I didn't encode it, I just stitched it together and reuploaded it, the quality as a result is rather poorer than I'd like. So if anyone can find the smv I'd like to reencode it. And if someone can translate the annotations I would like to add them as well.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
I know this game's been up for a TAS for years but no one's wanna sacrifice the time to make it (and I can understand that). Glad we finally got to see one, although I wish I understood the subs :-S
Is this one undergoing submission here or did I miss something in funnyhair's post?
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(
I noticed the route in Potos between Touch-me and Gorash was a little different so I made a short impromptu comparison video.
The left is from Touch-me and the right is from Gorash. Sorry for no-audio and bad quality.
This is the first time for me to post here. I've made the run of this game.
Thank you for uploading the file. Now I am making the TAS-wip of Secret of Mana (U) . In that run, I took another route, which seems to be as fast as Gorash's one... perhaps.
I cannot upload the older smv for some private reason. Here's the new wip until the entrance of Haunted Forest.
http://dehacked.2y.net/microstorage.php/info/947494821/SoM_touchme.smv
Because of the using of the English version, this movie is longer than previous one. However, I could make some progress including...
Changing routes that seem faster, reconsidering when to sprint.
Smoothing of luck manipulation.
Rebuilding the way of walking on the stairs according to the 4-frame rule.
In addition, there's new trick about the usage of Magic Rope. For example: When leaving Dwarf Village with the rope, go down the stairs to change maps. Then player characters automatically walk downward in the screen without wasting time before you play. This can save about 20 frames to go out of the cave of Gaia's Navel.
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.
Wow! Welcome to TASVideos, Touch-me.
And nice wip! I’ve not known a B+R trick. I can’t come up with further improvements but I suggest you watch old wips here and read old posts, especially recent ones.
GameFAQs and vgmaps will also help you a lot though you may know.
Unfortunately, improvement patch causes desynchronization around the battle against Tropicallo.
Graphical problem in path to matango might be solved by changing emulator version to v1.43.
Thank you for your reply, neo_omegon. It's a bit funny we are talking in English. I will try to browse the posts and wips, some of which in fact I've already read or watched.
As for B+R trick... This trick only allows me to make characters move without changing direction. Normally this does not save time, just enables me to make performance. But if a character's direction changes, a character's real size (used to calculate whether an enemy-attack hits the character or not) also slightly changes. So sometimes even this trick can save time to avoid an enemy, such as Green Drop (in my wip, around 37850th frame).
What is improvement patch? Sorry, I'm not familiar. At any rate, my movie doesn't desync when I play the smv with Snes9x-1.51-rr at least.
Improvement patch is here. -> http://www.romhacking.net/hacks/74/
This patch slightly changes the players’ color. (Add header before patching if you patch.)
I know retexture packs on Mario64 and Ocarina of Time. They don’t seem to cause desynchronization.
I wonder if improvement patch provide other features while it changes only the players’ color, but it causes desynchronization.
Mario64 -> http://www.youtube.com/watch?v=tYCl6eazCTQ
OoT -> http://www.youtube.com/watch?v=I6jYzjkZcW4
I recognized the desynchronization using the shown patch. In the Tropicallo fight, the movie with the patched rom gets less lags than the original one, only 1 frame. Even if retexturing hack of other games doesn't cause desynchronization (when compared to the original), still there may be a possibility that the total time of coloring process in Secret of Mana has something to do with the actually displayed color.
During the encode I also got a desync. The best bet is to play the movie for a few minutes and then stop the movie and restart it without closing the emulator. After doing this it played back just fine. I doubt it has anything to do with your improvement patch. Stop confusing Touch Me. :(
Encode incoming.
EDIT: http://www.youtube.com/watch?v=3xrZdIYeUp8
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
Anyone ever actually get the permanent buffs inn glitch to work? If so, exactly how do you do it? Trying every variation I can think of within the basic instructions, all that happens is the effect lasts for its normal timespan after reloading before expiring without triggering the "[character]'s magic faded" dialog.
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.
