1 2 3 4 5
8 9
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
It's good to know you're still around. When you get the chance, take a look at what I've been doing. I don't have a lot to say at the moment, though. World IV done I'm liking the book of STONE. Although, I'm wondering what to do by the time I hit ASHURA, if the RNG proves its difficulty of being manipulated.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
Microstorage seems to be down for the moment, so just take my word that I completed the test run with a time less than 40 minutes on the run. EDIT: Look! It's up! ASHURA was trouble. I found a way to win with SAW, but it involved re-ordering my party, equipping a BATTLE sword (0 damage! Yes!), and sacrificing my monster (800 damage against my 600 HP monster. One shot, one kill). But I managed to win in two rounds when SAW finally kicks in. GEN-BU2 went without a fuss -- SAW worked instantly after the mess known as ASHURA, mainly because I didn't need to reset between the battles. SEI-RYU2, BYAK-KO2, and SU-ZAKU2 looks more like fine pieces of art, what with the STONE spell being abused, and their curious lack of resistance to the Instant Art kit. CREATOR went down easily enough from SAW. I've taken the time to manipulate Strength gains for the MUTANT M from the previous boss battles, probably kicking the chances over the needed threshold for the first shot to connect. Basically, this run sacrificed 2 mutants, 2 humans, and 1 monster while winning with 2 mutants still alive (one's at 1 HP). Clearly, an optimal party is one that goes over the usual limit of 4 characters. In any case, it seems that an optimal party will get shuffled around a lot. The initial run through World I will likely consist of 4 mutants. 3 should mysteriously die along the way right after the remaining survivor gets the needed abilities. Prior to moving to World II, we're going to need at least one bodyguard, probably two. If the battles are going to be stuck with the same sequence of RNGs, we're going to lose someone at SEI-RYU, and the second battle in World III can't be cleared in one P-BLAST (maybe a monster bodyguard, the DRAGON 1 had nice HP). One more trip to the guild in World IV, as seen in my run (assuming someone can access it), would get us a MUTANT M who begins with 54 Strength. Since the MUTANT F we begin as starts with 4, this saves around 10 battles worth of Strength manipulation, since we'd hand the SAW to this MUTANT M instead, and the detour to the guild should save lots more time than 10 battles. Now that I have a nice beginning-to-end test run of my own, I will take a close look at just how much Mana I can avoid getting. Any battles I can shave off should only help us speed through better. I'll also take a look at the four forced battles to see what RNG values gives us the smallest number of monsters in the four forced battles where the numbers are randomized. Less "monster is dead" messages might be helpful. Address C353 will be getting a close look... And finally, SEI-RYU... That thing is still a wall. Max-damage P-BLASTs kill in 3 rounds, immune to GAZE (death), no book of STONE, and GAZE (stone) is impossible to pick up, thanks to the faulty RNG. We can get a BEETLE and attempt to SAW SEI-RYU like in my first test run, but now we have to manipulate the right monsters to drop their meat for us. But this means we won't need to manipulate like 90 Mana for high-damage P-BLASTs at SEI-RYU. We'll still need around 99 Mana at the boss rush after World IV, but if we get past SEI-RYU, we can manipulate for Mana in a longer time span. ... If there's any good battles along the way that doesn't waste too much time. Reducing the number of resets and battle encounters seems to be a key point in speeding up this run.
Player (80)
Joined: 8/5/2007
Posts: 865
Between laziness and not having internet access, I've made essentially no progress, so I'm currently playing catch-up. I don't have much to concretely add, but I'll offer what I can. The really nice thing about the STONE spell is that it lets us ditch Agl. bonuses. I considered doing that after learning I could manipulate P-BLAST pretty easily, but quickly realized that we still need a high Agl. stat to manipulate WHIP for late bosses. With STONE and extra characters, we might be able to do away with it entirely. (Ah, looks like you pointed that out at the end of one of your posts.) What I like about STONE is that it allows us to hedge our bets-- between STONE and SAW, one of the two is quite likely to connect. I don't think a monster would be worthwhile, since you'd have to fight more than three battles to pump it up. Compare three extra battles versus three turns fighting SEI-RYU and it's pretty clear he wouldn't save enough time. Gorgeous luck manipulation on the roving monster in the Underwater Castle! Once again, you've shamed me by demonstrating you can fly around the Hidden Town in World 3. Now why didn't I think of that? Are you sure it's faster to walk to the skyscraper rather than take the bike? It looks faster, but I'd just like to check that you tested it. I noticed that you TELEPORted from So-Cho's grave. Did you get different results from me? I believe the fastest way to avoid battles is to luck manipulate out of them. Starting near C323 = 161, there's a nice, long pocket where the RNG won't cause any random battles (under most conditions) until it reaches 255. If we can manipulate luck so that the RNG is anywhere near there, it will be even faster than running. Finally, I have what is by far my most important contribution: naming. I don't know if you have anything in mind, but I suggest we name our party members T, A, S, and F respectively. This is an obvious allusion to the run being a TAS. Additionally, if we are fortunate enough to switch the first and fourth members of the group, we spell "fast". Two alternatives came to mind: T-A-S-E and T-A-S-R, both for having a lot of anagrams (perhaps we can spell "star" as a subliminal message to the reviewers). I'm not sure, but I think we might be ready to start planning for the real run. I don't know if a new test run would bring any new information, so it may be time to hammer out the details of the real thing.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
Bobo the King wrote:
What I like about STONE is that it allows us to hedge our bets-- between STONE and SAW, one of the two is quite likely to connect.
Actually, it seems more like with a rather static RNG, that if we simply have a high enough chance, then we can always hit on the first shot. Otherwise, we always miss on the first shot (unless we fight another battle without a reset in between). Other actions that take place beforehand may adjust the chance. Whatever the case, if none of the right RNGs are pulled from any previous action since the last reset, then in order to connect with STONE, our Mana needs to be at least (enemy Mana) - 4. Any less, and insta-wins don't happen first thing after a reset. Anything less than 96 Mana on the final boss rush is practically suicide, since we can't get our STONE to work first thing. SAW seems to want around 75 Str. to hit right away, which if you only manipulate Strength from required battles at that point, will only happen around CREATOR.
Bobo the King wrote:
I don't think a monster would be worthwhile, since you'd have to fight more than three battles to pump it up. Compare three extra battles versus three turns fighting SEI-RYU and it's pretty clear he wouldn't save enough time.
Who says we must fight extra battles? While manipulating our mutants, it's possible we can pick up the right meats in the meantime. On the other hand, if we go 4 mutants first thing, we probably won't get the chance to get a BEETLE by SEI-RYU. Okay, so no SAW for SEI-RYU. That pretty much leaves a stack of HP as the last use of a monster, for use in one battle against three different monsters. To get a stack of HP, we could just bring a monster to SEI-RYU, forget eating anything but SEI-RYU (Since we aim for 0 meats up until SEI-RYU, this is zero manipulation needed), and get an instant pile of HP to use. Only useful in that one battle against 3 different monsters, though...
Bobo the King wrote:
Gorgeous luck manipulation on the roving monster in the Underwater Castle!
Heh, if we're aiming for fastest time, I thought I should see if I can manipulate the darn thing around. Seems I can, reasonably well.
Bobo the King wrote:
Once again, you've shamed me by demonstrating you can fly around the Hidden Town in World 3. Now why didn't I think of that?
There is also something I didn't check. One can go pretty far south in that hidden town. If there's anything silly we can find down there, like game-breaking glitches, then yay. Addresses CCC8 and CCC9 are your coordinates, in case you haven't tracked them.
Bobo the King wrote:
Are you sure it's faster to walk to the skyscraper rather than take the bike? It looks faster, but I'd just like to check that you tested it.
I didn't bother testing. I only counted the steps and made rough estimates. Each step is 16 frames, and each tile we bike on takes 8 frames, not counting the fact we increment the encounters all the while. Biking the way, at a glance, didn't make up for the trip to the bike, but we could look at this closer anyway.
Bobo the King wrote:
I noticed that you TELEPORted from So-Cho's grave. Did you get different results from me?
I didn't bother testing. I felt that our plans wouldn't be greatly affected before or after this point, so I thought I can always check later.
Bobo the King wrote:
I believe the fastest way to avoid battles is to luck manipulate out of them. Starting near C323 = 161, there's a nice, long pocket where the RNG won't cause any random battles (under most conditions) until it reaches 255. If we can manipulate luck so that the RNG is anywhere near there, it will be even faster than running.
It may take several frames to get the right point in the reset. Plus, there are several points where the encounter rate is higher (especially the "invincible" SU-ZAKU's encounter rate of 64 without the bike), but resets for the right RNG is usually a good idea.
Bobo the King wrote:
Finally, I have what is by far my most important contribution: naming. [...]
Nothing in particular comes to my mind, other than the letter I. "I won!!" I know that leaving our characters nameless is the fastest option, but this hurts the entertainment by never letting anyone know who's who. Single letter names will identify who's doing everything, and we can select a set of entertaining letters. Don't forget, we may end up having more than four characters total, thanks to the fact we may end up replacing dead bodies a few times. This gives opportunities for new letters to debut in our run!
Bobo the King wrote:
I'm not sure, but I think we might be ready to start planning for the real run. I don't know if a new test run would bring any new information, so it may be time to hammer out the details of the real thing.
