Posts for Toothache

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I'm just wondering - can you get away with not collecting the reserve tank? Seemed like you only had to dip into it the once, and your health management was excellent all the way through.
Post subject: Display of Memory Data
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I noticed the recent encode for Secret of Mana, where the memory addresses of relevant data is shown in an area outside the main screen area. In case I'm not explaining myself properly, let me give you an image of what I mean. The main screen area has little information clogging it up, but the memory addresses of exp values and so on are shown in the right hand side, where as a commentary track appears on the bottom. How does one make an encode like this? I'd be looking to make an informative encode full of normally hidden information for my FE6 TAS. Thanks in advance.
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I think there's a lot of stuff in your suggestions that need to be cut out. Generally, 100% definitions include tangible things, like all items, rather than dialogue changes and so on. So, going from that list, the unique items, sidequests and extra parts would be included, but everything else would not.
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Hm, it's a bit late now since I have it ready with the TASblend method. Unfortunately my connection sucks, so expect it in a few hours.
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Encode in progress
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Woot, almost finished. Impressive improvement already, can't wait to see this hit the workbench.
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Chapter 14: http://dehacked.2y.net/microstorage.php/info/1199510380/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Encode: http://www.youtube.com/watch?v=xIrxx_-OskY Turn 1: First off I distribute those Killer Lances I bought last chapter. Marcus hands some to Thany, and Roy takes some. Cecilia manipulates the Boots pick up, and Miledy takes them over to Alan so he can use them. It is pretty evenly split per chapter on whether Alan or a flier is the best recipient, but I figure since Alan can be self-sufficient in terms of combat, he'll have the best use of them. Anyway, Thany scoops up Alan, drops him a Killer Lance, and gets danced by Lalum. Sophia also moved forward during this time, and interestingly dropping her Flux tome sped up the Boots manipulation. Only combat here is Thany dodging one of the mages. Turn 2: Sophia moves again - her position is important for the next turn, since she needs to be killed in order to skip the gaiden. Miledy gets rid of one mage, who would otherwise harass the fliers in this middle ground, and Thany drops Alan off here. She can't escape combat completely here and still drop Alan close enough, so I just make sure the Hero fails to crit with his Killing Edge. Alan also needs a level up on this enemy phase, and gets HP, Str, Skl, Luk, Def. For some odd reason, the sleep staff bishop likes to target Cecilia, even though she has the highest Res of the party. Doesn't matter if she gets put to sleep though - in fact it is slightly faster since the next turn he will target Miledy which is faster than stretching across the map for Cecilia again. Turn 3: Miledy palms off Roy, and he gets dropped in seize range for next turn. Thany moves south. I have to let Sophia get killed first, since the mage that is nearby takes two hits to kill her, and would attack her second after the wyvern. Thany has to make two dodges at 61 and 43 hit, and again it doesn't matter if Miledy is put to sleep. Fun fact: the frame I press start to skip Sophia's death quote is 133777. Turn 4: Thany collects the Warp staff. This will be invaluable for saving time on the later maps, but I can't use until I recruit Niime in Chapter 19. Alan removes the boss, and Roy seizes.
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Never use full frames when dumping. The videos are way too large and often times desyncs occur between sound and video. I'd recommend installing a lossless codec like Lagarith, and using that to capture the raw dump.
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Yes, I'd be interested in this at least - one of the GB games I had growing up. Easy way to find x/y positions is to search for them yourself. VBA's RAM Search feature is all you need. Have Barry move slightly left and right to search for x, and jump to search for y. Once you figure out these basics, it may help you get to understanding more memory addresses
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Is there a potential use for this? http://www.youtube.com/watch?v=HhgEG3js_wk
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The same as 'tool-assisted superplay' and 'tool-assisted speedrun', I would imagine.
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I would also like to see a full run of this game. The first Arkanoid TAS was great to watch. I'm also with Baxter in that the levels is what interests me more than the boss fights. Have to vote no on this.
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Maybe more shoot em ups should get a look in - stuff like Gradius already has a TAS, why not more games in that genre? For that matter, now that Windows TASing is a thing, the Touhou series would be something to watch for sure. Personally, I'd like to see a high score TAS of Pop'n Twinbee for SNES. But that's just me.