I got a desync at Tropicallo too in my last WIP. So I have fixed by Movie Editor, instead of losing some frames.
Though I fixed, it may desync when you play the movie for a few minutes and then restart it. The cause is that some RAMs varies when you restart the movie file, I don't know why. Anyway, if you play the movie as soon as you open the emulator, it may not desync. I recommend that you make a savestate when you want the movie to return to a certain point.
EDIT:
Yagamoth wrote:
Why don't you kill the plant in the Tropicallo fight? It should provide some experience aswell, right?
The plants with Tropicallo has no weapon experience. Few EXPs instead of losing 4 or 5 lag frames seem worthless. So I didn't kill them.
Yagamoth wrote:
Edit: One thing to note, you probably already got this: The Rope-Pole-Glitch should allow various skips. Though, the only one I can currently remember is the one in the Fire-Temple in the desert..
Thank you for your post, though I've already noticed. I think the glitch is also useful in the Ice Palace, the Darkness Palace, and so on.
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
I managed to do that during my last playthrough..Forgot to mention it though.
Really nice discvoery! Should be able to same more time in the run I would presume.
Time to watch the new WIP.
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: 6/23/2009
Posts: 2227
Location: Georgia, USA
I finally got a chance to watch this WIP. This was pretty fun! I'm new to this thread, so I apologize if these questions were already covered extensively:
* Is every boss fight going to have that quick death glitch? I think it makes the game more boring, but it also means you don't have to level up magic.
* Why is the Boomerang forged?
* What do the power wrists do?
I'm looking forward to seeing more of this!
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically.
Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.)
Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html)
Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature!
Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
mklip2001: All of your questions are welcome to me :)
[quote mklip2001]* Is every boss fight going to have that quick death glitch? I think it makes the game more boring, but it also means you don't have to level up magic.[/quote]
I intend to have the glitch until the last battle, though the run may be a bit boring.
One reason: Even using that, a player can deal at most 999 damage at once. For example, it takes ten hits to defeat Mana Beast (HP 9990). Fighting against stronger bosses needs more strategies, luck manipulations, and optimizations. So it becomes more entertaining as story goes.
Another reason: If I don't use the glitch, I must try to cast magic continuously on and on to beat bosses quickly. It'll look more boring, I think.
[quote mklip2001]* Why is the Boomerang forged?[/quote]
To enable the Sprite to use the quick death (exactly "weapon level charge") glitch. This enables me to beat bosses even faster. The glitch is available when a player's weapon level is 2 or higher. And to level up to 2, the weapon also needs to be level 2. So I forged.
If you're asking why I 'chose' Boomerang, there's also reason.
Charged attack with Boomerang sometimes hits an enemy twice. It is the same to the glitched charged attack, which is more efficient than other weapons. So I chose Boomerang.
[quote mklip2001]* What do the power wrists do?[/quote]
The Power Wrist enhances the equipped (equipping? which is true?) player's strength by 5. If the Boy's power enhances, Tropicallo can be killed with only 6 swings. Otherwise needed 7 swings. And the glitched charged attack gets stronger. It is also true to the Sprite.
Those are my answers. I don't know well how to explain the unique words about games in English, like "attack" "hit" "charge" "level" etc. If what I've said is hard to understand, please excuse and ask me again. I'll try and I can study English :D
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Thank you for the answers! I'm especially glad, oddly enough, to hear that the damage glitch can only do 999 max damage. (I noticed that with the serpent boss before Flammie.) That will keep things more interesting.
There may also still be use for spells too... for instance, aren't Moon Energy and Lunar Boost really good spells for the final battle? (You have so long between vulnerability times that it really pays to increase the character's critical attack rate.) In any case, it's sort of funny to see how little this run depends on spells, since any normal playthrough needs them much more.
I can now say this run looks really good. The running patterns are done well, and I like how the characters still attack enemies every so often (though you often won't be able to kill them with your levels...). The luck manipulation and lag management seem very good too. Keep up the good work!
(Also, "equipped" is correct in your description.)
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically.
Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.)
Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html)
Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature!
Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.