Indeed, we should work out the details. I will start looking over the details we got. Give me a day or two and I'll work out a plan. Might end up being monsterless, even.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
0xC30B              0xC36F              0xC343
  0x51 (GAZE)         0x5F (3)            0x59 (G)      Common
  0x51 (GAZE)         0x5F (3)            0x58 (F)      Rare
  0x51 (GAZE)         0x60 (2)            0x59 (G)      Rare

  0xF1 (P-BLAST)      0xFF (1)            0xF9 (GD)     Common
  0xF1 (P-BLAST)      0xFF (1)            0xF8 (CG)     Rare
  0xF1 (P-BLAST)      0x00 (2)            0xF9 (GD)     Rare

  0xF2 (P-BLAST)      0x00 (2)            0xFA (DG)     Common
  0xF2 (P-BLAST)      0x00 (2)            0xF9 (GD)     Rare
  0xF2 (P-BLAST)      0x01 (3)            0xFA (DG)     Rare

  0x58 (TELEPOR)      0x66 (1)            0x60 (FGG)    Common
  0x58 (TELEPOR)      0x66 (1)            0x5F (GFG)    Rare
  0x58 (TELEPOR)      0x67 (3)            0x60 (FGG)    Rare

  0x59 (TELEPOR)      0x67 (3)            0x61 (GGG)    Common
  0x59 (TELEPOR)      0x67 (3)            0x60 (FGG)    Rare
  0x59 (TELEPOR)      0x68 (3)            0x61 (GGG)    Rare

  0xE9 (TELEPOR)      0xF7 (1)            0xF1 (FGG)    Common
  0xE9 (TELEPOR)      0xF7 (1)            0xF0 (EFG)    Rare
  0xE9 (TELEPOR)      0xF8 (3)            0xF1 (FGG)    Rare

  0xEA (TELEPOR)      0xF8 (3)            0xF2 (GGF)    Common
  0xEA (TELEPOR)      0xF8 (3)            0xF1 (FGG)    Rare
  0xEA (TELEPOR)      0xF9 (1)            0xF2 (GGF)    Rare

  0xEB (TELEPOR)      0xF9 (1)            0xF3 (GFG)    Common
  0xEB (TELEPOR)      0xF9 (1)            0xF2 (GGF)    Rare
  0xEB (TELEPOR)      0xFA (4)            0xF3 (GFG)    Rare
This needs a little explaining, eh? The first column is about address C30B and its values. We would pick one of these values for one of these abilities. While C34B itself determines the abilities, it's always a fixed value away from C30B, so I can choose one or the other to represent this column, but I picked C30B. The second column is about C36F, which indicates what slot in our abilities list the desired ability will occupy. We get a little variance, but it doesn't appear to be a lot, however. It's still important to note that, while rare, it is possible to get GAZE in slot 2, P-BLAST in slot 3, and TELEPOR in slot 4. The third column is about C343. This dictates what encounters we meet up with. I indicate them as a string of letters. Since we'll be fighting one battle for GAZE, there's only one letter. We need two battles for P-BLAST, so there's two letters. We'll use three battles plus the P-FROG battle for TELEPOR, so I use three letters for the TELEPOR possibilities. Finally, the letters themselves refer to the encounter group we'll face, as follows:
W1 OpenLand    Forest       Bandit Cave
A: REDBULL     LIZARD       FLY     +SKELETON
B: SKELETON    REDBULL      LIZARD
C: ASIGARU     SKELETON     REDBULL
D: ALBATROS    ASIGARU      SKELETON
E: ZOMBIE      ALBATROS     ASIGARU
F: GOBLIN      ZOMBIE       ALBATROS
G: LIZARD      GOBLIN       ZOMBIE
Encountering a ZOMBIE is hazardous to our plans. Encountering a LIZARD before we get GAZE is also going to kill our run. To further add to all this, here's how the first three battles after a reset will play out: 1) Party1 acts, enemy hits Party1, everyone else acts 2) Party1 acts, enemy hits Party2, everyone else acts 3) Enemy hits Party2, everyone else acts If there's a way to manipulate this, without anything more than our starting SABER and the accompanying allies' HAMMERs and RAPIERs, I wish to hear of it. EDIT: Things happen differently from what I expect. Turn order is affected by something, could be Agl., but my main did attack first in the first battle when I placed her in slot 4. This does stuff to my plans. The following seems... Less solid. I'll shrink it down... Eh. In order to get GAZE on our starter, we must put her in slot 4. Enemy is guaranteed to hit our fodder once. In order to get P-BLAST, our starter must be in slot 3 (F2) or slot 4 (F1). Regardless of the choice, there's also a conveniently placed Mana+5 in the same respective slots for the first battle, so we're highly encouraged to sort our starter there first thing. The enemy is guaranteed to hit our fodder twice this way. Considering how flimsy our fodder is, we can only spare three hits on them before we start losing them. Getting GAZE and P-BLAST (and the Mana+5) will eat up all 3 spare hits we got. On the way to TELEPOR, there aren't any exciting bonuses along the way. We can put the GAZE & P-BLAST starter in slot 1 for the first two battles to one-shot the enemy before they do any attacks, and soak up a hit in slot 2 in the third battle. This won't work for the EB TELEPOR, thanks to the fact we're forced into learning the useless ARMOR at battle 1, most likely replacing a previously gained ability. Finally, there's the encounters themselves. Fighting GOBLIN, ASIGARU, or ALBATROS are all good, with their 20 HP. LIZARD, not so much, with 40 HP, but we can GAZE them dead once we get that. ZOMBIE is the real killer here, with 60 HP and immunity to GAZE. The ZOMBIE shouldn't be any trouble when getting GAZE or P-BLAST, since either we pick the OpenLand or Forest at will for GAZE, or the whole lack of encounter F in the forest for P-BLAST. The real trouble starts when we look at TELEPOR: The first two encounters will likely have us in the Forest, where encounter F kills our run with a ZOMBIE. As for the third encounter, there's a patch of OpenLand just prior to entering the Bandit Cave. Both F and G are fine at that point. If we actually enter the cave, G kills our run with a ZOMBIE encounter. Not good. Thanks to the long stretch of no-encounter steps following battle 3 of any of the 5 TELEPOR, it's possible to encounter something on OpenLand and go straight to the P-FROG without intervening battles. This is fine, since we want to reduce encounters in the long run. All this assumes that manipulating these abilities doesn't cost us a whole lot of manipulation time. I am quite aware that manipulation is costly, both in trying to TAS it up and in realtime as well. To the extent of my knowledge, the only viable time to be manipulating for abilities is right at the start, where we can freely have four mutants in our party to scroll through the bonuses much faster to get things like TELEPOR before P-FROG. GAZE is instant-win against P-FROG. we shouldn't need much in stats to win, hopefully. It's also instant-win versus KINGSWRD. Either that, or manipulate piles of Mana before either battle (P-BLAST), and I feel that would be a tad inconvenient. In effect, my plans are something like: - "Waste" around 6 steps going towards the Cave before resetting. - Manipulate for GAZE - Manipulate for P-BLAST - Manipulate for TELEPOR - Dust off World I with rampant abuse of our gained abilities RNG, be kind, please... Around 35 steps for GAZE, 8 for P-BLAST, and roughly 64 or 58 for 3 battles leading to TELEPOR (158 or 137 for the fourth battle). I haven't checked the steps until encounter closely.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
I'm no good at anagrams... Currently trying to get ideas on what sort of RNG to look for. This one seems alright, seeing as I get GAZE, Mana+5, P-BLAST, and TELEPOR, and I have 8 shots total from GAZE and P-BLAST to work with. All I need is to get rid of a chunk of that manipulation time. I wanted to see if the RNGs can work out before I clean up the messy manipulation. But I like this set of RNGs, mainly due to the fact I can move my main character once and still nail all three wanted abilities. I like the letters A, R, S, T, because we can spell RATS. As well as STAR, ARTS, ... Uh, you know. I'm never good at anagrams! And in hindsight, perhaps the main character shouldn't be R... ... I might get stuck on names, of all things...
Player (80)
Joined: 8/5/2007
Posts: 865
*Sheepishly walks in* Uh... I'm back. I saw the FFL run on the front page and my heart skipped a beat-- I was relieved when I saw it was the Japanese version, so we still have a legitimate English version going. A combination of things "distracted" me from the run. First there was the bad timing of losing my internet connection, so you (FatRatKnight) got ahead of me. Then came a deep apprehension about manipulating luck and the resulting desyncing. I got really nervous about the prospect of restarting and playing the movie over and over and over and over and over again to manipulate luck. I was growing sick of the tedium of it. Finally, I just found other projects to keep myself occupied. Since you haven't posted lately, it looks like that's not so much of a problem, but I still feel I should apologize and say you deserved better treatment than me dropping out like that. I should have at least told you what I was up to. Anyway, let's pick things back up where we left off... but in a week or so. I have an important trip to take starting tomorrow and through Saturday, so I won't be able to do anything until then. I'll also be applying to grad school imminently, so that will take up some of my time. But next week, I'll read through all our old posts, break out the Classic Controller, and before long, we'll get this damn thing done.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
Here's my current progress. Haven't made further attempts to manipulate luck, but I think accessing the Sound Test is the way to go in this instance. At the moment, it's... Sort of abandoned by me. The "names" were decided over IRC, but I'm still not sure if they're the best way to go. Technically fastest, and it's interesting that the game allows 0 character names, but... I stopped in the attempt at manipulating luck by Sound Test. I can't remember my exact plans now, but I have plenty of notes, and I think I have a bunch of them posted here anyway. I recall worrying about how to successfully kill off the three other characters I have tagging along, all Mutant F. I may actually need to use slower Mutant M so that they can get a beating somewhere down the line. I can't actually remember why, though. Maybe for a monster later? It's been too long since I last looked at this. The JPN run uses JPN-exclusive glitches, so no worries about this run being "suboptimal". Even so, game-skipping glitches can be ignored for the sake of showing more of the game, with a few examples already published. Regardless, I tend to do one project, then suddenly drop it forever and decide that another is more interesting at the time. I keep thinking about my Life Force/Salamander run, for example, and even open up the emulator on occasion for it, but can't even add a single frame into it. If you can pick up on what I have so far for FFL, I believe I will do what I can to support that, but I can't seem to get things done myself. I can get started, and pretty well at that, but finishing is not a strong point of mine.
Player (80)
Joined: 8/5/2007
Posts: 865
Let me share a few thoughts on the dedication that goes into making a TAS. I probably won't say anything you don't already know, but I hope it'll still be a good pep talk. Making TASes is a rough hobby. Because the nature of the medium demands perfection, it doesn't really lend itself to putting up a "best first effort" unless it's already damn near perfect. Not that their dedication is anything less than phenomenal, even conventional speedrunners often have the liberty of saying, "It's not perfect, but it's good enough for me." TASers are required to play through a game several times, taking meticulous notes along the way, just so that they can get it right when they finally do sit down and go for the real deal. We're not making things easy for ourselves either with an RPG TAS. I think that for all but the clinically unbalanced, a certain amount of boredom or anxiety is virtually inevitable. It happened to me for several months while I was working on my Skitchin' TAS, it happened to you while working on Life Force, and from what I've seen, it's happened to a lot of talented TASers who just got sick of thinking about a game day in and day out. It looks like it happened to both of us while working on this one. I noticed when I started TASing early this year that the first sentence of the Guidelines page was, "Do not undertake a TAS job alone, not if you can help it." I thought that was strange advice since, after all, the more work you do yourself the more you feel like a trailblazer and the more credit you get. Working in groups can be rough because you can become overly dependent on another person to help you when you need it. I don't know about you, but I find that when I work in a group, I'm often either doing all the work or practically sitting on the sideline as an observer, neither of which is very rewarding. But I've got to say we've worked really freaking well together. Keeping the updates up to a near-daily rate is almost unheard of for all but the most popular games (and even with them, a lot of posts are just mindless banter). We were constantly finding new RNG tables and routes, and when we weren't doing that, we were doing test runs. I think that the handful of "groupies" and well-wishers we accumulated is a testament to how hard we worked on this. I now think that the Guidelines page is absolutely right-- you shouldn't make a TAS alone if you can help it. At first I thought it was just about sharing the workload, but now I see that it's more complicated than that. When we were working together, I wasn't running the game just to get a TAS published. Day to day, I worked because I felt obligated to help you. If I slacked off for a weekend or a few days, I'd be leaving you out to dry, and that simply wouldn't be fair. I know you haven't been working on the game lately either, but I really take full responsibility for bringing the project to a halt. My internet connection temporarily died and I soon took that as an excuse to duck out for a break. You did what you could in the meantime, but I don't think either of us would have started (much less finished!) this project alone. I know for sure I wouldn't have. So what am I really trying to say? Well, it's complicated. I don't want you to think you're obligated to continue if you're not up to it, you've moved on, or you're busy with other projects. And the fact of the matter is that as long as I have any involvement in making this TAS, your name is for certain going to be on the submission-- you've done more work on this game than I have. The way I see it, though, we've done about 90% of the work toward getting this thing done and it would be a real shame to let someone else get all the glory for the final 10% (the actual run). I think we're both sick of this game, but it's something we just need to do and we're going to need each other's support to get it done. The first step should be some "executive decisions" regarding how extensively we wish to manipulate luck. After that, it'll just be a matter of putting it to practice, which will be tedious, but straightforward. I think we can finish it within two weeks as long as we formulate a clear plan. Between the two of us, we've run the game at least four or five times at this point, so there's very little left to actually do. It's your call, but I vote for giving it one last push and getting it done.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
Bobo the King wrote:
[...] I hope it'll still be a good pep talk.
And indeed, it has. I have been successful in making three published TASes so far. Although, one of them is pathetically short, it did still go through more than one revision (but it was still quick). Another also went through a revision, and this did take some more dedication. The last of the three I'm mentioning did have some breaks in its creation, but I had to go through two different long term routes of nearly equal lengths with strong TAS effort to see which one's better in my test run. Every run had some sort of test run going through the whole game first. This talk made me recall my current successes thus far, and the troubles they had. Well, [1199] NES Dungeon Magic: Sword of the Elements by FatRatKnight in 01:02.83 wasn't much trouble at the time, now that I think about it. But one of the runs, at the least, did have trouble. Indeed, as you say, when the two of us were working together, I really felt that everything I'm doing was getting well-received and I could actually ping some information into someone's hands and get a useful result coming back. When you stopped, it became a one-way channel. With little interaction, my motivation took a solid hit. Those Guidelines seem to have nailed it. The first advice that comes out, the first sentence after the overview, says going alone isn't usually a good idea. Right now, I'm somewhat burnt out for this run. I need you to lead the way for the moment. Even if all you do is ask "So... What's the plan?" That's all I need, as far as I believe. This gives me a direction to reach for, something that an outside force wants from me. A destination in which I feel I can get to and tell you, "here it is." Incidentally, this also made me think the Dream Team Contests have a lot more value in them than what I had at first glance. I agree. We need to push. Try to get this new run out to the end. One last time.
Player (80)
Joined: 8/5/2007
Posts: 865
FatRatKnight wrote:
Right now, I'm somewhat burnt out for this run. I need you to lead the way for the moment. Even if all you do is ask "So... What's the plan?" That's all I need, as far as I believe. This gives me a direction to reach for, something that an outside force wants from me. A destination in which I feel I can get to and tell you, "here it is."