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So, dondon151 released a series of patches for 5 of the Fire Emblem games. The only alteration is that the growth rates of all units have been reduced to 0%. These would be worthy hacks to be TASed, in addition to the regular versions of the games, since the playstyle will be so different and more characters would have to be used, meaning a more tactical experience. http://www.mediafire.com/?77mupw7xc62w90k The games that have patches are: Fire Emblem: Thracia 776 (SNES) Fire Emblem: Fuuin no Tsurugi (GBA) Fire Emblem (Blazing Sword) (GBA) Fire Emblem: Sacred Stones (GBA) Fire Emblem: Shadow Dragon (DS) There are a couple of oddities with the patches (Xane in FEDS is effectively rendered useless, lacking his Imitate skill), but for the most part they seem to work fine.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
So, dondon151 released a series of patches for 5 of the Fire Emblem games. The only alteration is that the growth rates of all units have been reduced to 0%. These would be worthy hacks to be TASed, in addition to the regular versions of the games, since the playstyle will be so different and more characters would have to be used, meaning a more tactical experience. http://www.mediafire.com/?77mupw7xc62w90k The games that have patches are: Fire Emblem: Thracia 776 (SNES) Fire Emblem: Fuuin no Tsurugi (GBA) Fire Emblem (Blazing Sword) (GBA) Fire Emblem: Sacred Stones (GBA) Fire Emblem: Shadow Dragon (DS) There are a couple of oddities with the patches (Xane in FEDS is effectively rendered useless, lacking his Imitate skill), but for the most part they seem to work fine.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
So, dondon151 released a series of patches for 5 of the Fire Emblem games. The only alteration is that the growth rates of all units have been reduced to 0%. These would be worthy hacks to be TASed, in addition to the regular versions of the games, since the playstyle will be so different and more characters would have to be used, meaning a more tactical experience. http://www.mediafire.com/?77mupw7xc62w90k The games that have patches are: Fire Emblem: Thracia 776 (SNES) Fire Emblem: Fuuin no Tsurugi (GBA) Fire Emblem (Blazing Sword) (GBA) Fire Emblem: Sacred Stones (GBA) Fire Emblem: Shadow Dragon (DS) There are a couple of oddities with the patches (Xane in FEDS is effectively rendered useless, lacking his Imitate skill), but for the most part they seem to work fine.
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Quick theoryFE post about chapter 14. 4 turns is manageable, assuming I can work around the enemies and sleep staff in the chapter: Turn 1: Cecilia can reach the Boots. Thany can fly in and trade them to her, and position herself so Alan can move his full distance (of 2!) and use them. Meanwhile, Marcus has all the Killer Lances, so he'll move to Alan (likely before Alan moves), so he can give him some. Miledy will want a Killer Lance too, but she's busy picking up Roy, so Roy might need to trade one off Marcus. Anyway, Thany will get refreshed, and make a beeline towards the boss area carrying Alan, keeping out of enemy range. Mostly. Can't avoid the sleep staff cleric here, so I'll just have to dodge it. Might be able to improve my odds by keeping Miledy out of staff range, Thany has the better Res. Turn 2: Alan gets dropped as mentioned. Miledy takes a Killer Lance from Roy, and palms him off to Thany before making her way towards the Warp staff area. Miledy has more than enough move to reach it on turn 4, so the issue then becomes keeping her out of as much combat as possible (not easy when there are wyverns and mages passing through her flight path). Turn 3: Thany can hand Roy to Alan, and he can drop him in seize range (10 move across the sand gives me some good flexibility, assuming there's nothing in the way). Miledy heads south. May have to deal with a couple of incoming mages from the north and south, but they are frail so it shouldn't be much of an issue (Cecilia has Aircalibur, which is something, and Percival is good enough to kill off any wandering mages from the south). Or I may just have to select the minimum units again (Roy, Alan, Thany, Miledy, Marcus, Lalum), assuming I can keep them all out of range. Turn 4: Collect Warp. Kill boss. Seize throne. Kind of wanted to get my thoughts clear about this chapter before I started working on it. I'll have to negotiate with the AI of course, assuming Alan can have a clear enough run to the throne and Thany can stay far enough out of enemy range.
