10 frames
         Set to keep away
          First and fourth time
           If character has moved, retreat directly, otherwise diagonally for 10 frames
          Second and third time
           If character has moved, retreat directly, otherwise diagonally for 5 frames
          After four times, start over
         If recovered, move on
     Otherwise
      If recovered
       Set to approach
        Do while target not within 64 pixels
         Aim
         If character has moved, walk aggressively directly, otherwise diagonally, for 10 frames
       Set to keep away
        Run to within 64 pixels of enemy
      Otherwise
       Stand still for 5 frames

Running to enemy:
 Repeat until target is within specified distance, 4 times max
  Aim
  First and fourth time
   If character has moved, run directly, otherwise diagonally, for 10 frames
  Second and third time
   If character has moved, run directly, otherwise diagonally, for 5 frames
Aiming: Wait until there is an enemy on screen and the character is not far from a leader. Check for enemy within 16, 32, 48 or 64 pixels, target it, charge and look at it in a threatening way for 5 frames. If none is found, stop and move on. When using the Target command, it functions like approach and attack except that it doesn't aim (which takes 5 frames). It ends when the target is off screen and starts with normal procedures. When CPU controlled characters are not fighting, they follow the first player. The character after the player walks until he is within 32 pixels and the third character walks until he is within 64 pixels but if you're moving straight, they try to line up with you. If they crash into the wall for 6 frames, they will try to turn in another direction. When moving straight they will alternate between directions and they will turn if there's an opening 4 blocks away. When moving diagonally they will just reverse the vertical direction. Characters will stop fighting if no character is hurt, tangled, sleeping, frozen, petrified, stopped, barreled, burning or dead and a player is running. Some memory addresses: 7e002b Easter egg counter 7e003a Offset to talking NPC 7e003e BG3 H scroll 7e0040 BG3 V scroll 7e0042 Buttons held (3 words) 7e0048 In text 7e004f Script timer 7e0056 Update cycle counter 7e005c Boss flag 7e009c Room width 7e009d Room height 7e00a8 BG1 H Scroll in room 7e00aa BG1 V scroll in room 7e00ac BG2 H scroll in room 7e00ae BG2 V scroll in room 7e00b0 BG1 H scroll 7e00b2 BG1 V scroll 7e00b4 BG2 H scroll 7e00b6 BG2 V scroll 7e00c0 Room width in pixels 7e00c2 Room height in pixels 7e00cc Buttons pressed (3 bytes) 7e00d0 Script state (will be 83 when waiting for button press) 7e00d1 Script address 7e00d4 Offset to talking player 7e00d6 Script return address 7e00d9 Currently controlled characters (3 bytes) 7e00dc Room number 7e00e8 Transition state 7e00ed In enemy screen 7e00ee Button configuration (3 bytes) 7e00f4 Frame counter 7e0108 Outside room 7e011f Allowed items 7e0306 8x55 bit LFSR state 7e033d 8x55 bit LFSR offset 7e033e 8x55 bit LFSR tap offset 7e03f0 15 byte LFSR offset 7e03f1 15 byte LFSR state 7e0fc0 Boss subpixel gravity 7e0fc2 Boss gravity 7ec800 Room NPc table 7ecc00 Player names 7ecc24 Hats 7ecc30 Vests 7ecc3c Bracelets 7ecc48 Items 7ecc54 Weapons 7ecc6a Money 7ecc6d Button configuration x 3 7ecc73 Action grid quadrant x 3 7ecc76 Mana sword power 7ecc77 Man's old weapon when using