Since you carried on without me for a while, I think it's only fair that I start things back up. Let me outline a plan... ...But first, a caution for both of us: we're going to have to drop the idea of irrefutable perfection. I love the idea of making a TAS that's impossible to improve upon, but I know from personal experience it will drive its author insane. Of course, we can't outright cut corners either, but we just need to be able to say to critics, "Hey, we gave it a whole lot of thought, but we're not 100% certain that we made the right choices. We did our best." When I got tired of running Skitchin', I had to consciously stop focusing on perfection and instead think about entertainment to get the run done. I don't know if you needed that advice, but perfection scares the crap out of me. So okay, here's what I've come up with for a route. I'll obviously focus more on nontrivial things rather than the overall route, which we both know pretty well. Preliminary Stuff •Start the game. (Okay, so maybe that isn't nontrivial. Sue me.) •Soft reset the game as soon as possible to manipulate luck before starting a new game. My reasoning is that if we restart first, we don't have to save the game and it will save about 20 frames. •Start a new game and assemble a party. I don't know how many characters we should use, but my current inclination is toward four female mutants. I think we both decided one mutant would need too much time to learn TELEPOR. My guess is that the same would hold for two mutants. I think it's a tossup between three and four mutants. According to previous analysis, a three mutant party would have to fight two extra battles to earn the same stat gains that a four mutant party would. We should do a quick analysis on how much additional time a character uses up. If there's anything you can help with immediately, it's to weigh the benefits and costs of having four versus three mutants. Through World 1 •Get the lead character's Agl. up to about 60 on the way to the bandit. We have a fair amount of wiggle room here-- we need her first bonuses to all be Agl., but once she can OHKO anything in World 1, we can stat boost whatever we want. That's going to save us some time in luck manipulation since manipulating a particular result is going to mean more resetting and less walking (on average). I also think this is the most important part of the game, so we may want to replay this segment five or six times to try to get the most favorable RNG values we can. •Fight four battles to get TELEPOR. This should start in Bandit Cave or immediately after leaving it. I say if we haven't learned it before meeting King Armor, we've done something wrong. •Fight two more battles to get P-BLAST. Hopefully our main character will have some Mana built up by then. This brings me to the second thing you can help out with: Do we want a second character to play the role of spellcaster? There are all sorts of potential benefits and drawbacks. On the plus side, we could deal more damage per turn when it's needed (I'm thinking bosses). The drawback is we would need to keep two characters alive and we may have to re-analyze the bonus RNG table to find out how best to pump up a mutant in the second, third, or fourth slot. The only battle I definitely see it helping would be against BYAK-KO. We'll be SAWing almost everything else. I want your take on it. •Retrieve the King Armor from... King Armor. It's worth noting that there's an NPC by the stairs who might get in our way. Hopefully he won't be a problem, but we may need to manipulate him to one side. •(Obtain GAZE (d) on the way to King Swd? We should probably pick it up sometime, but I don't know when would be best. We should also consider that if we have a single character with three spells, manipulating their uses might get tricky. I'm looking at my test run and I see that my Mana was pretty low, so it might be a good idea to put it off until later-- after all, it shouldn't see any use through the first two worlds. That's another thing for you to think about.) •Defeat King Swd, TELEPOR back to the base of the tower, march over to King Shield, defeat the steward's cronies with a P-BLAST, defeat the steward, walk back to Town of Hero. •Stop by the weapon shop to buy a WHIP. I can't remember for sure, but I think we need it to stun BYAK-KO. (Nope, I just watched my test run and I didn't use it there. I still think it might be needed for SU-ZAKU and/or ASHURA.) •Dress the statue, TELEPOR back to the base of the tower to skip GEN-BU. •(Use the Inn? If there's one thing it's got going for it, it's very quickly accessible.) •(Talk to that one NPC? You demonstrated that there's a particular NPC that you have to talk to so that you can access the second tower. We can always talk to them later, but maybe we'll be particularly close anyway.) •Stop at the item shop to pick up EYEDROPS. Unless I'm sorely mistaken, we'll need them after the SU-ZAKU battle. We may want to check that these are the quickest EYEDROPS we can get. Through World 2 •Climb the tower. If we haven't been stat boosting, resume doing so. By now, we should be pumping Str. whenever we can. Mana and Agl. should be in the 70s, so they can stay where they are unless we absolutely cannot luck manipulate a Str. bonus. •Pick up a Battle Swd in the World 2 town. (No EYEDROPs in this town. I just checked.) •Trek over to the island/ship, stat boosting along the way. Sail it to the AIRSEED. Sail to the whirlpool and dive in. Enter the Underwater Castle. Do our damnedest to force the monster on the first floor to step away from the door so that we can pass by. •Enter SEI-RYU's room. There are some easy ATOMCRABs here if we need to pump extensively. I don't think we'll need them, though, so we should just... •...Defeat SEI-RYU. Sail to old man, talk to him, warp out via the tile next to him, re-enter, talk to him again, obtain the BLUEORB, TELEPOR back to the tower. Through World 3 (My favorite!) •By now, we should have maxed out Agl. and Mana and we should have 69 Str. (which is where we need it to SAW the MACHINE in the power plant on World 4). Therefore, we should stop leveling and manipulate luck so that we can always run from battle. Then again, if we put off just a little bit of stat boosting until this point, we can focus on running but we'll have a little bit of leeway if we can't manipulate luck to run from battle. Oh, and be aware that we should walk as far as possible before resetting. In my test run, I usually walked as little as possible before resetting because I just wanted to manipulate luck, not optimize the speed. •(Pick up the SABER in town? We probably won't need it, but my memory's really hazy at this point. In my test run, I stopped at the Weapon Shop for something, but it went by too fast for me to see what it was. There are EYEDROPs in the item shop, which shouldn't be too far out of the way if we stop at the weapon shop.) •P-BLAST some MOSQUITOs at the pub. Get recruited by BYAK-KO. Fly to Jeanne's and save her. Don't talk to Jeanne! Just leave. •Climb the very boring Flying Castle, doing our best to manipulate NPCs out of the way. This will be tricky, so I'm not sure how much effort we should put into moving them. •Save Mileille, TELEPOR out of jail (leaving our cellmates to rot), talk to a soldier at the pub, pick up our glider, enter the Flying Castle, leave, enter the secret hideout. •(Go to the hidden town sometime in there? I remember we both went there, but now I'm looking at the shop lists and I can't for the life of me remember why we wanted to stop there. Oh well.) •Fight BYAK-KO. Make sure that characters are distributed such that our favored adventurers survive the battle. (We could stun him with the whip, but we can almost certainly benefit from killing off two characters.) •Get the sphere and TELEPOR back to the tower. Through World 4 •Climb the tower and run from battles. •Pick up the coveted SAW along the way. •Head straight to the sewers and follow So-Cho's sister. •Save So-Cho's sister. (In my test run, I reorganized my party first. I recall that I died in battle if I didn't shuffle my characters. I'm not sure if that will be the case again and I don't know why it helped.) •Go to the pub, blah blah blah blah blah blah blah blah blah. Get on the bike and go to Akiba to pick up the ROM. Skip the CATCRAW, which I found out we won't use. •Drive to the Northeast Town, pick up the BOARD. Do you suppose ROM and BOARD meant anything to Japanese players of the game? •(Pick up EYEDROPs? This is the third and last place where we might get them. There should be a shop in this town that sells them and I think it might be our best bet. We'll have to check how close it is to the main path compared to the other shops.) •Exit the town, then re-enter to quickly pick up the bike. We could also drop the bike off outside town. We may want to manipulate it so that we don't run into SU-ZAKU while we're on foot. •Head back to town, follow So-Cho to the power plant, SAW the EVIL EYE. •When So-Cho bikes up, move left two, right one, then get off the bike to talk to him. This should be the fastest way to get to the next room. •Walk up to the MACHINE, leaving the bike behind (should be fastest). SAW the MACHINE. •Pick up the bike in town, take it to the skyscraper. •Climb the skyscraper, continuing to run from battles. We might get into just one or two battles since SU-ZAKU has 77 defense and we can SAW him. No biggie if we don't. •Don't forget to "jump off" the elevator as it's going down to enter the door early. •Fight SU-ZAKU. Whip the hell out of him until we can SAW him. In my test run, I used the E-WHIP-- I don't know how that compares with the regular WHIP (which should be more reliable). •Use EYEDROPs as necessary. Through the EndWalk from So-Cho's grave to the tower. It's a little bit faster than TELEPORting. •Climb the tower and fight a few more battles to boost Str. BYAK-KO2 has 90 Def., so we should cap Str. at 89 until we fight him. Unfortunately, I don't know if we can even reasonably beat the enemies this late in the game (unless we use GAZE). •WHIP ASHURA until we can SAW him. •Climb the second tower, SAWing everything in sight. This part should be extremely straightforward. So that's my plan. I also have some thoughts on how we should implement Lua scripting and stylistic issues like how we move from place to place, but I'd first like your thoughts on this plan. It's probably not perfect, but I believe it incorporates every lesson we've learned so far. The biggest questions are whether we should get three or four mutants and whether we should use a second mutant as a spellcaster. I'm worn out after typing all that up, so tell me what you think and check that my route makes sense. If I forgot any useful tricks along the way, point them out and I'll add them to the plan.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
A previous post of mine seems to say that my plans involve grabbing GAZE (death), P-BLAST, and finally TELEPOR all by the time we dust off the P-FROG bandit. Another post seems to outline what we need to use for every single battle. Still a question mark around SEI-RYU, though. The three monster battle in World III can't be cleared in a single 99 Mana P-BLAST, which might encourage having another multi-target user handy. And don't forget my 40 minute test run from this post. It skips building Str. and Agl. on the main Mutant, in favor of dusting things dead with spells and picking up a stronger Mutant M who begins with 54 Str., where the SAW is handed to him instead. Finally, there's the resources I've filled up. I've indicated that there are magic numbers that will let us hit with SAW or bSTONE first thing. We won't need more than 75 Str. or 96 Mana by endgame, as the first action we throw out there will always hit at that level. (I seem to have forgotten STEWARD in the forced encounter notes. So trivial even I forgot.) In any case, here's how things look in my own world: As we start * Assemble party of four Mutants. The primary character needs to be MUTANT F, thanks to things like higher starting Agl. and the ever yummy SABER. The other three may be either gender, but I'm thinking 2 M and one F here. * Names. We can use 0-character names for the odd fact the game allows nameless characters and the fact it's fastest, or we can give single letter names so to distinguish who is doing what. World I * Get GAZE (death), P-BLAST, and TELEPOR, in that order, by the time we defeat P-FROG bandit. * * My notes indicate an optimal first reset time is 6 steps out into the overworld. * Abuse TELEPOR to leave Bandit Cave and go to King Armor. * Abuse TELEPOR to shorten the trip to King Sword. * * He dies to GAZE. Can't take us staring at him? * Abuse TELEPOR (poor spell...) to get to King Shield in a hurry. * * ... But we're still too late. Darn plot. P-BLAST the resulting battle. * * STEWARD dies to... Well, just about anything. * * Somewhere along the way of collecting these pieces of junk, there may be reason to... dispose... of the extras. I can't seem to remember why, though. * * It would be best to spend the spare spell charges we got on various battles to jack up our Mana among our TELEPORing. * Statue stuff. Joy. * * Abuse TELEPOR (That's just plain mean!) to skip GEN-BU. * Go on our merry way to the tower. * * Definitely talk to that NPC. We don't want game-stopping glitches, do we? * * The inn sounds favorable at this time. We'll need to reload our GAZEs and P-BLASTs. * * Possibly get replacement characters at this time. World II * Let's see... 5 GAZEs and 2 P-BLASTs means we can get another 35 Mana on our way to SEI-RYU. We may need that Mana -- SEI-RYU doesn't look beatable through instant win means at this time. Except maybe a BEETLE's SAW, but I'm not sure how that would fit in my plans. * Sanities like the BATTLE sword, sailing island, AIRSEED, the usual path to SEI-RYU. * Kill SEI-RYU dead. * * Probably with 3 P-BLASTs. * * If we did bring a BEETLE, we might want to fight an ATOMCRAB to change up the RNG for the well-anticipated SAW. * Old man's riddle. Good thing we got the BATTLE sword ahead of time. TELEPOR to Tower. Fun. World III * Our approximate stats by this point should be 4 Str., 8 Agl., and piles of Mana. * * The turn order when we use spells doesn't depend on our Agility, but Mana instead. Or so it seems. * * Our Strength is useless. We can't make use of it. Because we're going to pick up someone who starts with decent Strength later. * Advance the story. Possibly an inn stop if we need extra spells. * * MOSQUITO dies to GAZE. * * P-BLAST the trio of monsters. Though, one won't be enough... * * SABERCAT dies to GAZE. * TELEPOR out of the prison. Note: If you're going to put someone in jail, make sure they don't have an inherent escape mechanism! * Detour for Book of STONE in the hidden town. * Our freshly gained "Instant Art Kit" comes in use immediately against BYAK-KO. * Sphere, TELEPOR, fun times. World IV * The SAW, man. Don't forget the SAW! * Advance the story. * * Going the "usual route" through the sewers seem to be the way. * * ATOM ANT dies to GAZE * Go straight to the key items. Do not pass GO, do not collect 200 G. Or any optional item. * * The path over some of the buildings don't seem to increment the encounters. Use them! * * SU-ZAKU's encounter rate off the bike is 64. Ouch. * * On the way to depositing our ROM, summon a MUTANT M to our cause. He has the 54 Str. that we don't have, and didn't feel like fighting 10 battles for. * More underground stuff! * * EVIL EYE dies to GAZE. * * MACHINE dies to SAW. We might want to avoid resetting since EVIL EYE so the RNG is good for our otherwise incompetent 54~59 Str. * * We got a BAND from So-Cho. This is just about unavoidable anyway. For some reason, I decided to equip it on my run. * Okay, time for the walk to SU-ZAKU. * * I really think walking there is fastest. Naturally, we should time it. * * SU-ZAKU dies to bSTONE. I love our Instant Art Kit! * * That BAND protects versus Blind (and everything else). Let SU-ZAKU fail to blind the wearer if it's a problem. * More tower stuff. Probably no TELEPOR this time, I guess. Final climb * The NPC we talked to earlier doesn't exist anymore. Hence, isn't messing with our door. If we had talked to the NPC now, we must leave the area and reenter to get Tower2 working properly. * ASHURA dies to SAW. This battle may be troublesome... We might need a spare meatshield, considering my lack of any Agility and whipping won't do any good. Either that, or buff the Mutant M's Str. to 75, but that requires extra battles. * GEN-BU2 dies to SAW. With no resets, this should be easy. * SEI-RYU2 becomes art. bSTONE, go! We'll need 96 Mana on the Mutant F by now. * BYAK-KO2 becomes art. Hey, this book is a good read! * SU-ZAKU2 becomes art. Our power is simply petrifying! * CREATOR dies to SAW. We should have 75 Str. on our Mutant M by now. That's my plans. We differ on stat growth. You say we should get Str., Agl., and Mana on the same Mutant. I say we get Mana on the starter and pick up a boyfriend for this mutant and let him handle the Strength needs for us. We differ in some battle plans. Odd, you don't have bSTONE considered. I do believe we'll need it. See my test run on the writings in action! We differ in the use of EYEDROPs. ... I didn't need it in my test run, anyway. Silly detail, I guess. Do we want a second character to blast things with? Well, besides the Mutant M I pick up in the test run specifically for the SAW. The only times this matters much is against SEI-RYU and the trio of monsters. Against every other boss out there, I either deal enough damage to instantly kill or skip the damage numbers entirely. It's hard to say whether we need it or not. I'm leaning no, but again... Hard to say. There's probably a few details I'm missing. Feel free to consider all our plans and tell me of any holes.
