The goal of re-doing this movie for a 3rd time was to see if the 2 hour barrier could be broken. The answer is a resounding No. Now, I am thoroughly convinced that this is not possible without a major bug found, or some massive strategy change I missed.
This time around, I took the entire battle into MATLAB, and then found the entire optimal battle for each possible agility for characters. (For the most part, some assumptions were made) Using this, in addition to strategy changes and the discovery that character starting stats could be manipulated, I managed to save 4:13.7 off the previous run.
Movie Goals:
  • Aims for fastest time
  • Manipulates luck
  • Kills Characters to save time
  • Abuses programming glitches
  • No Warps or Passwords
Battles to watch (big changes)- 10, 12, 20,22,24

About Manipulating Starting Stats

When you start a new game, the RNG levels all characters from their starting level to the level are when they join. This occurs 6 seconds into this run, and occurs in about 35 frames. Luckily, it can be manipulated using the controller, and enough characters don't join that there are gaps for manipulating the characters that do. Also, the game is hex-edit friendly, as long as the RNG matches on a given frame, and the # of frames remains consistent. However, the code for this was too difficult to decompile and manipulate, so gia's brute force bot saved the day. About 80% of the 35 frames were made by the bot.

About Simulating Entire Battles

This was my fun discovery and massive time sink for this run. I also gained some savings by optimizing the entire battle, as oppose to each round individually. (Essentially, I ignored the distance to move from the end of one round to the start of the next.) My method is pretty cool to any algorithm geek as well.
The first step is to simulate the first round, and then pick the fastest order that ends in each character in a round. Thus, if we have 10 characters, we have 10 ending positions, and 10 rounds to consider. Next, we take the second round, and determine the fastest order given the character that starts that round, and ends that round, so now we have 100 possible rounds. We combine round 1 and 2, and compute the distance between those two, giving us 1000 possible orders. (This is the cool part!) Now, before we go on to round 3, we trim that 1000 different options down to the ten fastest, given each character at the end of a round. We can repeat forever, and it doesn't become an NP problem.

Killing Characters early

As always, this saves time. I really think that now the minimum # of characters for every battle has been reached. Every character is useful through the battle they die in. Abusing the magic items in Chapter 7 & 8 allowed for Pelle to be killed early. Bleu's death was difficult to figure out, but since he wasn't necessary for battle 22, he had to go.
I'll try and answer anticipated questions beforehand -

Q: Why does Amon get the Heat Axe? couldn't this be avoided?
A: You need a full inventory to avoid getting an item. Amon gets the heat axe, because she is the only one who wouldn't need to spend the time to drop it.

Q: Why does Battle 15 look so much worse?
A: A strange bug occurs when you take 5 into that battle instead of 6. The Pegasus Knight at the top right acts like it has a land-effect of 30% (flying creatures should always be 0%) This means Amon couldn't kill it, and I had to adjust the battle accordingly.

Q: Why do you transfer the broadsword to Musashi, instead of dropping it?
A: It is faster to transfer the item instead of dropping it. Also, this means his inventory will be full, and he won't get the Axe in battle 24.

Q: Why do you only kill 2 of the Archers in battle 24 with a spell, instead of 3?
A: Balbaroy needs that kill to gain one last level for the agility/strength gain.

Big thanks to gia for his brute force bot, without which the starting levels could never have been manipulated, and ZeXr0, for continuing encouragement on this run, as I avoid the sequel.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. I'm not sure I got the right ROM though. (I tried Shining Force (U) [!].gen, which was the closest match to what you wrote.) Well, here goes! Feel free to clean up the list.
adelikat: Good ol' desync (removed screeshots)

adelikat: Accepting for publication as an improvement to the published movie.

DeHackEd: Will encode.

