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ff6_ace_v2_captions.srt
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ff6_ace_v2_captions.srt
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00:00:10,380 --> 00:00:15,260
This is a Tool-Assisted Speedrun created by Kadmony and Keylie
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The final time is 29:23.58, using 12114 rerecords
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00:00:23,880 --> 00:00:28,880
This is a 8661 frames (144 s) improvement over the previous TAS
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00:00:31,040 --> 00:00:35,720
You can visit tasvideos.org for more information
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00:00:38,440 --> 00:00:43,640
The ending is triggered the same way as the previous TAS
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00:00:46,720 --> 00:00:51,760
In short, arbitrary code is executed using a glitched weapon attack
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00:00:55,280 --> 00:01:02,720
This requires the Japanese version of the game, where an exclusive glitch allows you to equip any item
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00:01:06,080 --> 00:01:12,640
In this route, we need to attack with an X-Ether, found in the Ancient Castle
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00:01:16,240 --> 00:01:24,080
We access this place by combining the map id of the Cave to the Sealed Gate (0186) and the Phantom Train (0092)
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This gives id 0192 which is the cave to the Ancient Castle
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00:02:28,480 --> 00:02:35,280
Battle Speed 6 (slowest), Message Speed 1 (fastest) and cursor on memory
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We make one guard run away so that Terra gets just enough XP to reach level 4
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00:04:24,400 --> 00:04:30,720
The character levels for this fight are 4/2/3, which is lower than on the previous TAS (4/3/3)
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00:04:31,920 --> 00:04:37,200
So we need more manipulation of the damage variations to kill Whelk quickly
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00:07:52,080 --> 00:07:56,640
We make a first save here to store the event flags
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00:13:12,640 --> 00:13:19,360
We save inside Narshe to keep the uninitialized World Map coordinates in memory
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00:13:20,160 --> 00:13:25,040
We will be using these coordinates to teleport elsewhere in the World Map
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00:13:26,080 --> 00:13:29,680
We unequip both weapons, save and reset
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00:13:32,160 --> 00:13:36,480
We load the first save and overwrite the event flags of a newer save
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We load again the other newer save and overwrite the party
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00:13:49,040 --> 00:13:55,360
We have build up a save outside Narshe with Terra/Locke party and events from the beginning of Narshe
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This abnormal state allows us to freely enter Narshe
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Lucky us, there are Sprint Shoes to sell in Narshe
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We also need to sell both weapons for later
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00:15:07,680 --> 00:15:13,040
Now what happens if you reach the Narshe snowfield?
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It sounds like you can trigger the Kefka at Narshe section!
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Except Terra and Locke, all other characters are Moogles
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We use a trick using a combination of menu and party switching to disable a battle trigger
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Because of how underleveled we are, we will be using two desperation attacks
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We can now choose our team and recruit Sabin and Cyan
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00:20:25,120 --> 00:20:30,160
We save here for a future warp
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We transfer our team into an old Narshe savefile
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Then we overwrite the World Map coords to uninitialized ones, because we didn't leave Narshe in this savefile
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00:20:46,320 --> 00:20:52,880
We manipulated these uninitialized values to be close to the Cave to the Sealed Gate
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00:20:56,640 --> 00:21:02,160
We cannot get past the camp in front of the cave, so we use X coord overwriting
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00:21:22,000 --> 00:21:28,240
We make a detour by Doma Castle to register specific party coordinates in memory
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00:21:29,520 --> 00:21:34,400
This will later get us inbounds when warping to the cave before Ancient Castle
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00:21:35,600 --> 00:21:40,640
More X coord overwriting to reach the Cave to the Sealed Gate
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00:22:33,440 --> 00:22:40,320
We previously set the Message Speed to 2, so that we can escape certain fights like this one much quicker
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There is a general rule: if you have more characters than enemies, only some of your party will escape quickly in preemptive fights
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The rest of your party will escape 2 seconds later
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By setting the Message Speed to a higher value, the game has enough time to make the whole party escape
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We save the map id in a slot file, and load the previous one
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There is a little shortcut to access the Phantom Train, by entering the forest from the south
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We recruit a Ghost because he has an insta-kill attack
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We overwrite only one byte of the map id
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Grabbing the X-Ether
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It is faster the scroll an item down during a fight than in the menu
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Equipping the X-Ether using the Optimize glitch
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Writing the code that triggers the ending using colors
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This part has been optimized compared to the previous TAS by carefully choosing the right offset to minimize color changes (-7 sec)
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00:27:54,320 --> 00:28:00,000
The Goblin enemy has a special script when alone, so we kill one quickly with the Ghost
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We buffer some long animations to delay the action of the other enemy
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00:28:12,560 --> 00:28:18,240
We need the Goblin to cast Muddle on Locke, so that he attacks with the glitched weapon
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This must occur at a specific frame, after about 5 minutes of fight
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We manipulate the chain of attacks of the enemy so that he call Muddle as late as possible while not killing Locke
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Our custom code that will be executed consists on:
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1. Store the ending address in the event pointer
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2. Set a flag to remove the ending softlock
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This softlock happens when you trigger the ending without entering the World of Ruin
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3. Fix the stack that has been corrupted by the glitch
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4. Remove all enemies from the fight. It triggers the end of the fight
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5. Remove the Death flag from the dead enemy
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Otherwise we get XP/Gold messages that we would have to confirm manually
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6. Return to the normal code execution
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End of inputs!