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Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Well, I'd played Pokemon Green, but playing for fun isn't the same as a TAS play... Anyhow, with the Steal code you won't have probs knowing which item you'll get... There are also codes for knowing which item is in which position, but testing out isn't to hard, so I haven't included... Also I think I found another interesting memory address, 7E384E. I haven't worked with it, but it looks like it's the # of command, both yours & enemies... 1 is attack & 4 is special for enemies & left command of yours...
I'm the best in the Universe! Remember that!
Player (35)
Joined: 12/18/2005
Posts: 250
samurai goroh wrote:
Just curious, does any of you 2 knows Japanese? Because it would be certanly hard to get, for example, the item you wanna steal or learn blue spells or equip/use items... I was thinking on looking for the memory address, so you don't have to guess. Currently I'd found 2 values that behaves like the item you're going to steal, though you can't steal a different item if you use cheats...
They could just come on IRC and ask. We've got people that can speak or at least translate most of the needed items. Good luck to you both on finishing the run!
我々を待ち受けなさい。
Post subject: Some notes...
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Tilus wrote:
Pre-emptive Attack! This is a testrun of Final Fantasy 5, which completes the Wind Shrine, 4185 frames (nearly 70 seconds) faster than Boco's testrun. I'm going by /*-'s walkthrough at this point in time, though I might deviate slightly depending on how some tests come out. If there's any comments/questions/concerns/etc that anyone has with the run, feel free to comment away.
I watched again the run you made & observed some minor mistakes... While changing stuff in the menu, you assume you have to take 1 frame off in order to make the game read the move, well that's partially correct, BUT you can press down (or Up) after you press right (or left) in some menus. In other words, you lost like 5 frames when you changed settings... (Also note that there are more settings to change now, they are mentioned in the link on my siggy...) Also, you'll lose some frames if you trigger an unnecesary Pre-emtive Attack fight, because of the text displaying... Which btw, you might be able to control getting (or avoiding) Pre-emtive & Back attacks if you press some random buttons. I don't know how to look for this values, so I can't find the address, so it's all testing from now... Also, when you press some buttons while triggering the fight, you might change a bit the enemy's initial speed (use the speed gauge to know exactly). There might be some fights where you'll need those extra frames to avoid enemies attacks...
I'm the best in the Universe! Remember that!
Joined: 5/6/2005
Posts: 141
Quick question. Are you going to include Apocalypse in your run? It would be amusing and add a bit of entrainment value, even if it takes a minute or so. If you're already planning to do that, then bonk me with a mallet, 'kay? A rubber one, perferbly. =P You know, sometimes you have to sacrifice speed for entrainment, and Apocalypse is a good canadite for that. ;) If not, then no biggie!
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Well when I fought it, it took around 45 seconds including healing via Tent, so it's not that much. Besides I think you might be low on MP, so it's a good excuse to fight him & use the save point... Just wanna hear from Tilus, he said was going to work on it soon but hasn't posted...
I'm the best in the Universe! Remember that!
Former player
Joined: 9/24/2004
Posts: 177
And, in quite predictable fashion, I've gotten nowhere over the last 2 weeks. =P My current progress is right after the Ship Graveyard, where it appears I've actually lost time against Boco's run, and I don't quite see where it's coming from. Unfortunately, I'm going right back to college next week, so any real progress may take awhile to come about.. so if samurai goroh or someone else wants to take this run up to try and beat me out, feel free to do so.
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Tilus wrote:
My current progress is right after the Ship Graveyard, where it appears I've actually lost time against Boco's run, and I don't quite see where it's coming from. Unfortunately, I'm going right back to college next week, so any real progress may take awhile to come about... so if samurai goroh or someone else wants to take this run up to try and beat me out, feel free to do so.
Well, I would like to see the run you made to find out what you did wrong... The reason I haven't tried seriously this game it's because of the language barrier. Though I think I have enough codes to deal it & pull the run, but I'm currently in final exams... Also if I go for the run, I most likely wouldn't test about random battles to see if triggering a battle a screen before saves time or not & would just run the shortest path... (Unless I NEED to trigger certain fight...)
I'm the best in the Universe! Remember that!
Joined: 2/12/2006
Posts: 432
I'm officially starting a run of this game. Does anyone know the address for the encounter count-down, or how to manipulate it?
