[TAS] Final Fantasy Legend II (GB) - "game end glitch" in 8:50.241 by Darkman425
Emulator used:
BizHawk version 2.7, GBHawk core, GBC mode
TAS time: 8:50.241
Frames: 31670
Rerecords: 4154
The old TAS for Final Fantasy Legend II used the poison bug but there are a lot more effects that the glitch can cause. This is dependent on the character names which the TAS doesn't use since they named all their characters あ, which doesn't really do anything for the glitch. I found a guide linked by catklaw and written by cheap about how the glitch works and how to utilize the glitch. Though it was written for the Super Game Boy 1, that plays Game Boy games faster than other hardware and also has a different initial RAM values that I couldn't find online.
I do use a quirk of the Game Boy Color BIOS screen where pallet shifting can both immediately affect the initial RNG as well as extending how long the BIOS screen lingers to adjust what initial RAM values I get. Due to how rigid the RNG manipulation is in-game this is the approach I took to get the fight that I needed for the poison bug to work in a timely manner. The pallet shifting to affect RNG is a veribiably working trick with The Final Fantasy Legend and thus it should count as valid for this game as well.
I decided to go with Cheap's original route of setting the right conditions such that I can directly go the place to trigger the end credits. While the RTA runs utilize a name to print the "The End" at the end of the credits I decided to go for actually starting the credits roll as seen in Cheap's route. This does mean that I had to use the Japanese version, SaGa 2, since the katakana and hiragana set means access to poison bug effects that can't be done in the international versions.
Cheap's web page with SaGa 2 info: http://www.ric.hi-ho.ne.jp/cheap_restaurant/GAME/SAGA2/index.html
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