Joined: 5/12/2009
Posts: 748
Location: Brazil
Ok, just found a setup that puts Cloud in the magic position to start the skip everytime. It's a realtime setup that's kinda easy to replicate if done right. It costed less than 10 seconds to put Cloud in the desired position. Here is the BK2 for it: http://tasvideos.org/userfiles/info/48734541660843028 Step 1: Once you reach the screen where the skip will happen hold run + down + left till Cloud reaches the bottom. Step 2: Walk to the right and center him with the gap between the two guards. Step 3: Walk Down till Cloud Stops. Step 4: Gentle tap up + left for Cloud to take 1 step, then gentle tap again in same direction for a second step. If you feel Cloud walked 2 steps in first tap then go for Step 5. Step 5: Tap down without holding run for 1 step. Step 6: Walk to the right till you see Cloud's tiny piece of boots coming out of the guards hitbox, then gentle tap to the right for 1 more step. Step 7: Hold down + right + run and Cloud will sink to the position to start the skip. Step 8: Hold left and gentle tap R1 for Cloud to move 1 step, then tap it for 1 more step. After the 2 taps hold down + right without pressing run till the bottom. Step 9: Hold left and gentle tap R1 for Cloud to move 1 step, then tap it again, then tap a 3rd time. After the 3rd step hold run + down + right and Cloud will go through the guards. Obs.: The starting point is the initial position from the character coming from the screen in the right.
Joined: 5/12/2009
Posts: 748
Location: Brazil
So... it seems like you actually need to go to the left screen to unlock the Materia option in Menu and get some stuff there. I then tried to look for a realtime easy setup to do the Skip coming from that screen and it turned out to actually be much easier than the one I found coming from the right side. It also alowed me to find an optimized version for TAS which shockingly only costed 138 frames from the beginning of the screen to trigering the door after skipping the guard. I'm posting the TAS version for anyone interested. http://tasvideos.org/userfiles/info/48752797636377052 Link to video Edit: And probably my last post about this... Here is the setup for realtime. It's essentially the same inputs, positions, from the TAS, except that I pointed visual cues. Quite easy actually. Link to video
Active player (261)
Joined: 12/13/2016
Posts: 352
PS4 speedrun WR now uses the skip Link to video
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
From Power-On to World Map. Optimized to the best of my knowledge. If you spot any mistake or things I missed, please let me know. Link to video EDIT : To Junon : Link to video
Active player (261)
Joined: 12/13/2016
Posts: 352
I thought FMV skipping was allowed for this game (according to TASvideos rules?)
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
ruadath wrote:
I thought FMV skipping was allowed for this game (according to TASvideos rules?)
Well, you can swap Disc to shorten FMV by loading the wrong one. This may be allowed because you stay within the same game, but I decided not to, because afaik nobody in the FF7 speedrun community does it.
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
If FMV Skipping isn't expressly disallowed by the TASVideos judging team, it should be used. 1) It's faster 2) turning the junon cannon cutscene into a bunch of cubes flying out of the floor amuses me to no end. We do things that RTA runners can't do anyway, why exclude something that they simply won't?
Adventures in Lua When did I get a vest?
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Alright, I'll post a message in the ask a judge section. I would have to redo all battles but the rest should be hex-friendly. For comparison, here's up to Wall Market with the Disc Swap Trick. So far it would save 8860 frames. Link to video EDIT : Got my answer. We can Disc Swap only when prompted.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Junon and the ship to Costa del Sol : Link to video EDIT : Costa del Sol - Dyne : Link to video
Joined: 5/24/2004
Posts: 262
Great work so far Lil_Gecko!
Skilled player (1673)
Joined: 7/1/2013
Posts: 450
Lil_Gecko wrote:
Junon and the ship to Costa del Sol
Thanks, Lil_Gecko. I'm thrilled to see the send-off scene does not need to be skipped! :)
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
From Dyne to Exit of Canyon Cosmo : Link to video EDIT : Arf... Just discovered you can get an Elixir by guessing the password in Shinra HQ on the second try. Just takes 3 seconds instead of the 20 in Canyon Cosmo... Luckily FF7 isn't a RNG HELL like FF9, so only battles have to be redone. Step count and everything else can be hexedited easily. EDIT 2 : Back on Jenova BIRTH with an Elixir.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Great work so far, Lil Gecko! Keep it up! Edit: Didn't someone find a way to skip all that dialogue on the gate by just clipping through the menbers and opening the gate? I remember seeing it somewhere using the same trick to skip the guards. Problem, iirc, is the names of the characters will not be just a single letter.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Thanks. Couldn't find a video of that skip. But even if it saves 40 seconds there, having C named Ex-Soldier and B, Barret would be pretty bad in the long run.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Update. Link to video
Changes : - Got an Elixir from Shinra Mayor for guessing the password on the second try. This means I don't have to get it in Cosmo Canyon and saves around 17 seconds. - Improved bosses fights and manipulate Clad's Luck to the max. This way he reaches 22 by the time he fights Jenovah-Birth which double the odds of Critical. - Little bit more styled Moto Escape. - Improved Zolom Skip. - Got the ethers reward in Junon Parade instead of Gil. They'll be needed for Cait Sith's Aqualung. New : - Cait Sith kills the 13 ennemies he has left to do between Cosmo Canyon and Materia Keeper to learn Slots and defeat it in a blink of an eye :)
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Link to video Finished Disc 1.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Start of Disc 2 : Link to video
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
Next part : Link to video There's about one hour or less left of gameplay :)
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
TAS COMPLETE !!! 6h44m19 : Final Hit on Sephiroth (In-Game Timer) 6:43:43.33 TAS Timing. I'm currently encoding it. Will put it on Youtube tonight or tomorrow, then I'll start working on the submission text.
Joined: 9/12/2014
Posts: 541
Location: Waterford, MI
Wow, that was fast. Are you planning on no slots anytime soon? Or maybe even 100% anytime soon? The record on YouTube is like 21 hours. But that could change to like 13 hours would be my estimate.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
That's because there were lots of dialogs. The step route/ encounters/ Final descent manipulation on Disc 3 took more than 15 hours alone. 100% I don't think. No Slots might be interesting and will require way more time for optimizing battles. I think I might give it a shot in 2019. But for now I'll take a break from TASing and focus on other IRL projects.
Lil_Gecko
He/Him
Player (98)
Joined: 4/7/2011
Posts: 520
There you go : Link to video
Joined: 9/12/2014
Posts: 541
Location: Waterford, MI
With the cosmo canyon skip, this makes the power soul almost useless.. We can still pick it up, and use it once the curse ring is available. Anyone have any ideas for bosses before carry armor? Maybe a speed entertainment trade off of some kind?
Joined: 2/21/2020
Posts: 1
Hi everyone, I am interested in learning which RAM value(s) are relevant for determining outcomes which change every frame, for example in chance of getting a critical hit in battle, or ATB values at the start of a battle. In my case specifically, I'm trying to understand what governs what set of chocobo race conditions are selected, which changes based on which frame you close the final text box before the race starts. For some things, FF7 uses the in-game timer (Bizhawk address 09D264), or the Field RNG (095DC8), but neither of these are relevant to the per-frame RNG. FF7 also tracks fractions of a second to 1/65535ths of a second at RAM values 09D270 and 09D26C, but neither of these are relevant to the chocobo racing thing either. Does anyone know where I could find the updates-each-frame RNG RAM value(s)? Thank you!
Joined: 9/12/2014
Posts: 541
Location: Waterford, MI
Do you have the lua scripts used for the tas? I highly doubt you made it without scripts.