https://planetclue.com/garfieldplus/
YouTuber planet clue made a patch for the pc version that makes it a lot more playable (and apparently fixes a bunch of game breaking bugs). Not sure if y’all are into adopting it but here it is if so
Set up with 99 Books of Enlightenment, 99 small keys, access to all ng+ spells, and what I assume the current wr character history is
https://drive.google.com/file/d/1jqPpvE7p9K4mCNolupIEKdcMIJ0l1F0c/view?usp=sharing
DarkRaccoon mentioned in a news post https://www.speedrun.com/fear_and_hunger_2_termina/news/4355 that they're going to add this whenever the next update drops along with whatever other categories arise from the carnival section
Same with g0dh34d, I'm not sure what you're asking. I don't think there's enough runners or time for something like a SummoningSalt "history of" video. It would be fairly straightforward to put together a commentary track for the runs but also there's not a lot of speedrun-specific tech to this game outside of the Party Talk skip.
Starts after background giving Alchemillia 1&2, Max Affinity with Gro-Goroth, Vinushka Bible, and 99 Books of Enlightenment, just replace save file 1 (or rename for different save files).
https://drive.google.com/file/d/1zaIpHtOrjY3i4lCjomnDJbdgTH1meiEe/view?usp=sharing
Ah thanks for the link. I forgot the resources tab exists because most of the boards in this site don’t ever post anything there
Was looking to start running this game and hoping to keep things cool with twitch/youtube/whoever I wanted to run it with the mod that changes all the nudity into pinecone pigs. Is this permitted?
One thing anyone who runs this game probably notices is that there are a lot of animations for havoc getting hit by things so I’m proposing a new category for all injury animations
Hit Crushed Burned Spiked Trapped in a barrel (pirate ship) Frozen (frozen palace) Electrocuted (frozen palace) Turned into a puppet (mt chester 2)
I might be forgetting one but I don’t think so
I think this category would only go as far as frozen palace 1 so no dogwiz to deal with
People wanted to see all the wound animations in this game when I ran it at bbg so it could be amusing
it turns out that there's actually 3 possible outcomes from this manipulation which makes a straight up solution to dogwiz but having some predictability to the rock falling will still help
Turns out the mole boss also alters RNG which dictates where the dog wizard rocks fall. Unlike dog wizard, this is a manipulation every frame that the last bomb he throws takes to get to Havoc. I've devised a way to get a consistent result from the mole fight which unfortunately requires some damage boosts which I think makes this unviable on Hard Mode.
The only variance is whether the mole goes left or right. If he goes left there's one more manipulation. Given this data I can start setting up strategies for dog wiz based on the random seeds to hopefully dodge rocks and get more hits in.
Dugongue has done some digging in the memory and found what seeds the RNG for the Mole and for Dog Wizard and on request of Authorblues is attempting to build a practice rom that will display the current RNG value instead of the score.
For those practicing on emulator the values to watch in RAM are located at FE02 through FE05 and they only seem to update when polled. We'll do more research on the patterning.
I mostly put this together for my couch to help me commentate in the Big Bad Gameathon but it could help explain important stuff to anyone trying to learn Normal or Hard
https://docs.google.com/document/d/184N8EQm98AEYdzmBzHjIpspG7xDNYXIwxBd4g33HwvA/edit?usp=sharing
Coming in way late on this but there is a leaderboard for this game now. Most people only run Easy mode because it's only 5 levels long but I've run Normal and Hard mode (hard mode is incredibly unfun).
As an update, I've found that the Mole Boss's bouncy ball's path seems mostly based on how much damage it's taken. At some point I'll make video of the patterns I've been able to find.
I've spent the last week learning the route for Normal Mode and I've come to realize that what looked totally random is usually scripted to some degree. I've got no lore names for these characters so I'm just using the stupid names I've heard for them in other playthroughs.
The Mole boss's bombs are random but somewhat determined by your position for every bomb beyond the first volley. His pattern for jumping out of the mole holes is always the same every single time.
Storm Eagle's Dad (TM) has a first phase where he dives at you in patterns that look like he's homing in on you but actually he always hits the same 3 areas. Same for the second phase when he goes offscreen and dives repeatedly.
Bubsy (boss of frozen palace) always does the same thing every single time so that fight is actually easy except that he's speedy and his hitbox doesn't include part of his head (you can more or less just do the TAS strats).
Dog Wizard has the falling spikes from the ceiling which are like semi-random. I don't understand how these are seeded because they're slightly different sometimes and they're slightly different in every video I watch but every I attempt to fight him they always drop in more or less the same pattern. Every other attack of his is scripted and even when he teleports and makes clones the real one is always the same.
Minor edit: I'm not sure but I think whatever the ceiling spikes use is seeded by time from power on to game start. Getting to Dog Wizard with a new game from power on, the patterns he uses will be different every power on, but then regardless of deaths or clock time or stepcount or even full-on game overs the falling rock pattern will always be the same. I haven't done any RAM analysis or anything so I can't verify any of this empirically but this is my observation from a couple hours of attempts.
Bernardo the Blackhearted (actual lore name what what) has what looks like the most random attack of all with the fireballs that cover the screen but having played the fight a dozen times now and having compared to 5 other videos the fireballs always hit the same screen areas. I still haven't learned this fight proper because it's basically a bullet hell but holy crap it is so comforting to know that I can actually learn where safe zones are in this fight.
Also, the stupid crates in The Final level always spawn in the same places but their spawn is dependent on your screen positioning which makes it very possible to manipulate them to maneuver through the level.
In general it seems like everything in the game is on local cycles except for the melting and refreezing ice in frozen palace which is definitely on a global cycle of freezing every 5 seconds and unfreezing 5 seconds after. I think the wires are on a global cycle too but I haven't nailed that one down.
Yeah the second shark is weird and catches me off-guard when low. I'm also occasionally caught off-guard by the first cannon on Pirate Ship when it just decides to shoot early.
Having drilled 2-2 a bit more I can get the timing down to keep the sharks from being out of phase. It seems like jumping down the hole is the key as the spawn trigger is somewhere in there (I think).