Player (80)
Joined: 8/5/2007
Posts: 865
Yikes! My lack of attention to this run really showed with my last post! I somehow missed your 40 minute run. I just watched it and was very impressed-- I think it's just shy of being publishable! The chief shortcoming I see is that we should use my restart script to expedite luck manipulation. Manipulating luck should take frames, not seconds. After reading your post, I was going to question whether a low Agl., low Str. mutant could make it through the game with just Mana, but it looks like you proved me wrong. Here are my thoughts on your plan:
FatRatKnight wrote:
Assemble party of four Mutants. The primary character needs to be MUTANT F, thanks to things like higher starting Agl. and the ever yummy SABER. The other three may be either gender, but I'm thinking 2 M and one F here.
What? No Final Fantasy Charlie's Angels? The other three characters won't matter, so I don't care. I only have an ever so slight inclination toward a party of four females just for the sheer goofiness of it.
FatRatKnight wrote:
Get GAZE (death), P-BLAST, and TELEPOR, in that order, by the time we defeat P-FROG bandit.
This I question. I think it might be better to get GAZE first, then TELEPOR, then P-BLAST. If it's faster to TELEPOR to the tower base, then walk to King Armor, we'll want TELEPOR on hand before we defeat the bandit. You probably know better than I do, but I'm not sure whether we can pick up all three spells before defeating the bandit, and it seems that you only really use GAZE along the way (you used P-BLAST on an ASIGARU, but I don't know why).
FatRatKnight wrote:
My notes indicate an optimal first reset time is 6 steps out into the overworld.
Restart script. That is all. (I just remembered that we can manipulate luck even further by restarting twice in a row. I'm not sure, but restarting seems to further scramble the RNG, so even when you seem trapped by the RNG, you can sometimes restart twice in quick succession to get otherwise inaccessible results.)
FatRatKnight wrote:
Possibly get replacement characters at this time.
In your test run, you picked up a human female and a monster, if I'm not mistaken. I wasn't paying close enough attention to notice what use you got out of them. Why did you pick those two characters? Did they do you any good? I'll check your run again after writing up this post.
FatRatKnight wrote:
Let's see... 5 GAZEs and 2 P-BLASTs means we can get another 35 Mana on our way to SEI-RYU.
Don't forget we can luck manipulate additional charges of the spells. What slots are you expecting them in? As long as there's nothing in slot 1, we can manipulate more uses of any spell we need. I think...
FatRatKnight wrote:
If we did bring a BEETLE, we might want to fight an ATOMCRAB to change up the RNG for the well-anticipated SAW.
I'm inclined against it. How many battles will it take to get a BEETLE? I mean, we could get lucky and be able to manipulate the RNG so that it gives us... 1) ... a stat bonus for our mutant (given)... 2) ... in a battle against a monster whose meat we can use (I estimate a generous 20% chance)... 3) ... and have it drop meat (50% chance). Those are slim odds. Even if it takes just two battles to upgrade a monster to a BEETLE (we can't recruit one straight up, can we?), it's only saving us two rounds or so against SEI-RYU. It doesn't make sense to me, but maybe you see something I don't.
FatRatKnight wrote:
The turn order when we use spells doesn't depend on our Agility, but Mana instead. Or so it seems.
I was worried that a character with minimal Agl. would get pummeled by monsters, but you've supplied video proof to the contrary.
FatRatKnight wrote:
P-BLAST the trio of monsters. Though, one won't be enough...
Hmmm... we might pick up a second P-BLAST for another character, even if they don't have much mana. It would mean fighting two extra battles, though, so I doubt it will be worthwhile. Another option would be picking up some kind of target-all spell or ability, though we would be limited to shops that are close to the main path.
FatRatKnight wrote:
Detour for Book of STONE in the hidden town.
It's a little bit out of the way, but you seemed to get a lot of uses out of it. I approve.
FatRatKnight wrote:
Go straight to the key items. Do not pass GO, do not collect 200 G. Or any optional item.
I just want to reiterate that it may be faster to get off the bike outside of Northeast Town. It will only save a second or so, but I'd be really annoyed with myself if we forgot to test it.
FatRatKnight wrote:
We might want to avoid resetting since EVIL EYE so the RNG is good for our otherwise incompetent 54~59 Str.
You mean because it worked in your test run? I agree, though we should test it with a reset in there. If we can squeeze a +5 Str. boost out of the MACHINE, all the better.
FatRatKnight wrote:
We got a BAND from So-Cho.
Oops, I didn't notice that. I wonder if we should equip it early, expecting to be BLINDed by SU-ZAKU, or just keep it off until we're about to fight him.
FatRatKnight wrote:
I really think walking there is fastest. Naturally, we should time it.
Heh, I think I didn't realize that SU-ZAKU and his constant battles were absent in my test run. You've probably got the right idea, but yes, we should test it.
FatRatKnight wrote:
More tower stuff. Probably no TELEPOR this time, I guess.
Do we need TELEPOR at all after World 3?
FatRatKnight wrote:
The NPC we talked to earlier doesn't exist anymore. Hence, isn't messing with our door. If we had talked to the NPC now, we must leave the area and reenter to get Tower2 working properly.
Your attention to detail has once again saved my ass.
FatRatKnight wrote:
ASHURA dies to SAW. This battle may be troublesome... We might need a spare meatshield, considering my lack of any Agility and whipping won't do any good. Either that, or buff the Mutant M's Str. to 75, but that requires extra battles.
Hmmmm... this will require a lot of thought. We use SAW three times, each on enemies that have 90 or more Def. Assuming we don't have any trouble defeating the bosses, we can expect turns to last roughly two rounds, for a total of six rounds. If we boost our lumberjack's (you know, because he uses SAW... blech, never mind) Str. up to 75, we can expect those same battles to last one turn (if I know my negative binomial distribution, and I assure you I don't, then the expected value is actually 4/3, which I'm rounding down to 1). So we would fight about five battles to save three turns (a net loss). All right, let me try this again... If our Mutant M has 56 Str., we can expect the three battles to last 1.786 turns each for a total of 5.36 turns. Boosting his Str. by 5 brings him to 61 Str. which should shorten the battles to 1.639 turns on average for a total of 4.92 turns on those three bosses. This costs us one battle but saves us only 0.44 turns on average, so it's a net loss. Stat boosting is a bad idea. Of course, this analysis flies out the window if we actually have trouble defeating the bosses. If that's the case, we might benefit immensely from boosting his stats. Tangentially, have you considered conscripting a female party member in World 4 and giving her a WHIP? I really do love stunning enemies with the WHIP...
FatRatKnight wrote:
We differ on stat growth. You say we should get Str., Agl., and Mana on the same Mutant. I say we get Mana on the starter and pick up a boyfriend for this mutant and let him handle the Strength needs for us.
Nope, I'm sold on your plan now. It's far more elegant and I greatly prefer it to attempting to boost three stats.
FatRatKnight wrote:
We differ in some battle plans. Odd, you don't have bSTONE considered. I do believe we'll need it. See my test run on the writings in action!
You're right, but there may be one way around it. What if we just pick up GAZE (stone) as a mutant ability? What are the drawbacks of that strategy? I'm not against picking up the STONE spellbook in principle, but you've got to admit the hidden town is at least a modest detour. If we learn it as a mutant ability, where should it go? Should it go in the unused slot, or can it replace one of the existing abilities. (Ooh! And if it works, we can use it on SEI-RYU! Please tell me GAZE (stone) is worth getting!)
FatRatKnight wrote:
We differ in the use of EYEDROPs. ... I didn't need it in my test run, anyway. Silly detail, I guess.
Forget 'em. I strongly doubt they'll matter. I don't even know if we should equip the BAND, but if we face blindness, that's what we have it for.
FatRatKnight wrote:
Do we want a second character to blast things with?
Well, after watching your test run, I'm 90% inclined against it, but... ... if we reset the game such that C30B = 137, our lead mutant gets a 5 Mana stat boost while mutant #2 gets a 4 Mana boost. In other words, we can boost two mutants' mana simultaneously. Even if we could do that consistently, I still doubt it would help since we'd need to fight several extra battles to teach the second mutant abilities (he should probably get P-BLAST) unless we stop at a magic shop. What do you think? I don't know about you, but I'm starting to feel pretty good about this run! I had completely failed to notice that your test run is an outstanding template for what we should do. I think if we manipulate luck with my Lua script and that's the only change we make, it'll be good enough to publish! Edit: Say, slim chance that this works, but would it be possible to TELEPOR back to floor 1 after the ASHURA battle? That is, is the flag for accessing the second tower triggered by defeating ASHURA or by falling down that trap? If all we need to do is beat ASHURA, then TELEPORting should be faster since it skips some persistent text. Edit 2: And before I forget, please elaborate on using the Sound Test menu to manipulate luck. I think we're best off using my Lua script, but I'd never even thought of accessing the Sound Test menu. Edit 3: The other day I read through almost all of our posts. I started with the first one and got halfway through the last page before giving up because I was tired and I thought I had read most of the important stuff. Now I'm looking back at your last few posts before our break and I realize that we'd already talked about a lot of this stuff. I guess it doesn't hurt to re-tread old ground, but I'm feeling kind of stupid for asking questions that have already been answered. Edit 4: Two mutant abilities caught my eye: POWER and QUAKE. POWER could be useful when we need to SAW things. It would only make a difference if we can't defeat an enemy with 100 defense until the 3rd turn, so there's only a slim chance it'll help. We might want to keep it in mind anyway. QUAKE might serve as a poor man's P-BLAST for that one battle. Can we get QUAKE by fighting just one battle?
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
Bobo the King wrote:
Yikes! My lack of attention to this run really showed with my last post!
It may have. But you've noticed, so we should be good.
Bobo the King wrote:
I somehow missed your 40 minute run. [...]
I got that impression from your previous post. Missing that would be painful, so I wanted to make sure you were aware of it. About the initial party, I was thinking there might be trouble killing off a few in World I if they're consistently too fast to let an enemy get a turn. The difference between M and F is that great, and since it is only important right in the first world, should we make a few tests? My GAZE, P-BLAST, and TELEPOR plan indicates that it isn't anywhere close to impossible to do, while still wasting no steps out of the main path. Well, actually, the GAZE, P-BLAST, and TELEPOR route takes some incredible amount of luck at the TELEPOR manipulation, since you need one address to be one value and another to be something else, and in this particular case, is a very rare happening. But possible. P-BLAST versus ASIGARU might simply be because it was faster than stabbing said foe dead. I can't remember. My notes about making 6 steps first thing before restarting was to make the manipulation for GAZE easier, I believe. Even if you manipulate the right value for GAZE, it is still possible to end up with an encounter we simply can't beat with SABER and RAPIER/HAMMER goodness, but being able to choose the forest or plains at will for the encounter allows us to avoid such nasty 40 or 60 HP foe no matter how the encounter stuff rolls. My test run did pick up two Humans F and some monster. As "luck" would have it, a Human F sacrificed herself for the greater good at SEI-RYU, and the monster was a good bodyguard at the three monster battle and was sacrificed at ASHURA. I think there wasn't any real purpose for the other Human F, so I made specific attempts to have her die somewhere. Not sure what changes should be done here, really. Offense from them were practically nonexistent. But I'm starting to think a QUAKE-toting spare MUTANT would be handy.
Bobo the King wrote:
Don't forget we can luck manipulate additional charges of the spells. What slots are you expecting them in? As long as there's nothing in slot 1, we can manipulate more uses of any spell we need. I think...
