Post subject: Tales Of Symphonia
Player (197)
Joined: 8/10/2013
Posts: 161
Since recently I have peaked interest in speedrunning this game. Some new skips and small timesavers were found and the WR for RTA has been cut down to 6:40:20 by GreenMittenz. His sum of best splits add up to around a low 6:33 or high 6:32 I believe (I have no idea yet but I think TAS can sub 6 hours). I intend to work on and complete a TAS of this game for NG+, although I don't know if I will ever submit here. I just want to get the word out that this is being worked on and if people would like to join and contribute that would be cool too. PM me if you are interested. The two reasons I have for not submitting are such: The rules of this site require NG+ runs to have a recorded run of the set up file used starting from NG which would take around 40 hours of time to set up and record and then a ridiculous amount of time to upload. I don't really want to do that. The other issue is that dolphin emulates running speed in this game incorrectly so your avatar in towns and dungeons runs faster than normal. From a naked eye it SEEMS as though running in towns without personal on Lloyd is roughly the same as console with personal on Lloyd but I can't be sure. This problem is also seen with third party controllers (I have a madcatz where I run a lot faster). If anyone could shed some light on this that would be cool. What I will do for the TAS probably is leave personal off of Lloyd and leave nothing in its place to make it more similar to console runs. So unless I can correct running speed and people don't care about a 40 hour set up video then I probably won't submit but I still want to push this game to its limits. There's a lot of potential for time to be saved despite the game being decently long. (From the RTA start which is right after the grade screen up to leaving the school I have already saved roughly 21~22 seconds over the fastest RTA time (although about 1 extra second was saved due to the faster movement). This includes the skill set up menu for Lloyd, Colette, and Genis. You can see this in the video below in my google doc). The major idea with "skips" in this game is overlapping cutscenes. If you enter a battle at the same time a cutscene starts and you run from the battle you can bypass line triggers that block your path. This lets you skip Ymir Forest in its entirety. You can also skip the second sheena battle in the wind temple with this trick (TAS can save roughly 10 seconds with it but is frame perfect so not realistic in RTA). There are also a few places where when the game displays the town name when you first enter, you can run a few pixels and talk to someone nearby, cancel their text and keep running instead of waiting for the name of the town to disappear. As this is a NG+ run, a HUGE amount of planning goes into this. Many small things such as cooking, affection, and the amount of skills in your menu saves good chunks of time. I am creating a google doc with detailed notes on the run (still a work in progress as routing is still being done) and I also detail a little bit about TASing as well as I post this on my stream where not everyone knows the ins and outs of TASing. https://docs.google.com/document/d/1jS8Uwd7khCOWLPoUPt_MnqNUXQ6PFOYjV1nuBN5vxDU/ There is a small WIP in the google doc as well although it was mostly created by me for practice (Input buffering in menus sometimes doesn't like to cooperate). The set up file used in the WIP is not going to be the one used in the final TAS because small timesavers have been found and I am waiting for GreenMittenz to finish the set up file on his Wii and upload it for me as I do not have a means of doing so. I can't wait to start TASing the battles, but I am still learning how RNG manipulation in this game works too. To manipulate starting stats, I had to wait around 2.3 seconds on the title screen before the words "newgame" and "continute" appear (literally the only way I was able to figure this out was through hours and hours of close watch of the memory values during the intro. Starting stats are not changed in the memory until the kratos narration starts but the RNG seed is set way earlier). Thanks for reading. I wanted to get the word out about this and to see if anyone was interested, although submission to this site may not happen. Cheers!
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RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
The other issue is that dolphin emulates running speed in this game incorrectly so your avatar in towns and dungeons runs faster than normal.
No it doesn't. You can run faster because dolphin allows the full range on the joystick than is possible with an unmodded official controller.