Mana sword 7ecc78 Woman's mana magic timer 7ecc79 Sprite's mana magic timer 7ecc7a Action grid configuration x 3 7ecc7d Auto charge configuration x 3 7ecf00 Sword picked up 7ecf01 1=Pass through everything, 2=Players have no shadows, 4=Talker has no shadow 7ecf02 1=Mana fortress revived, 2=Grand palace risen 7ecf03 On jump tile 7ecf04 1=Woman left at Gaia's navel, 2=Rescued woman, 3=Found rocks in forest 7ecf05 1=Talked to elder in dwarf village 7ecf09 1=Got chest in Potos, 2=Said goodbye 7ecf0a Ghost present at bridge, Luka dialogue 7ecf0b 0=Beginning, 1=Fighting Mantis Ant, 2=Nothing, 3=Fighting Santa Claus, 4=In training centre 7ecf0c 1=Man present 7ecf0d 1=Woman present, 8=Woman imprisoned 7ecf0e 1=Sprite present, 8=Sprite imprisoned 7ecf0f Not enough money or item won't fit 7ecf10 1=Removed sword, 2=Discovered that you can cut through bushes, 3=Saw rabite, 5=Talked to elder, 6=Hole appeared, 7=Defeated Mantis Ant, 9=Jema left, A=Talked to people, B=Banished 7ecf11 1=Mission will be full of danger, 2=Dyluck gone, 3=Jema wants you to go, 8=Introduced to Luka, 9=Jema should watch out, A=Man is scared, C=Dyluck is alive, E=Recovered seed 7ecf12 1=Talked to Luka, 3=Talked to Elman, 4=Woman going to find Dyluck 5=Dad asked the king, 6=Tiger defeated, 7=Phanna at ruins, 8=Phanna inside ruins, 9=Ruins clear, A=Pandora guards moved 7ecf13 1=Marriage being arranged, 2=Met woman, 3=Woman hates dad, 5=Jema at ruins, 6=King has headache, 7=Jema at underground palace 7ecf14 1=Talked to Watts, 2=Forged sword, 5=Defeated Tropicallo, 6=Met sprite, 7=Got axe 7ecf15 1=Rabite man on stage, 2=Sprite child on stage, 3=Gave money, 4=Show ended, 5=Got money back, 6=Sprite joined 7ecf16 Joined woman 7ecf17 1=Rescued soldier, 2=Talked to soldier, 3=Children are pesky, 4=Dyluck gone, 5=Tiger appeared, 6=Tiger defeated, 7=Talked to Elinee 7ecf18 1=Found underground palace, 2=Underground palace opened, 3=Found gnome, 4=Gnome gone, 5=Boss appeared, 6=Boss defeated, 7=Got earth seed, 8=Jema gone 7ecf1a 1=Phanna in ruins, 2=Man said watch out, 3=Phanna appeared, 4=Dyluck appeared, 5=Hole appeared, 6=Defeated evil wall, 7=Dyluck and Phanna gone, 8=Talked to Jema 7ecf1b 1=Water seed stolen, 2=Talked to gang, 3=Robot appeared, 4=Defeated robot, 5=Recovered seed 7ecf1e 1=Recovered water palace seed, 5=Evil wall defeated, 7=Jabberwocky defeated, 8=Talked to cannon brother 7ecf20 1=Landed in upper land, 2=Talked to moogle, 3=Defeated pebblers, 4=Broke crystal orb 7ecf21 1=Sprite remembers everything, 2=Passage opened, 3=Defeated boss, 4=Found Sylphid, 5=Got Sylphid, D=Empire sent monsters 7ecf22 1=Sprite is back, 2=Defeated boss 7ecf24 4=Earth orb destroyed, 5=Defeated boss, 7=Found Flammie, 8=Flammie in barn, A=Talked about Flammie controls, F=Got Flammie 7ecf25 Tonpoles defeated in Ice Palace 7ecf26 1=Talked to Rudoplh, 2=Defeated Boreal Face, 3=Ice palace, 4=Santa room, 5=Rudolph appeared, 6=Got fire seed 7ecf28 1=Found in desert, 2=Talked to Sergo, 3=Planned to break out, 4=Broke out of room, 5=Found sprite, 6=Sprite joined, 7=Rats ate food, 8=Meria in room, 9=Woman joined, A=People disagreeing 7ecf29 1=Have sea hare's tail, 2=Kakkara restored 7ecf2c 1=Blew fire out 7ecf2d 1=Heard distant noise, 2=Door appeared, 5=Found Dyluck 7ecf2e 1=Rescued by girl, 2=Met girl again 7ecf2f Number of times you watched the show 7ecf30 1=Person moved, 2=Heard about password, 3=Heard about key, 4=Got key 7ecf32 1=Met