krazyd4n

aw2 routing notes

Apr 5th, 2023 (edited)
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  1. rocket strat on ToT is inconsistant
  2. tank strat is safer, simiar speed
  3. tank strat fails to coward inf, recon strat fails to aair attacking recon? don't actually remember the fail case
  4. cannon level: neo maybe faster than rockets (very close,check with tas)
  5. rng manip helpful in first 2 yc missions (cannot hold through the second, see if anything useful in bm)
  6. first 2 bm missions could use manip, toybox has 1 attack, hopefully can extend the manip through that, then also get 2wt
  7. nvm, can manip a t8 win instead
  8. 2wt 7 turn strat is doable with manip
  9.  
  10. how to manip:
  11. must play on jp other wise have to hit a 1 frame window
  12. save between missions
  13. soft reset (a+b+start+select)
  14. press start shortly after screen turns black
  15. hold a after 7-15 frames
  16. big window (9 frames in bizhawk)
  17. load campaign save, start the mission with the same rng every time
  18. be VERY CAREFUL with moving units, don't accidentally flash CO menu etc.
  19.  
  20. a press doesn't register if earlier
  21. 3B2CB9A6 is 1 frame early
  22. 37388A57 is hit the window
  23. 1F6259F8 is 1 frame late
  24. 22E542D9 is 2 frames late
  25. 2534BE02 is 3 frames late
  26.  
  27. if playing on console, can check design map to verify hitting the window
  28.  
  29. co flashes definitely behave differently from regular rng advances.
  30. last 7 bits don't change, 8th last bit flip flops
  31. 2nd 2 bytes seem to increment by a constant value
  32. not sure if this is at all useful, just an observation
  33. whatever operation it's doing appears to be commutative with the regular rng advance
  34. also advances like this twice at the start of missions (once per CO?)
  35. seems to have an intermediate step, 2D9882D7 > 0C434B99 > 04F07B57
  36. figured it out: advances 128 times
  37. no idea what the intermediate step is though
  38.  
  39. ultimate mega manip:
  40. optimal mission select movement is SR, R, TB, 2WT, SS. Below is the only order routed so far. 8 possible orders.
  41. may just come down to which order has the fastest 2wt, since that is the luckiest mission.
  42. Actually, double misfire toybox is 1/200, must be done second, saves a couple of seconds
  43. toybox: t1 build inf
  44. t2 move inf w3, build apc
  45. t3 move inf n2w1, move apc w2, build mech
  46. t4 load mech, move apc w3n2, move inf w3 (this exact apc movement for rng manip)
  47. t5 move inf w1n2, move apc w3n1, drop w
  48. t6 load mech, w4s2, drop s
  49. t7/8 cap
  50. end rng (07225DF6)
  51. this strat is slightly faster, but does require some rng my way
  52.  
  53. reclamation: t1 build apc n base
  54. t2 move apc s1w2, build recon n, build inf s
  55. t3 load inf, move apc w2s4, move recon s1w5s2 (exact recon movement)
  56. t4 move recon s4w4, move apc s2w4
  57. t5 move apc w5s1 drop w, move recon w2
  58. t6/7 cap
  59. end rng (1E677AA3)
  60. this is just the standard strat, messing up recon movement means apc stays on hq
  61.  
  62. two week test: t1 build apc
  63. t2 move apc s2, build mech e, build inf w
  64. t3 load mech, move apc e1s3e2, move inf e3, build apc e, build inf w (exact apc)
  65. t4 load w inf, move apc s3e3, drop e, move apc s4e2, build inf e, move inf s3 (exact apc)
  66. t5 load inf, move apc e5s1, move apc e6 drop e, move inf e3, hover inf e2s1, then do 3 diagonal inputs and cap (3CD72ACC)
  67. t6/7 cap with mech
  68. end rng (32964106)
  69. possibly a quicker way to get the rng for the aair, but this is good enough for now. Saves a minute.
  70.  
  71. sensei's return: literally just the normal strat, no diagonals so be careful
  72. end rng (291E4F25)
  73.  
  74. silo scramble: see above, lose manip when we attack the inf
  75. getting a diagonal moving the apc on t4 is fine
  76.  