Player (197)
Joined: 8/10/2013
Posts: 161
Ah yeah that's the wording I was looking for. GreenMittenz told me about that and I forgot the reason. The problem is that even when I only extend the input to the edge of the little circle thing on the TAS input, my characters still run faster. So I need to figure out the coordinate to emulate console running speed properly. I tried it out and it seems to be roughly 80% of the distance to the edge of the circle but I will need to test it more to be certain. Thanks for the input Rachel
Projects: Banjo-Kazooie Any% with FFM
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
I don't see why you would do that. Physical limitations of controllers have always been ignored here, such as with left+right/up+down. I don't see why you wouldn't do the same in this case.
Player (197)
Joined: 8/10/2013
Posts: 161
Well I was under the impression (because of the rules of the site) that the run must be reproducible on console. I thought that the faster running speed would in a way invalidate that. But if people don't care then I will just continue the TAS without regards to that. I was trying to go along with the standard rules and wasn't sure if an exception would apply. It also doesn't make sense to me to have a run significantly faster because of the increased range on the joystick. ToS has faulty programming that doesn't limit running speed at any point which is why I asked people to shed light on the situation. But if that's the way you guys do things here then so be it I guess.
Projects: Banjo-Kazooie Any% with FFM
RachelB
She/Her
Player (132)
Joined: 12/3/2011
Posts: 1579
It isn't an emulation glitch. The same thing can be done on console with a standard controller, and a knife.
It also doesn't make sense to me to have a run significantly faster because of the increased range on the joystick.
The further you push the joystick, the faster you move.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
The sense of 'reproducible on a console' is in the sense of 'if we had a machine hooked up to the console that gave the console the same inputs as the TAS every frame, the same run would happen'. Obviously for many consoles it is impossible to currently test this (only NES/SNES/Genesis/N64 have TAS-playback bots atm), but the principles apply: If you're able to move faster than console purely because of increased range in the TAS input plugin, then that's fine (After all, we also allow L+R and U+D - which is impossible on official controllers, but the game happily accepts it, console or emulator, if you can send it) If it's a bug in emulation that allows you to move faster, you should try to avoid using emulation bugs because as the emulation improves (becomes more accurate to the console) it will disappear.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Former player
Joined: 4/6/2006
Posts: 462
It is reproducible on the console using a WaveBird Wireless Controller. Edit: Apparently it's called a neutral reset, and it can be reproduced on a standard controller too. I didn't think of unplugging controllers.
Player (197)
Joined: 8/10/2013
Posts: 161
My intention from the beginning was to avoid using emulation bugs and I just wanted to make sure it wasn't a problem. Thanks for the informative reply Patashu. That's the way I saw it as well with the reproducible terminology. I'm just going to continue TASing the game with full range of the joystick. I'd rather this topic be actually more about Tales of Symphonia.
Projects: Banjo-Kazooie Any% with FFM
Joined: 6/14/2004
Posts: 646
I just thought I'd post in here to let you know there is someone in Japan working on their own run, though theirs isn't NG+. I suppose if there's anything I want you to get from this, it's to make sure you use 4 player mode. Link to video Link to video Link to video Link to video
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Player (197)
Joined: 8/10/2013
Posts: 161
Thanks for posting those. I hadn't really considered doing 4 player mode although I knew it was an option. After seeing it in action it looks pretty cool and I think I will do that in my run now.
Projects: Banjo-Kazooie Any% with FFM
Joined: 6/14/2004
Posts: 646
Yeah he had a few in one player mode before, but something must have changed his mind as all his newer videos are 4P. Based on the info in their playlist, they're getting their route from the old SDA run from 2008, plus this NG+ any% run (6h56) from March: http://www.youtube.com/watch?v=W_5OwxjsueY
I like my "thank you"s in monetary form.
Player (197)
Joined: 8/10/2013
Posts: 161
Yeah I can see why he changed his mind. 4 player completely eliminates macroing and having to set strategies. It also eliminates a lot of decision making. Battles simply go much faster too. I've watched the Japanese player's run so far and I already see some timesavers that are not NG+ exclusive as well. After my exam on Monday I am going to start putting some good work into this. If you know how, could you explain how I would do 4 player mode on dolphin? I'm still sort of new to this emulator. Thanks a lot.
