Hi guys! I'm new here and I really want to get into speedrunning. Final Fantasy Type-0 seems like a nice start for me, since I already played over 300 hours and I'd like to plan a speedrun (or, well, at least share the knowledge I've collected so far).
What I know:
- All messages on the left side of the screen are bound to a special timer, that calculates amount of characters in message and holds it on screen accordingly. English version shows these messages for a longer time.
- It works on 3rd birthday/Crisis Core engine with a lot of garbage from previous games. I couldn't get any beneficial bug from any of these but I did get some minor glitches out of 3rd birthday.
- Like all other games, there's no actual physics. So even when character rolls on the ground, his position on the plane doesn't get any "z" changes. After a little bit of hacking and disabling bounds, I've seen that ledges and height changes aren't really implemented they way it looks like. Entire location can be considered a plane and game engine just drops model on top of it. It means that when character can't pass through something, it's just an invisible line with collision detection and not bumping into wall.
- All Break/Kill Sight attacks seem to do a set amount of damage that doesn't count weapon ATK or any ATK at all.
- Cater is the fastest character in the run. I'm not sure whether rolling with dodge is actually faster than walking even with upgrade for unlimited dodge. It seems like it.
- RTA community is completely silent, when it comes to type-0 runs. What I've found is total time of 6:05:04 and no videos at all.
Run bits and pieces:
- All characters by default are limited to 3 dodges (fast dodge-fast dodge-dodge with full standing up animation) but 3rd birthday strat works here too (fast dodge-fast dodge-quick standing up animation-a couple of frames with just running-fast dodge-...). Also, there's upgrade for characters to unlock unlimited dodge.
- There's one Mog lesson that gives a lot of EXP to the entire party (I don't remember the exact amount, it's 10 or 20k) which, in theory should really help the run.
- All save files are bound to one system data and there's a special quest where you get great items, depending on amount of time you've played. It's time consuming (you have to speak to class 1 moogle each time to get a reward) but, possibly, can save some time when dealing with high level monsters. At least, I hope that run is still legit when you start it with existing system data for game.
- Average level of party, when beating last boss 25~30.
- There's a bug (or I just don't get why my team gets from one place to another so fast) in a chapter, where your class divides into two groups (one goes to fight with Concordia and other to Battle on Big Bridge). Team, selected for Concordia battle can actually participate in Big Bridge mission.
That's pretty much it. Anybody knows any secrets that would help to make speedrun look less like a let's play and more like an actual speedrun?
What I know:
- All messages on the left side of the screen are bound to a special timer, that calculates amount of characters in message and holds it on screen accordingly. English version shows these messages for a longer time.
- It works on 3rd birthday/Crisis Core engine with a lot of garbage from previous games. I couldn't get any beneficial bug from any of these but I did get some minor glitches out of 3rd birthday.
- Like all other games, there's no actual physics. So even when character rolls on the ground, his position on the plane doesn't get any "z" changes. After a little bit of hacking and disabling bounds, I've seen that ledges and height changes aren't really implemented they way it looks like. Entire location can be considered a plane and game engine just drops model on top of it. It means that when character can't pass through something, it's just an invisible line with collision detection and not bumping into wall.
- All Break/Kill Sight attacks seem to do a set amount of damage that doesn't count weapon ATK or any ATK at all.
- Cater is the fastest character in the run. I'm not sure whether rolling with dodge is actually faster than walking even with upgrade for unlimited dodge. It seems like it.
- RTA community is completely silent, when it comes to type-0 runs. What I've found is total time of 6:05:04 and no videos at all.
Run bits and pieces:
- All characters by default are limited to 3 dodges (fast dodge-fast dodge-dodge with full standing up animation) but 3rd birthday strat works here too (fast dodge-fast dodge-quick standing up animation-a couple of frames with just running-fast dodge-...). Also, there's upgrade for characters to unlock unlimited dodge.
- There's one Mog lesson that gives a lot of EXP to the entire party (I don't remember the exact amount, it's 10 or 20k) which, in theory should really help the run.
- All save files are bound to one system data and there's a special quest where you get great items, depending on amount of time you've played. It's time consuming (you have to speak to class 1 moogle each time to get a reward) but, possibly, can save some time when dealing with high level monsters. At least, I hope that run is still legit when you start it with existing system data for game.
- Average level of party, when beating last boss 25~30.
- There's a bug (or I just don't get why my team gets from one place to another so fast) in a chapter, where your class divides into two groups (one goes to fight with Concordia and other to Battle on Big Bridge). Team, selected for Concordia battle can actually participate in Big Bridge mission.
That's pretty much it. Anybody knows any secrets that would help to make speedrun look less like a let's play and more like an actual speedrun?
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