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1 | - | Chrono Trigger's Battle Values (RNG) |
1 | + | Chrono Trigger's Battle Value ("RNG") |
2 | - | -Redslash 2014 |
2 | + | -Redslash 2014/2015 |
3 | ||
4 | - | Upon loading a game file, the Seed Battle Value (7e29AD) is set to the number of frames the Load Screen is open. The full 4.25-second cycle is divided into 8 pairs of hard-coded windows, each of about ~1/4 second. Whichever window the Seed Value falls into dictates how enemies behave in the next encounter (how aggressive, who they target, etc.) |
4 | + | Upon loading a game file, a new Battle Value is stored to 7e29AD, and is set equal to the number of frames the Load Screen was open. This is a 256-frame (4.25 second) cycle, and is divided into 8 pairs of hard-coded windows, each of about 1/4 second. Whichever window the value falls into will fully dictate how enemies behave in the next encounter (who they target, how "aggressive", etc.) |
5 | ||
6 | - | When a fight begins, Active Battle Value (7e0026) is always initialized to one of only 16 specific values (a set unique to the encounter), determined fully by the window. It then increases by small amounts according to each action in battle, which without a script would amount to "random" change. |
6 | + | When a fight begins, the Battle Value is copied to 7e0026, but it jumps to one of 16 specific values based on the window. The set of 16 values is unique to the encounter, but always very similar. Anyway, during the battle it then increases by small amounts, according to each action taken (healing and misses don't count), and without a script that would amount to unpredictable ("random"?) change. |
7 | - | At the end of the fight, the final Active Value is saved as the new Seed Value, ready for use in the next fight. Besides speed, the main reason for scripting a battle is to work the Active Value into a favorable window for the next fight, which is often lenient. When precision in a script is needed, it is to manipulate critical hits, as the exact Seed Value will also be your starting position in the Crit Table (imgur.com/bCwAGHG) |
7 | + | At the end of the fight, the Battle Value's result is stored back to 7e29AD, ready for use in the next fight. Besides speed, the main reason for scripting is to work the value into a favorable window for the next fight. Often it is very lenient. When a more precise script is required, it is to manipulate critical hits, as the value stored from the previous fight (7e29AD) will also be your starting position in the Crit Table (http://imgur.com/bCwAGHG) |
8 | ||
9 | - | To load in a chosen window, you can simply watch a timer, or take advantage of menu scrolling. If you tap <Up> at such a rate that the first 10 taps performed do *not* scroll the Load Screen, then your taps are 0.18 ±0.01 seconds apart. Press <Down> on the 11th (it must scroll) and resume with <Up> like so: ^^^^ ^^^^ ^^v^ ^^^^ (".5&1 .5&2 .5/&/3 .5&4" ...) Use A immediately for "-" windows; usually +0.5 scroll (0.36 sec) for "+" windows. |
9 | + | To load in a chosen window (i.e. "manipulate RNG"), there are few methods. You can watch a timer, scroll in the menu, or the new cool way: use a metronome at 148bpm (~24.3 frames per beat). Either A or directional buttons can close the Title Screen; count that input as beat "1". |
10 | ||
11 | - | Window -Major Use- -Frames- (Seconds) -Scroll- (Seconds) |
11 | + | Window -Major Use- -Frames- (Seconds) --Scroll- (Seconds) -148bpm- |
12 | ||
13 | - | 1- Yakra Skip 06-08 (0.01 ±0.01) .... *2.5 = first 3 frames (A/V = partial/none) |
13 | + | 1- Yakra Skip 06-08 (0.01 ±0.01) .... first 3 frames! (A/V = partial/none) |
14 | - | 1+ Yakra Skip 09-0C (0.06 ±0.03) .... *2.5 = mash load |
14 | + | 1+ Yakra Skip 09-0C (0.06 ±0.03) .... normal mashing |
15 | ||
16 | - | 2- Shell backup 0D-1C (0.23 ±0.13) .... *2.75 (0.18 ±0.08) |
