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TheToad

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  1. TheToad

    FE Girls?

    Thank goodness youtube got rid of its 15 minute restriction. http://www.youtube.com/watch?v=6Ihs6AD5o-4 Comments Prologue: There's no room anywhere to manipulate the RNG on turn 1, hence the lack of criticals. Probably should've gotten Eirika str on her level-up. Chapter 1: Nothing much to say... Chapter 2: As you can tell Clarine is a terrible combat unit in this chapter, but I need her to gain exp for future chapters. Chapter 3: I should've sent Priscilla to the left (or not used her at all) and not bothered to recruit Sonya since I get a thief automatically the very next chapter. Chapter 4: I have Eirika and Limstella run away from the enemies. It might be faster to face some of them. Also, dancing Clarine doesn't affect when she reaches the boss, hence why Ninian isn't deployed. Chapter 5: It might've been faster to dance Clarine on turn 1. Also, Eirika would've been so much better off against the boss with 1 or 2 extra points of strength. Unfortunately for me, I had to manipulate 4 crits in a row (2 on each phase) for an exact bosskill. Chapter 5x: I despise this chapter. Orson doesn't take a stat penalty when rescuing Lyn, not much else to say. Chapter 6: This chapter's clearly inspired by FE10 3-7. I use the 12 turns to raise Clarine, Priscilla and Eirika. Chapter 7: It's necessary for Clarine to clear the way for Eirika before she seizes. Also, Clarine is a complete powerhouse now :) Chapter 8: Extremely sloppy strat, but this chapter is so long and boring I hardly care. Fortunately, I've managed to turn Priscilla into a monster :) Chapter 9: It seems paladins in general don't have a stat penalty when rescuing someone, which is how Priscilla's able to carry Lyn throughout the chapter. Had I been more clever I could've taken out one of the sleep staffers with a jav attack through the wall. I could've also saved a turn by dropping Lyn earlier, but with her paltry base stats it would've required intense manipulation just to get her to survive. What's cool is that once Clarine hit lv 8, her stat caps increased :D Chapter 10: This chapter's a remarkably detailed recreation of FE9 C11. Pretty straightforward boss rush strat. Chapter 11: For some reason Clarine's movement is limited by the fog, so a torch might save time here (didn't test it). Chapter 12 is an incredibly long and repetitive Clarine solo, so I'll stop here for now unless anyone's interested in the rest of the game being TASed.
  2. Sounds interesting, I'm in. Are turns in the tower/ruins considered added to the total turncount?
  3. I'm surprised this isn't getting more attention... Would be immensely useful in drafts for those who place no restrictions on themselves in terms of RNG abusing. A while ago Roland made an improved RNGDisplay script (topic), even has a video showing a conditional search feature it has. In other words, you can make the script do things like tell you when's the nearest RNG sequence where value 1 is <50, value 2 is =3, etc. Also, RNGDisplay works for all the GBAFE games since the RNG addresses are the same in all 3 games.
  4. FE6 Average Stats Hacking Spreadsheet Here's a spreadsheet I made that greatly facilitates hacking character stats in FE6. I basically made a database of bases, growths, promotion gains and caps for all 54 characters in the game, and used that data to be able to automatically generate codes for a unit's stats that can be directly copied into VBA's codebreaker. In essence, all you need to do is input a unit's level, promoted level, experience, con bonus and move bonus, and the suitable codes adapt accordingly. For now the spreadsheet outputs a unit's average stats and maximum stats for the level you choose. That may seem a bit confusing, so I'll do my best to explain how one would go about applying this spreadsheet. Suppose you want to hack Dieck's stats. First you open up the workbook for Dieck in the spreadsheet. It should be workbook 12, as all names after Roy are in alphabetical order. (Note: Sorry about the text being hard to read, but I reduced the size of the image in an effort to not stretch the page) I have Dieck's level defaulting at 5/1 since Dieck starts at lv 5/0, and promotes to lv 1. Also note that there there are 4 different columns from which to choose codes: Average stats no promo, average stats promo, max stats no promo, max stats promo. It's pretty self-explanatory, if you're hacking your unit to be unpromoted, say lv 18/0, use one of the no promo columns. If you want to find out the maximum stats a unit could possibly have at 20/5, use the max stats promo column. So let's suppose you want Dieck to