Posts for ElectroSpecter

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Experienced Forum User, Published Author, Player (244)
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nineko wrote:
ElectroSpecter wrote:
FM2... is that really a movie file? I can't seem to get it to run.
The FAQs are there for a reason.
Gimme a break, I don't keep up with every little thing that happens on the site (I don't mean to make out the new emulator to be a "little thing" but I haven't been paying attention to NES TASes recently)
Experienced Forum User, Published Author, Player (244)
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Nevermind, wrong emulator, watching now
Experienced Forum User, Published Author, Player (244)
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That's weird, when I was waking up this morning, I was thinking of how I'd like to see a few games played as they were intended, and the phrase "intended route" popped into my head.
Experienced Forum User, Published Author, Player (244)
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Back in the day, I used to be in a band called The Final Sacrifice (yes, that's an MST3K reference). A couple of our friends got married a couple years ago and asked us to play at their wedding. I wish I could remember the setlist, but I'm pretty sure we played: - Brave Fencer Musashi - Topo's Dance Groove - SMB2 - Underworld - Starfox - Corneria - Duck Tales - Moon Level - Mega Man 2 Password Screen - Castlevania (2?) - Bloody Tears - Sk8 or Die - Intro (?) - Final Fantasy (NES) - Battle Music - TMNT (NES) - Overworld - Metroid (NES) - Title - Gunstar Heroes - Ending - Legend of Zelda (NES) - Title Only the bride and groom really knew what was going on, and it absolutely ruled. At one point, the groom dedicated a ridiculous guitar solo to the bride.
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There are 33 frames of potential hittage with the rolling blast, so the damage for a full blast would be as follows:
1 -  4257
2 -  6369
3 -  8481
4 - 10593
5 - 12705
6 - 14817
7 - 16929
8 - 19041
Edit: Heh, looks like you beat me!
Experienced Forum User, Published Author, Player (244)
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Tompa wrote:
Who voted no, and why...?
Probably someone fishing for a reaction, or maybe a misclick? Not really trying to sound arrogant though.
Sir VG wrote:
Cranky Kong did because he could do the game better.
Haha!
Experienced Forum User, Published Author, Player (244)
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OK, here's some data I collected.
All data obtained on Hard mode.

.----------------------.
| BOSS     | 1 |  4352 |
|----------|---|-------|
| MINIBOSS | 2 |  4300 |
| BOSS     | 2 |  9216 |
|----------|---|-------|
| BOSS     | 3 |  2864 |
|----------|---|-------|
| WORM *   | 4 |  1536 |
| BOSS     | 4 |  9216 |
|----------|---|-------|
| BOSS     | 5 | 57344 |
|----------|---|-------|
| BOSS     | 6 | 28672 |
|----------|---|-------|
| MINIBOSS | 7 |  5376 |
| BOSS     | 7 | 32768 |
|----------|---|-------|
| BOSS 1-1 | 8 | 36864 |
| BOSS 1-2 | 8 | 28672 |
| BOSS 1-3 | 8 | 28672 |
'----------------------'

* The worm I'm referring to is the one that you can kill for the rolling blast powerup.

FINAL BOSS
----------

TUBES (RIGHT) - 12288
FACE (RIGHT)  - 16384
"LEG" (LEFT)  -  5120
ARM (LEFT)    -  8192
"LEG" (RIGHT) -  5120
CORE          - 65535 *

* This is the assumed value, but I can't seem to find the correct address for it.

