Posts for frk7777

Post subject: raikou vs gyarados
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Joined: 8/18/2011
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Location: Vancouver, BC
Great job, I'm really happy someone finally made a full TAS of this game. I've been thinking about TASing it for a while and have thought a lot about whether raikou or gyarados would be faster in a TAS. Here's my list of pros for them in a TAS setting but I probably made some mistakes and overlooked some things as all my experience with this game is as a spectator Gyarados pros -level: you get a level 50 magikarp which you rare candy into a level 51 gyarados as opposed to a level 40 raikou. Higher level not only helps you OHKO more pokemon (and OHKO more pokemon without super-effective or crit text which saves time), it also means less level-up animations and less experience bar scrolling -gyarados's attack stat is higher than raikou's special attack stat -gyarados doesn't learn any moves by levelup after level 50, which saves time over raikou learning 4 moves after level 40 -gyarados has flail and with TAS control over battle RNG (which I admit is not much because of the changes made to battle RNG seed generation after diamond pearl but there's still some control) you can get yourself into flail 200 -gyarados doesn't need to voltorb flip (which was almost 3 minutes) for thunderbolt. Yes, voltorb flip gives you abra and dratini but you can catch an abra and sentret (and gyarados will learn waterfall) and it's still faster than voltorb flipping for 3 minutes. (On that note if you do decide to go with raikou I think it would be interesting to still skip voltorb flip and buy the thunder TM (you have to go to the department store for x-items anyways). Thunder has 5 less PP but skipping voltorb flip is a big timesave and thunder's extra power over thunderbolt might help. Also later on you have discharge to help you conserve thunder PP and earlier on you can OHKO most enemies with spark) -you get surf right away to hit both enemies in double battles while raikou has to wait until level 57 for discharge -waterfall can flinch -one of gyarados's downsides in RTA is that the Red fight is slower but in a TAS setting you could get into pikachu's quick attack range (I believe it will prioritize that over using a super-effective move but I'm not sure, someone would have to test it). Have pikachu miss the range and you set up a great flail Raikou pros -you get raikou earlier than gyarados, but in a TAS this shouldn't be too big of a deal as there are many possible work-arounds for that section (the section between when the legendary beasts are released and when you get gyarados). You could use quilava and get some blaze crits, you could teach quilava fire blast if you go to the department store early, you could use Kenya. I've even considered catching raikou just for that section (and then using it for rock climb after catching gyarados even though that barely saves any time over catching the snorlax you're forced to encounter) -I assume going to the lake of rage after Chuck rather than before (which you would do if you wanted gyarados as early as possible) saves some time because the RTA manipped route does that -higher speed (but not by much because gyarados is a higher level and IIRC for most of the game your enemies don't outspeed you anyways because their levels are so low until Red). This could also be offset with quick claw but if you're using abra to teleport to violet city after whitney then getting quick claw is a small detour and you might even have to fight an extra trainer or something. But quick clawing red's pikachu with gyarados could be really good -synergy with choice specs -thunderbolt (or thunder) has a higher base power than waterfall -don't have to watch magikarp evolve into gyarados and you aren't forced to get at least one rare candy for that evolution -pressure text is slightly faster than intimidate text and raikou's cry length is ever so slightly faster than gyarados's from some rough testing
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Joined: 8/18/2011
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Location: Vancouver, BC
I see, thanks for answering CPP. I'll try getting used to the virtual pad.
CasualPokePlayer wrote:
There is no way to change the "input plugin" in BizHawk, it's hardcoded with BizHawk's own custom input plugin which just calls back into BizHawk to retrieve inputs (with "extensions" to the plugin spec to allow for these callbacks to be set) You would need some way to have the controller be picked up by DInput or XInput (i.e. like a generic controller) which then would allow it to be used in BizHawk. Keep in mind analog inputs (i.e. analog stick in the middle of the N64 controller) go to the analog tab, not the button tab.
Post subject: Bizhawk 2.8 Raphnet GCN64-USB_V3
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Joined: 8/18/2011
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Location: Vancouver, BC
I went to Config>Controllers but it doesn't seem to pickup my Joystick inputs when I try to reassign the controls
Post subject: Updated strategy for 1p mode speedrun
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Location: Vancouver, BC
Just wanted to mention that a faster way to complete Race To The Finish with Kirby has been found. Could save about 4 seconds on https://tasvideos.org/2842M though it would be tough to get the RNG to line up I think. Updated strategy: https://www.youtube.com/watch?v=Xw5WOLP5LU0&ab_channel=Gi%D0%B2%D1%8Fani This is being played on smash remix's bonus mode 3 where the enemy polygons are at a similar level of aggression to the Very Hard difficulty on 1p mode.
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Did you collect your bounty DyllonStej? http://tasvideos.org/forum/viewtopic.php?p=412350#412350
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Joined: 8/18/2011
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Location: Vancouver, BC
Thank you Mothrayas that clears it up.
