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Deal with it!
It can't be 1 all the time or else we wouldn't run into the problem of getting the Templar fight(pack 52) in a Speedrun. Thats why LCC's suggestion about determining the Veldt Counter of your game before starting to run is a good idea to be certain you won't run into them.
Edit history:
oxydoreduction: 2014-01-28 12:28:29 pm
oxydoreduction: 2014-01-28 12:28:15 pm
oxydoreduction: 2014-01-28 12:27:19 pm
Quote from Wypy:
It can't be 1 all the time or else we wouldn't run into the problem of getting the Templar fight(pack 52) in a Speedrun.

Thanks for your answer, but that's not what I said :p I'm wondering if the VV can be an even number (= a multiple of 2). And if we add 14 to an odd number every time, I think the answer is no... but I need confirmation Cheesy
Deal with it!
I was referring to you saying it always starts at 1, as it seems that it can start at 52 as well. So you never know where you stand until you check and fight a Veldt battle. But seeing as it can start at 52, yes it can be an even number and not odd every time.
Ah it can start at 52?! OK I was unaware of that. Because in the FAQ from GameFAQs it says : "When you first start a new game, the first group you'll run into a battle from is group 1."
Deal with it!
Since the Templar Formation is pack 52 and quite a few people encounter them as their 1st Veldt encounter. But that doesn't necessarily mean that it started out at 52. it could also start out at 51 but since you haven't encountered any Formation out of pack 51 it moves to pack 52.
Oh OK I think we're misunderstanding each other!
I'm not talking about the group you can encounter but about the value of the veldt variable.

I know that you can have Templars for the first battle on the Veldt because any value between 13 and 52 will end up on this fight. But what I meant is : I think this value can only be 13, 15, 17, 19 .... and so on because when we first launch a game, this value is set to 1, and after each reset/load the game adds 14, so the number will always be odd.

Is it even possible to have for first fight a group 2, 4, 6, 8, 10 or 12 battle? Whatever I try, I always get 1, 3, 5, 7, 9 or 11.
Deal with it!
Ahh now I see what you mean. I think its only possible with proper manipulation beforehand with an extra save.
I previously thought that you could only start on certain packs due to the save reload adding 14, but I've actually had it shift forward by 1. I am not sure what has caused it, but it doesn't really change how I go about manipulating it in the long run. Pack 1 is desirable even with the risk of marshall fight.
So many mysteries yet to unveil Tongue
Yes group 1 really seems the best. On most of my attempts I get 2 guards or 1 leafer, which is nice. Is the 0-7 random number really random #Kappa
I love YaBB 1G - SP1!
Quote from LCC:
I previously thought that you could only start on certain packs due to the save reload adding 14, but I've actually had it shift forward by 1. I am not sure what has caused it, but it doesn't really change how I go about manipulating it in the long run.


getting to the save select screen adds 1 to it.  confirming "This data?" after picking a save adds 13 to it.
Good to know. Thanks!
Quote from assassin17:
getting to the save select screen adds 1 to it.  confirming "This data?" after picking a save adds 13 to it.

Awwwesome!
Hey guys I've been learning the route and I have to thank everyone for making the learning process so painless. The current notes for the game are very useful! I've run up through locke's scenario twice now in about 1:50 game time. This includes safety saves and plenty of errors, especially with the routes that make use of the encounterless tiles on the map. I'm probably going to try the next segment of the game starting tonight. With any luck I should be doing a full run within a month or two.
Edit history:
shadowlink96: 2014-02-13 12:08:55 pm
shadowlink96: 2014-02-13 02:52:17 am
shadowlink96: 2014-02-13 02:51:29 am
shadowlink96: 2014-02-13 02:47:42 am
shadowlink96: 2014-02-13 02:46:50 am
shadowlink96: 2014-02-13 02:40:34 am
shadowlink96: 2014-02-13 02:38:27 am
I have a couple questions about the route.

I've done a look through the thread and the run guide, but I may have missed the answers I'm looking for.

First off, the 15 fenix downs that are purchased in figaro, are they used for anything specific besides joker dooms, or reviving dead party members? I can't seem to find any place where they all seem to be used, but maybe I'm not looking hard enough.

That brings me to my second inquiry. I just can't seem to get ifrit down, either that or ifrit has some bad RNG and I'll just have to get used to it. I've tried two strategies, both listed in guides I've found in this thread. The first being to attack with locke ASAP, wait for his first attack, attack with edgar, celes, and sabin, and then attack with locke again and run away during the transition. I believe that this is the strategy that LCC notes on the previous page, and it works pretty often, though maybe I am just inconsistent.

I've also tried setting the battle speed to 1 and using fight five times and usually somebody still dies, though it seems less consistent than the other strategy.