Apparently, from my really short luck manipulation test... 1) TELEPOR 2) P-BLAST 3) GAZE (death) 4) [empty] Not that it matters too much, as if we had nothing that has uses in slot 1, the game will skip over that slot when shuffling our uses around. I'm not exactly inclined towards BEETLE, myself. It would probably take at least 5 battles to get a monster at a meat level of 6 from the World II battles and earlier. I wouldn't worry too much about what encounters we can fight, but more what we can possibly face in the trip. I'm just sort of wondering if, in the case we do bother with a BEETLE, what we would do instead here. Besides, it seems impossible to win with a solo Mutant F -- someone must take a hit or kill SEI-RYU earlier. For the three monster party, it's possible we can pick a monster to supply the target-all ability for us for that three-monster battle. Otherwise, we need a living shield once again to protect our horribly undefended self.
Bobo the King wrote:
All right, let me try this again... If our Mutant M has 56 Str., we can expect the three battles to last 1.786 turns each for a total of 5.36 turns. [...]
Wrong idea. When we reset, we have the same old battle RNG. An action needs a 76% chance to connect for it to hit at all first time out (and will do so guaranteed). A Str. of 75 meets this for the SAW item, as does having a Mana stat at enemy-4 or greater. Anything less, and we're guaranteed to have to wait until the RNG decides to behave.
Bobo the King wrote:
[...] Tangentially, have you considered conscripting a female party member in World 4 and giving her a WHIP? I really do love stunning enemies with the WHIP...
I haven't considered that possibility. Stopping ASHURA's actions of doom has appeal, but I'm not sure if 52 Agl. is going to go first.
Bobo the King wrote:
What if we just pick up GAZE (stone) as a mutant ability?
If we do, we get unstoppable power for a huge portion of the game. SEI-RYU falls to us without any chance to put up a fight. The detour to the bSTONE is unneeded. We wouldn't need GAZE (death), as nothing that falls to insta-kill would resist insta-art.
Bobo the King wrote:
What are the drawbacks of that strategy?
The fact I checked every single RNG value and not a single one allowed us to learn this ability. For once, a faulty RNG has done horrible things to our plans. For the secondary target-all killer, I'm thinking monster. Here's the list of things that hit all with damage: - bFLARE (Uh, the expensive book? No. Not happening) - QUAKE - TORNADO - ACID - WHIRL - FLARE - P-BLAST Nothing we can really buy to get a target-all. That leaves a Mutant or a monster. Either that, or single-target kill the ones that survive with our spare characters (they're not left with much HP), or wait until round 2 for the second P-BLAST of death.
Bobo the King wrote:
[...] would it be possible to TELEPOR back to floor 1 after the ASHURA battle? [...]
I just checked. Unfortunately, we need to go through the cutscene. ASHURA's death apparently isn't the trigger.
Bobo the King wrote:
[...] please elaborate on using the Sound Test menu to manipulate luck. [...]
There's some tough piece of manipulation I've tried to do. Best I could get was 10 straight seconds of waiting just to get it (Slot 1 TELEPOR with encounters GGF). The Sound Test can be accessed during these 10 seconds. Apparently, by playing different music, at different times, the game shuffles the RNG differently. It doesn't matter how good our lua scripting is, it's still limited by the input we feed to the game (or outright cheating, but that's out of bounds for obvious reasons). This input can be directed into the Sound Test to play music that somehow messes with the RNG next time we reset. But this applies only to those pieces of manipulation that we can't get within a few seconds dedicated to a reset or two.
Bobo the King wrote:
[...] I guess it doesn't hurt to re-tread old ground, but I'm feeling kind of stupid for asking questions that have already been answered.
You forget things. I may well have forgotten a few myself. What's important is that we get back to where we were at before our break and continue from there. Reading older stuff is a good start, and if you have any of your own notes you can refer to, use them.
Bobo the King wrote:
[...] POWER and QUAKE. [...]
POWER is of no real help. Anything that could use a good SAWing dies in one or two rounds anyway. QUAKE might be a decent alternative to P-BLAST, at least, for that one battle. Or maybe SEI-RYU, too. It can be obtained in one battle, even with a two-mutant party. address C30B == 0x52 gets us QUAKE 3 "steps" down the line, while 0x53 is only 2 "steps". There's even a Mana+5 7 or 6 "steps", so we can pull that boost out from another battle without an intervening reset, assuming we use a 3 or 4 mutant party. There's potential here.
Ambassador, Experienced player (710)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
Glad to see some progress on this. FatRatKnight's testrun was amazing and it would be a shame not to tune this up for publication. Sounds like I should have posted before to keep you guys motivated. Anyway, having done it myself I know that a TAS on an RPG is a lot of work. The key is to stay organized; keep lots of notes and spreadsheets. As a team may be a good idea to keep some shared notes on Google Docs. Adelikat likes Google Code for this but I'm not familiar with it. The resources page is good too. The chart of fights is a really good idea, you should expand to track any method that you would consider and maybe what stats you'd need and how long the fight would take. To me it seems like a flow that avoids more fights should be faster. It looks like once you get the abilities you need and some mana on one char there shouldn't be much more reason to fight. Have you considered using POWER+battle sword on SEI-RYU? You wouldn't need to use up your P-BLAST shots. Also, what about a human SAW user with stats pumped from STRONG and AGILITY potions? Not sure how that would compare to grooming a mutant through battle.
Player (80)
Joined: 8/5/2007
Posts: 865
TheAxeMan wrote:
Sounds like I should have posted before to keep you guys motivated.
Don't sweat it. I think FatRatKnight and I needed (deserved?) a break. Perhaps it went on a little long, but the important thing is that we're back at work. Thanks for the encouragement, though!
TheAxeMan wrote:
Anyway, having done it myself I know that a TAS on an RPG is a lot of work.
I'm curious if Final Fantasy (the NES game you ran, not FFL) was harder to run than this. It seems to me that once you know to use just one fighter, it's mostly a matter of manipulating the hell out of luck with scripts (I'm looking squarely at you, bane sword). FFL might be in a whole other league, since we can't quite pin down a party (though we're zeroing in on one). The fact that you were able to offer some new suggestions means that we need to keep thinking of new ways to tackle this game. But the bottom line is that you're absolutely correct: RPG TASes are often excruciatingly difficult.
TheAxeMan wrote:
The key is to stay organized; keep lots of notes and spreadsheets. As a team may be a good idea to keep some shared notes on Google Docs. Adelikat likes Google Code for this but I'm not familiar with it. The resources page is good too. The chart of fights is a really good idea, you should expand to track any method that you would consider and maybe what stats you'd need and how long the fight would take.
I've got a .txt file that I update periodically and I bet FatRatKnight has one too. Oddly enough, I don't have a spreadsheet for this game, but I did have one for Skitchin', a racing game. Anyway, just about everything that crosses my mind goes in this thread, so it's all here somewhere. We probably should assemble a more formal resource for future runners (FatRatKnight has an excellent start with this game's resource page) but I personally would rather put it off until we're done with the run.
TheAxeMan wrote:
To me it seems like a flow that avoids more fights should be faster. It looks like once you get the abilities you need and some mana on one char there shouldn't be much more reason to fight.
I think this is actually a really good point. I believe we last use P-BLAST on that group of three enemies that close in on Jeanne; if those enemies take two charges of P-BLAST, why bother having 99 Mana? We could probably do with, oh, 60 or so Mana at that point. As long as we manipulate a boost from all of the remaining battles, we'll still easily reach 99 Mana by the end of the game. There are only two other battles that would benefit from having high Mana: SEI-RYU and the MOSQUITOs. But speaking of which...
TheAxeMan wrote:
Have you considered using POWER+battle sword on SEI-RYU? You wouldn't need to use up your P-BLAST shots.
It's at least worth consideration. According to Alex Jackson's damage formula, we can expect to do about 110 damage to SEI-RYU each turn with a 99 Str. mutant. Now, if our primary mutant has 99 Mana, this is damn near worthless since it won't even save us one turn (SEI-RYU would go down in three turns, only one or two hits from our supporting mutant). If she has substantially less, say 50 or 60 Mana, then the second mutant could save two or three turns. The problem is that he would need to learn POWER and I'm not sure how quickly that can be done. (Additionally, I don't know if the old man accepts the battle sword if it's equipped to someone. If it has to be in your communal inventory, then we would also need to consider the time it takes to unequip it.) Two or three turns doesn't seem like a lot, but the implicit benefit is that we wouldn't need to pump up our mutant as much. Assuming she's at 50 Mana by the SEI-RYU battle, she would need to fight 10 fewer random battles! I'm sold on it, but I'll have to check that getting POWER is feasible. (And knowing the trend of the past few days, there's probably a very good reason why FatRatKnight already rejected that possibility.)
TheAxeMan wrote:
Also, what about a human SAW user with stats pumped from STRONG and AGILITY potions? Not sure how that would compare to grooming a mutant through battle.
For once, I feel confident answering a question. STRONG and AGILITY each increase their corresponding stats by just two points at a time. Additionally, you can only carry a very limited number of them at a time (I think it's eight or ten if our inventory is completely empty, but I'd have to check). This means going out of our way to enter a shop, buying the potion several times over, using each potion, then possibly shopping again. By comparison, with a good RNG, we can be in and out of battle in ~300 frames for a stat boost of 5 Str. You technically raise a valid point in that I don't believe FatRatKnight or I have actually tested how quickly we can boost a human's stats, but I for one would be extremely surprised if it's even close to being as fast as luck manipulating a mutant.
FatRatKnight wrote:
About the initial party, I was thinking there might be trouble killing off a few in World I if they're consistently too fast to let an enemy get a turn. The difference between M and F is that great, and since it is only important right in the first world, should we make a few tests?
It can't hurt to try, but my guess is that it won't be worth the trouble to actively attempt to kill off a party member. As long as our main mutant goes first, it may take longer just to read the message that one of our party members was hit and slain than to input his commands for the rest of the game. Besides, I think the bosses will do a fine job of whittling down the team.
FatRatKnight wrote:
My GAZE, P-BLAST, and TELEPOR plan indicates that it isn't anywhere close to impossible to do, while still wasting no steps out of the main path. Well, actually, the GAZE, P-BLAST, and TELEPOR route takes some incredible amount of luck at the TELEPOR manipulation, since you need one address to be one value and another to be something else, and in this particular case, is a very rare happening. But possible.
As long as it can be done before defeating the bandit.
FatRatKnight wrote:
P-BLAST versus ASIGARU might simply be because it was faster than stabbing said foe dead. I can't remember.
What if we give our main mutant just one Agl. upgrade? (Or mayyyyybe two?) GAZE would still take care of bosses, but it would allow her to OHKO a lot more things with the SABER. Imagine fearlessly marching into battle against LIZARDs, ZOMBIEs, and REDBULLs, even before we know P-BLAST or have enough Mana.
FatRatKnight wrote:
Not sure what changes should be done here, really. Offense from them were practically nonexistent. But I'm starting to think a QUAKE-toting spare MUTANT would be handy.
If we pump our primary mutant's Mana up to 50 or so, then run/luck manipulate from all battles except when we can manipulate a +5 Mana boost in our first mutant and a +4 Mana boost in our second, we should be able to get a second contributor. He won't do much, but I think he could turn the tide against that trio of monsters that we can't beat in one turn.
FatRatKnight wrote:
Not that it matters too much, as if we had nothing that has uses in slot 1, the game will skip over that slot when shuffling our uses around.
Blech. You're right. I wasn't thinking when I wrote my post. Even so, I remember the ability shuffler does weird things when you have an empty slot-- I think it runs through your abilities in reverse order. I don't think I ever got definitive evidence, though.
FatRatKnight wrote:
Wrong idea.
Oops, yeah, you're right. I suppose my analysis would still be roughly correct if we weren't planning on resetting every ten seconds. But we are planning on resetting every ten seconds.
FatRatKnight wrote:
I haven't considered that possibility. Stopping ASHURA's actions of doom has appeal, but I'm not sure if 52 Agl. is going to go first.
It looks like we can almost certainly get through that battle by shuffling the party. There would be some minor benefits to whipping, though: our party members stay alive to die in a later battle if we need them to, plus we have less text/animation from ASHURA's attacks. It's something to keep in mind if we hit a wall at that point in the game.
FatRatKnight wrote:
The fact I checked every single RNG value and not a single one allowed us to learn this ability.
Whoa, whoa, whoa! Nothing worked? I was under the impression that only oDAMAGE and oCHANGE were inaccessible. Is GAZE (stone) outright impossible to learn, or is it just one of those spells you need to fight twelve battles to get?
FatRatKnight wrote:
For the secondary target-all killer, I'm thinking monster. Here's the list of things that hit all with damage:
I'm prejudiced against the idea of using a monster, but it looks like we have a lot of options. After all, he may only need to do about 20 damage. Just keep in mind that it would be pointless to fight an extra battle to get meat for a monster since it would only save us one turn later on. Along those lines, is there any monster that we can conscript that could eat meat of SEI-RYU to learn a target-all spell? We know for certain we'll get meat of SEI-RYU, so that's by far our safest bet for upgrading.
FatRatKnight wrote:
You forget things.
I sure do... *sigh*...
FatRatKnight wrote:
POWER is of no real help. Anything that could use a good SAWing dies in one or two rounds anyway.
