pidgezero_one
love live sifas: all 30 special SP bursts in my fav costumes
updated
docs.google.com/spreadsheets/d/1FrOVHaQJ9oY17lzC-nEULhGZLs7eJ50zswCpxzN6tqc/edit?usp=sharing - I make sheets like this to plan huge dlp towers, with one sheet listing all my cards and another sheet listing songs with the req'd voltage and gimmicks that I think are important to plan for. I work backwards from the harder and more restrictive songs. This one doesn't have any super fancy formulas or anything, it's all just me looking at the facts and making estimates. Sometimes it works out, sometimes it doesn't.
00:00 Just Believe!!!
3:20 Bokura wa Ima no Naka de
Thanks to Offline for every clip with CDCS Rina, Fes3 Mari, the winter festival costumes, and the three new christmas event costume
My team: imgur.com/a/PST6DJ4
General idea with this strategy:
- Triple vo frontline, two DR and one healer side strat, LSA healer backline. Nico is an obvious choice for healer because of her healing LSA. Rina is my highest LB 4 note DR. Honoka is not my highest LB 10 note DR, but she does have a stamina+ all passive, which means my backline LSA healers recover about 100 more stamina each per tap.
- Triple vo frontline is necessary for me. I couldn't use Fes2 You because she receives a 50% debuff during voltage ACs. My Vos are not strong enough to carry her due to my lack of bond boards and insights.
- Maximize how much time I spend with my Vo frontline. Because I have only the bare minimum for appeal with cards at MLB, having no bond boards or 2% appeal insights, I need everything I can get.
- Gd sidestrat only has one healer, making it unreliable to switch over to during times that would be better spent in my Vo frontline, even in yellow or red stamina. I tried to only use my Gd side strat during times when Gd types have a boosted skill rate (during skill ACs, and after skillup notes), or if I needed to hold onto it a bit longer for security going into the stamina AC.
- If you are struggling with this song, reset and reload often to keep your guest and RNG seed. During the 2nd and 3rd AC, I switch back to my Vo frontline for 5 notes. On resetted attempts where I did NOT do this, I was coming out of every AC with yellow or red stamina, but in this attempt I was pretty consistently green going into voltage ACs. A simple strategy switch can change everything with your RNG, so it's worth resetting and trying some minor strat switch changes if you get off to a good start, and keep your LP, instead of exiting the song altogether to try with a new guest. Another example of this is the four notes at the beginning of the song: switching after the second note allowed me to finish the AC with a yellow stamina gauge, while switching after the first or third or fourth notes either made me fail the AC entirely, run out of stamina during the AC, or finish with red stamina. This song is very volatile with RNG and you can really get so many results from the same seed and save your LP.
twitch.tv/philh0use - Discovered the glitch. Go follow/sub to him, he's a professional game translator who does simultaneous playthroughs of the NA and JP versions of games discussing the translation differences. Super fun stream and really interesting/unique content.
romhacking.net/documents/352 - giangurgolo's documentation of SMRPG ROM data as seen at 07:14
github.com/Yakibomb/LAZYSHELL-UPDATED/releases - The Lazy Shell ROM editor that is seen throughout the video. It is a very powerful tool and people without any programming knowledge can still work with it effectively. Who knows, you might learn a couple things about retro computing along the way!
discord.gg/GqGA9MEZMP - The SMRPG Armageddon discord. SMRPG Armageddon is an incredibly ambitious and well-done romhack that is known for its extremely difficulty, but has an easier mode available as well. This discord has a channel called other-hacks where most SMRPG hackers within the community hang out and talk shop these days. This is a great place to be if you want to learn more about SMRPG hacking, and I highly encourage you to try out/stream Armageddon as well.
discord.gg/0Wtn7CExLf0l51i7 - The SMRPG Speedrunning & Randomizer Discord. A good place to be if you want to hear about future discoveries like this... or if you want to learn how to speedrun SMRPG or learn how to play the randomizer.
spriters-resource.com/fullview/12813 and mfgg.net/index.php?act=resdb¶m=02&c=6&id=28423 - Assets for the title cards in this video
http://www.flexhex.com/download - Hex editor that I used in part 2
download.kde.org/stable/kdiff3 - Text comparison tool that I used in part 2
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Timestamps:
01:35 - Understanding how NPCs work
06:50 - How I compared the code between the NA vs JP versions
18:01 - Explaining why the code omission makes the glitch work this way
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Ok so this is a minor glitch. Guilty as charged. Hope you enjoyed the video anyway and fell for my master plan of trying to demystify some of the scientific process behind SMRPG research and get people interested in romhacking it.