Projects: Banjo-Kazooie Any% with FFM
Joined: 2/28/2012
Posts: 160
Location: Philadelphia
Optimizing 4 inputs simultaneously is gonna give you hell, but fortunately it's only during battle. At any rate I assume your battle strategy will largely be just using your group to set up a 4-person infinite stunlock chain and just pound out the high-DPS attacks.
Player (197)
Joined: 8/10/2013
Posts: 161
That's essentially what you do but there's technicalities to it. The highest DPS party would be Genis, Colette, Regal, Presea (or Zelos maybe, with 4 person inputs. I will have to test this). Genis you want to have him randomize off an instant meteor storm (for most battles). Regal has an infinite combo crescent moon, eagle rage, healer, guard repeat. This is the highest dps in the game sans incredibly good meteor luck. Colette has toss hammer poison and then para ball spam (Poison does 1.6% of boss hp per second). Presea in RTA NG+ runs we have in the party because she increases Regal's stats due to EX skills, and macro rising punishment with her. But Zelos super lightning blade spam may outdps Presea with 4 person input. The only problem with this is that the boss will tech down after taking so many techs in a short period of time (like when hit by Lloyd's beast skill). During this they take 90% reduced damage. Genis' absolute techs the enemy back up which is a strategy I will use. Other than that I will have to experiment with how fast I can kill the boss without having this become a problem. The good thing is poison is still effective during tech down so I can use that to my advantage as well. Although 4 person battling will be somewhat of a pain with 4 inputs, it will help make things simpler in the long run because I don't have to set strategies and I can spell cancel spam skills with anyone with the capability instead of macroing people.
Projects: Banjo-Kazooie Any% with FFM
Joined: 8/14/2013
Posts: 1
The other benefit to having Zelos instead of Presea is that you could mix in a Demon Fang during his comboing to cancel the tech down if needed. As Genis might be mid animation when the enemy would tech down.
Joined: 6/14/2004
Posts: 646
Parts 5 and 6 of this are up now. Link to video Link to video
I like my "thank you"s in monetary form.
Player (197)
Joined: 8/10/2013
Posts: 161
Thanks for posting those. These videos are really nice because after watching them I know I can manipulate the overworld so I never get encounters and I don't need to buy holy bottles. I wasn't sure if it was possible to go really long distances without having an overworld monster rush you. Also their method for pushing blocks in the tower of mana with the mirrors in the large room is optimal. The one I thought of that we have been using in RTA is not so that's nice to know.
Projects: Banjo-Kazooie Any% with FFM
Skyekun
He/Him
Joined: 12/22/2014
Posts: 20
Location: Michigan
Here's the playlist for this guy's TAS, he's 23 parts deep, last one went up late November. http://www.nicovideo.jp/mylist/38162673
Current Projects Viewtiful Joe - Adults any% (FIRST TAS!) Future Projects Viewtiful Joe 2 - Adults any% Viewtiful Joe 2 - 36 Chambers any% Maybe something Ultra V-Rated if there's a demand.
Joined: 8/1/2006
Posts: 428
As far as DPS goes, Sheena's attack hitboxes mostly start on one side and kinda wrap around her hand, and IIRC they can be spell-cancelled roughly as soon as they hit. So she can use spell-cancels to chainsaw enemies that are positioned on top of the starting hitbox of one of her attacks.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Patashu
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Joined: 10/2/2005
Posts: 4045
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skyekun
He/Him
Joined: 12/22/2014
Posts: 20
Location: Michigan
Current Projects Viewtiful Joe - Adults any% (FIRST TAS!) Future Projects Viewtiful Joe 2 - Adults any% Viewtiful Joe 2 - 36 Chambers any% Maybe something Ultra V-Rated if there's a demand.