Speedrunning Thread - Page 52
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fishbowl
United States1575 Posts
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Duka08
3391 Posts
On March 09 2013 07:44 fishbowl wrote: The record for FFT any% is 4:30:21 (see here) as of March 2nd. TL;DR of the run: JP scroll Ramza till he has Holy/Flare, learn all Calc skills, go to town. Of course that summary doesn't really do the run justice. It's an extremely refined run that has been worked on for months now. TheClaude is pretty much the authority on FFT and you should consult him or the very few other people that run FFT along with him (CVagts is the only person I can think of tbh) if you have any questions. Ah this is great thanks! Didn't know people were actively doing RTA of this game. Very motivating! I was afraid RNG would be too much to bear, that was honestly one of my biggest curiosities. Will have to check this out in full at some point. Ah I love this game! Must play it tonight now. | ||
Raelcun
United States3747 Posts
On March 09 2013 08:23 Duka08 wrote: Ah this is great thanks! Didn't know people were actively doing RTA of this game. Very motivating! I was afraid RNG would be too much to bear, that was honestly one of my biggest curiosities. Will have to check this out in full at some point. Ah I love this game! Must play it tonight now. The strategies for RTA are just very different from the segmented run. Generally you want Ramza to start as with high faith and brave (sucks because you get into pokemon style resets over Ramza's stats), then you build up a lot of JP on the first fight having him punch the enemy chemist that uses potions(He won't run out). You block Delita out so that he can't interfere, then you use the scrolling bug to give Ramza max JP on wizard, learn the op spells and use the JP you earned in the first battle to learn yell. Ramza spends the first few battles using yell repeatedly to gain enough JP to learn the few Calc formulas that you need. You don't need to max out Calc because if you can get Ramza's speed to increase he'll go first and every other character on the field will have a CT that's a multiple of 5. This is usable on the majority of the fights but you'll need a few other calculations to figure out the others. There are some battles where this doesn't work and in segmented they'll manipulate some calcuations that hit Ramza as well as all the enemies and use the MP Switch ability make him take MP damage instead. Obviously since the chance of this activating is a % based on your brave this isn't really doable in real time for all of the times that you need to do it. Any number of these calculations have the potential to hit Ramza through MP switch, so alternatives are needed. An RTA needs to find ways around the battles where that's used in the segmented run. The segmented run is extremely optimized, I suppose there's probably more room on the RTA to improve though since it has to abandon the normal strategy at a few points. tl;dr not a whole lot of RNG besides MP Switch | ||
Duka08
3391 Posts
On March 09 2013 10:10 Raelcun wrote: The strategies for RTA are just very different from the segmented run. Generally you want Ramza to start as with high faith and brave (sucks because you get into pokemon style resets over Ramza's stats), then you build up a lot of JP on the first fight having him punch the enemy chemist that uses potions(He won't run out). You block Delita out so that he can't interfere, then you use the scrolling bug to give Ramza max JP on wizard, learn the op spells and use the JP you earned in the first battle to learn yell. Ramza spends the first few battles using yell repeatedly to gain enough JP to learn the few Calc formulas that you need. You don't need to max out Calc because if you can get Ramza's speed to increase he'll go first and every other character on the field will have a CT that's a multiple of 5. This is usable on the majority of the fights but you'll need a few other calculations to figure out the others. There are some battles where this doesn't work and in segmented they'll manipulate some calcuations that hit Ramza as well as all the enemies and use the MP Switch ability make him take MP damage instead. Obviously since the chance of this activating is a % based on your brave this isn't really doable in real time for all of the times that you need to do it. Any number of these calculations have the potential to hit Ramza through MP switch, so alternatives are needed. An RTA needs to find ways around the battles where that's used in the segmented run. The segmented run is extremely optimized, I suppose there's probably more room on the RTA to improve though since it has to abandon the normal strategy at a few points. tl;dr not a whole lot of RNG besides MP Switch Thanks for the info. I'm just surprised that, given the differences you've described, the difference is only ~10 min (at least, based on the segmented record posted to SDA, but now I highly doubt that's the latest haha....). What about random battles? It may be one of my favorite games but given the length and style of the run it'll take me a few tries to see if I can dig it. Still, going to play it regardless (no runs!) just because I'm hype from talking about it. Edit: AC4 didnt come in today ![]() | ||