  77. mega manip 2: Sensei returns requires no diagonals (3F46E2B2)
  78. Reclamation doable with 0-1+ diagonals (28F1A632)(one diagonal)
  79. Toybox doable with 0-1+ diagonals (203EBB4F) (05537E51)(1d)
  80. 2 advances on turn 2, 4 advances on turn 3, 2-5 advances on turn 5, APC still, start t6 at 1AA30DA3
  81. two week test aair+apc is very difficult to manip.
  82.  
  83. mega manip 3: double misfire
  84. Reclamtion first, standard movement.
  85. Toybox next, skip decoy inf, need 4 advances on day 4 (LLLUUURDLA)
  86. 2 week test, no advances, move inf e2s1 on day 5
  87. sensei returns, LLLDRA to load first infantry
  88. silo scramble as normal
  89. this works, doubt a significantly faster manip exists
  90.  
  91. could consider manipping nature walk, but probably slower than the killing strat
  92. 6 day nature walk seems consistent manipless, but its very slow
  93.  
  94. AMD seems to either end in 7 days or disaster
  95.  
  96. foul play 5 day is 3:53, 6 day is 3:46 with worse execution, that's a shame
  97.  
  98. the hunt's end no need to load Sami's lander, only 50% to be a decoy
  99. also don't seem to need to move the inf a second time when bship goes south
  100.  
  101. factory blues alaktorn strat too inconsistent
  102. pandora strat seems more consistant though
  103. actually the strat i was using lol, but just one tank
  104. could manip good recon pattern, maybe try for t8
  105. manipping the whole fight seems hard, can't protect the art without attacks
  106. false, recon manip can get the recons to charge bm HQ
  107. the bigger issue is the aair that gets built on day 4.
  108. also need a blue moon unit to guard the second silo, since mech and apc are not suitable.
  109. destroying an inf sometimes moves it east, but loses manip unless we realign
  110.  
  111. Factory blues 8 day strat:
  112. requirements:
  113. favourable recon pattern?
  114. tank must be built east on day 3, try to hold manip to here
  115. not actually true, destroy with tanks, then attack pipe with aair for a turn
  116. must destroy an infantry/mech on days 4 and 5, and block the factory from spawning a mech on day 5
  117. definitely doable without manip, but how consistant.
  118.  
  119. day to day:
  120. assume manip for now
  121. blue moon does nothing
  122. day 1: advance all except inf (first tank and recon go east)
  123. day 2: same again, drop mech on silo
  124.  
  125. no extra advances gets a mirrored L of recons
  126.  
  127. day 3: mech and apc 2 north, aair w of apc, tank e of apc, recon s of tank, other tank and art advance through woods in west
  128.  
  129. 2 recons run south, one goes east, tank east
  130.  
  131. day 4: destroy mech with aair from west
  132. load mech, move apc south of middle factory, drop north
  133. attack infantry from south with tank
  134. put recon on east silo
  135. advance tank and art
  136.  
  137. lash should build aair in east, is mech a problem?
  138. no, just stay out of range for a turn
  139.  
  140. day 5: destroy inf with mech, block factory with apc
  141. advance other 4 units
  142.  
  143. day 6: destroy base inf with aair and tank, attack seam with tank, advance art
  144. day 7: same again
  145. day 8: destroy seam with tank and art. (16 hp of leeway, art can take an inf attack)
  146.  
  147. is yc recon faster than bm tank? its needed to protect the apc
  148.  
  149. 2:40 +save and reset, seems potentially worth it
  150. theory tas gets ~2:33, pandora gold seems ~2:45, my gold ~2:55 but I've had like 3 runs there
  151. all the forests make it difficult to not advance RNG but can fix with practice
  152. check if other recon patterns cause problems, not manipping could save time
  153. there are quite a few bad patterns, probably just manip for now
  154. check if destroying a recon on day 3 saves time even if lash builds tank west
  155.  