Give it a second thought, as per TheAxeMan's suggestion that it might help against SEI-RYU. I don't think it'll help, but I'd like to analyze it more thoroughly first.
FatRatKnight wrote:
address C30B == 0x52 gets us QUAKE 3 "steps" down the line, while 0x53 is only 2 "steps". There's even a Mana+5 7 or 6 "steps", so we can pull that boost out from another battle without an intervening reset, assuming we use a 3 or 4 mutant party. There's potential here.
I guess the big question is how it compares to drafting a monster. What I like about mutants is their versatility. We may intend to use a second mutant just to learn QUAKE, but we might end up using him for additional charges of TELEPOR, GAZE, or who knows what else.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
I took the test run, waited until it reached SEI-RYU, then I hacked in POWER, equipped the BATTLE sword, and gave it a good swing at the boss after the boosted strength. 230 damage. Maybe an idea for a secondary mutant. We can defeat SEI-RYU in 2 rounds with high mana P-BLAST and a supporting POWER + BATTLE sword mutant. No need for further growth of secondary mutant. C30B needs to be 0x94 or 0x95 to have it happen in one battle. There are other values that work, but it's more battles to get. The problem with these values is that someone is stuck getting a useless BARRIER as well. At 0x94, here's the first 9 gains according to my script: Def+3 AB # POWER AB # BARRIER -- HP+13 HP+12 Mana+4 HP+14 -- The POWER for SEI-RYU never really crossed my mind, so I never really considered it. I've said it before, and I'll say it again: GAZE (stone) is impossible to get. It's not merely 12 battles down the line with a 4-mutant party. I looked. Real carefully. With how the game works, it can't generate an RNG that will hand this ability to us in any number of battles. oCHANGE can be obtained, however. C30B just needs to be 0x4F or 0x50, and will show up very early. oDAMAGE is also impossible to get, by the way. Human + STRONG + SAW. We still have a problem at MACHINE (not enough Def for SAW to work right away from reset), but ASHURA would certainly go more smoothly, and possibly GEN-BU2, depending on resets. We just need 11 STRONGs for a Human M, two trips to the item shop dialogue. True, the lack of agility may prevent said Human from acting early, but my test run did fine with a low Agl Mutant M. ... Are you thinking we drop the Mana gains of our main Mutant in favor of SAWing all later bosses instead of bSTONE at some of them? EVIL EYE might need an insta-death other than SAW, and that's going to require 95 Mana to work. Otherwise, the next highest, BYAK-KO, needs a 46 Mana bSTONE to become art. The EVIL EYE's "requirement" of 95 Mana means we probably want to get 96 Mana anyway to produce art from some of the later bosses. But if we can bypass the need for the usual insta-death for EVIL EYE, that cuts an awful lot of Mana gains that we need, with the presence of 75 Str SAW for every boss after MACHINE. 95 down to 46 probably saves 10 battles by itself. This makes planning for SEI-RYU and the monster trio more difficult, eh? Still skipping AGILITY, but here's what grabbing a few STRONGs look like. Compare that to actually fighting 5 battles (True, some of those 5 would be better off being from boss fights). Okay, how many strats do we have for SEI-RYU by now? - P-BLAST only; Needs high initial Mana; 3 rounds - POWER support; 2~3 rounds, depending on how much Mana we pick up. - QUAKE support; 2~3 round, but we can build two mutants effectively. - BEETLE SAW; 1 round, if we're "lucky" with the RNG. Unknown path to get... Never thought I'd end up reworking the route again to see if there's a way we can pull it off with only 46 Mana on our game-starting Mutant.
Ambassador, Experienced player (710)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
Awesome, glad I could be helpful. I did a test run a long time ago and used POWER on SEI-RYU. But I hadn't analyzed the game nearly as well as you guys. The possibility of using less STONE sounds promising because it's quite a bit out of the way in World 3. It isn't very far out of the way in world 4, in the northeast town. Unfortunately there don't seem to be a lot of other options available for BYAK-KO since he's immune to death and you don't have SAW. This game is definitely more complex than Final Fantasy for a TAS. But it's more because there simply aren't many worthwhile and easily-obtainable abilities. In this game you can easily acquire several instant death moves and there are many ways to pump up your party without spending much time. But in either case luck manipulation takes a lot of work.
Player (80)
Joined: 8/5/2007
Posts: 865
FatRatKnight wrote:
I took the test run, waited until it reached SEI-RYU, then I hacked in POWER, equipped the BATTLE sword, and gave it a good swing at the boss after the boosted strength. 230 damage.
ARGH! I can't seem to get anything right lately! This time I somehow dropped a 1 from one of the damage formulas. Yes, we can expect about 240 damage with each hit. I'm glad to hear we can get POWER in one battle, though. If we can use it to cut back on our main mutant's grinding, it will more than make up for itself.
FatRatKnight wrote:
Human + STRONG + SAW. We still have a problem at MACHINE (not enough Def for SAW to work right away from reset), but ASHURA would certainly go more smoothly, and possibly GEN-BU2, depending on resets. We just need 11 STRONGs for a Human M, two trips to the item shop dialogue.
I saw your test run for pumping a human and I was surprised by how quickly you were able to do it. You know, I'm starting to feel guilty about not testing things-- part of the reason is that my Wii Remote, Classic Controller, and batteries are in another room. Let me get off my ass and go get them... ... Okay, I'm back. The controller is charged and sitting on my desk, so no more excuses for me. (Oops, nearly forgot to pull out the BlueTooth adapter.) Well, gosh. Now I think something could be said for a Human M. What are we up to at this point? •A Mutant F to lead the way with GAZE and P-BLAST (and TELEPOR). •A secondary Mutant (M or F) to support with P-BLAST against that trio of monsters or •A secondary Monster to quickly level up and use a different target-all ability against that same trio. •A Human M to pump with STRONG potions and use the SAW on the last bosses of the game. One concern regarding the Human M: can we carry all the STRONGs he'll need or will we have to go back and get more? That is, his Str. needs to be below 70 to beat the MACHINE, but should be higher to OHKO later bosses. If your analysis is correct and I'm interpreting it properly, our Human M's Str. will be at 68 for the MACHINE (for which we need to use the SAW) and we then need four STRONGs to get him to the magic number of 76, after which we can reliably SAW all of the bosses we'll face. Is that correct? If so, I think it's doable as we'll only need four STRONGs in our inventory.
FatRatKnight wrote:
Are you thinking we drop the Mana gains of our main Mutant in favor of SAWing all later bosses instead of bSTONE at some of them?
To some extent. I think we can certainly cut back on Mana gains before SEI-RYU and only boost Mana from forced battles thereafter. If our Mana is at 50 when we face SEI-RYU (and I'm not saying 50 for any particular reason), then we'll reach 99 mana after the ASHURA battle. Since ASHURA has 90 Mana and we'll have 94 at that point, we can even STONE him. Now that I look at it, we'll even have 80 Mana before the fight with the EVIL EYE, so we don't have to sacrifice our GAZE strategy (GAZING at an EYE seems strange to me...). Let me flip it around and ask you if there's any reason not to manipulate Mana boosts from every forced battle from SEI-RYU onward. If my strategy works, how much Mana do you think we should have when we face SEI-RYU? While our SEI-RYU strategy would have to change (using POWER and a battle sword), the way I look at it, our battle with the monster trio would not really change as we were basically expecting it to take two rounds anyway. In fact, by cutting back on early Mana boosting for our Mutant F, I think it most calls into question the role of our target-all supporter. Even though we've done very little analysis on who he should be or how we'll get him, his role would have to be re-evaluated since our primary mutant's P-BLAST will be even weaker than expected. Let me draw up a rough plan of our new strategy as I see it: •Draft four mutants, only two of which we intend to actively use-- the other two are just used for manipulating luck and cannon fodder. •Fight random battles before the Bandit's Cave to get GAZE, P-BLAST, and TELEPOR on our main mutant. I can't remember how many battles that is, but I think it's around seven. •Fight one random battle at some point to get QUAKE on our secondary mutant. •Fight one random battle at some point to get POWER on our secondary mutant. •Fight the four forced encounters in World 1, each time boosting our main mutant's Mana by 5 (this should not be difficult, as there are many opportunities for a +5 Mana boost and GAZE should work quite well at this point). When reasonably possible, secure an additional +4 boost to our secondary mutant. •Abstain from all other random battles except when we can secure a +5 Mana gain on our primary mutant and a +4 Mana gain on our secondary mutant. Do this throughout Worlds 1 and 2 until our primary mutant reaches 50 Mana (this number is open to some debate, but I kept it in since it worked out pretty well according to my analysis above). Our secondary mutant should end up with at least 25 Mana (hopefully more if we can force a +5/+4 boost from a forced encounter). •Fight no more random battles after that. •For the SEI-RYU battle, use POWER on our secondary mutant and the battle sword. Expect it to last three rounds. •The MOSQUITO battle will now last two rounds (note that MOSQUITOs are immune to QUAKE). Hopefully, this won't be a problem. (Forgot about GAZE.) •Use P-BLAST and QUAKE to defeat the trio of monsters. By this point, we should have 60 Mana on our primary mutant and at least 25 Mana on our secondary mutant (I expect higher). Now, we might have a problem. By my very rough calculation, we'll need their combined Mana to be at least 100, probably in the 110-120 range. We have a few options here: -- Try to force more +5/+4 Mana boosts from forced battles. -- Simply fight more random battles before SEI-RYU, bringing our primary mutant's Mana up to, say, 60 by that point. -- Tough it out and let the battle last for two rounds. -- Something else? •Buy the book of STONE before facing BYAK-KO. Continue to force Mana bonuses for the remaining forced encounters until it is maxed out. •Pick up the SAW on the way up the tower. •Draft a Human M in Northeast Town in World 4 and immediately boost him to 68 Str. with STRONG potions. Keep at least four additional STRONG potions on hand to boost him to 76 Str. after facing the MACHINE. •The rest is (or should be) history. From this, I estimate 14 random encounters plus two forced encounters that will last one "extra" round each. Now, how does that strategy change with a monster in the supporting role? This is tough because I first need to find a good candidate monster. A complete list of monsters with target-all abilities is as follows: QUAKE-- JORGANDR, SANDWORM, LILITH, STONEMAN, MAZIN TORNADO-- TEN-GU, GARUDA, NIKE, GIGAWORM, SUSANO-O, KI-RIN, FIREMAN, ROCK ACID-- AMOEBA (The target-all ACID should not be confused with the target-group ACID.) WHIRL-- LEVIATHN, DAGON, KRAKEN, SCYLLA FLARE-- LICH, ATHALOT P-BLAST-- BAKU, GANESHA, HI-SLIME I emphasize that we should upgrade our monster via meat of SEI-RYU. I have a few reasons for this: 1) We know SEI-RYU will drop meat. 2) Our monster will be more powerful with that meat. 3) Target-all abilities are generally known by high-level monsters. Unfortunately, SEI-RYU's meat is only level 7 according to this FAQ. The target level for most of the monsters listed above is 13 or 14. If we want our monster directly from the SEI-RYU battle, our best hope is a level 8 monster, but that turns up nothing (AMOEBA is level 8, but SEI-RYU's meat can't transform into the squid class). This means we need one extra battle and we can transform into a creature at level 8 or 9 (I expect we won't find any enemies at level 9 or above on the way to World 3, but I could be wrong). If I understand this correctly, our options are STONEMAN with QUAKE or AMOEBA with ACID. The AMOEBA has a pathetic 22 Mana, but the STONEMAN has a formidable 53. All we need to do now is find out what monster to conscript and whose meat to eat after the SEI-RYU battle. There are two ways of entering the golem class: eating the meat of a dragon (not possible at that point) or eating the meat of a snakewoman. We get into the golem class by eating the meat of a snakewoman if we were previously in one of the following classes: bird, chimera, dragon, devil, birdman. Of these, only chimera and dragon are accessible from SEI-RYU, and only dragon has a member at level 8 (necessary if we want a level 9 STONEMAN). So we need to "enter the dragon (class)". This can be done via the bird, chimera, dragon, fish, and golem classes. Assuming we don't want to take a detour to the World 2 guild to pick up a BARRACUD, here's how we're going to get a STONEMAN before World 3: 1) Conscript an ALBATROS at the base town guild. Let him languish in disuse for half the game. 2) Feed him meat of SEI-RYU (level 7), giving us a level 8 DRAGON 2. 3) Feed our DRAGON 2 meat of MEDUSA (level 5), giving us a level 9 STONEMAN. You can (and should) check that this works out. I don't think there's any other way to get a target-all ability with just two battles. How does this change our strategy? •We need to fight an additional battle to get meat of MEDUSA. If we're careful, we should be able to force a +5 Mana bonus from the same battle, costing us essentially no time (just make sure we fight one less random battle before SEI-RYU). •Additionally, we don't need to fight an extra battle to teach our secondary mutant QUAKE. He will still need POWER, though. •We need an ALBATROS in World 1. This means we either have to draft it immediately and fight extra battles to teach our mutants abilities or we have to kill one of our mutants off. Honestly, I don't much like either option (but we may be able to kill one of them efficiently). •The battle against the trio of monsters should reliably last one round since our primary mutant will have 60 Mana and our monster will have 53 Mana. This saves us one round over the the default strategy of using no target-all helper. Once again, the MOSQUITO battle will take two rounds. (Forgot about GAZE.) •We no longer need to force +5/+4 Mana boosts for two mutants at a time. It isn't clear at all to me whether drafting a Monster will be worthwhile. Much of its benefit is dictated by factors that are difficult to measure. How much time (if any) will it cost us to manipulate luck such that we get simultaneous Mana boosts on two characters? How quickly can we kill off a character in World 1? It's getting late, so I'm turning it back to you to answer those questions.