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Bob A wrote:
I'm officially starting a run of this game. Does anyone know the address for the encounter count-down, or how to manipulate it?
I think there's no counter, at least it not as simple as 3,2,1 fight or 253,254,255 fight. I tried to find it, but wasn't succeed. The only way to manipulate battles (as I mentioned before) is to save & reload. Still, you can try triggering more fights earlier to avoid more fights later on. Like for example, getting an extra battle at the Wind Shrine in order to trigger the Killer Bees + Goblin fight sooner. Of fighting an extra battle in order to get less Garkismaskas on the dungeon. BTW, I think I'd mentioned but I'll mention it again. Try pressing random buttons to prevent/trigger pre-emtive battles. This also changes a bit the initial speed of the enemies, so it's good to know. Also, can you send me your WIPs or post them here? I made several speed runs that I could help you out ;)
I'm the best in the Universe! Remember that!
Joined: 2/12/2006
Posts: 432
Correction: I'll start a run of this game as soon as I can get it, snes9x, and wine to cooperate. I'm sure there's a counter somewhere, but it probably just decrements according to the environment. So the sequence of units to which (the units) the counter resets is the same from the beginning of the game no matter what? In that case, it would be possible to make a chart of it (the sequence).
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Well, it sounds logical to have a counter for when a fight will trigger. My guess is that there's a step counter that increases (depending on where you walk) & when it reaches a certain number (which would change after every battle), the battle will trigger... Here's a run I was making, but stopped since it desynched... I try to make the run perfect, but still made some minor mistakes :P, it last until you beat the Flame Thrower, then it'll desynch. I tried to fix it, but it seems that the luck on the fights will also be determined by the frame you enter. So, sometimes it might be good to check if losing some frames helps to manipulate the battle... http://dehacked.2y.net/microstorage.php/info/1287/Final%20Fantasy%20V%20%28J%29.smv Also, if you happen to connect to the IRC channel, we could discuss there :), my nick there is Ericku
I'm the best in the Universe! Remember that!
Joined: 2/12/2006
Posts: 432
I just remembered that I can get it to work if I disable the sound. Since I can live with that, I'll start it again tomorrow.
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Yea I know Boco made a thread long time ago, but I'll post here my progress since nobody has taken the game seriously to make the run... This time I do go for the original version, meaning that it's going to be in Japanese :S. The ROM I use is Final Fantasy 5 (J).smc with WIP1 Timing enabled... Oh, I used Snes9x version 1.43 Improvement 9, for Windows, if that information matters... Check the progress so far, from beginning 'till getting the crystals at Karnak Castle... I hope you enjoy it ^.^ Edit: should had updated the title when the run was published, as is no longer a WIP...
I'm the best in the Universe! Remember that!
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Sucks it's on the original, I'm just not entertained at all when I can't see directly what's happening. Good luck to you on your run anyway.
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Please if you're going to discuss about using patched games instead of original, make another thread. Don't go off-topic. I already mentioned that you can see a run on English found at this link. It won't be exactly the same, but I'll keep most of the strats for the current run... Thanks [EDIT by Bisqwit: The discussion about Japanese/English versions was moved into this thread. Please keep this thread in topic (the FF5 WIP).]
I'm the best in the Universe! Remember that!
Joined: 2/12/2006
Posts: 432
I was making a run and got to the first crystal, but for some reason it took ten turns to kill wing raptor. After that and a few other things (like naming butz <battu> and not <a>), I came out 336 frames behind. I guess I'll move on and do a run of mother 2 or something. Good luck on finishing the run. One thing I don't understand is how you run away at optimal times (apparently) without manipulating it at all. Also, in my opinion, it looks cooler to hold l and r only at the required times, like in erokky's ff6 run. In ff5, this is the 5fth frame after the screen fully appears (or whenever after that you need to start running to get away optimally) until (before) 3 frames before the cursor disappears. I strongly support publishing only runs in the japanese version, since it's the only offical version and for the sake of our japanese speakers (and enthusiasts).
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Bob A wrote:
I was making a run and got to the first crystal, but for some reason it took ten turns to kill wing raptor.
Mmm, you mean 10 turns as 10 commands in total, correct? All I can think is taht you didn't equipped a weapon...
Bob A wrote:
One thing I don't understand is how you run away at optimal times (apparently) without manipulating it at all.