  156. dd manip:
  157. day 6 strat: need to have the rockets both ignore the lander(1/8 per other battleship in range, 1/12 per sub/cruiser in range) and the left one ignore the battleship (1/2 per battleship/sub in range) (assuming i understand ai targetting) (~1/150 with only 2 decoy bships)
  158. day 6 strat: all bships, one diagonal, 2 decoys left, 1 decoy right (cannot combine these for some reason), no cruiser
  159. too close to tell with this setup, but a faster setup probably exists 3:30
  160. no kanbei tank with this strat
  161. t1 move bship s4w1, move bship s4, move bship s3w1, move lander s2, move bship w2s1, move n sub e1, move e sub e1s3
  162. t2 move sub s1w1, move cruiser s2, move sub 1sw(diag input), move lander s7, move bships e1s5, s5, s6, s6 (114E20D4)
  163. t3 move lander s7, move bship s6, move bship s3e1, move bship w1, move cruiser n1, move w sub w1, move e sub e1
  164. t4 move bship s3w3, move bship w1s4, move lander s6w1, build rockets
  165. t5 load rockets, move lander n3w3 drop, move w bship w2, fire e bship
  166. t6 attack with all 3
  167. day 6 2.0: all bships, 2 diagonal, cruiser, 2 decoy right, this seems about as slow
  168. day 6 3.0: t1 move bship s4w1, move bship s4, move bship s3w1, move e sub n1, move n sub s1, move lander s2
  169. t2 move lander s7(1 advance at edge), move bship e1s5, move sub w1, move cruiser w1s5, move battleships s5
  170. t3 hide cruiser, see version 1.0 for battleship/lander movement
  171. got a 3:24 with this, could go a little lower, definitely faster
  172. got a 3:25 with yc tank, too close to tell
  173. day 7 strat: t1 move bship s4w1, move bship s4, move n sub e1, move e sub n1
  174. t2 move lander s6, move cruiser w1s5, move s bship e1s4, move bship e1s4 (build tank)
  175. t3+ hide cruiser in reef, continue to follow old strat
  176. this is faster even with the reset, should be 60-70% to work no manip
  177. faster on average to manip though, but only slightly
  178. kanbei tank still seems faster, but very close 3:30 (3:31 no tank)
  179.  
  180. yolo nva strat: very very unlikely to work, requires an art misfire, it not retreating to the hq, and Hawke killing a cruiser with copters, but should save a decent amount of time. Not worth it unless absolutely necessary.
  181. See Dingus video, but only need to kill the eastmost copter, don't move cruiser onto port
  182. ~1:58, compared to ~3:40 for to the rescue (in the theory tas)
  183. So save a good chunk of time, but probably won't work.
  184. Don't think manip is possible, pretty sure copter will always attack lander if it can, hopefully I'm wrong
  185. Can bait copters by dropping an inf, but then they attack the lander/inf next turn
  186. Need 2 attacks to my knowledge, killing rightmost b copter and the t copter
  187. 2 1 frame inputs probably still more consistent even then
  188. could find ~3 frame window for first attack that give different copter movement, that way know rng and can adjust inputs for the second attack, could also just get the rng to reallign, happens sometimes
  189. could use diagonals to check rng immediately, but much slower.
  190.  
  191. enough timesave here that doing something slow and consistent should be better than doing To the Rescue
  192. below, could adapt the strat to realign after the first attack, but hitting a 4 frame window should be reasonable
  193. 9 frame window nva strat:
  194. first 3 turns same as dingus, but on first turn only move 3rd cruiser 6 tiles, and no extra rolls (never move cursor over reef)
  195. start of turn 4, rng should be (00477F2D)
  196. attack eastmost bcopter with s cruiser, aim for frames 3-11
  197. move mid cruiser n1
  198. move lander e7
  199. move n cruiser e7
  200. figure out which frame was hit based on enemy copter movement
  201. destroy tcopter with n cruiser
  202. use diagonal movement to identify and adjust rng
  203. drop inf near art
  204. power
  205. end
  206. if everything works out, the art should misfire
  207. may need to manip a second misfire if hit the middle of the window
  208. now have 7 potential rng seeds to extend into RoF and GSB
  209. but only 2 of them are common, other 5 are rare
  210. I have a google doc with more details but pastebin doesn't like it
  211. Got a 2:04 +s&r, with fast alignment
  212.  
  213. notes on the above:
  214. if you want to aim purely for the 4 frame window, can move cruisers over reef twice on earlier turns, this moves the window to frames 2-5 which I find easier to hit
  215. somehow only one reef movement results in less rng advancement
  216. 3 reef movements seems to be the same as 2
  217.  
  218. extending nva is very difficult, massive amount of potential ending RNG, unless we realign after the first attack as well
  219.  