Post subject: Language version differences
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Joined: 8/18/2011
Posts: 15
Location: Vancouver, BC
The current Pokemon Pearl Any% TAS http://tasvideos.org/2892M.html uses a tweaking method that's outdated (new methods would be nearly 4 minutes faster in the ENG version). But even more time can be saved by using the JPN version (not just because of text differences, the tweaking route is faster too). If I were to make a new TAS with the JPN version of the game, would it obsolete the current version or would it be added as a new category? If so, would it be better to just stick to the ENG version? (I also posted this in the Pokemon Diamond Pearl Forum but I thought I would post it here since it's kind of a general question)
Post subject: Updating Any% TAS
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Joined: 8/18/2011
Posts: 15
Location: Vancouver, BC
The current Any% TAS http://tasvideos.org/2892M.html uses a tweaking method that's outdated (new methods would be nearly 4 minutes faster in the ENG version). But even more time can be saved by using the JPN version (not just because of text differences, the tweaking route is faster too). If I were to make a new TAS with the JPN version of the game, would it obsolete the current version or would it be added as a new category? If so, would it be better to just stick to the ENG version?
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Joined: 8/18/2011
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Location: Vancouver, BC
Mr. Pwnage wrote:
Mega Rush will not stack with Power Rush. If you have both and 1 HP, you only get the +4 from Mega Rush.
Oh really, that sucks, without stacking mega and power rush there is no quick way to beat bowser in 2 moves (24 bp would take 7 level ups and then I wouldn't have enough fp, I would need to get a quick change and a 2nd power plus badge) thanks for the notification
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Joined: 8/18/2011
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Location: Vancouver, BC
TheKDX7 wrote:
I do not know if he always works above but snark on TASed the prologue and the chapter 1 prologue: http://www.youtube.com/watch?v=BTQKK5ENo6k&feature=plcp chapter 1: http://www.youtube.com/watch?v=gStTDkkZruw&feature=plcp
thanks a lot kdx7 I was looking for some TAS WIPs for this game. BTW does anyone know if running in japanese would save time and if it would around how much time. I could give english subtitles in order to not lose out on the entertainment value for english speaking viewers
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Location: Vancouver, BC
Mr. Pwnage wrote:
I'm not sure Merlee can kick in on a Bowser fight. Let's see what happens if it can't. Bowser will always use the Star Rod on the second turn, so you would have 2 turns to deal 99 damage. Power Bounce will automatically stop somewhere between 3 and 6 hits against Bowser, no matter how well you keep up the action command. If you equip Power Plus (6), Power Plus (12), P-Up, D-Down (14), All or Nothing (18), Mega Rush (19), and Close Call (20), then go into the Bowser fight with exactly 1 HP: Watt 1: Charge (Mario +1 power for 4 turns) Mario 1: Power Bounce 10+9+8+7+6+5 (45 damage) Bowser 1: Trigger a miss with the Close Call badge so you don't die Mario 2: Power Bounce 10+9+8+7+6+5 (45 damage) Watt 2: Electro Dash (5 damage) Bowser 2: Star Rod with 4 HP left ...nope, that's not going to work. Can Sushie hit for 9 with TAS rapid fire? If so, you could make that work, but you'd have to add Quick Change (24 BP).
I wouldn't be able to get the 2nd power plus badge because that takes 25 star pieces which is too much for a TAS but I could get all the other badges relatively quickly and get power rush from princess peaches castle which raises my attack by 2 when I'm under 5 hp (works in peril). This way I can do 51 damage with a perfect power bounce after watt charges me up and hopefully skip possibly the longest cutscene in the game. Thanks for the scenario though. I might have made a mistake so please call me out so I can perhaps change my strategy. Power rush takes 1 bp so I would need just 15 bp for the the final boss which is 4 levels of bp ranked up. I should hopefully have enough fp to go for a long time without using fp items.
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SoulCal wrote:
Got bored last night and tried to find some useful memory addresses in Paper Mario. What I hope to do is find out that makes the wizard Merlee tick. I want to find out when and why she appears to use her magic. I think if we can abuse her double attack power, boss fights will be over in 1-2 turns. I tried some memory watching in the MHS program and found a few addresses: 009FAFC4 - # of Coins 009FAD23 - Star Points 00A3CD78 - Star Points in Reserve (the star point icons that appear after defeating 1 enemy in the lower right corner) 00B894CC - the same as above, but this number doesn't reset until another battle starts (idk why, may be a temporary buffer) 00C40590 & 00C40C90 - these two address alternate values when A&B are pressed, or when Mario's sprite changes direction (could be used for RNG) That's really all I've found. I can't find the addresses for HP, FP, or a speed value. Maybe someone more knowledgeable can help me. And again, the reason I want to do this is to find out how we can abuse 2x damage.
I've been looking into Merlee I think she could really help finish boss fights fast. I am also wondering if anyone knows about whether or not the extremely long cutscene with twink and kammy koopa can be skipped in the final bowser fight by defeating him before he activates his star rod? Then with some good badges and merlee and a tas powerbounce as well as watts attack bonus I could shave off a lot of time on bowser
Post subject: I could start working on this
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Joined: 8/18/2011
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Location: Vancouver, BC
Hey I have been playing paper mario since I was a little boy and I have the passion to tas this game no matter how frustrating it is. The thing is I have limited information of mupen 64 so it would be nice if someone who wants to see this run get finished and is willing to help me with mupen 64 I would give you shared credit for the run of course.
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Mothrayas wrote:
I think it would be a decent idea to TAS all 51 events in one run. Many events force to use a particular character, and other events also would be done by multiple different characters because each is good at its own thing.
^^this would be awesome for a tas, it doesnt get boring and it would look awesome, only thing is it would take a long time to tas all the events unless you can just compile the current tas records, but are you allowed to do that?
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Hey mugg, have you ever thought of including riddle records in your Super Smash Bros Melee (SSBM) TAS videos and records? Nevertheless I thank you for all your work in compling the ssbm records.