16 | + | 2- Shell backup 0D-1C (0.23 ±0.13) .... bright (react to full brightness w/ A) |
17 | - | 2+ Shell, RBS 1D-2D (0.50 ±0.13) .... *3.25 (0.55 ±0.10) |
17 | + | 2+ Shell, RBS 1D-2D (0.50 ±0.13) .... double-bright (react with >,A) |
18 | ||
19 | - | 3- ............ 2E-36 (0.72 ±0.07) .... *3.5 (0.73 ±0.11) |
19 | + | 3- ............ 2E-36 (0.72 ±0.07) .... (rarely occurs) |
20 | - | 3+ ............ 37-3D (0.85 ±0.05) .... *3.75 (0.92 ±0.12) |
20 | + | 3+ ............ 37-3D (0.85 ±0.05) .... |
21 | ||
22 | - | 4- Tata Skip 3E-57 (1.13 ±0.21) .... 4.0 (1.10 ±0.13) |
22 | + | 4- Tata Skip 3E-57 (1.13 ±0.21) .... 4.0 (1.10 ±0.13) .... "8" (appx 45) |
23 | - | 4+ Tata Skip 58-60 (1.42 ±0.07) .... 4.5 (1.47 ±0.14) |
23 | + | 4+ Tata Skip 58-60 (1.42 ±0.07) .... 4.5 (1.47 ±0.14) .... "9" (appx 5D) |
24 | ||
25 | - | 5- Lavos, Masa 61-87 (1.82 ±0.32) .... 5.0 (1.83 ±0.17) |
25 | + | 5- Masa, Castle 61-87 (1.82 ±0.32) .... 5.0 (1.83 ±0.17) .... "10" (appx 75) |
26 | - | 5+ Magus backup 88-97 (2.28 ±0.13) .... 5.5 (2.20 ±0.18) |
26 | + | 5+ Magus backup 88-97 (2.28 ±0.13) .... 5.5 (2.20 ±0.18) .... "11" (appx 8E) |
27 | ||
28 | - | 6- Desert 189 99-AA (2.58 ±0.14) .... 6.0 (2.57 ±0.19) |
28 | + | 6- Desert 189 99-AA (2.58 ±0.14) .... 6.0 (2.57 ±0.19) .... "12" (appx A6) |
29 | - | 6+ (Desert 192) AB-B8 (2.84 ±0.11) .... 6.5 (2.93 ±0.21) |
29 | + | 6+ (Desert 192) AB-B8 (2.84 ±0.11) .... 6.5 (2.93 ±0.21) .... |
30 | ||
31 | - | 7- Flea backup B9-DB (3.25 ±0.28) .... 7.0 (3.30 ±0.23) |
31 | + | 7- Flea backup B9-DB (3.25 ±0.28) .... 7.0 (3.30 ±0.23) .... "14" (appx D7) |
32 | 7+ Flea backup DC-E0 (3.60 ±0.05) .... 7.5 (3.48 ±0.24) | |
33 | ||
34 | - | 8- ............ E3-FA (3.86 ±0.19) .... *7.75 (3.85 ±0.25) |
34 | + | 8- ............ E3-FA (3.86 ±0.19) .... *7.75 (3.85 ±0.25) .... "15" (appx EF) |
35 | - | 8+ ............ FB-FF (4.10 ±0.03) .... *8.0 (4.03 ±0.26) |
35 | + | 8+ ............ FB-FF (4.10 ±0.03) .... *8.0 (4.03 ±0.26) |
36 | ||
37 | ||
38 | Here I've listed all the fights in Any%, showing their windows and how they string together. Only 4 save/reloads(*) are required for RNG purposes. For any fight without a precise [Seed Value], you could do a backup load. If +/- isn't indicated, both windows in the pair are good. | |
39 | ||
40 | - | 1 Blue Imp .............. 3+ [36]Rider .............. 5- [74]Rider .............. 7- Nagaette 8- [E2]Hench |
40 | + | 1- Blue Imp .............. 3- [36]Rider .............. 5- [74]Rider .............. 7- Nagaette 8- [E2]Hench |
41 | - | .............. *2+ Guard .............. 4- [4A]D.Tank .............. 6 [9A]Bugger 7 [D3]Acid 8 Acid~ |
41 | + | *2+ Guard .............. 4- [4A]D.Tank .............. 6- [9A]Bugger 7- [D3]Acid 8 Acid~ |
42 | .............. 2 Alkaline .............. XX R.Series .............. XX Hench | |
43 | - | .............................................. *4 Goblin~ 5- Masa 6+ [B7]M.Mune |
43 | + | *4 Goblin~ 5- Masa 6+ [B7]M.Mune .............. .............. |
44 | .............. 2 Poly~ .............. 4 Reptite 5 Reptite .............. 7 Kilwala~ 8/1 Weevil | |
45 | - | .............. 2 [12]Megasaur .............. 4- Megasaur~ 5- [75]Nizbel |
45 | + | .............. 2 [12]Megasaur .............. 4- Megasaur~ 5- [75]Nizbel .............. .............. .............. |
46 | - | .............. 2 Runner~ .............. 4/3 Gremlin~ 5 Hench .............. 7 FleaA |
46 | + | .............. 2 Runner~ .............. 4/3 Gremlin~ 5 Hench .............. 7 FleaA .............. |
47 | - | 1- [03]FleaB .............................................................................. 7- [D7]Decedent |
47 | + | 1- [03]FleaB .............................................................................. 7- [D7]Decedent .............. |
48 | - | 1+ [0A]SlashA .............................................. 5+ [88]SlashB |
48 | + | 1+ [0A]SlashA .............................................. 5+ [88]SlashB .............. .............. .............. |