  220. rof manip: t1 build inf south, apc north
  221. t2 load inf, build recon, move apc s1e5
  222. t3 move apc e6, build recon, move recon n1e7, co flash (223CD875)
  223. t4 move apc e6, move recon e8, move recon n1e6
  224. t5 move apc e4n1, move recon e6n2, move recon e8, co flash (331895E3)
  225. t6 move apc n5, move recon n3, move recon e7n1 DON'T FIRE
  226. t7 move apc n4e1 drop s, move recon n4, move recon n7
  227. t8 move inf n3 cap, move apc n3, move recon n2e1, move recon n4
  228. leave battle with (130322FB)
  229. gsb manip 2.0: launch both os silos, bomber on turn 4, fighter on turn 6, build inf on 10
  230. much faster, very simple saves 3 minutes
  231.  
  232. rof manip 2.0: same as above, but advance 5 times instead of co flash
  233. barely faster, if at all, and requires a new gsb, but was doing that anyway
  234. also less jess for pandora
  235. will come down to which has better gsb manip
  236.  
  237. gsb manip 3.0: assumes 2 co flash rof (3A1753FB)
  238. want to minimise enemy movements, try to skip the neotank and the inf, maybe even the first silo?
  239. AI 01: goes for my HQ, which means lots of movement, try to avoid
  240. AI 02: goes for enemy footsoldiers, should mean less movement
  241. AI 03: goes for properties, similar to above
  242. AI 04: goes for my units, stays still if no targets, we can abuse this
  243. AI 05: defensive, this seems fine
  244. AI 07: target own hq, this looks like the actual problem, only md and neo
  245.  
  246. specific units:
  247. fighter needs 03
  248. aair needs 01?, 02? or 03
  249. all md and neo tanks need to avoid 07
  250. missiles must be built from e base on day 10, not day 11
  251. enemy inf reaches first silo on day 12 currently, can we delay this? with silo probably
  252. building a tank over neo doesn't work with 01 or 04 md tank
  253. does with 05 as long as no aggressive copters
  254. aair isn't targetted by copters
  255. also accidentally blocked the day 12 silo with 04 art
  256.  
  257. got silo, neo and inf skip, not sure if faster though
  258.  
  259. same rof
  260. build os aair on day 2
  261. co flash on day 3
  262. co flash on day 6, +1 advance (os inf or diagonal)
  263. on day 7, +4 advances (up to cannons, hit the diagonal, then se
  264. bomber to airport on day 8
  265. fighter w airport, bomber n7 on day 9
  266. bomber to mountain, fighter n9 on day 10
  267.  
  268. 6:38, roughly even with pandora, execution could be improved
  269. actually lost 4 to her earlier pb
  270. saved 14 over my pb, but i messed up there
  271. saved 2 seconds over my previous pb
  272. no idea if actually faster, difficult to optimise this manip since small changes can have big effect later
  273. 6:30 with improved but still not perfect execution, seems likely to be faster
  274. 6:31 with shit execution on the old strat, wtf
  275. old strat gets really fast enemy movement, only bad thing is bcopter attack on neo, can i fix that?
  276.  
  277. 9 day strat for hot pursuit: 5:11
  278. 10 day strat: 5:24 in theory tas, so yay
  279. grit/kanbei/andy
  280. t1: pass/ build inf e/ pass
  281. t2: build rockets w/ move inf/ build md
  282. t3: move rockets n4, build rockets e/ build md, cap base/ move md s1w4
  283. t4: move rockets n, build rockets w, move rockets w1/ cap base, move md e5/ build neo, move md w5
  284. t5: attack minicannons, move rockets n4/ move md w rocket, move inf s1, build md/ move md e rockets, move neo s1w5
  285. t6: move rockets towards pipe (same positions as old strat), build bomber/ move inf n1, destroy cannon, move md e4n1, build md/ move neo n6, destroy cannon
  286. t7: move bomber n6, move rockets into position/ move md n2, join damaged mds s1~n2/ pass
  287. t8/9: fire all/pass/pass
  288.  
  289.  
  290. Could also manip good pattern on final mission, but probably not necessary (4.5s to reset, plus however long saving takes)
  291. ff manip: need 1 co flash on turn 4, move yc bomber up 4 on t7, toward missiles on t8
  292. about as fast as theory tas, so lose time to good pattern, save time over the awful patterns.
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