If you have any other ideas for weird minutiae in the game that you'd like me to go over in a future video, let me know in the comments.
There are 14 characters and 28 costumes in this video. I think that this was every cat costume in the game at the time of posting, including paid costumes and alternate recolours (specifically Fes1 Rin and Fes2 Mari).
Thanks to u/Hisarame and u/LaurineAndersen from r/SIFallstars, Offline from the SIF discord, and aries from the Mari discord for sending me clips of the costumes I was missing.
Also shoutouts to u/BobDaisuki, u/brookerbrt and u/spicyquiche for offering assistance in my original thread.
Game footage from Love Live SIFAS
Been quiet on the SMRPG rando updates lately. Here's why.
Sprite work by twitch.tv/its_xirr, code by me. Special thanks to Yakibomb
Mario's 4 allies cannot face 8 directions, go swimming, ride Yoshi, climb beanstalks, play Blackjack, face left or right, or face north. The sprite data for these does not exist in the game normally.
If you're a pixel artist and would like to volunteer to help with this effort please contact me on Discord at @pidgezero_one#1337 or message me on Twitter @pidgezero_one
If you enter these fights with less than 3 characters, the battle event attempts to animate a sprite that doesn't exist, which hard locks the game. So I sadly had to remove the animations which left us with the weird floating that happens during phase transitions on King Calamari and Cloaker/Domino.
Restoring these animations has been my white whale. I did not think it was possible with my specific skill level of SMRPG hacking, because this part of the game's code has some complications that make it more difficult to work with than other script banks (like event scripts and overworld animations, those have a very straightforward relationship with their respective pointer tables, the same is not true for battle animations, or at least it doesn't seem to be). But after spending some time with this part of the code, building a VERY rudimentary disassembler/assembler, and writing some bytes into a hex editor that I mathed out on a sheet of paper, I have finally done it. The walking animation on King Calamari will play out regardless of party size, no hard locks.
What I did for this fight can be reused in most other fights, so that means I should be able to restore all of the animations that I removed. without sacrificing the ability to have a variable party size.
The colours are weird at the start but that happens in some fights and quickly goes away. Not sure why that is. It happens on Smithy in the original game rarely.
"If enabled, the Signal Ring (if equipped to your active party) will play a sound when you enter a world area that contains a Star Piece.
The Signal Ring will only sound off when you enter an area from the World Map, from loading a save, or from an area warp (ex: the Kero Sewers - Land's End pipe). Therefore, the chime does not necessarily indicate that your current room contains a star piece, but rather that at least one room in the area does."
I duplicated the logic for Tadpole Pond into 3 different events that can be constructed fairly easily at seed generation time, allowing variation in how long to wait between note taps & how many notes (up to 8) can be used. Community submissions for song ideas are open.
Let me know in the comments if you recognize this tune :)
This will come with some additional options, such as shuffling the Moleville trade sequence (fireworks can be anywhere, or fireworks can be anywhere + shiny stone & carbo cookie are progressive upgrades to it found randomly around the world).
I know most ppl opt to just reset if it's not an eagle egg, but if you like the non-eagle-egg drop you get from this house, you can jump off the bridge right around where I do in this vid & land below to skip the checkpoint, it'll make you respawn by the latter so you can backtrack less
This was performed on the edited base rom for Super Mario RPG Randomizer just so I could quickly get to level 6 and access any map area on a fresh file (the randomizer does not modify the game in a way that tampers with the Super Jump counter. If you don't believe me, you van verify for yourself by generating a rom on randomizer.smrpgspeedruns.com and comparing it in a hex editor to an original copy of the game).
Sorry for the shitty framerate, I recorded this with 6 code editors open for some reason so my CPU is tanking. I stopped recording for a few seconds on the overworld map to get between Monstro and Mushroom Way because I wasn't sure if I'd be able to get 100 jumps in the same recording, but the jumps on the Goomba happened immediately after I left Monstro Town.
Get right up close facing the nearest skinny pillar (to the right of the Highest Goron upper door)
Perform your ground jump to grab onto the tiny pillar
Turn to face the platform with the megaton hammer switch
Back up just a LITTLE tiny bit, be careful not to fall off, but you wanna give yourself a few px so that you can full jump to the platform.