49 | .............................................................. 5- HallA~ 6- HallB~ 7- HallC~ 8- HallD~ | |
50 | - | .............. 2- [1A]Groupie .............................. 5- Juggler~ 6- [9E]Juggler 7 OzzieA 8 OzzieB |
50 | + | .............. 2 [1A]Groupie .............................. 5- Juggler~ 6- [9E]Juggler 7 OzzieA 8 OzzieB |
51 | - | .............. 2 OzzieC .............. 4+ OzzieD 5+ Magus |
51 | + | .............. 2 OzzieC .............. 4+ OzzieD 5+ (91)Magus .............. .............. .............. |
52 | - | .............. 2- Ape~ .............. 4- Avian~ 5- [79]Reptite .............. 7- Reptite~ 8- Reptite~ |
52 | + | .............. 2 Ape~ .............. 4- Avian~ 5- [79]Reptite .............. 7- Reptite~ 8- Reptite~ |
53 | - | .............. 2- Volcano .............. 4+ Volcano 5+ Tyrano XX Golem |
53 | + | .............. 2 Volcano .............. 4+ Volcano 5+ Tyrano XX Golem |
54 | - | .............................................................................. *6- Hexapod .............. 8- Hexapod~ |
54 | + | 5- (Imp Ace~) *6- Hexapod .............. 8- Hexapod~ |
55 | - | 1 Mohavor .............. 3 Mohavor .............. 5- Retinite 8/1 Poly~ |
55 | + | 1 Mohavor .............. 3 Mohavor .............. 5- Retinite .............. .............. 8/1 Poly~ |
56 | .............. 2 DTank .............. 4 Guardian 5 Heckran .............. 7 Zombor 8 M.Mune | |
57 | - | .............. 2 Nizbel .............. 4 Magus .............................. 7 Tyrano |
57 | + | .............. 2 Nizbel .............. 4 Magus .............................. 7 Tyrano .............. |
58 | - | .............. 2/3 GigaGaia .............................. 5- [70]Shell |
58 | + | .............. 2/3 GigaGaia .............................. 5- [70]Shell .............. 7- Lavos |
59 | - | .............................................................. *5- Lavos 6+ Core |
59 | + | |
60 | For practice, it's very handy to observe the stored Battle Value (7e29AD) via RAM Watch. You'll not only see if your loads and battle strats hit the correct windows, but also how tight or relaxed each fight can really be. Sometimes a delay or extra move is for the purpose of avoiding a bad early window. One point to note is when targeting enemies that die, your attack is redirected and that "jumps" the Battle Value more than normal, sometimes required, sometimes disastrous. | |
61 | ||
62 | - | For practice, it's very handy to observe the Seed Value (7e29AD) via RAM Watch. You'll not only see if your loads and battle strats hit the correct windows, but also how tight or relaxed each fight can really be. Sometimes a delay or extra move is for the purpose of avoiding a bad early window. One point to note is when targeting enemies that die, your attack is redirected and the Battle Value advances more than normal, often a necessity. |
62 | + | |
63 | (Addendum) Japanese route sees changes in the following lines: | |
64 | ||
65 | *1- Guards .............. 3- [34]D.Tank .............. 5+ [84]Bugger 6+ [B6]Acid .............. 8- [E7]Acid~ >[1C] | |
66 | ||
67 | *2 Goblin~ .............. 4- [57]Masa .............. 6- [A8]M.Mune .............. *2>> [1B]Megasaur | |
68 | ||
69 | 1- [03]FleaB ................................................................6+ [B7]Decedent .............. 8- [F9]SlashA >[6E] | |
70 | .............................................. 4- HallA~ 5- HallB~ 6- HallC~ 7- HallD~ 8- [F6]Groupie | |
71 | .............. 2+ Juggler~ .............. 4- [50]Juggler 5+ OzzieA 7- OzzieB 8- OzzieC .............. | |
72 | .............. 2- OzzieD .............. 4- (44)Magus .............. .............. .............. .............. | |
73 | 1 Ape~ 2+ Avian~ .............. 4- [48]Reptite 5- Reptite~ 6- Reptite~ 7- Volcano 1- Volcano >[2B] | |
74 | ||
75 | *2 Hexapod~ .............. 4- [57]Retinite |