Hello all! I am currently working on a TAS for Shining Force 1. For those who don't know, a TAS is a Tool-assisted speed run of a game. It relies on playing a game, frame by frame, which allows for luck manipulation, and super-human feats. The goal is to beat a game, as fast as super-humanly possible. A great example video of what can be done is available here:
http://tasvideos.org/469M.html
The author completes the first Dragon Warrior game, in under 19 minutes. Doing so required figuring out the code for battles to guarantee every encounter went his way. Now, this can be done by using emulator save states, and randomly guessing until you get the right outcome, however, this is inefficient, and can take years to get right.
However, by breaking down the code, you can use equations to accurately predict the button combination, frame number, and other such variables required to manipulate such great results.
It is my intention to do this with Shining Force 1. I would like to be able to understand, and therefore manipulate, critical hits, enemy misses, double hits, and then, most challenging of all, the battle queue order.
Unfortunately, I am finding my understanding of ASM is leaving me wanting. I'd really like some help reading through the battle code. I've found the memory location of where the attack amount is located, and also the routine in which it is written, however, tracing it and understanding it is causing problems.
Thank you to anyone who is willing to help.