Pause, hold all the way up on your stick, unpause, and mash A while unpausing
youtube.com/watch?v=czFujoLskO0
and
youtube.com/watch?v=KWVirB7SWg8
i really just looked for this pretty imprecise setup to get the final drop into the loading zone.
Get ISG (if you don't know how to ISG, you can sometimes do this without ISG but it's not very consistent. I recommend looking up a tutorial about how to get ISG, and then you can pretty easily get it by interrupting your sword stab by checking the sun pedestal)
Put sword away
Hold Z and keep holding it until instructed to stop
-Target tree root, and move to the right and start pressing A to roll into the tree. The repeated rolls will slightly put you into a corner, once you stop moving from your rolls you are in place.
-Backflip twice
-Press A to roll to the side, A again to roll forward
-Sidehop left 8 times (individual hops, might go too far if you hold left the whole time)
-Press A to roll to the side
Release Z
Here, ESS turn to the left (i think that's what it's called idk), or if you dont know how to do this, you can just flick your stick left very briefly
Hold Z and keep holding it until instructed to stop
-start holding R to shield (make sure you do this AFTER you start holding Z, otherwise you're going to just roll into the water. Untargeted shielding makes you lose ISG, and ISG is what keeps you from rolling completely off the hill.)
-roll forward while still holding R (you should still be holding shield when you finish rolling)
Release Z and R
Here, you can drop something out of your bottle, or pull out an ocarina. you should drop down next to the water temple entrance. Hold up + slight left to swim inside.
idk maybe this will be useful for ppl who dont know how to go OOB and wanna get into water with minimal items. in randomizer, you can still do a ton of checks in water temple with cutscene diving if you dont have irons or a longshot.
- Target the root of the tree as shown, and keep holding Z until I tell you to release it. (If you're unsure about the angle, just roll into the tree root and press Z mid roll, you will always face the right way.)
- Move a bit to the right and then roll into the tree, so that it positions you into the corner. You can stop rolling when you notice Link isn't moving left or right with his rolls.
- Backflip two times
- Press A (just press A, don't hold any directions) and it will make you roll to the right.
- Press A again (still not holding any directions) and it will make you roll forward.
- Sidehop left 8 times (do not hold left during your side hops. You just want to flick left)
- Press A again, once again without holding any directions, and it will make you roll left.
- You can release Z now.
- Shield turn to the left (after performing the shield turn, make sure to release your stick before you release R)
- Hold Z and press A once to roll forward. Then you can release Z.
- Shield turn to the right.
NOTE: You should still be standing on the slope, if done correctly. If you fell into the water, just try again.
If you're still standing, there are -two- different things you can do to get into the water temple!
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Method 1) Using a Bottle and Hover Boots
This is tricky, because it's hard to really gauge if you are going to position yourself with the hover boots correctly. You might need to try this a couple times.
- Put on your hover boots
- Drop your fish
- Hold Z, and move yourself just slightly to the left so that your hover boots activate. Regrab your fish.
- If done correctly, you will fall really close to the water temple door. Swim into the water temple!
I recommend having a few bottles full of fish because this is tricky to get the first time. I guess you could use bugs instead of fish too, but I haven't tried that.
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Method 2 (not shown)) Just Using Navi
You can navi dive from here as well. However waiting for Navi can take a while, so this might only really be useful if you're playing a rando multiworld and stuck in BK mode.
- Shield turn to the right again, so that you are facing inward toward the hill.
- Mash the B button. Your first B mash will make you start to fall down, and your second one will make you jump slash and re-land on the hill. Mash C-up while you're doing this. Navi will talk to you and you will fall really close to the water temple door. Swim into the water temple!
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If you keep falling in the water, I'm not sure why exactly, but the positioning on this is extremely finicky. Your shield turn might be slightly angled, or you might be moving during it (releasing Z too long). Or you might be side stepping between sidehops, or holding left for too long while doing them. Maybe also try initially targeting a different point on the tree root, but I don't think that matters.
Uses the level skip glitch (done in the first 5 seconds by reloading a save file mid-jump and shooting a wall). The run is basically the same as glitchless except the 13th and 16th levels are never entered. Everything about this run was pretty good, except I didn't get optimal elevators in L6 and lost 30 seconds to platform cycles in L9.
-- Watch live at twitch.tv/pidgezero_one