Krissie, 2=Found Dyluck, 3=Talked to Krissie again 7ecf34 1=Met emperor, 2=Trapped, 3=Met boss 7ecf36 1=Landed in desert, 2=Found ship 7ecf3a 2=Examined Phanna, 3=Cured Phanna 7ecf3b 1=Been to Moon Palace, 2=Entered 7ecf3c 1=Heard about spy, 2=Taken away, 3=Removed people, 4=Beat spy, 5=Got sword's orb, 6=Heard about Joch 7ecf3f Sage Joch (0=away, 1=inside, 4=passage opened, 6=completed) 7ecf41 1=Continent surfaced, 2=Talked to Jema, 3=Fortress revived, 4=Talked to Jema again 7ecf47 1=After fighting robot, 2=Fighting robot, 3=Found shortcut 7ecf4d Phanna apologized 7ecf50 1=Recovered water seed 7ecf54 1=Heard about whip, upper land counter 7ecf56 4=In Tonpole room, 5=Defeated Tonpoles 7ecf57 Smoke from cannon activated 7ecf58 Gave money to sprite 7ecf59 Talked to Jema after Ruins beaten 7ecf5a Password digits entered 7ecf5b Talked to Luka after seed taken 7ecf5c Got Midge Mallet 7ecf70 Man dead 7ecf71 Woman dead 7ecf72 Sprite dead 7ecf7f Mana sword revived once 7ecf90 Mana seeds x 8 (0=don't have, 1=normal, 2=broken) 7ecf98 Spell type used on orb x 8 7ecfb0 Weapon level x 8 7ecfb8 Energy orb x 8 7ecfc0 Maximum energy orb x 8 7ecfd0 50 GP chests x 7 7ecfd7 Found magic rope 7ecfd8 1=Defeated elinee, 2=Got 50GP 7ecfd9 1=Defeated elinee, 2=Got whip, 3=Dyluck is alive 7ecfda 1000 GP chests x 5 7ecfdf 50 GP chests x 17 7ecfe8 Orbs destroyed in Grand Palace x 8 7ecff5 Show boy's position when in the menu 7ecff6 Jumps to C7D000 and crashes 7ecff7 Snow amount 7ecff8 No message border 7ecff9 Current inn's price 7ecffa Current shop 7ecffb Enemy's seeds (but they forgot to set it) 7ecffc Your seeds 7ecffd Place name, high nibble 7ecffe Place name, low nibble 7ecfff Stops bosses 7ee000 Man variables 7ee200 Woman variables 7ee400 Sprite variables 7ee600 Enemy and NPC variables Room character entry structure (16 bytes): 0 State (0=Not present, 1=Not loaded, 81=Loaded) 2 Pointer to loaded character 7 Flags (40=Always loaded, 80=Stands still) 8 Story variable 9 Story variable range A X tile (these are updated when the character is unloaded to make room for another character) B Y tile C Direction D Type E Trigger type and script Character structure (512 bytes): 000 Present 002 X position 004 Y position 006 X speed 007 Y speed 008 Z speed 00A Action timer 00B Floor 00E Display flags 010 Direction 011 Action 012 Animation timer 013 Second direction 016 Animation pointer 018 Animation start 01A Charge counter 01B Charge level 01C 20=Manual attack, 40=Performing other action, 80=CPU attack 01D Buttons pressed 01F Charge timer 020 X on screen 022 Y on screen 026 Frame number 02A Frame table 02C Controlling player 02D Crash timer 02E 0=Turn south or east, 1=Turn up or north 030 Previous direction 031 Previous action 034 Index in room 039 Shake counter 03E Script 040 Animation override frame 041 Animation override 042 Busy flag 043 Set if from room data 044 NPC flags 045 Z position 04E Characters near 04F Magic palette 050 X distance from man 051 Y distance from man 052 Direction of man 053 X distance from woman 054 Y distance from woman 055 Direction of woman 056 X distance from sprite 057 Y distance from sprite 058 Direction of sprite 059 Characters attacking this character 05A Characters attacked by this character 05D Animation nested 05E Animation return address 060 Overlay 061 Number active 062 AI timer 063 Bit0=Running, High nibble=Recover wait counter 064 AI waits until action done 