FractalFusion's Azure Dreams in 10:32. My quest to TAS a random dungeon RPG led me here.
Thanks to Aktan for an encode using Eternal SPU. It took him a while to resync due to the game itself. You can download MP4 or MKV, or watch online.
The TAS was made in PCSX rerecording v0.0.7, but will work in v0.0.9 . For sound plugin, Pete's MIDAS Audio Driver 1.7 is the best known one that syncs, as TAS Sound Plugin doesn't work well (although it syncs). It is also recommended to play it right away, without opening a ROM beforehand, though I haven't run into desyncs lately.
Also note that fast-forwarding may cause the names of the characters to be messed up, and other graphical glitches.

Aims

  • Best ending
  • Aims for fastest time
  • Abuses programming errors in the game
  • Manipulates luck

Programming errors abused

Only one. On floor 31, rarely but possibly Beldo doesn't show up (and there are no enemies on that floor).

About the game and the run

Azure Dreams is a random dungeon RPG (roguelike) where the floors are randomly generated. You control the main character, Koh, who trains monsters while obtaining riches while in the Monster Tower, and builds buildings and gets girlfriends while in the town of Monsbaiya. The ultimate goal though is to reach the top of Monster Tower, the 40th floor.
Due to the way the game works, it is extremely difficult (without cheating) to reach the top of Monster Tower on the first try unassisted. Extreme luck would be required, as monsters on the high floors kill an underleveled adventurer (and his trained but underleveled monsters) in one hit. Note that it's never game over when killed, you just lose all items you brought in the tower and have to start over from the first floor, if you want to try again.
Of course, with TAS, anything goes. Not only does this adventurer not pick up any items (except at the plot-driven ending), he sends his starter monster (Kewne) home right on the first floor, then scales the tower to the 40th floor armed with nothing but a Pita Fruit. Oh, and there is a way to get around the "final boss". It's required, actually.
So, how does such an adventurer survive, when all enemies on floors 15 and above not named "Pulunpa" kill him in one hit? In a TAS, apparently by manipulating the location of the elevator to the next floor so it is close by. But that is not all.
Every stage has trap tiles, whether it is relatively harmless like Upheaval or Reversal, or ridiculously deadly like Monster Den (this is very rare, fortunately). The traps are randomly scattered and only occur in rooms rather than passageways, although occasionally a trap room is designated which contains about a dozen traps.
One type of trap, Go Up, sends Koh or any enemy to the floor above; this is a useful substitute for the elevator, and is faster by about 100 frames. Koh can also run very fast (except when a non-sleeping enemy is nearby), so even if the Go Up trap is not close, he can run to it, and it may be faster than manipulating the elevator. Of course, you don't see traps before you run into them, so how do you know where they are?
Using memory watch, of course. I found character coordinates, elevator coordinates, trap coordinates, and trap IDs (traps are dynamically allocated but are always seeded into one of about twelve slots, maybe more, all at increments of 24). Go Up, the important one, has a trap ID of 184.
So to manipulate, I use waiting frames, and check if it places a Go Up trap (preferred) nearby, or the elevator nearby. Since there are many addresses involved, I only check the trap IDs, and see if any of them are 184 before checking trap coordinates. Note that if the current level has Go Up traps, the trap ID of 184 may remain; I can weed these out by seeing that the trap coordinates don't change. This of course assuming that the game is not evil enough to place Go Up traps in the same spot on two consecutive floors.
Of course manipulating the elevator or Go Up trap close by is of no use if there happens to be a non-sleeping enemy in the way.

Trap tile IDs

Trap tile IDTrap tileWhat it does
0Monster DenHuge monster ambush, cannot be detected
8CrackLowers the floor around the target
16RustPermanently lowers equipment stats by 1, except if already at 1, or rust-proof
36BumpWakes up sleeping enemies in the room
44UpheavalRaises the floor around the target
48WarpWarps target to a different spot on the same floor
60FrogTurns target into a frog with no offensive capabilities
84PrisonCauses paralysis
144SealPrevents use of magic
152PoisonCauses poison
156BombDoes damage in a cross-shaped region and destroys any items on it
160ReversalTurns the screen upside down
176BlinderCauses blindness
184Go UpSends target to the floor above
192SlamDoes damage
200SleepCauses sleep
224ChaosCauses confusion, messes up controls
248SlowCauses target to move at half speed

Important memory addresses

AddressWhat it represents
82EA4Player X
82EA5Player Y
E3CDAElevator X
E3CDCElevator Y
E39CE+0x18*nTrap n X
E39CF+0x18*nTrap n Y
E39D0+0x18*nTrap n ID

Run progress

  • Thursday, May 14, 2009 - Verified that Azure Dreams can be beaten on the first trip. Also discovered that Go Up trap is useful.
  • May 15 - Found important memory addresses, including trap ID and location.
  • May 16 - started run; into first few dialogs
  • May 17 - Entered tower and reached floor 10
  • May 18 - Reached floor 20
  • May 19 - Reached floor 26
  • May 20 - Reached floor 35
  • May 21 - Completed game (almost)
  • May 22 - Fixed desync and completed game