Lightning Damage/Frame (Normal)
-------------------------------

Lv. - Dmg

1 - 4
2 - 6
3 - 8
4 - 10
5 - 12
6 - 14
7 - 16
8 - 18

Lightning Damage/Frame (Rolling Blast)
--------------------------------------

Lv. - Dmg

1 - 129
2 - 193
3 - 257
4 - 321
5 - 385
6 - 449
7 - 513
8 - 577
Experienced Forum User, Published Author, Player (244)
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satan wrote:
I retried in hard mode and I can't one shot kill the 2nd boss even with lvl4 thunder. I guess that tactic is only valid in normal mode. However, a rolling blast in the face and 3 hits from the ballofire seems to do the job very fast. Can you post the HP values for each boss? I'd be interested in these, for documentation. Also, if you have it, the damage each level of thunder does (fixed amount multiplier, or whatever else is used to calculate its power).
It's definitely possible with Lv. 4 Thunder, but you have to duck his projectiles at the right time (press down for one frame as early as possible so that she ducks his shots without getting hit). With Lv. 3 Thunder, it's probably fastest to hit him with the rolling blast and then move the ballofire into his mouth. However, I haven't tested the fight with the dragon at full power. If a volley of three fireballs can hit him in the mouth, it may be possible to kill him the first time he opens it, even with Lv.3Thunder. I'll check out the HP values right now.
Experienced Forum User, Published Author, Player (244)
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Yeah, I found (most) of the HP value holders. There's no set address for any given boss or enemy. Rather, there's a whole bunch of addresses that act as placeholders for when an enemy is loaded. So I just have a huge list of the potential HP addresses up and watch which ones fill when a boss appears :p
Experienced Forum User, Published Author, Player (244)
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Is this version compatible with any of the current CDR plugins? Perhaps I'm missing something important, but I can't seem to run actual PSX games with this new version, since I can't select any of the CDR plugins.
Experienced Forum User, Published Author, Player (244)
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mmbossman wrote:
Bloobiebla wrote:
Unfortunately I can't get the emulator to play any movie files without freezing
If you're having the same problem I've had with SNES9x forever, try unchecking "Sync Samples with sound CPU". I've found that eliminates the random freezes/pauses.
Oh yeah, that one. I always download movie files for SNES from other authors that haven't checked the "Sync Samples with sound CPU" and wonder how in the hell they don't have that exact problem.
Experienced Forum User, Published Author, Player (244)
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Another interesting note: Looks like the game does count the number of enemies that have appeared, and the number of enemies that you've downed (boss inclusive). These values are handled at FF00CC and FF00D0 respectively, and the game does use the aforementioned formula when figuring out your shoot down rate.
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Bloobiebla wrote:
Bah, I want to see this run seeing as I played this game a lot as a child... Unfortunately I can't get the emulator to play any movie files without freezing so I guess I'll have to wait until an encode is available
I had a couple problems with the game freezing after Barbos, is that your problem?
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Satan, are you sure it's possible to kill the boss of level 2 with a full rolling blast at level 3? I can't quite get it to kill him. I could have the Dragon out at this point, since I think I'll need to switch to him anyway for the boss of the battleship, so that could possibly help. Level 4 kills him no problem, like you said. I'm starting to think that the only animal that needs leveling is the Dragon, meaning I may just keep him out from the get-go. This would make the first boss a bit longer, but it would prevent the need to switch to the Fireball and then back to the Dragon later, which may waste a bit of time. I guess I'll have to test which route would be fastest here... ...I may need to add to the list how many frames it takes to switch from any given animal to any other given animal, and do tests on each boss with the fireball and the dragon. There's no way to use the cheat codes to level up your animals, is there? Things could get ugly.
Experienced Forum User, Published Author, Player (244)
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Come to think of it, it's necessary to redo a lot of the 105%, since we know a bit more about Bear Coin collection. I think a few Bear Coins are out of the question now that the Kong-Fused Cliffs level can be partly skipped, making it probably necessary to pick up some coins we've already purposely avoided.
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Does anyone know how the ranking system in this game works? I think it would be a nice touch to go for max rank in a TAS, but it might not really be feasible. As far as the shoot down rate goes, it seems that the game uses the formula:
[#of enemies shot down]/[# of enemies that have appeared on the screen to this point]
Which is why I think it might be a bad idea to go for max rank (you'd end up causing lag trying to kill all enemies, and you'd have to stand around zapping some of them for a while to kill them, or even turn around). Still, it would be nice to see a 100% on that screen.