Raelcun
United States3747 Posts
On March 09 2013 13:56 Duka08 wrote: Thanks for the info. I'm just surprised that, given the differences you've described, the difference is only ~10 min (at least, based on the segmented record posted to SDA, but now I highly doubt that's the latest haha....). What about random battles? It may be one of my favorite games but given the length and style of the run it'll take me a few tries to see if I can dig it. Still, going to play it regardless (no runs!) just because I'm hype from talking about it. Edit: AC4 didnt come in today ![]() Wow I completley misread the first post and thought that was referring to a japanese RTA. yeah if it's really that close either they just took risks until it paid off or they've done some cool optimizations. | ||
KingDime
Canada750 Posts
![]() ![]() I'll give it another attempt tomorrow because im damn close to breaking that 2:30:00 barrier. Couple deaths from the broodlord on shatter the sky sealed it as 2:30+ In game time or SDA timing is 2 hrs 12 mins 36 seconds adding all mission times from the archives. Happy and sad with this record atm heh. | ||
Yacobs
United States846 Posts
I'm guessing Dark Souls is virtually impossible since the random number generator is probably seeded based on your system's internal clock or something like that but you never know. Even if you can't manipulate it, I wonder if a roll early in the run can predict the outcome of rolls later in the run, for example. | ||
Duka08
3391 Posts
On March 10 2013 08:02 Yacobs wrote: Plexa, your manipulation of the RNG interests me for other games. I know it's probably impossible for a lot of games but nonetheless I wonder if it's possible to manipulate the RNG for Dark Souls. Is there a systematic way that you used to test the game and to try to figure out how to control the RNG? I'm guessing Dark Souls is virtually impossible since the random number generator is probably seeded based on your system's internal clock or something like that but you never know. Even if you can't manipulate it, I wonder if a roll early in the run can predict the outcome of rolls later in the run, for example. What RNG is there to manipulate, besides a drop rate? Honest question, not meaning to sound facetious lol. | ||
Kyhron
United States945 Posts
On March 10 2013 08:02 Yacobs wrote: Plexa, your manipulation of the RNG interests me for other games. I know it's probably impossible for a lot of games but nonetheless I wonder if it's possible to manipulate the RNG for Dark Souls. Is there a systematic way that you used to test the game and to try to figure out how to control the RNG? I'm guessing Dark Souls is virtually impossible since the random number generator is probably seeded based on your system's internal clock or something like that but you never know. Even if you can't manipulate it, I wonder if a roll early in the run can predict the outcome of rolls later in the run, for example. In Dark Souls its probably a lot harder if not impossible when you compare it to Golden Sun. Dark Souls is a newer game and there is way more data storage on a disk compared to a GBA cart. With how much difference there with that alone I highly doubt individual rolls affect others later on. Usually older games are a lot easier to understand and break the RNG on due to the fact the memory is more limited and thus easier to see ways to manipulate it. If you want to try the best way is to take a scientific method to trying to manipulate it. Anything and everything could possibly change the RNG and you need to be as careful and scientific with testing. Coming from someone thats in the middle of trying to break down a game to understand it better there will be things that you think you finally understand and then something will throw a wrench into it. Be prepared for anything to happen. Take notes on everything you do and try to change as little as possible when youre testing. | ||
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Plexa
Aotearoa39261 Posts