TheAxeMan wrote:
Awesome, glad I could be helpful. I did a test run a long time ago and used POWER on SEI-RYU. But I hadn't analyzed the game nearly as well as you guys.
For obvious reasons, I've been absorbed in pages 2 through 5 of this thread. I completely failed to notice that you not only created the topic, you actually discovered a lot of the stuff we've been using. Looks like a fair amount of credit goes to you!
TheAxeMan wrote:
The possibility of using less STONE sounds promising because it's quite a bit out of the way in World 3. It isn't very far out of the way in world 4, in the northeast town. Unfortunately there don't seem to be a lot of other options available for BYAK-KO since he's immune to death and you don't have SAW.
Yeah, I never even considered forgoing STONE against BYAK-KO. It's practically suicide. The only other strategy that would work would be using the WHIP against him, but that requires high agility. I shudder just thinking about the frustration it would bring. I'd rather take a few seconds picking up STONE than have the BYAK-KO battle last four or five turns.
TheAxeMan wrote:
This game is definitely more complex than Final Fantasy for a TAS. But it's more because there simply aren't many worthwhile and easily-obtainable abilities. In this game you can easily acquire several instant death moves and there are many ways to pump up your party without spending much time. But in either case luck manipulation takes a lot of work.
True that. I certainly don't envy the Wizards or Astos battles in Final Fantasy. I think route planning in FFL is harder while execution will be substantially easier (at least I hope!). P.S.-- I added the STEWARD to your forced encounters list on the resources page. I know he's puny, but I want him on there so I can properly count up the number of free Mana boosts we can get. Incidentally, have you noticed that there are exactly 20 encounters? Subtract one because we skip GEN-BU, but effectively add one because we start with 5 Mana. It's almost as if the developers wanted us to max out our Mana with only fixed encounters! (Not that I think that would be a good strategy.) P.P.S.-- I just noticed we can conscript a Mutant F in World 4 with built-in P-BLAST and TELEPOR and 41 Mana. It's highly unlikely that either spell will be useful, but we may need them for some strange reason. If so, that's probably the easiest way to get them.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
I use this page for my monster needs. According to it: ALBATROSS + SEI-RYU = DRAGON 1 DRAGON 1 + MEDUSA = CLAYMAN However... DRAGON 1 + WOODMAN = AMOEBA 22 Mana. Not much...
Bobo the King wrote:
[...] Since ASHURA has 90 Mana and we'll have 94 at that point, we can even STONE him. [...]
No. oCHANGE. No stoning. No death. Only SAW.
Bobo the King wrote:
[...] Now that I look at it, we'll even have 80 Mana before the fight with the EVIL EYE, so we don't have to sacrifice our GAZE strategy [...]
No. We need 95 Mana for GAZE or bSTONE to work first thing. We'll need extra rounds otherwise.
Bobo the King wrote:
[...] Let me flip it around and ask you if there's any reason not to manipulate Mana boosts from every forced battle from SEI-RYU onward. If my strategy works, how much Mana do you think we should have when we face SEI-RYU?
26, at the lowest. Achievable in four battles with a starting Mana of 6. My plans indicate we'll pick up TELEPOR from the P-FROG bandit. Just in time to see its use. The duet of monsters and STEWARD might be inconvenient to stick a reset in between. That leaves only two points to manipulate Mana from forced encounters prior to SEI-RYU. The reason for the 26 by SEI-RYU is so we can pick up 20 more, 5 from SEI-RYU himself and the remaining 15 from three forced encounters after. 46 Mana to turn BYAK-KO into instant art. How does this impact the late game? Is our primary Mutant F simply going to fade to the role of "dieing for the greater good" after the ATOM ANT? On a side note, here's the list of bonuses with C30B == 0xF2 on the route to P-BLAST, if you want to consider a second P-BLAST: -- Shuffle ability uses Mana+5 -- Mana+5 Defense+1 AB # P-BLAST Defense+3
Bobo the King wrote:
[...] the way I look at it, our battle with the monster trio would not really change as we were basically expecting it to take two rounds anyway. [...]
I'm getting a feeling it will change. If we do go through with my plan of 26 Mana when we fight SEI-RYU, we'll have 36 Mana here. Our P-BLAST would be pitiful. Secondly, we don't have much in the way of extremely useful target-all abilities on our other members, except possibly AMOEBA's 22 Mana ACIDs or a secondary mutant's QUAKE/P-BLAST of unknown Mana (26?). We might want to GAZE two of them dead while beating the stuffing out of the third with sheer damage, for once. DRAGON 1 is a start...
Bobo the King wrote:
Fight random battles before the Bandit's Cave to get GAZE, P-BLAST, and TELEPOR on our main mutant. I can't remember how many battles that is, but I think it's around seven.
6 randoms. The seventh comes from the P-FROG bandit himself. For the TELEPOR case, the first three battles come fairly quick, while the fourth feels like a hundred steps away.
Bobo the King wrote:
•Fight one random battle at some point to get QUAKE on our secondary mutant. •Fight one random battle at some point to get POWER on our secondary mutant.
Hard to say about QUAKE, we might want to skip over it or possibly replace with P-BLAST, considering the RNG path. Almost certainly would want POWER, though, unless we decide to pick up a BEETLE for SEI-RYU, which now seems less worth it as we're looking at exceptionally few random encounters. ... Actually, I'm starting to think P-BLAST is optional -- Manipulate the duet of monsters prior to STEWARD to be only 1 SKELETON and introduce it to stabby pain. A different plan for the monster trio doesn't use mutli-target anyway. But this might add an extra round to SEI-RYU, which can be hazardous.
Bobo the King wrote:
Buy the book of STONE before facing BYAK-KO. Continue to force Mana bonuses for the remaining forced encounters until it is maxed out.
The book is necessary, so of course we're keeping that. The mana gains, on the other hand, are almost pointless if we go with a plan to have 46 Mana to petrify him. 56 Mana versus EVIL EYE? Not good for insta-deaths. It'll be too late for any of the endgame bosses if we get stat-gains exclusively from required battles. This does free up manipulation for other things, but what do we need then?
Bobo the King wrote:
Draft a Human M in Northeast Town in World 4 and immediately boost him to 68 Str. with STRONG potions. Keep at least four additional STRONG potions on hand to boost him to 76 Str. after facing the MACHINE.
Agreed. Looks like things are starting to fall in place, but testing needs to be done.
Bobo the King wrote:
It isn't clear at all to me whether drafting a Monster will be worthwhile. Much of its benefit is dictated by factors that are difficult to measure. [...]
Quite true about the difficulty. Do we use a Mutant or a monster? Or perhaps both?
Bobo the King wrote:
[...] How much time (if any) will it cost us to manipulate luck such that we get simultaneous Mana boosts on two characters? [...]
A few seconds, at most. The toughest piece of manipulation doesn't seem to need more than 10 seconds, and this doesn't seem to be a tough bit of manipulation, at a glance.
Bobo the King wrote:
[...] How quickly can we kill off a character in World 1? [...]
That's the question I would like an answer to. We might want to ask KINGSWRD if he wants to assist in an answer. Wondering how the turn order will work out, but if we can force an instant death of one of our own members just before we release our own GAZE, this would be good.
Bobo the King wrote:
P.P.S.-- I just noticed we can conscript a Mutant F in World 4 with built-in P-BLAST and TELEPOR and 41 Mana. It's highly unlikely that either spell will be useful, but we may need them for some strange reason. If so, that's probably the easiest way to get them.
Unfortunately, in all the times where we could use a 41 Mana P-BLAST or a TELEPOR, we're already well past that point when she becomes available. Eh... Currently, I'm trying to come up with a few tests. I can modify RAM, so I probably don't need to run earlier parts to get what I need. I need to try out the EVIL EYE and MACHINE, as well as the final boss rush with SAW all the way up and the lacking Agl. this implies. The plan's no good if the test rolls up in failure. Give me some time to work out a few details before I dive in there, SAWs flying.
Player (80)
Joined: 8/5/2007
Posts: 865
FatRatKnight wrote:
I use this page for my monster needs.
I started working on the meat puzzle with Tower Reversed as well, but I decided it was overly confusing with both meat levels and target levels compared to the GameFAQs article that just says "add one to the highest meat level". I figured they were (mostly) in agreement, so I went with what was simpler to me. Anyway, I was just about to write that we should test which meat guide is correct when I noticed an error in my analysis. According to the GameFAQs guide, you preferentially transform into a monster at the higher meat level, then up one level, then down levels in that order of priority. Since CLAYMAN is level 8 and STONEMAN is level 9 and we start at level 8, you are correct, we become a CLAYMAN. The two guides are probably in agreement, at least in that respect. We might still gain a STONEMAN, but it will take two random encounters instead of one and that doesn't make a whole lot of sense to me since we're really only planning on using a monster to save one turn in one battle. I'm starting to lean fairly strongly against using a monster. But speaking of Tower Reversed, I shot an email to Sara (short for "Sarcoma", apparently). I asked about the battle RNG because neither of us knows anything about it and it would be useful information. He says he doesn't know anything about the battle RNG, but he was able to offer this advice via our friend Alex Jackson: "Random numbers not associated with a particular item (enemy attack/target selection, turn order, etc.) use the index belonging to an arbitrary item (and figuring out which item that is for each routine under each set of circumstances would be extremely tedious, and is not high on my list of priorities, so don't hold your breath :))" As far as ROM decompilation, I think Alex is smarter than either of us (smarter than me, for sure), so if he gave up, I'm not exactly hopeful of finding it. Not that it's a huge priority, since we'll be resetting to the fixed state almost every time. In any case, I thought I'd let you know that I'm now in contact with Sara and I'll ask more questions about the battle system as they come to mind.
FatRatKnight wrote:
No. oCHANGE. No stoning. No death. Only SAW.
For some reason, I temporarily interpreted blank entries in the table as "yes"es. Ignore me.
FatRatKnight wrote:
No. We need 95 Mana for GAZE or bSTONE to work first thing. We'll need extra rounds otherwise.
See above. This time, I got Mana and Def. confused. I can never remember if I'm looking up the insta-kill likelihood of SAW or GAZE. I intend to write a post someday that doesn't require any corrections...
FatRatKnight wrote:
26, at the lowest. Achievable in four battles with a starting Mana of 6.
If we can make it work, all the better, but 26 seems a little lean to me. You pointed out that it would make the SEI-RYU battle more difficult and I'm concerned about the almost complete lack of STONE following BYAK-KO; we'll be entirely dependent upon the SAW. I just hope it works the way you say it does.
FatRatKnight wrote:
On a side note, here's the list of bonuses with C30B == 0xF2 on the route to P-BLAST, if you want to consider a second P-BLAST
Those two Mana+5 bonuses look mighty juicy, but since our supporting mutants' Mana won't even by as high as our primary mutant's, I too am shying away from P-BLASTs. I think we can use P-BLAST, but we're going to need to be at around 50 Mana for SEI-RYU.
FatRatKnight wrote:
Actually, I'm starting to think P-BLAST is optional -- Manipulate the duet of monsters prior to STEWARD to be only 1 SKELETON and introduce it to stabby pain. A different plan for the monster trio doesn't use mutli-target anyway. But this might add an extra round to SEI-RYU, which can be hazardous.
How about these two plans, neither of which requires P-BLAST? 1) Give GAZE to our primary mutant, give POWER to the same mutant and the two others. GAZE takes down all targets in World 1. Using POWER on all three mutants takes out SEI-RYU in two rounds (first to power up, second to strike). The trio attacking Jeanne also goes down in two rounds. If this plan works, the chief bonus I see is that we only need to upgrade the Mana of our main mutant. 2) Give GAZE to three mutants, POWER to one (or maybe two). SEI-RYU goes down in three or four rounds, everything else dies in one round. Our SEI-RYU battle becomes much harder, but we are better equipped to defeat large groups of monsters. I don't think our supporting cast would need many (if any) Mana upgrades to take out groups. It also occurs to me that we may be able to manipulate the battle RNG for GAZE with this method. Say we can't normally score a round one KO with GAZE against a boss. We use a supporting mutant to cast GAZE (who never would have hit anyway), rolling the RNG to a potentially more favorable result.
FatRatKnight wrote:
This does free up manipulation for other things, but what do we need then?
Damned if I know. Seems a shame to let them go to waste. Extra charges of TELEPOR, perhaps? Maybe some kind of confusion or paralysis ability?
