1 00:00:10,380 --> 00:00:15,260 This is a Tool-Assisted Speedrun created by Kadmony and Keylie 2 00:00:17,100 --> 00:00:21,660 The final time is 29:23.58, using 12114 rerecords 3 00:00:23,880 --> 00:00:28,880 This is a 8661 frames (144 s) improvement over the previous TAS 4 00:00:31,040 --> 00:00:35,720 You can visit tasvideos.org for more information 5 00:00:38,440 --> 00:00:43,640 The ending is triggered the same way as the previous TAS 6 00:00:46,720 --> 00:00:51,760 In short, arbitrary code is executed using a glitched weapon attack 7 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 8 00:01:06,080 --> 00:01:12,640 In this route, we need to attack with an X-Ether, found in the Ancient Castle 9 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) 10 00:01:28,160 --> 00:01:34,640 This gives id 0192 which is the cave to the Ancient Castle 11 00:02:28,480 --> 00:02:35,280 Battle Speed 6 (slowest), Message Speed 1 (fastest) and cursor on memory 12 00:02:55,680 --> 00:03:01,840 We make one guard run away so that Terra gets just enough XP to reach level 4 13 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) 14 00:04:31,920 --> 00:04:37,200 So we need more manipulation of the damage variations to kill Whelk quickly 15 00:07:52,080 --> 00:07:56,640 We make a first save here to store the event flags 16 00:13:12,640 --> 00:13:19,360 We save inside Narshe to keep the uninitialized World Map coordinates in memory 17 00:13:20,160 --> 00:13:25,040 We will be using these coordinates to teleport elsewhere in the World Map 18 00:13:26,080 --> 00:13:29,680 We unequip both weapons, save and reset 19 00:13:32,160 --> 00:13:36,480 We load the first save and overwrite the event flags of a newer save 20 00:13:40,400 --> 00:13:44,240 We load again the other newer save and overwrite the party 21 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 22 00:13:56,960 --> 00:14:01,040 This abnormal state allows us to freely enter Narshe 23 00:14:05,680 --> 00:14:09,920 Lucky us, there are Sprint Shoes to sell in Narshe 24 00:14:11,120 --> 00:14:14,240 We also need to sell both weapons for later 25 00:15:07,680 --> 00:15:13,040 Now what happens if you reach the Narshe snowfield? 26 00:15:16,880 --> 00:15:21,920 It sounds like you can trigger the Kefka at Narshe section! 27 00:15:23,760 --> 00:15:28,080 Except Terra and Locke, all other characters are Moogles 28 00:16:07,360 --> 00:16:12,960 We use a trick using a combination of menu and party switching to disable a battle trigger 29 00:16:16,320 --> 00:16:21,760 Because of how underleveled we are, we will be using two desperation attacks 30 00:19:40,080 --> 00:19:45,360 We can now choose our team and recruit Sabin and Cyan 31 00:20:25,120 --> 00:20:30,160 We save here for a future warp 32 00:20:31,520 --> 00:20:35,760 We transfer our team into an old Narshe savefile 33 00:20:37,120 --> 00:20:44,240 Then we overwrite the World Map coords to uninitialized ones, because we didn't leave Narshe in this savefile 34 00:20:46,320 --> 00:20:52,880 We manipulated these uninitialized values to be close to the Cave to the Sealed Gate 35 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 36 00:21:22,000 --> 00:21:28,240 We make a detour by Doma Castle to register specific party coordinates in memory 37 00:21:29,520 --> 00:21:34,400 This will later get us inbounds when warping to the cave before Ancient Castle 38 00:21:35,600 --> 00:21:40,640 More X coord overwriting to reach the Cave to the Sealed Gate 39 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 40 00:22:41,840 --> 00:22:51,520 There is a general rule: if you have more characters than enemies, only some of your party will escape quickly in preemptive fights 41 00:22:52,320 --> 00:22:57,440 The rest of your party will escape 2 seconds later 42 00:22:58,960 --> 00:23:05,200 By setting the Message Speed to a higher value, the game has enough time to make the whole party escape 43 00:23:11,040 --> 00:23:15,840 We save the map id in a slot file, and load the previous one 44 00:23:23,360 --> 00:23:29,520 There is a little shortcut to access the Phantom Train, by entering the forest from the south 45 00:24:39,680 --> 00:24:43,360 We recruit a Ghost because he has an insta-kill attack 46 00:24:44,400 --> 00:24:47,680 We overwrite only one byte of the map id 47 00:27:09,120 --> 00:27:11,520 Grabbing the X-Ether 48 00:27:23,520 --> 00:27:28,080 It is faster the scroll an item down during a fight than in the menu 49 00:27:29,920 --> 00:27:33,840 Equipping the X-Ether using the Optimize glitch 50 00:27:35,200 --> 00:27:39,040 Writing the code that triggers the ending using colors 51 00:27:39,920 --> 00:27:46,320 This part has been optimized compared to the previous TAS by carefully choosing the right offset to minimize color changes (-7 sec) 52 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 53 00:28:00,880 --> 00:28:05,440 We buffer some long animations to delay the action of the other enemy 54 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 55 00:28:19,680 --> 00:28:24,080 This must occur at a specific frame, after about 5 minutes of fight 56 00:28:25,440 --> 00:28:31,040 We manipulate the chain of attacks of the enemy so that he call Muddle as late as possible while not killing Locke 57 00:28:32,400 --> 00:28:35,760 Our custom code that will be executed consists on: 58 00:28:36,880 --> 00:28:40,080 1. Store the ending address in the event pointer 59 00:28:40,880 --> 00:28:43,680 2. Set a flag to remove the ending softlock 60 00:28:44,560 --> 00:28:50,240 This softlock happens when you trigger the ending without entering the World of Ruin 61 00:28:51,040 --> 00:28:54,560 3. Fix the stack that has been corrupted by the glitch 62 00:28:55,440 --> 00:29:00,000 4. Remove all enemies from the fight. It triggers the end of the fight 63 00:29:00,880 --> 00:29:04,240 5. Remove the Death flag from the dead enemy 64 00:29:05,120 --> 00:29:10,000 Otherwise we get XP/Gold messages that we would have to confirm manually 65 00:29:11,040 --> 00:29:13,600 6. Return to the normal code execution 66 00:29:24,720 --> 00:29:27,440 End of inputs!