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WIP12 - the grinding
Link to videohttp://tasvideos.org/userfiles/info/25138291505951490
Has been two months since the last WIP.
This part consists of almost 35 minutes of grinding. Sorry if it disappoints you.
The good news is that the process of grinding changes overtime. There are lots of new techs learned and manipulations so it's not totally brainless repetition.
Another good news is the rest of the run will hopefully be grindless since I now have all the EXP and TP I ever need in this run.
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Great run! Enjoyed the 30 minutes Lavos fight. I always wonder how did you manipulate all the critical hits.
http://tasvideos.org/Bisqwit/ChronoTriggerEndings.html
You still can't get all endings in a normal play because there is an ending that requires you to beat the game after saving Leene and before the trial. There is absolutely no way to get this ending without the green portal in Leene Square.
I don't know if it's possible to get through the first room of Death Peak with fade-out glitch, but I'm sure the run is no longer glitchless if you do that. :P
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The highlight of Shooter mode is probably the guided knives. IIRC, subweapons under Shooter mode deal more damage to enemies than easily available card combos do. I would expect a Shooter run to be interesting.
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How about a fighter mode run with no cards at all? That might be duller though.
I actually like the fact that Dracula is the second boss defeated in this TAS, but this is impossible without the card glitch.
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I have a question about the routine around 21:20 in the currently published movie.
Because Dawn is right in front of the entrance of the cave, the rival has to walk around her. Will he have less steps to walk if you turn left earlier?
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I have a question about the routine around 21:20.
Because Dawn is right in front of the entrance of the cave, the rival has to walk around her. Will he have less steps to walk if you turn left earlier?
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thatguy wrote:
More famously, Groundhog Day is basically the continual reloading of savestates (albeit with the limitation that you can never actually save a state when you are happy with it).
Just like in Madoka series.
Bisqwit wrote:
If there's a TV drama about 80s computer development (and it's even semirealistic, avoiding hollywood cliches when it comes to PC technology), I don't see why this couldn't work.
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From what I understand, the world destruction sequence has to be played to enable the full ending. A "sketch glitch" run that waits till the game processes into World of Ruin normally will probably look too similar to a "legit" run.
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Gamer Maiden Sonia wrote:
I'm not a programmer. I'm just a regular user here. I have no idea how hard/time consuming porting a core is, so bear with me please. But if it's that much of a hassle, then nevermind.
And no, I had no "great stories" to back me up. I was just asking if there was any chance out of curiosity.
I believe the Saturn part is not referring to you.
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That's why I use 0.9.9 for my CTDS TAS. Using 0.9.10+ for that game sometimes results in the same situation during playback, and in other time, the game is stuck in that screen forever.
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If you press UP next to the wall on the left before entering the screen with the goal of level 1, you can go to level 1-2 transition a little earlier.
Is this the phantom door you talked about?
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Link to videohttp://tasvideos.org/userfiles/info/24375251470864429
I won't work on this again until I finish the TAS of Chrono Trigger DS. This is just for showing how well this game works on PSXhawk.
I could spend some time to manipulate the third character into Mel, Van, or Doc instead of Gotcha to save frames since their names are shorter, but I decided to just go with Gotcha since I didn't rename Serge anyway. Using Gotcha here also makes it more interesting when he gets pissed by the team's decision to not save Kid later on.
I'm planning to get Hero's Blade for Pierre before going to Chronopolis and use him during the final parts of the game because he is only good for any% route.. If it saves time in the end, great. If it doesn't save time, it's a trade off.
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It has been a while since I watched the RTA, but I'm almost sure it's not wide open like this.
Rock Sword is bought in that TAS to get Wave Drum. Rock Sword is required to finish the game without the stage skip glitch. It might be possible to skip Rock Sword in a TAS, but this means you will need to fight the mini-boss with your default weapon.
You need at least one key to enter any of the maze.
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Baka94 wrote:
I tested the red orb glitch in the second maze too. It seems that when you take either the bonus exit or the boss stage exit you end up in the same areas as you would when you do this in the first maze. Only difference is that you encounter the areas in different order. I'm guessing that the exits destinations are in a lookup table and your coordinates and the maze you are in give the game offset for where to send you.
Do you mean the exits in the overflowed region or even the second maze itself?
I remember that in the RTA I watched on Nico Video, red orb is used in the third maze to open up some walls, but the passage looks like a legit passage instead of a hole caused by glitches.
https://satoshimatrix.files.wordpress.com/2011/09/getsufuumadenj-world.png
Now I wonder if going to get TOP is actually faster than the route used in that TAS. You need to go though quite some unskippable caves, and since there is no cave on the island where TOP is, you need a key to go to next island for the cave there. You might be able to use the key from the very first mini-boss though because now you won't use it to enter the island with the first dungeon anymore.
Flea's behavior versus Berserk Frog is attributed to an ATB glitch... Flea's AI doesn't get to advance at all because Frog's speed exactly matches up and overrides Flea's attack. Might be more to it than that, I'm not sure. If Frog's HP is lower than P3's HP, then he'll also override Flea's counterattack, otherwise he won't. Pretty weird. Perhaps Condition 02 could be a check on player's HP, but I would guess it's unrelated.
Flea's behavior versus Berserk Frog is attributed to an ATB glitch... Flea's AI doesn't get to advance at all because Frog's speed exactly matches up and overrides Flea's attack. Might be more to it than that, I'm not sure. If Frog's HP is lower than P3's HP, then he'll also override Flea's counterattack, otherwise he won't. Pretty weird. Perhaps Condition 02 could be a check on player's HP, but I would guess it's unrelated.
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I remember there is a RTA of this game on Nico Video, but I don't remember seeing a TAS.
I found a very useful guide sometime earlier: http://www.gamefaqs.com/nes/578438-getsu-fuuma-den/faqs/14432
The red orb glitch allows you to beat all three bosses in the first maze and almost halves the time you need to beat the game.
However, it's very hard to fight the second and the third boss without TOP so it might be faster to get TOP before go to the first maze. There is also a glitch that enable you to enter the path to get the top before beating the first boss as you are supposed to.
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http://tasvideos.org/userfiles/info/23737571357749220
Here is the movie file that hasn't been touched for almost five months. All the mini-bosses in stage 3 have been beaten.
I'll probably port all the inputs to mGBA core after a newer version of it is ported to Bizhawk.