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#30258862928548887 - Soul Blader (J) WIP - Mountain of Souls

Soul Blader (Japan) WIP 4.bk2
In 48:16.16 (174056 frames), 349636 rerecords
Game: Soul Blazer ( SNES, see all files )
Uploaded 4/15/2016 4:46 PM by LeHulk (see all 5)
Act 4 complete!

#29038024060845644 - Soul Blader (J) WIP - St. Elles

Soul Blader (Japan) WIP 3.bk2
In 36:27.41 (131461 frames), 191497 rerecords
Game: Soul Blazer ( SNES, see all files )
Uploaded 2/20/2016 5:13 PM by LeHulk (see all 5)
Act 3 is now complete!

#27222761261117428 - Soul Blader (J) WIP - Greenwood

Soul Blader (Japan) WIP 2.bk2
In 22:07.51 (79782 frames), 138764 rerecords
Game: Soul Blazer ( SNES, see all files )
Uploaded 11/30/2015 11:12 PM by LeHulk (see all 5)
This WIP completes the first two worlds of Soul Blader.

#25484273135385711 - Soul Blader (J) WIP - Grass Valley

Soul Blader (Japan).bk2
In 09:51.74 (35563 frames), 50928 rerecords
Game: Soul Blazer ( SNES, see all files )
Uploaded 9/13/2015 4:09 PM by LeHulk (see all 5)
This WIP completes the first world. A lot of FatRatKnight's ideas have been reused, as well as a few of my own.
Gem drops are predictable but difficult to really manipulate, so I occasionally have to delay myself by some frames to get good RNG in that regard. I probably could have killed one extra fly with magic in the first Underground Castle visit and saved about 16 frames. In Leo's paintings, the Magician Soul was in a bad alignment, so killing the column of brick enemies was slow; but there was nothing I could do to prevent that...
Enjoy the WIP!

#12283651408702529 - SNES Soul Blazer (U) - Part way into world 3

In 30:38.22 (110475 frames), 8360 rerecords
Game: Soul Blazer ( SNES, see all files )
Uploaded 1/27/2014 4:18 AM by FatRatKnight (see all 245)
Last TASing session of this file was Dec 28. I'm having difficulties getting back into TASing it. Sorry...
I need more GEMs. If I continue, I'll probably spend less of them against that odd jellyfish thing.

#12283551033456152 - SNES Soul Blader (J) - West Underground Castle attempt

In 04:08.96 (14962 frames), 662 rerecords
Game: Soul Blazer ( SNES, see all files )
Uploaded 1/27/2014 4:11 AM by FatRatKnight (see all 245)
My attempt in trying Soul Blader for a bit. Wow, the text sure is fast.
Notably, due to timing differences in text, I can pick up two larger GEMs in the first room without a single frame delay.
Regardless, potential improvements are noted:
  • Skip killing the blue slime (-1 EXP, -1 RNG call, +1 frame)
  • Skip picking up the small GEM around frame 4584 (-1 GEM, +8 frame)
  • Exclusively use magic on yellow buzzy things around frame 7000 (-8 GEM, +32 frame)
  • Dance around the RNG calling plants around frame 9000 (+ RNG calls, + EXP, hopefully)
I hope to have 39 RNG calls by the time I release the bridge guard (currently, it's 40 calls). This will allow for two large GEM drops from the later enemies I have to fight, and make up for the lacking GEMs I'm left with.

#12283335305507377 - SNES Soul Blazer script v2 (lsnes)

Uploaded 1/27/2014 3:57 AM by FatRatKnight (see all 245)
Cleaned up a few things in code. Also, it displays hitboxes! Well, green rectangles of some sort. Not entirely sure if they are hitboxes, but it seems to be so for most things. The player's rectangle isn't a hitbox, it seems.
Still gets the same false positives for lair information. Aside from added boxes and some code cleaning for (hopefully) easier maintenance, it's largely the same as the previous script.

#11605836887834478 - SNES Soul Blazer script v1 (lsnes)

Uploaded 12/27/2013 3:41 PM by FatRatKnight (see all 245)
Here's my lsnes script for Soul Blazer. It's currently set up for (U), though I have a commented line packed somewhere in there that would make it compatible with (J) instead. The lair listing code needs it, as it's the address for the pointer to the first object.
Top-left corner: Position of player
Right side: RNG, direction a certain enemy will go next
More right: List of lair information: Position, count, timer
Other odds and ends: Count of detected lairs, count of objects, RNG frame timer
This script gets false positives for lairs at times. I have tried to search through the object data some more to tighten the detection, but without success. The attempts are minimal, however, as there are no observed false negatives, and I usually can weed out the false positives while TASing.
Nothing real fancy, though. Haven't even put in the boxes that I feature in the Snes9x script. It serves well enough, though.

#11398015642958275 - SNES Soul Blazer (U) - 22 GEMs from that first room.

In 01:41.37 (6092 frames), 7160 rerecords
Game: Soul Blazer ( SNES, see all files )
Uploaded 12/18/2013 7:04 AM by FatRatKnight (see all 245)
A demonstration of the sort of luck I should be getting. USA version, by the way.
22 GEMs. Up from just 4. I get two big ones. They should have a 1% chance to appear at this time. Yet I get two. I just looked at the RNG and figured out it could do that.
47 frames lost in manipulation. Even if all I get are four fireballs, and waste them on nothing more than killing 3 HP enemies sooner, that's 64 frames saved in return. I'm optimistic about this.
In any case, I spent the 47 frames on the name screen.

#11397947979589904 - SNES Soul Blazer (U) - World 2 done.

In 24:59.76 (90134 frames), 7501 rerecords
Game: Soul Blazer ( SNES, see all files )
Uploaded 12/18/2013 6:59 AM by FatRatKnight (see all 245)
Something I was doing. Add it to the pile of projects I've started. Oh, this is using the USA version, not JPN. Sorry about any confusion.
Improves approximately 100 seconds over the published movie to the end of GreenWood.
I think it can be done a little faster... I didn't figure out a few things involving luck, and almost certainly need to do them. Also, judging from the next thing I need to do, I didn't end with enough GEMs. Either manipulate more or grab that 50 GEM chest. I'm guessing the "manipulate more" part is doable.