I digress, my main question is, if one person happens to die to ifrit (or any other battle), would it be detrimental to the run to use one of the 15 fenix downs I bought or any extras I might have? Maybe the better question is what are the fenix downs used for?

Thanks for all of the help, I'm determined to get a full run of this!

EDIT: I think the issue with ifrit may be in the wait trick and determining what is a counter and what isn't. That seems like it just comes with learning the game.

EDIT2: It was an issue with the wait trick, after about an hour of practicing it I can get it pretty consistently without having anybody die, though my original question of what to do with the fenix downs still stands.
Professional Second Banana
Those Phoenix Downs are for safety over the rest of the run (especially the final battle, where you'll often need to revive a few characters either killed by unblockable attacks or who you beat up to get them to critical HP).  Feel free to buy more or less depending on your play style.
Quote from puwexil:
Those Phoenix Downs are for safety over the rest of the run (especially the final battle, where you'll often need to revive a few characters either killed by unblockable attacks or who you beat up to get them to critical HP).  Feel free to buy more or less depending on your play style.


Thanks!
Yes the fenix downs and echo screen numbers are for safety. You can buy less but I wouldn't recommend it.

You need 6 fenix downs minimum for the final fight and you'll use a few at the IAF sequence before the floating continent. There are other places you may end up using them as well (after ifrit), depending on luck.

If you're having trouble figuring out if the fire cast on locke after he fights is a counter or not, wait a split second after to see if ifrit has a 2nd attack. If not then the chance of it being his first turn is high. It could also be his AI bugging out, but that's a whole other thing.
No pain, no gain
Things have been a little quiet recently, so let's get things stirred up. We've managed to get Early World of Ruin. Here's a rough, confusing, and weird highlight that doesn't really explain anything: http://www.twitch.tv/brossentia/c/4343482

Basically, this is a combination of both the sketch glitch and the airship glitch. I'll make a better guide for this in a while. At this point, though, there's a lot of routing to be done for this new route. It'll be a lot of fun in the upcoming months Cheesy

Also, we should discuss the end. The ending gets stuck on an old man walking around. It still gets through the credits but doesn't quite hit the end screen. It doesn't affect time at all, but it'd be good to see if it's acceptable for SDA. Whether it is or not, it'll be a fun route to run.
What's that gemma?
What happens when you go through the event to recover a character you already have?
No pain, no gain
We haven't done that yet! I can probably play around with that the next day or two.
Well damn, and HOW many times have I read "sketch glitch isn't useful for a speedrun"? Cheesy

Can't wait to watch a run with this.
My guesses, by character.

Terra: Impossible to trigger scenes.
Locke: Can be recruited.
Cyan: Impossible to buy Rust-Rid.
Shadow: Not sure.
Edgar: Impossible to initiate conversations to reach Figaro Castle, and he's probably not there even if you can reach it somehow.
Sabin: I'm very curious about this one.
Celes: Do I need to answer this?
Strago: Can be recruited.
Relm: Impossible to trigger scenes.
Setzer: Impossible to trigger scenes.
Mog: Can be recruited.
Gau: He never really gets un-recruited normally.
Gogo: Can be recruited.
Umaro: Can be recruited.

Note that recruiting a character who is currently your party leader is kind of weird, and you will most likely need to reset after doing so.
Edit history:
Brossentia: 2014-07-21 08:05:31 pm
No pain, no gain
Alright, got another video. This one is to skip the final bosses.



Looks like the game is breaking nicely. I think we're close to finishing up the US version, but JP might be a whole new story.
Wow!  That's a crazy glitch; btw, a long time ago when I burrowed this game from a friend of mine in Texas, my brother did something that caused our party to receive a lot of rare and good weapons, armor, items, etc.  I think its a glitch, but I heard it happens on certain carts; how does that get triggered?

Btw, I mentioned on my last donation at SGDQ that I wouldn't be able to see the FFVI run, but I woke up to see it was still going and got to watch the rest of the run.  So big thanks to Essentia and Puwexil for the run.  happy
Edit history:
Brossentia: 2014-07-21 08:36:19 pm
No pain, no gain
BoomBoom, I'm guessing that he did the sketch glitch, activated by causing sketch to miss and a few other small things. Most of the time, it causes the game to freeze up, but there are certain circumstances (like in the video above) where you can actually escape and keep playing. That gives you tons of awesome items. Essentia and I did this as kids, and it's just awesome to run through the World of Balance with Gem Boxes and Economizers.

With that said, it can also eat up saves, so it's always a good idea to be careful. It shouldn't cause any permanent problems, but test with emulator before playing (unlike we did as kids).

Glad you caught FFVI. It was a fun run at SGDQ Cheesy