065 Animation table for current weapon 067 AI moving 068 Current weapon type 069 Weapon palette 06A Weapon data 06C Number info 075 Animation table 1 077 Animation table 2 07F Equip weapon sound 082 Gfx transfer size 083 Gfx Source bank 084 Gfx transfer size 2 085 Automatic charge 089 Size 08C Saved player (when stopped, burning, petrified, frozen) 0C0 Weapon rectangle 0C8 Exclusion rectangle 0CC Hit rectangle 0F8 Palette offset 0FA Weapon palette offset 0FC Spell animation pointer 100 Palette variables 104 Weapon palette variables 10A Spell character is hit by 10B Level of spell character is hit by 110 Spell variables 140 Script action 141 Script parameter 1 142 Script parameter 2 143 Script parameter 3 144 Script address 146 Script variables (4x4 bits) 148 Saved X on screen 14A Saved Y on screen 14C 1=Autocharging, 2=All characters healthy and leader running 14F Script stack depth 150 Script stack 170 Casted spell 171 Casted spell level 172 Current magic targets 175 Number color 176 Number of targets for spell 177 Magic type 178 Magic targets 17B Displayed number 17D Experience needed for next level 180 Type Chests 181 FF=Opened 182 FF=Runs away 183 FF=Trap not triggered 184 FF=Trap disarmed Crystal orbs 181 Spell that it was hit by 181 Level 182 Current HP 184 Max HP 186 Current MP 187 Max MP 188 Strength 189 Agility 18A Constitution 18B Intelligence 18C Wisdom 18D Experience 190 Status (2=Died or lost more than 1/4 of max HP, 4=Slow, 8=Tangled, 10=Sleep, 20=Freeze, 40=Petrify, 80=Confuse, 100=Stop, 200=Mini, 400=Barrel, 800=Transformed, 1000=Moogle, 2000=Poison, 4000=Burning, 8000=Dead) 192 Monster type (1=Human, 2=Plant/fish, 4=Insect, 8=Animal/bird, 10=Lizard, 20=Evil/Zombie, 40=Ghost, 80=Dragon) 193 Element 194 Monster type that your weapon is supposed to be effective against 195 Weapon element 196 Critical rate 197 Hit rate 198 Attack 199 Status inflicted by weapon 19B Attack level 19C Current weapon level 19D Enhanced weapon uses left 19E Previous status 1A0 Things weapons are effective against that will make character weak 1A1 Magic character is weak against 1A2 Things weapons are effective against that will make character strong 1A3 Magic character is strong against 1A4 Evade rate 1A5 Defense 1A7 Magic evade rate 1A8 Magic defense 1AA Status character is immune against 1AC Target 1AD Magic target 1AE Weapon enhancement level in low nybble, moon energy counter in high nybble 1AF Sound played 1B0 Stat enhancements (1=Defense up, 2=Defense down, 4=Evade up, 8=Evade down, 16=Hit up, 32=Hit down, 64=Attack up, 128=Attack down) 1B1 Status 2 (1=Falling asleep, 2=Can't be thrown, 4=Remedy cast, 8=Hit with spell while dead, 10=Shield, 20=On jump tile, 40=Reflect, 80=Chest) 1B2 Slow, tangled, sleep, freeze, petrify timer 1B3 Silence, stop timer 1B4 Hurt timer 1B5 Transform, moogle timer 1B6 Poison, burning timer 1B7 Attack timer 1B8 Reflect uses left 1B9 Main timer 1BA Hit rate timer 1BB Evade rate timer 1BC Defense timer 1BD Shield energy 1BF Shield defense 1C0 Weapon levels (only 1 for enemy) 1C4 Magic levels Players 1C8 Spells learned Enemies 1C8 Money 1CA Death type in bits 1-4 (0: Splash, 2: Feathers, 4: Ghost, 6: Splat, 8: Dust, A: Blow up, C: Skeleton) 1CE Chest rate, 0-64, bit 7: runs away from player 1CF Chest trap type+1, 0=Random Chests 1C8 Trap type 1C9 Energy orb type 1CA Original enemy type 1D0 Weapon experience 1E0 Head armor 1E1 Body armor 1E2 Hand armor 