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We might restart the 105%... Hehe.
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mike89 wrote:
Now this is how WL2 was meant to be played.
I especially liked when you got the two silver coins! I would definitely be interested in seeing a 100% run. Is there any point to your Total Treasure score seen at the end of the level? I don't recall.
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SpiDeY wrote:
What changed from the last submission to this one? Wich levels?
Everything from Buzzer Barrage on has changed (with the exception of Konveyor Rope Klash). Specifically: - Got hit by another Kopter in Buzzer Barrage to save time. - Seemed to be able to break Kong-Fused Cliffs a bit more with Kiddie in the lead - Finally figured out how to use Enguarde effectively in Floodlit Fish - Optimizations made in Pot Hole Panic - Trick in Ropey Rumpus was suggested by Nxcy - Better Barbos fight - Better barrel luck in Creepy Caverns - Better Kong management in Lightning Look-Out - Had Dixie out in Koindozer Klamber which saved a lot - 15 frames slower in Poisonous Pipeline because I had to use a team switch - Some mystery frames saved during the final boss. Something to do with me being able to make one of the barrels drop earlier. And I think one of the hits was a lot more optimized.
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Ferret Warlord wrote:
ElectorSpecter wrote:
I discovered that the fireball takes away 100 HP per frame from the bosses no matter what level it's at (making me wonder what point there is in leveling the thing up).
When hitting an enemy with it, its power meter will go down before its health does. Leveling it up will cause the power meter to drain slower, allowing you to keep it on enemies longer before it starts taking damage. I have been looking forward to a run of this game.I am so happy to see work being done on it!
Ah! I had an inkling that it had to do with the power bar. Do you know if it still hurts enemies even if the power bar has been drained and it's being hurt?
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Ok, so here's what the first boss fight looks like with Alisia and the Fireball at full power: http://www.youtube.com/watch?v=lmD2qILJZG8 I discovered that the fireball takes away 100 HP per frame from the bosses no matter what level it's at (making me wonder what point there is in leveling the thing up). At lightning level 1, the rolling blast still does massive damage to the boss. It doesn't kill the second guy outright, but it comes close. So even with Alisia at level 1 and the Fireball at level 1, the boss is only 42 frames longer. This means that the fastest way through the first level is to ignore all powerups. However, I don't know yet if avoiding all powerups has any repercussions on later gameplay (probably)
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Satoryu wrote:
the run's goals might not be clear here. if you want to get technical, this run fails to complete its goals. Child Spirit isn't completed, and Bottom of the Well and Ice Cavern aren't even accessed.
I'd have to agree. I also don't really see the point of doing an all dungeons/temples/trials run if you're going to skip huge chunks of said dungeons. While I have no problem with the actual category, I feel that a movie that attempts this category shouldn't... break the game so much. And I feel BotW and Ice Cavern should be completed too. Or at least BotW. It had a Dungeon Map and Compass after all. Regardless of category issues, the optimization was wonderful. I loved watching the game breaking glitches. Passing the guards on the way to Zelda was great!
Satyrium wrote:
BotW and Ice Cavern aren't dungeons nor are they trials.
I would consider BotW a dungeon. Ice Cavern is a stretch though.
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In order to have a 100% item list, you'd have to transform the Sword Familiar into its item counterpart.
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Well, I realize that a circle has 360 degrees but... I was wondering if there were actually 360 separate directions in which you could move your character... Heh. That was just an incidental question anyway.
Post subject: Analog stick support
Experienced Forum User, Published Author, Player (244)
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I know that a lot of early Playstation games don't use the analog stick at all, (they just rely on the D-Pad), and I know that some games came out during the time that they were making a transition over to the analog controllers. A few questions I have about the analog stick: - For the old games that originally were meant for just the D-Pad, but allow the use of the analog sticks, would the analog stick really just function as a glorified D-Pad? That is, would the analog stick offer a wider range of functionality, or would it just emulate a D-Pad with eight directions? - There were games that actually used the 360 degree (is that number correct?) functionality of the analog sticks in the later years of the Playstation (and indeed NEEDED them; Ape Escape comes to mind). Is there a plugin as of yet (similar to the TAS input plugin for N64) that emulates the sticks? I apologize if these questions have been answered elsewhere but I didn't see anything that fully answered my questions.
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