be lv 18/7 (ie he uses a knight's crest at lv 18 and reaches level 7 promoted). You also want to give him 32 exp, and 2 con bonus. Make the suitable inputs in the green boxes, and you should get the following: Finally, suppose we want the codes for Dieck's 18/7 average stats. In this case we'd copy the codes in the 2nd column (highlighted in a red box below). Now open up FE6 in visual boy advance, and put Dieck in slot 2 in the unit preparations screen. If you're hacking anyone other than Roy, they have to be in unit slot 2 in order for the codes to work. Now access cheats -> view cheats list in the toolbar and paste the codes into codebreaker (shown in detail in the screens below). And just like that, Dieck should be instantly transformed into a level 7.32 hero. At this point you can remove the codes, and the effects of the code will remain, at which point you can make a savestate or save the game to make the change permanent. What's also cool about these codes is you can do things like turning Merlinus into the Dieck I just showed by putting Merlinus in slot 2 and using the very same codes. ========== Applications ========== There's a lot you can do with these codes. For instance, with a chapter select code (input 3202AA56 00## and replace ## with the chapter's hexadecimal value in the save screen after finishing a chapter) you can basically hack up a team of choice for any chapter you feel like playing. Imagine booting up a fresh game, then suddenly being able to hack your way to C14 (the desert map) with a bunch of promoted magic users, or increase Wendy and Sophia's base level to make them more usable. There's a lot of fun you can have with random challenges that no longer require hours of playing to set up. Another application is in debating. The spreadsheet itself will automatically generate a unit's average stats properly rounded, so it saves from having to look up averages. Moreover, if you want to see for yourself how well a 15/10 Lot fares lategame, you can easily test it out without having to play 3/4ths of the game. Well, that's it for now. I might add some more features, such as making a database for weapons, weapon levels and supports, but I might need some programming help with that, since I'm not sure how to get excel to recognize a string like "iron lance" and convert it into a hex value like "0006". There's likely to be some errors here and there since entering all this data into excel was incredibly tedious. Nonetheless I tried out the codes in the latest random, pointless video I made (shown below) and they seem to work like a charm :) http://www.youtube.com/watch?v=PpVneiwubLw
  5. It stands for tools assisted speedrun, I use savestates and frame advance to basically achieve a level of gameplay impossible in real-time. In addition to really fast cursor movements, I have RNG scripts that allow me to pretty much manipulate whatever I desire: Crit any enemy I have a crit rate on, get perfect level-ups, etc. If you're still confused, I recommend you watch a bit of these runs, they're official publications on TASVideos. On the contrary, I'm very impressed by your patch, my comment about C7 was purely from a TASing standpoint. The fact that I am having some trouble getting Siegfried and Shon to mow down enemies in C7 is a testament to the game's difficulty.
  6. Time for something unexpected :P http://www.youtube.com/watch?v=WH3AfbuyCsg Notes- Prologue to Chapter 2: None Chapter 3: The chapter goal is falsely stated as a rout map, when in fact the goal of the map is to seize. I lose 2 turns at the end as a result. Since this is a test run I will let this mistake go. Chapter 4: Once again the objective is falsely advertised as "defeat all of the enemy units", when in fact the goal is to kill the boss. Fortunately I caught on this time. On turn 2 I kill a bunch of nomads I didn't need to because at the time I thought I was going to drop Siegfried somewhere else. Chapter 5: On the second to last turn I have Siegfried attack a troubadour with a javelin instead of 1HKOing the boss. This is to prevent the troubadour from blocking the seize square next turn. I also forego a critical on the troubadour since I need to break a javelin in order for Siegfried to equip a suitable weapon for the boss counter. Chapter 6: I rescue-drop Siegfried on turn 1 in order to get him the required positioning for a 3 turn seize. There are a couple of other mini-exploits I use here as well. I'm a little put off by chapter 7, as my only decent units right now are Siegfried and Shon, and to beat this map efficiently requires me to deplete almost all of my javelins. Nonetheless I'll continue if there's any interest in this little project.
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