1E3 Weapon 1E4 Weapon type 1E5 Hurt action 1E6 Mana power 1E7 Original character 1E8 Weapon 1 1E9 Weapon 2 1EC Last attacker 1ED Recover counter 1EE Previous status 1F0 Attacker 1F1 HP Damage 1F3 HP Heal 1F5 MP Damage 1F6 MP Heal 1F7 Status inflict rate 1FA Update flags 1FB Character flags (1=Shadow, 2=Frozen, 4=Opening chest, 8=Interrupted, 10=Inanimate, 20=NPC, 40=Boss, 80=Player) 1FC Pause timer 1FD Enemy black magic strength 1FE Enemy white magic strength Some boss variables (instead of the usual character fields): 018 Palette offsets x 4 01E Size 029 X subpixel position 02B X position 02D Wait time 030 Y subpixel position 032 Y position 03A X subpixel speed 03C X speed 03E Y subpixel speed 040 Y speed 04C Attack state table 04E Crash flags 064 Z subpixel position 066 Z position 070 State (8=Invisible) 072 Death script 076 Mode table 07A Mode 080 Spell flag 082 Timer flag 08E Main procedure 090 Procedure 2 098 Flags (1=Follow screen, 8=BG graphics, 10=Pass through player, 20=H flip, 40=V flip, 800=Active) 09A Animation 09C Animation offset 09E Animation timer 0A5 Y delta 0A9 Target 0AB Direction 0AD Timer 0C4 Z subpixel speed 0C6 Z speed[/code]
Joined: 6/21/2006
Posts: 35
Wow...is there anything you didn't cover there? There is no reason a full TAS shouldn't be completed with all that information.
Joined: 5/17/2007
Posts: 393
Location: Sweden
0C6 Z speed[/code] Seems like you missed a

anyway, gj. I hope someone uses it
"No love for the game gear"
HHS
Active player (282)
Joined: 10/8/2006
Posts: 356
Some character structure updates: 00D Weapon shake flags 024 Weapon in front 025 Hand position 033 Frame bank 061 Set if weapon is thrown 065 Weapon animation table Enemies 07B Frame table for weapon 1 07D Frame table for weapon 2 Players 07E Hand position table for woman and sprite 080 Graphic base address 083 Frame size 084 Weapon frame size 088 Sprite flipping 08A Sprite tile start 08D Thrown weapon graphic enabled 08E Priority 0C8 Hit rectangle 0CC Guard rectangle 1AF Damage sound I saw that Dehacked had a complicated way of getting character stats from Gamefaqs data. This can be avoided. The boy's stats are found in a table at D04210, the girl's at D04528 and the sprite's at D04840. The format is as follows: 00 Max HP 02 Max MP 03 Strength 04 Agility 05 Consitution 06 Intelligence 07 Wisdom Weapon stats are stored at D01000 as follows. There are 256 entries, but only the first 72 are for the players' weapons. 00 Type 01 Wisdom, intelligence, consitution, agility increase (2 bits each, meaning 0, +1, +5 or -5) 02 Strength increase (2 bits) 03 Graphic 04 Palette 05 Effective against (doesn't work) 06 Critical rate 07 Hit rate 08 Attack 09 Status inflicted 0B Status hit rate Armor stats are stored at D03ED0 as follows. 00 Bit1=Intelligence, Bit2=Constitution, Bit3=Agility, Bit4=Strength, Bit5=decrease (doesn't work), Bit7=Can't wear 01 Defense 02 Evade 03 Magic defense 04 Magic evade 05 Characters (Bit5=Sprite, Bit6=Woman, Bit7=Man) 06 Element 07 Status protected against 09 Unused
Joined: 8/1/2004
Posts: 178
HHS wrote:
I just found something weird and pointless. If you have your weapon out, press R 39 times while holding A and L, and then press R again while not holding any other buttons, the word "NAS" appears on the charge meters for a second. Other than that, nothing happens.
This might be better news than when a run is published.
<^>v AB X LR s
1 2
17 18 19
29 30