On March 10 2013 08:02 Yacobs wrote: Plexa, your manipulation of the RNG interests me for other games. I know it's probably impossible for a lot of games but nonetheless I wonder if it's possible to manipulate the RNG for Dark Souls. Is there a systematic way that you used to test the game and to try to figure out how to control the RNG? I'm guessing Dark Souls is virtually impossible since the random number generator is probably seeded based on your system's internal clock or something like that but you never know. Even if you can't manipulate it, I wonder if a roll early in the run can predict the outcome of rolls later in the run, for example. Kyhron already explained it, but I'll give my thoughts as well. The GBA is a unique device in that it has a list of numbers stored in the device to serve as the 'random number generator'. Thus if you know you're at a certain point in the RNG doing the same actions will give you the same result - it's not truly random. For Golden Sun it's a matter of working out how many RNs are used, when each of those RNs are reset and what in game actions influence the RNs. Once all of that is worked out its a matter of testing various in game actions to see what the result is. So aside from the systematic testing of my theories for the behavior of the RNs in GS, the actual tricks are worked out by educated trial and error. | ||
Duka08
3391 Posts
![]() My first official unofficial run of anything. No specific plan or anything really, just played swiftly. Obv lots of issues. But it's fun. Was just random on a whim. Would be a fun category for a race. (I forgot Shinra HQ split) Having wsplit is kind of motivating in and of itself lol. Having the splits makes it actually feel like a run. It's a mindset thing xD Hopefully AC4 gets here tomorrow (the last day of the projected delivery, of course...). Gonna give that a shot. Length is good and I haven't played the game in ages so I'm excited nonetheless. | ||
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Plexa
Aotearoa39261 Posts
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Kyhron
United States945 Posts
On March 11 2013 11:16 Plexa wrote: I just posted a miniguide on the RNG system from GS1 on SDA. Maybe it's useful to someone also speedrunning something on the GBA. Werster is actively rerouting his GS1 route now to accommodate for various RNG methods, he's going to have one hell of sick time after that I can tell t_t. I will probably do a run tomorrow to fix the obvious errors then wait for werster to destroy it. Honestly I dont see werster beating it. Hes been so singlemindedly focused on beating his blue record and starting emerald i think? Yeah hell probably make some runs at it but i dont see him destroying it. I feel like this may start brewing into an epic stand off between you two if anything. Which is nothing but good for everyone. Im looking forward to seeing how this progresses ![]() | ||
Laquendi
Finland35 Posts
On March 10 2013 07:16 KingDime wrote: I was hoping to break 2:30 in SC2 campaign today but unfortunately I was 6 seconds off ![]() ![]() I'll give it another attempt tomorrow because im damn close to breaking that 2:30:00 barrier. Couple deaths from the broodlord on shatter the sky sealed it as 2:30+ In game time or SDA timing is 2 hrs 12 mins 36 seconds adding all mission times from the archives. Happy and sad with this record atm heh. Dude that's absolutely sick run. Really loved the way you did almost every mission in the run. My personal favorites are almost perfect cutthroat and the way you do shattering the sky. I'm currently doing around 2:50ish, but i'll practice all these new strats copied from you ![]() That said, I'll probably focus on figuring out hots campaign unless it sucks for speedrunning. | ||
tyr
France1686 Posts
edit : ignore this, I just received your skype message. :D You should still join though. | ||
Yacobs
United States846 Posts
Like, for example, in the opening Asylum, there's the part where you run up the stairs then the big ball rolls down. When streamers do it, the camera turns around at the same time they do and they can see the wall that gets smashed. When I do it, when I turn around my character is running AT the camera and I have to manually rotate the camera during the conversation with the NPC so I can see forward again. I can't figure out what the problem is... I'm using DSFix but I can't imagine that messes with the camera logic. I don't see how they could be rotating the camera manually because it looks too smooth and you need your right hand to press buttons, not mess with the camera. | ||
garbanzo
United States4046 Posts
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KingDime
Canada750 Posts
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Aylear
Norway3988 Posts
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Raelcun
United States3747 Posts
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