TASVideoAgent
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This topic is for the purpose of discussing #2011: DarkKobold's Genesis Shining Force in 2:04:26.37
Joined: 5/21/2008
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I could barely wait for this run, and I'll vote Yes as soon as I can.
Joined: 4/3/2005
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I want to see this movie, but I simply don't have time this month to watch a 2-hour run. Meanwhile, I applaud the author for all his hard work. Congrats!!
No.
adelikat
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Having never played this game, I was surprisingly entertained by this. It has a lot going on compared to a typical RPG. And the menus are blazing fast and it is obvious a lot of luck is manipulated quickly. (Of course, I didn't watch the whole thing since I have no idea what's going on :P) Anyway, I give this a yes.
It's hard to look this good. My TAS projects
Joined: 4/3/2005
Posts: 575
Location: Spain
I've seen this now, and WOW! Just WOW! Most of the time, you don't have more than three people on your party, which is totally crazy and awesome. Looking at the ammount of large battles that end on two turns is also hilarious. Your idea for avoiding explosive combination looks good, but I think you risk having the top 5 paths being small variations of the same route (instead of different paths with similar values), so there might be room for improvement hiding on this technically perfect run. Yes vote! (for supporting, as it's already accepted)
No.
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Posts: 2202
Location: Killjoy
DrJones wrote:
Your idea for avoiding explosive combination looks good, but I think you risk having the top 5 paths being small variations of the same route (instead of different paths with similar values), so there might be room for improvement hiding on this technically perfect run.
Unfortunately, they are all the exact same route. After figuring out the 'optimal' route, I then replay the battle and record - Character Agilities (or possible agilities) Character position (start and end of round) Character level gains Who kills who Who targets who Rules (i.e. who must go before who) Then, I put all of this into a big program that takes 10-20 minutes to run, (varies based on battle) and it spits out the fastest one. This only optimizes the cursor movement, not the rules, or the character placement in battle. I can already tell you 12 frames could be saved in the General Elliot battle by placing Balbaroy 1 square up and 1 square left on his 2nd to last move. Hence why this is only optimal luck for the placements and rules I chose, and I can guarantee that there are probably more mistakes in both. However, even saving 60 frames per battle won't bring this below 2 hours. (The only battle I guarantee is fast as possible is battle 1)
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Joined: 10/16/2006
Posts: 174
Watched it and I must say, I'm sad to see Gort go. :( But a good improvement. Yes. Now please work on the 2nd one, even though you hate it and probably hate me now since this is about the second or third time trying to get you to work on it!
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I worked on it a bit... getting stuck on the current battle. It's getting more difficult - I think the first run won't be the final. The Power Water in the first temple is too valuable. Also hoping mithical will finish his real-time run, to help me along.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Post subject: Movie published
TASVideoAgent
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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. ---- [1146] Genesis Shining Force by DarkKobold in 2:04:26.37
Post subject: Why kill Bleu?
Zucca
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I was so waiting to see some Bleu action, but you had to kill him. I don't remember too well this game. It's so long time since I played this last time, but isn't Bleu's critical attack quite efficient? And one improvement idea: How about not to promote... (cant remember the name)... the brown bird man? It seems that as unpromoted he does his attack more faster that as promoted.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
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Bleu's movement stat sucks. It starts at 5, and he only has good attack in a normal playthrough because you are able to level him. Low levels are made up for by weapons in this run. Non-weapon holding characters will never be efficient. Balbaroy has to be promoted to handle the bigger weapons, and do enough damage. The broad/doom sword can't be equipped unpromoted. Thanks for watching, thanks for the suggestions.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Zucca
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Location: KUUSANKOSKI, Finland
DarkKobold wrote:
Balbaroy has to be promoted to handle the bigger weapons, and do enough damage. The broad/doom sword can't be equipped unpromoted.
And using items instead of attacking would consume even more time, I guess. Except if a spell kills more than one enemy. Like it was done in this TAS. :) But I still waited some Desoul in action. ;P BTW, what would be the fastest spell on just one enemy? Could it be cast by using an item? Could it kill the most strongest regular (non-boss) enemies?
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.