So I've been thinking for a bit on potentially making a Suikoden II TAS before getting back into full runs again because I'm an idiot.
Just due to the ability to have absolute control over luck manipulation, I think there could be some pretty interesting routing choices to work through. To help reduce the tedium though, I'm looking at building up a few lua scripts to ease the endeavor as I go. I'm listing them here in case anybody else has additional input, but I'll go about actually building them up sometime in the future. Some are definitely possible, others would be nice but might not have an easy solution.
-Dialog input ready indicator. If there's some flag that gets set as dialog inputs become responsive to progression, it would save a LOT of time to have that available. Otherwise I can probably work off of visual cues, but automating the several hundred dialog boxes away would make it a lot more reasonable.
-Encounter indicator. I can easily set up something to determine the remaining grace period, but determining how many RNG calls before an encounter is a much trickier problem. I might be able to come up with something, but I might not.
-Upcoming encounter group indicator. Somewhat related to the previous bullet, but I still don't know the exact mechanic behind group selection. This would help in making sure that the few times I need a specific group, I can automate for it.
-Delay & test script. For battles, a lot of times I'll need to rely on abusing multiple critical hits or otherwise. This would be tedious to test extensively by waiting for following RNG updates, so I can instead pre-calculate the next 1000 or so RNG values and find the first one that meets my condition (KO of boss).
-Stat growth predictor. Similar to the above, if I can pre-process the RNG calls well enough, I can predict how many "good" level ups I can get for one or all stats, and find an optimal RNG value to use.
-War battle sequencer. War battles are tricky to manipulate because there's relatively few ways to affect RNG outside of performing attacks. Ideally, I'd limit attacks to just those necessary to advance, but exhaustively testing different options would be maddening. Having a script to go through and move units procedurally would help this, but may end up being more work than it's worth.
-Loading Zone indicator. I have my doubts that this is possible due to how the game is structured, but being able to see the exact regions that the game uses to initiate events would go a long way in potentially finding other skips.
There's a lot that would go into this, and a lot that would need to be newly tested, but I think it could be a lot of fun to see just how low the time could go. This thread is merely an announcement; I'd welcome any help or other support though. I'll try to stream my work as I make it and then periodically post updates back here.
Last edited by Omnigamer
on Wed Apr 12, 2017 9:19 am, edited 1 time in total.