First I run w/o manipulating luck & check at what frame the text appears. I save & reload now using luck manipulation (which I don't know how to manipulate yet, it's all experimental...), if it's faster I'll keep it. If it's slower, I try again several times before proceding.
Bob A wrote:
Also, in my opinion, it looks cooler to hold L and R only at the required times, like in erokky's ff6 run.
I just found out that you can also manipulate luck while waiting, so pressing L & R at different moments may change when you're going to run away. Besides, even if it wouldn't change, the result will be the same. And I asked Bisqwit if pressing some extra buttons (or just longer time, in this case) would be ok, and he it doesn't mind, so it's not relevant to change them...
I'm the best in the Universe! Remember that!
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I enjoyed the test run that was made with the English version, and I guess this will be even better, at least strategywise :)
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Here's more of the progress, it ends while entering the Crescent Forest, where you get the Black Chocobo... It contains 2 more bosses & performs the steal glitch, leveling up & learns Dark Shock :) Get the file here
I'm the best in the Universe! Remember that!
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Yep, looks very fast. You make the game look rediculously easy :). I kinda wish it was in english because that would make it more entertaining but I know the reasons for the japanese version so lets just leave that discussion out of this thread. It's nice to see some changes in the battles with the rod breakings and Death Claw+attacks, since it gets kinda boring in the end where you'll be using that Death Potion so much. But that isn't something you can affect much (with out loosing time), so just continue it. I'm sure you'll make it look good even though some battles seem kinda identical. Keep up the good work, samurai! ;)
Which run should I encode next? :)
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
I have made an list of what items samurai goroh used in the testrun from Crescent Island to the end of the game. That's because yesterday samurai goroh contacted me (through irc) and asked me to do that because I have recorded an .avi of his testrun - which makes it a lot easier to check the items. So I though some of you might also be interested in seeing that list and wanted to post it here. http://koti.mbnet.fi/maza-/ffv_testrun-item_list.txt The .avi from which I checked the items isn't properly encoded so it's size is 6,5gb. I'm currently trying to encode it so all of you who'd like to have, could get it. Unfortunately I have encountered some difficulities and it may take some time to get it into preferable size. But I hope I'll figure it out during the next week. ;)
Which run should I encode next? :)
Post subject: Thanks Maza
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Thanks for the list Maza. As I mentioned you, I was stucked at Linx because I didn't knew the exact # of items used during the run. I don't wanna end with a "huge" invetory with items I didn't used. (Didn't knew I really not used Potions, except for a few mixes, but I can use the Hipotions I win in a boss battle instead :D) I'll be very busy during the weekdays & will only have time during the weekends, but I hope to get the 1st world in like 2 weeks :) ...
I'm the best in the Universe! Remember that!
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Well, I couldn't get to the 2nd world yet, but at least I'm closer now... It has 3 more bosses this time & I stopped the moment & reach the flying ruins. The run last a little more than 1 hr 30 min, but the in-game time is like 1 hr 20 min... Get the file here
I'm the best in the Universe! Remember that!
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I've been kind of busy with school, Viewtiful Joe & playing a chess tourney online, so I haven't played the game for a while (I've only beaten Archeoavis since last time...) So, it will take some time to progress, but I won't quit doing the movie. I bought a flash memory, so I can advance even a little on my free time at school, so I hope I can finish the movie before next year :P
I'm the best in the Universe! Remember that!
Joined: 8/28/2006
Posts: 50
Yeah, I don't think using the English hack is a good idea. Our changes cause the text windows to be longer because there is more text in the English version. And you all know what that does to console PRNGs. As far as I can remember, we changed only one gameplay issue: something about some class of weapon being completely useless due to an "SEP #$20" instruction in the wrong place. The result was a discarded high byte in a multiplication, so it did a really small amount of damage. Our patch corrected that. I don't remember who actually discovered that bug, because it wasn't me =) I've never played FF5 past the Ancient Library. I did beat Neo-Exdeath from a saved game, but that was me fixing a crash in the ending... Can't believe that people are still playing our hack after nearly 9 years >_< 2 years ago I started to redo the translation's technical elements, but never got very far. Here's what I got done in it then: http://www.geocities.com/myriachan/ff5.html Melissa, reverse engineer/reprogrammer, FF5 translation project
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