Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
I see.... it's making more sense now. So you're actually "killing" a lot more dragons than it looks like... A great strategy for gaining experience -- but how you found it, I'll never know!
I figured that was the case, considering a similar trick exists for farming Pink Tails with Rosa's Life2. The Elements/Zeromus battles were really sexy, like the Dark King fight in MQ.
Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
Hi Deign! Are you almost ready to post another WIP of this game? I can't wait to see it done.
Also, a random question: would it be worth it to try and manipulate yourself into getting the Bomb call spell on the moon? It is powerful, uses very little magic, and has a very short animation and casting time. In a best case scenario, you may not have to level up Rydia to use Nuke.
Bomb is just a single-target version of Mist with a shorter casting time. It can't deal more damage than Rydia's current HP +255 or +50%, whichever is smaller.
Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
Any progress recently? If so, I'd love to see a WIP! I'm in FF2 withdrawal. I love Super Metroid, but it'd be nice to see posts in other SNES threads too!
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Deign has seemingly disappeared from all usage of the forums and IRC. He may not have a stable internet connection at home (he was at university for the past 9 months), so he may be back in the fall, but at this point, his status (and thus this runs status) are unknown.
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Since someone has taken over the DKC3 run, I've decided to start improving this run a little. It can be improved a lot. I will follow what Deign improvements listed on the page. Since he often saves and resets at various points in the game, not doing this might save a lot of time. If this actually helps the game move faster, and not doing would slow things down, please let me know. Anything anyone has on this game would be helpful, including withe a memory watcher that supports this, or memory addresses for the game. I know i should have found the original topic, but sadly when i searched for it, there were at least 10 pages of forum posts, and i didn't feel like looking though it all. Any help would be greatly appreciated.
[19:16] <scrimpy> silly portuguese
[19:16] <scrimpy> it's like spanish, only less cool
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Since someone has taken over the DKC3 run, I've decided to start improving this run a little. It can be improved a lot. I will follow what Deign improvements listed on the page. Since he often saves and resets at various points in the game, not doing this might save a lot of time. If this actually helps the game move faster, and not doing would slow things down, please let me know. Anything anyone has on this game would be helpful, including withe a memory watcher that supports this, or memory addresses for the game. I know i should have found the original topic, but sadly when i searched for it, there were at least 10 pages of forum posts, and i didn't feel like looking though it all. Any help would be greatly appreciated.
[19:16] <scrimpy> silly portuguese
[19:16] <scrimpy> it's like spanish, only less cool
If you're going to work on a TAS of this game, reading through the dozen forum posts here will give you information that you probably won't find anywhere else, and thus will save you time and effort. For example, those save&resets he did were to get better random encounter patterns; they save a lot of time that would otherwise be spent loading the encounter screen and then waiting until you could run away.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Can some one help me here? is there a memory address in the gamethat shows when you are about to crit? im at the very beginning of the game, and i know characters can lose there crit ability. but it would be helpful so i dont have to keep rerecording
[19:16] <scrimpy> silly portuguese
[19:16] <scrimpy> it's like spanish, only less cool
Does anyone know the memory addresses for the sprites on screen? Would like to be able to draw above the enemy or player character sprites with the lua engine but I haven't been able to find any x/y coordinates.
I tried increase/decrease searches by starting with the player characters (increasing/decreasing when they walk forward and backward during the "fight" command) and I never get any usable results.
since the subject has been resurected : has anyone tried the run while leveling up in mount ordeals (when Cecil becomes a paladin)? His white magic affinity skyrockets higher than anyone in the game, making it easy to damage undeads (don't forget his sword). A lamia (weak to fire) - 2 skeletons combo gives over 800 exp for a party of 4
Odd, I found a value inside of cheat engine. But doing a ram search inside of Snes9X doesn't yield anything.
Apparently the sprites are seperated into six tiles, and I found the x position for 3 of the tiles, but I guess it's not located inside of the SNES's ram.
EDIT:
Found the x,y. At least for the middle character slot. Just need to analyze it more before I post more info. It may not really help the TAS, i'm just curious.
Cool, found all 5 characters, now to find the enemies. I have some plans for a battle script that may aid in optimizing battles. I don't want to announce anything because I'm not sure if I have time to complete it anytime soon.
I have trouble believing that grinding for Cecil would be advantageous. The existing run is basically a low-level run except that it raises Rosa's level high enough to get Wall so Zeromus can be killed with reflected Nukes (and it does that grinding in a single fight!). The other boss fights don't seem to suffer for having underleveled characters, in part thanks to guest party members (c.f. Tellah, FuSoYa), but mostly because all-out offensives are much more viable when luck-manipulation means you don't have to worry about healing.
For normal games, I'm given to understand that Cecil can level very effectively on Mount Ordeals if you want to, but I've personally never really felt the need.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Ok, I've found the player character X/Y addresses, but I cannot find the enemy X/Y =/. I have a feeling they are fixed numbers but maybe someone else knows? :(
Enemy X/Y? Do you have the wrong game?
Final Fantasy games work by step counting - take a fixed number of steps, encounter, reset step counter. This is why Deign saves and resets during his TAS - it resets the step counter without actually having an encounter.
Every FF with known encounter mechanics uses this, AFAIK.
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.
What?
I'm not talking about the random encounter generator, I'm talking about the enemy sprites in the battle screen so I can draw HP and such above them...not sure where you got the idea about the random encounter.
EDIT:
Well, it looks like the enemy's aren't sprites, only the player characters. The enemies are apart of BG0. I'm unsure where the SNES stores information for BG0 in RAM.
I made a script for ff6 which does this. Perhaps ff4 does things similarly enough that the script will be of help to you.
Yes, this is exactly what I was thinking of doing.....however it seems FFIII/VI uses the sprite layer for enemies, unlike FFIV that uses BG layer 1 :(, I can't find any x,y cords for the enemies FF4. I'm praying they aren't preset in tables and it just reads from a table where to draw the enemy, but that's what it is looking like. Any tips on how you located the enemy coordinates in FFIII/VI?
EDIT: I've tried looking to see if there is any kind of structure that would contain it for each enemy near their life values. All I could find are their HP, str, and other attributes. Nothing that has to do with their coordinates. I'm assuming FF6 was much easier and the structure contained all of this in one spot =/.
Thanks.
Any time, always glad to show someone to my favorite reference site. A lot of this information has been discovered a long time ago, and you shouldn't have to resort to searching by yourself. There should be a SNES dev manual you can use to look up ram locations and stuff.