Run notes

Any waiting is due to luck manipulation. Koh cannot run when nearby a non-sleeping enemy. Koh has to take extra or walking steps sometimes to trigger the Go Up trap, since traps do not always work.
  • After leaving the house, I use the view rotation to put Koh on a straight line to the destination.
  • Floor 1: First trip only, this is a tutorial floor. I send Kewne home. There are two reasons for this. One is that otherwise he frequently stops you to talk during this floor. The other is that on later floors it makes it easier for enemies to attack him, thus slowing you down. The weird path I take is to manipulate the Pulunpa as far away as possible as to avoid being unable to run due to a nearby enemy.
  • Floor 7: The slight pause is due to the enemy waking up. I run over a Seal trap near the Go Up trap.
  • Floor 13: I run over a Rust trap on the way to the Go Up trap.
  • Floor 20: The route was to let some monsters go by first. I was quite unlucky manipulating this floor.
  • Floor 22: An enemy, who would otherwise kill Koh, falls into a Blinder trap. :D
  • Floor 23: Another close call here.
  • Floor 28: There was actually another Go Up trap nearby. That makes two Go Up traps and the elevator near the starting point, something very rare.
  • Floor 31: Very rarely Beldo doesn't show up and there are no enemies on the floor. This is one of those times; the next one didn't show up for about 90 frames.
  • Floor 32: Who needs elevator when you have Go Up trap?
  • Floor 38: As a puzzle, find the hidden elevator.
  • Floor 40: The ending makes no sense, but whatever. I chose the "good" ending here (Kewne stays with you, and appears in the credits) even though it is about 2 seconds slower.

Thanks

Thanks to mz for giving us rerecording for PSX. Thanks also to a Pokémon Mystery Dungeon Red review (!) for introducing me to this game.

adelikat: Accepting due to positive viewer response. I'll handle the publication.


Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
BadPotato wrote:
here is my best attempt to encode this: HD for his tube: ==> http://www.wikiupload.com/download_page.php?id=143714 mkv with ogg vorbis(49Mo): ==> http://www.wikiupload.com/download_page.php?id=143677
I appreciate your effort. Unfortunately I cannot download the file. Could you upload it somewhere else?
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
here you go: big avi and mkv thought, I din't find a any decent editor of ".sub" for the adverstissement text with mencoder.
Former player
Joined: 12/5/2007
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Notepad or any other text editor isn't considered "decent"?
Joined: 6/4/2009
Posts: 893
BadPotato wrote:
thought, I din't find a any decent editor of ".sub" for the adverstissement text with mencoder.
Did you try Subtitle Workshop ?
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
I was looking for something like aegisub, at first I thought that it supported only the ssa format...(ssa is a cool format, some feature like karaoke and color can be interesthing) .. Only problem with this format is that for some raeson, mplayer/mencoder have to use the ass librairy and I still din't found how getting a "square background" with ssa and this library enable anyway looks like that .sub format is definitly more basic than anything else... so let's just getting the job done with the shinydoofy solution: mkv 59.05mb with vorbis: ==> http://www.mediafire.com/download.php?g5nmwm20uhj (still under 4mb/minute) althought, at this point... I feel like these luascript might help to save few second on this run... but since this still very laggy, any improvement would look much better when pcsx-reload will get some TASing feature..... edith: youtube: http://www.youtube.com/watch?v=1SPrQLNFIlY
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
This is almost a shame that I didn't use the Eternal SPU plugin... but at the beggining I was just looking for something like an audible sound. Good job man on this. Do you know if there less desynch now, than the previous pcsxrr version? In fact, he only thing that I'm worried about is why 30fps for the non-streaming videos!? mine was 60fps(with blur effect)....
Publisher
Joined: 4/23/2009
Posts: 1283
BadPotato wrote:
Do you know if there less desynch now, than the previous pcsxrr version?
In no way is there less desync. I used 0.1.2 and it was hell! This is why it took so long, that maybe FractalFusion lost interest =/.
BadPotato wrote:
In fact, he only thing that I'm worried about is why 30fps for the non-streaming videos!? mine was 60fps(with blur effect)....
What do you mean 30 fps? All the links I posted goes up to 60 fps.
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
Thank you very much, Aktan! I'll uncancel it now.
sgrunt
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Ah, I must have missed this back when it was first submitted... Anyway, being a roguelike, this run reminded me heavily of that of Fatal Labryinth. I'll echo some of the comments I made back when that run was submitted in that beating such a game in this short of a span of time is a pretty impressive feat - an average run of this type of game should take hours and hours and be exceedingly difficult, whereas you just luck-manipulated your way to the end in an incredibly short span. The thing is, the end result isn't too exciting to look at for someone who's not familiar with the genre or the game - it looks like you're basically just walking to the end. That the run is technically advanced enough to make the game look like this is impressive to me, but the average viewer might be confused. In any case, I give this a yes vote. EDIT: can't forget to give a huge shout-out to Aktan for all his work in making it possible to revive this run!
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
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So since this has been uncancelled after such a long time in the grue, would the author like to have the poll reset, since some of the prior votes may be based on watching the prior encode/emulator settings?
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sgrunt
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Emulator Coder, Former player
Joined: 10/28/2007
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Location: The dark horror in the back of your mind
mmbossman wrote:
So since this has been uncancelled after such a long time in the grue, would the author like to have the poll reset, since some of the prior votes may be based on watching the prior encode/emulator settings?
I asked on IRC and he said
FractalFusion wrote:
go ahead, Grunt
so it has been reset.
Limne
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Joined: 2/24/2010
Posts: 153
Wow, it really does sound a lot better now doesn't it? I've never played nor heard of this game before but I think I'm familiar enough with these kinds of games that I have an idea for just how involved something like this really is. It was a bit bland but the fact that you sprinted through the entire game so quickly (Is the character supposed to move that fast? I think I'd be surprised regardless of the answer.) is certainly worthy of praise. Yes.
Joined: 5/13/2009
Posts: 141
Oh wow. I thought I was going insane when I saw this submission and couldn't find the old one to see what the improvement was. It never even occurred to me that it would be uncanceled after soooo long. Anyway, I actually liked the other sound better. It gave it more of a "this game is BROKEN" feel. Still yes, though. EDIT: Not to say that what Aktan did wasn't amazing ;)
Active player (348)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
Well I'm going to vote a weak yes on this one. I can see the incredible amount of hard work that went into manipulating just about everything in this game, but to be fair it's not that entertaining. However, I cannot deny that the run was extremely well-researched and of high quality. So in short, voting yes.
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
That was a lot of the same thing over and over. It sucks that you put a lot of effort in to breaking this game's RNG just to have the result be so uninteresting. After the first 5 floors, I realized that not much more would be happening until the end, so I skipped that 5 minute chunk in the middle. Meh vote. There are better RNG dungeon games out there that you can run.
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I was asked to put that on youtube, so here it is: http://www.youtube.com/watch?v=xu0YIkRiKPY PS: oddly enought, youtube exactly choosed the perfect screenshoot, its a dialogue and it say "You idiot.", no idea the frame tought.(you can somewhat see it by going on my channel, its the last video added, its small size pic tought) As for what it worth, my oppinion is it was short and fast paced except for the begin, nothing super exciting or whatnot but most obviously well executed, i give it a yes.
Joined: 4/29/2005
Posts: 1212
Although this is one of my favorite games, I can't in good faith give this run a yes vote. Maybe a Meh at best. There are just some games that shouldn't be TASed, and unfortunately, even as great a game as this is, is one of them. I mean, the only real action in the game from what I could tell, was the boss at the end. Of course I skipped more than half of the run, too, so I wouldn't know otherwise.
Skilled player (1417)
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With the new sound plugin, I can cast my vote behind the run much more confidently. Yeah, I'm shallow like that, but at least it's not driving me crazy to try and listen to it. Love the touching dialogue. "You will regret your stupidity. Oh... uh... I didn't die!"
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Editor, Expert player (2080)
Joined: 6/15/2005
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Zurreco wrote:
There are better RNG dungeon games out there that you can run.
You mean to TAS? I disagree. Feel free to give me an example to change my mind. I can never guarantee that a TAS of any dungeon game is exciting. Actually, I can't even do that for a plain old RPG game. I chose this game based on the following criteria: - Game is a roguelike. - Floors can be easily luck manipulated. - Player has a run function (this game had a zoom). - Player is not required to fight monsters, or fight very few monsters.
arukAdo wrote:
I was asked to put that on youtube, so here it is: http://www.youtube.com/watch?v=xu0YIkRiKPY
Thanks arukAdo, but why are comments disabled?
Player (121)
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Zurreco wrote:
After the first 5 floors, I realized that not much more would be happening until the end, so I skipped that 5 minute chunk in the middle.
I did the opposite and skipped most of the intro/ending... but I loved the "action" part! Voted yes.
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Former player
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FractalFusion wrote:
You mean to TAS? I disagree. Feel free to give me an example to change my mind.
Well, for PSX alone, I think that Ergheiz has a more entertaining dungeon mode. I'm fairly sure that it plays in a similar roguelike fashion, it can be manipulated to buff you up early on, and you don't HAVE to fight everything (that I know of). I would hope that you do have to fight at some points, though, since you simply skipping all of the action drained this run of a lot of entertainment.
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upthorn
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FractalFusion wrote:
Zurreco wrote:
There are better RNG dungeon games out there that you can run.
You mean to TAS? I disagree. Feel free to give me an example to change my mind.
Toejam & Earl? Granted, I haven't watched this run yet, but that is a well known and well liked game with RNG-generated levels.
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Skilled player (1099)
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Location: United Kingdom
I watched the new encode and my yes vote still stands. The 'zoom' was pretty cool, cool enough to make a dungeon RPG somewhat interesting.
Joined: 8/3/2004
Posts: 380
Location: Finland
Thanks for the new encode. Pretty ok and a very impressive feat in luck manipulation and planning. So even though the game part was slightly repetitious (though the rotozoom-esque effect was cool) I give this a yes.
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