FatRatKnight wrote:
Agreed. Looks like things are starting to fall in place, but testing needs to be done.
My goodness! Do we actually have a notion of how this speedrun will end? Hallelujah! Now we just need to figure out the first 3/4 of the game.
FatRatKnight wrote:
A few seconds, at most. The toughest piece of manipulation doesn't seem to need more than 10 seconds, and this doesn't seem to be a tough bit of manipulation, at a glance.
Can't say for sure without testing, but my money is on "essentially no time". Because we will essentially take the +5/+4 boost whenever it turns up (rather than actively seeking it), it should require only ten or so frames of idle waiting. The battles themselves are another matter, but I was taking them as a given since our lead mutant should have at least XX Mana regardless (where XX is 26, 50, or something else).
FatRatKnight wrote:
That's the question I would like an answer to. We might want to ask KINGSWRD if he wants to assist in an answer. Wondering how the turn order will work out, but if we can force an instant death of one of our own members just before we release our own GAZE, this would be good.
It's an interesting question, however it sounds like monsters won't be very useful, so it might not be helpful to know. I say it's a low priority. Finally, I've started dabbling in ROM corruption. I downloaded a couple of corrupters, one of which I like. I would like to find the encounter rates, which I figure are stored in whole bytes somewhere in the game's hex data. If I can find or corrupt those bytes, I can start messing with the encounter rates and decipher the entire RNG table. I was going to make it a surprise, but progress is slow, so I figured I'd give you a heads-up. Edit: I've been working for the past few hours on a top-secret project. You'll probably be able to guess it anyway. I hope to report the results tomorrow. But now, sleep.
Player (80)
Joined: 8/5/2007
Posts: 865
I've been working on finding the complete RNG table. I'm actually kind of disappointed I didn't think of deducing it this way earlier. While I was thinking about how to corrupt the ROM, I remembered in one of the GameFAQs topics Alex Jackson talks about the mutant growth system and even explicitly states the bins. I don't know if you remember, but back when I first downloaded a hex editor, I even mentioned that I noticed the bins he referred to in the code. Well, knowing where the bins are and that they work off of C30B, I hex edited them to be five consecutive numbers. For example, I could set it so that the mutant will gain Agl. only if C30B rolls exactly 183, so whatever value of C30B causes an agility gain must correspond to 183. I did a whole lot of clever stuff. I copied the 61 bin RNG table to a spreadsheet (yep, TheAxeMan, I now have a spreadsheet for this game!) because it gave a very good indication of where to look for the next index. I added some cheats so that I would fight a battle against a GOBLIN every step. I wrote a Lua script that forced C30B values that were likely to turn up the number I was looking for based on the 61 bin RNG table. All I had to do was fight 5-9 battles, close the ROM, hex edit the bins to the next five values, change my Lua script, then open the ROM and do it again. It still took a few hours, though. But you're probably not too interested in my methods. Here's the good stuff, the complete RNG table:
 60,153,152,141, 20,225, 79,149,108,169,183, 29,187, 14,159,218,
156,185,  7, 82,116,254,239, 74,204,201,168,194, 91, 17,192, 69,
252,217,167,205,212,222,112,213,211,233,  8, 93,  4, 49, 32,154,
163,249,184, 18,203,190, 47, 10,115,246,151,130,100, 81,127,133,
 67,230, 24,242,107,158,207,234, 19,214,200,157,196,113,224, 90,
 28,198,135, 45, 11,126,144, 53, 76,182, 40, 66,219,145, 64,197,
124,166,216,178, 84, 94, 15,172,170,150,119,221,123,177, 95, 26,
220,134, 56,109,180, 62,175,117,243,118,232,  2, 27,209,255,250,
195,102,103,114,235, 30,176,106,147, 86, 72,226, 68,241, 96, 37,
 99, 70,248,173,139,  1, 16,181, 51, 54, 87, 61,164,238, 63,186,
  3, 38, 88, 50, 43, 33,143, 42, 44, 22,247,162,251,206,223,101,
 92,  6, 71,237, 52, 65,208,245,140,  9,104,125,155,174,128,122,
188, 25,231, 13,148, 97, 48, 21,236, 41, 55, 98, 59,142, 31,165,
227, 57,120,210,244,129,111,202,179, 73,215,189, 36,110,191, 58,
131, 89, 39, 77,171,161,240, 85, 83,105,136, 34,132, 78,160,229,
 35,121,199,146, 75,193, 80,138, 12,137, 23,253,228, 46,  0,  5
I think this is my proudest work thus far! Use it to your heart's content! Edit: I updated the game's resource page with the RNG table. I also updated the RNG address table with their offsets and how the RNG output is used. I left some uses as "Unknown" if I felt they were interesting but we hadn't done any concrete testing on them. If you're looking for something to do (and I doubt you are, since you're busy SAWing), run through a couple of those "Unknown" addresses and come up with a formula for them. Edit 2: And here's the same table in hex:
0x3C,0x99,0x98,0x8D,0x14,0xE1,0x4F,0x95,0x6C,0xA9,0xB7,0x1D,0xBB,0x0E,0x9F,0xDA,
0x9C,0xB9,0x07,0x52,0x74,0xFE,0xEF,0x4A,0xCC,0xC9,0xA8,0xC2,0x5B,0x11,0xC0,0x45,
0xFC,0xD9,0xA7,0xCD,0xD4,0xDE,0x70,0xD5,0xD3,0xE9,0x08,0x5D,0x04,0x31,0x20,0x9A,
0xA3,0xF9,0xB8,0x12,0xCB,0xBE,0x2F,0x0A,0x73,0xF6,0x97,0x82,0x64,0x51,0x7F,0x85,
0x43,0xE6,0x18,0xF2,0x6B,0x9E,0xCF,0xEA,0x13,0xD6,0xC8,0x9D,0xC4,0x71,0xE0,0x5A,
0x1C,0xC6,0x87,0x2D,0x0B,0x7E,0x90,0x35,0x4C,0xB6,0x28,0x42,0xDB,0x91,0x40,0xC5,
0x7C,0xA6,0xD8,0xB2,0x54,0x5E,0x0F,0xAC,0xAA,0x96,0x77,0xDD,0x7B,0xB1,0x5F,0x1A,
0xDC,0x86,0x38,0x6D,0xB4,0x3E,0xAF,0x75,0xF3,0x76,0xE8,0x02,0x1B,0xD1,0xFF,0xFA,
0xC3,0x66,0x67,0x72,0xEB,0x1E,0xB0,0x6A,0x93,0x56,0x48,0xE2,0x44,0xF1,0x60,0x25,
0x63,0x46,0xF8,0xAD,0x8B,0x01,0x10,0xB5,0x33,0x36,0x57,0x3D,0xA4,0xEE,0x3F,0xBA,
0x03,0x26,0x58,0x32,0x2B,0x21,0x8F,0x2A,0x2C,0x16,0xF7,0xA2,0xFB,0xCE,0xDF,0x65,
0x5C,0x06,0x47,0xED,0x34,0x41,0xD0,0xF5,0x8C,0x09,0x68,0x7D,0x9B,0xAE,0x80,0x7A,
0xBC,0x19,0xE7,0x0D,0x94,0x61,0x30,0x15,0xEC,0x29,0x37,0x62,0x3B,0x8E,0x1F,0xA5,
0xE3,0x39,0x78,0xD2,0xF4,0x81,0x6F,0xCA,0xB3,0x49,0xD7,0xBD,0x24,0x6E,0xBF,0x3A,
0x83,0x59,0x27,0x4D,0xAB,0xA1,0xF0,0x55,0x53,0x69,0x88,0x22,0x84,0x4E,0xA0,0xE5,
0x23,0x79,0xC7,0x92,0x4B,0xC1,0x50,0x8A,0x0C,0x89,0x17,0xFD,0xE4,0x2E,0x00,0x05
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
http://dehacked.2y.net/microstorage.php/info/858566825/FFL_HumanSAW1.vbm http://dehacked.2y.net/microstorage.php/info/1571730213/FFL_HumanSAW2.vbm No comments to hide these links with this time. Although, while hacking for test #2, I forgot to set the defense correctly for a BAND-wearing human. Not that it matters anyway. Excellent, we now have a complete RNG table! I'll be sure to update my scripts accordingly. Not exactly in a planning mood right now, more in a testing phase. I'm going to stare at SEI-RYU for a bit, followed by Monster Trio. Any ideas on what to pick at? Two POWER mutants will be one test, which requires I bring a manly guy for the free Strength-based HAMMER. Another test will be to see if I can do stuff with only 26 Mana from spells, probably not much. I'm thinking of a test against the monster trio that involves POWER, a DRAGON 1, and twice-applied GAZE. Extra points if my pet DRAGON 1 falls in the process (probably not, they have nice HP. Too bad). Other than these two battles, I don't see anything else that clogs up the route at the moment.
Player (80)
Joined: 8/5/2007
Posts: 865
I'm a little busy and I don't have too much to say, so I'll try to keep this post uncharacteristically short. I've got one more idea for SEI-RYU: whip him to death. I think it'll be a little slow, but I'd say it's worth analyzing the cost of moving to the shop in Town of Hero, buying WHIPs, equipping them, and using them. The plus side is that we'd cut down on the battle manipulation even further-- we might be able to get away with only using GAZE. Additionally, SEI-RYU wouldn't use much time on his turns since we'd always get "SEI-RYU do nothing".
FatRatKnight wrote:
Other than these two battles, I don't see anything else that clogs up the route at the moment.
We've had a route for a while, but finding the route is tricky. I've got to say I'm disappointed that there doesn't seem to be a quick and/or easy way to defeat SEI-RYU. I'm comfortable with just about every other battle but SEI-RYU simply refuses to go down in under three turns without excessive luck manipulation. I just have this nagging feeling we're missing something and when we figure it out, we'll cruise through the game. I don't have the time today to look at your two test runs, but I'll try to get to them soon and either edit this post or write a new one. I'd like to look into the ability shuffling RNG (especially since we might actually see some use out of it!) because its behavior baffles me. Here's a copy of my old chart:
C30B|Ab1|Ab2|Ab3|Ab4
----+---+---+---+---
 86 | - | + | + | -
 93 | - | + | - | +
 166| - | /2| + | /2
 243| - | + | - | + 
And here's what it looks like with C30E's RNG values in place of those actions:
C30B|Ab1|Ab2|Ab3|Ab4
----+---+---+---+---
 86 | 53| 76|182| 40
 93 | 64|197|124|166
 166| 42| 44| 22|247
 243| 75|193| 80|138
As you can see, there's almost no correspondence between the two tables. I'm hopeful that I got some or all of the numbers wrong because this clearly does not follow the typical bin pattern! Anyway, as I mentioned in the opening sentence, I'm a little bit busy and it'll probably stay that way for a week or two. I'm hoping I'll still be able to work on the run, but it won't be a priority. Things should definitely clear up after November 1st, so if I haven't said anything for a while and it looks like I may be dropping out, please shoot me a PM to knock some sense back into me. Just thought I'd give you a heads-up, though I don't think it'll be an issue.
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
0x00 ~ 0x2A - Divide by 2 0x2B ~ 0x7F - Add 0x80 ~ 0xD4 - Subtract 0xD5 ~ 0xFF - Reset to "original" These are what I expect after mild testing. Tell me if it's wrong. The random number addresses tend to "wander". If C300 is zero, the following six addresses could also be zero, or perhaps they all happen to be one. Maybe the first half is zero and the later half is one. When you generated those tables, it's possible we thought that C30E was always a fixed value away from C30B after a reset. I highly recommend "Tools -> Debug -> Memory Viewer..." to better understand the RNG's rules. It is hard to explain, but to me, it looks like the RNG addresses like to be in groups of 7 before incrementing. However, every 9th group, the group size is 8 rather than 7. ... Yeah, these words aren't any good, peek into the Memory viewer and look at C300 and beyond. Reset a few times, see if any "pattern" shows up. Looking at them as single addresses will do you no good, look at all 128 of them and get an idea. I have a small function for generating a range of numbers. It might match the game's way of handling an arbitrary range, or it might be off by some amount. I do not know, but it does a good enough job at approximating that I can't detect errors myself. Said function would be:
Language: lua

--Insert the SuperRNGTable here --***************************************************************************** local function GenRange(R,D) --***************************************************************************** -- Returns an integer from 0 to D. -- Might be imprecise. If so, we'll come up with something different! return math.floor((SuperRNGTable[R]*(D)/255)+.5) end
The value R is the RNG value we read directly from memory after it is "rolled". The value D is the upper bound of the "random" number, with an assumed lower bound of zero. If, for example, a healing effect restores 20~35 HP, subtract 20 from the upper range to get our D. If there is a number of different effects with "equal" chances (the term "equal" being used loosely, as the distribution prefers to avoid the extremes), use (number - 1) for your D. I think this function fits well with the Ability Uses Shuffler, the numbers at the top of this post would match this function with a D of 3, and a small amount of trying them out led me to link the effects with the results I've been getting. If it's not true, I'm sure further tests will prove me wrong.
1 2 3 4 5
8 9