NOTE: This video was originally uploaded as an unlisted video a while back, but I decided to make it public in light of KZitem's policy changes concerning unlisted videos uploaded before a certain date.
Please note that completion of a Time Attack TAS will most likely remain unrealized for now, at least from me. As mentioned below, optimizing the deaths of Zava's minions is a big hurdle for me. It may be beneficial to do some of the fight in real-time as I initially did with Velagunder, though that doesn't sit particularly well with me from an optimization standpoint.
The following description was from when I originally uploaded the video, so some of it might be outdated, I'm just too lazy to edit things right now.
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A video of Ys II's Time Attack, up through Druegar. Currently, I don't know how to monitor the hit points of Zava's minions (Zava herself is no issue in this regard), which has stalled my progress for the time being. Without that knowledge, my chances of optimizing that fight are quite low, so if anyone can help me find the addresses for that, it'd be greatly appreciated.
That said, for the bosses so far, I don't know that any are optimized, but here's some comments nonetheless.
Velagunder may be the most improvable, as I ended up doing most of that fight in real-time, as the movement needed to get this pattern proved very difficult for me to replicate via frame advance, and it's pretty easy to get the "wrong" pattern.
Tyalmath, I found that if he jumps at all (outside of the beginning, of course =p), that adds to the overall time, so you need to keep him grounded. I found I could manipulate him to stay put by firing my shots a certain way. However, the manner in which I did so wasn't quite optimal (generally, best method I think is fully charged, small uncharged immediately after, then fully charged again), but it seemed to be the quickest pattern I could come up with while keeping him grounded.
Gelaldy, I just focused on damaging him as much as possible as he released the worm, so he'd go down quicker once he re-absorbed the thing. Optimizing the Fire Magic's damage output is quite a pain, but this is the best I could come up with.
Druegar, I found that both uncharged and fully charged shots did the exact same amount of damage. However, you can do an uncharged shot immediately after a charged one (provided the MP bar's "charge" isn't depleted), so that helped drop his HP quicker. Still, for whatever reason, I found that instead of firing my shots charged, uncharged, charged, uncharged, a pattern of charged, uncharged, uncharged, then repeat worked best here.
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