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Chapter 13: http://www.youtube.com/watch?v=4Gjh_dIsgIo So, this may look a little familiar. Turned out to be much slower trying to intercept the enemies coming from the south, given that the available combatants had nowhere near the combat parameters (or the weaponry) to deal with them, so I just made sure everyone was out of range on turn 3. What you didn't see is that I went back to manipulate the two Silver Lance paladins' stats, so Alan could guarantee to 2HKO with 1-2 range weaponry. The defensive parameters were 36-40 HP and 10-12 Def, so with 22 Str Alan had a chance of missing out on the ORKO. Turn 1: Once again, start Alan up with Lalum's help, and have him equip the 11 use Hand Axe. Lalum gets shifted one space up again, and Zealot and Marcus follow suit. Roy lags behind. On the enemy phase Alan clears out his attackers, netting a critical and a HP, Str, Skl, Spd, Luk level up. Turn 2: This is the first deviation from the previous version. Zealot, instead of finishing south of Marcus, finishes to his west. Lalum doesn't need to DOG here, but it wastes no time to do so, so I may as well be fancy. Otherwise, it is just a case of having Marcus crit the troubadour, and ferry Lalum ahead ready for the next turn. Turn 3: Now that Zealot is in a better position, he doesn't need to move on turn 4. Miledy and Zealot move out of enemy range, while Marcus takes Roy, and Alan gets refreshed forward to clear out the enemies near Percival. Didn't get a level up here, so I could spend a lot less time manipulating this combat. This was a pretty unique battle, all said and done. Between the units on the field, there were four 11-use 1-2 range weapons (the hand axe that Alan used on turn 1, and 3 Javelins between Alan, Zealot and Marcus). Marcus used his Javelin on turn 2, giving this 10 uses. Now, the real issue is that Alan faces a total of 12 attackers, including Percival, and in order to avoid seeing the 'weapon broken' message more than once, I had to get a little creative with the combat. Alan needs to get hit by Percival (36 hit, or 26.2% true), which changes the behaviour of the Steel Bow archer again, and brings him into close range instead of using the ballista. In order to save enough weapon uses, Alan needs to perform a double miss (55 hit, or 59.9% true) on Percival, as well as a critical hit on one of the next six attackers. This uses up one of the 11 use javelins perfectly. The remaining 11 use Javelin is used on the last 5 attackers, leaving it with 1 use remaining. While I may not have perhaps had the most optimal weapon usage in previous chapters, this set of results makes use of what I'm left with. Bringing Merlinus on this map would be a very slow option, and he has the rest of the 1-2 range weapons on him, so I'll give it until the next chapter for him to dish those out. Turn 4: Alan moves the troubadour out the way, while Marcus and Lalum advance. Percival again needs to double miss on Lalum. Marcus drops two low use Hand Axes on the way. Turn 5: Recruit Percy. Alan uses the remaining Javelin (starts at 10 uses) to remove the wyverns from the map, with Marcus manipulating the crit and level up on Alan (HP, Str, Skl, Spd, Luk). Turn 6: Roy is passed to Alan, who gets out his Killing Edge for the boss. Flaer eats a critical counter attack. Turn 7: Buy 5 Killer Lances. Seize. 5738 frames ahead. The reason this improvement wasn't bigger is that Alan got the message he hit A Lances in turn 3, but that would have happened anyway. Incidentally, Marcus is either 1 or 2 wexp away from hitting C Axes, so I can't really afford to have him use any. I knew that would be tight in the early game, but yeah. Percival can replace him as an attacker, so that removes any weapon rank messages for a good while.
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Great stuff. Good planning, fast execution. What more needs to be said? Yes vote from me.
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Been doing some thinking about the flier skip used in the best ending TAS posted on the previous page, using Miledy as the main attacker instead of Thany. With that strategy, it is about 1 and a half minutes faster than going across the land route. However, there are two main issues with that here. First is that, even when promoted, Miledy just doesn't have the combat parameters to ORKO the enemies she will face, even when promoted. Second is that you miss recruiting Percival, who is not only a great unit but wastes more time with his re-appearance in Ch15. I did some exp calcs too, and Miledy would be getting about 7-8 per kill at 10/1. Of course, promoting Miledy has its own issues, as mentioned previously, namely being unable to ferry Alan. I may have plans for Miledy though, once she is recruited, the group of enemies that follow from the bottom bridge waste a lot of time on the enemy phases where they move, and killing those off may save time, if done early enough. I may have to send an extra attacker that way on turn 1 to intercept them for that to work, and I'd have to avoid going too far so as to avoid the ballistae in that direction. While I would ideally like Miledy to get any incidental exp that isn't going to Alan, it may not be the best option in this map. Alan certainly doesn't need much exp any more, since he's stomping the combat he does get in, and is approaching caps in his important stats. Miledy will need a bit of beefing up to make my Ch22 idea work, but it may be wise to do that in Ch14, where she has access to a Killer Lance, and can keep the enemy fliers at bay while she goes for the Warp staff. I'll see how much I can do without promoting her in that chapter, but I think for Ch13, if killing the southern group doesn't speed anything up, I'll revert to my previous strategy, recruit Percy and finish up. I should also be conscious of getting Roy/Alan C support, since I skipped the last few turns needed in Ch12, although it is a small matter to hex that back in if I do find myself short by the later maps.
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Super Mario Land 2 also triggers the credits early, rather than beating the game the normal way. Seperate category, sure, but there is precedent for this sort of TAS, so there shouldn't be much of an issue were a submission using this glitch was made.
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Sounds good. Send me a torrent file and I'll put it on my YT.
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Ch12 encode: http://www.youtube.com/watch?v=6lSSOlFsiBw After several months of procrastinating and getting distracted with other things, I finally revisited this, and hopefully my motivation will last long enough to finish this time. Anyway, there are a lot of new improvements here. The RNG was also very nice for the most part. Turn 1: Alan has to move his full distance here so he can avoid enemy attacks on turn 3, so he doesn't get to attack on player phase. He does get off 3 crits with the Killing Edge though. Marcus is here to take out the eastern enemies, stopping them from wasting time traversing all the way across the map to Alan's position. Turn 2: Marcus has to bring out the Silver Lance in order to OHKO the armour. Taking out the Hand Axe fighter stops him being a problem on enemy phase. Alan is forced to lure ranged attackers his way, but it is faster not to attack here, since killing one enemy clears the way for another to attack in its place. There are no longbows in the central chamber, but there are in the other two, so I have to be careful where I move. Turn 3: Alan needs the AS, so I drop Roy off here, manipulating the RNG for the next turn, and have Alan DOG into place to avoid enemy attacks. Turn 4: Might seem strange, but I use a Hand Axe to take out the first fighter. This RNG state, however, removes wasting time from further manipulation, and I'm able to take out the fighters and warrior, and avoid KOing the archer so the other attackers in the central chamber don't waste more time. Turn 5: Roy is collected by Alan, and moves well out of attack range. Turn 6: Drop Roy near the door. Positioned so the sleep staff cleric doesn't trigger. Turn 7: Roy opens up, so that Alan can remove the sleep staff from the board. Turn 8: Wastes more time to get both a critical and good level up, so I double attack with the Wyrmslayer on Aine, and get the best level up I can, which was amazingly close. Turn 9: Block off the spawn points. Turns 10-19: Turn skipping to avoid the gaiden. Turn 20: Roy moves so he can seize next turn, dodges the steel axe fighter that spawns. Turn 21: Seize, 5638 frames ahead
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This is unexpected and awesome news. I'm hoping for there to be Genesis/Mega Drive verifications sometime in the near future. Go forth and conquer, you bot making people!
Post subject: Psycho Waluigi
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http://www.brothersoft.com/games/psycho-waluigi.html It is about time Nintendo saw the light and made a Waluigi game. Heck, even Tingle has a game (2 in fact *shudder*). In the meantime, this is a worthy little title, and deserves a TAS imo. Waluigi wakes up in a strange land discovers he has psychic powers, and naturally for him tries to take over and get a bunch of treasure. Some pretty neat platforming stages, along with the ability to manipulate pretty much anything makes this kinda fun.
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