Posts for Baxter

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Sir VG wrote:
I thought the cutscenes were after every 5 levels.
I think you're right about that.
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Ehm... you should watch my movie :P Either way, after every 4 levels you beat there is a cutscene, with the viruses sitting on a tree. So there is a cutscene after beating level 4, 8, 12, 16 and 20. However, if you beat level 20, the virusses sitting on the tree will be obducted if you wait long enough :P
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Hyena wrote:
You did yours in slow motion and not frame advance, though, right?
I'm not sure, but possibly. How would that matter? Playing at 1 or 3 % speed gives the same affect, if done correctly. Either way, if you compare your time with my time, you can subtract the frames I gained from the soft reset, but also have to click start to get to the cutscene with the tree.
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If you beat my time, you'll get my yes vote... I would be suprised though, if someone makes a faster movie.
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I am pretty busy lately, so my progress was slow... sorry for that. I did however finish the first part of the first levels today (up to getting the balloon adaptor). Now it's AngerFists turn to take on the next part of the level :)
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You probably know I made published the 1-player TMNT2 TAS on this site. What you might not know is that I also wanted to make a 2-player TAS of TMNT2... but then I found the warping glitch which made a 2-player TAS for TMNT2 pointless (since you could idle 95% of the time with one turtle and still get the fastest result). I did however complete the first three levels of TMNT2 with 2 players (it obviously doesn't include the warping trick, since I stopped with this TAS after I discovered that). Here is my 2-player TMNT2 TAS, which completes the first 3 levels (without warping). Since you can't warp with TMNT3, making a 2-player TAS is certainly not pointless, and I would love to see it. Only real pointers I could give you is use frame advance, and pick a convenient button setup. I know how frustrating making a 2-player TAS is, and even though I would love a 2-player TMNT3 TAS, I can understand if you are going to make a single player TAS.
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Using a soft reset is ~119 frames slower than using a hard reset, that is... it would normally be. To make a hard reset about as fast as a soft reset, you can use the in-game reset function by pressing A+B+start+select. Too bad this trick is trivial, since everybody is using a soft reset anyway :P
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Short movie of playing around a bit with the select trick at Kirby's Adventures (NES) (trick was discovered by kirbymuncher). Movie
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I think you're on the right track, it looks good. Are you trying to make the foot soldiers appear on convenient places (by killing other foots on different frames)? I noticed you didn't kill both foots that jumped out of the house with one blow... why was that? Even if it isn't possible to kill them with one attack, wouldn't it still be better to kill the first when your attack ends, so you can use a new attack on the other foot right away?
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Wow, great job on finding that Kirbymuncher! Your movie now is actually faster than JXQ's wip. I still think you must spend more time on perfecting it though... every time you use the beam attack, the game lags. I would suggest using laser more often, since it doesn't seem to lag (you know what lag is, right?). It's not about making a TAS as fast as possible, you can take your time on trying to perfect it.
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Hmz... I'm not sure if picking up tornado, if you only want to use it in level 1-1 is really faster than staying normal... I'm also wondering why you didn't use the same mix which got you tornado the first time, to get UFO the second time. Also: It's still slower than JXQ's version... you should really watch it closely.
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Ok, I found the RAM values I wrote down once: 0478 and 0488 : turtle X position 0002, 0009, 0496 and 04A6: turtle Y position 04F1: turtle's HP (player 1) 0628 (like mentioned above): first boss HP Most of these aren't useful... however, boss HP is always useful. It is probably also enemy HP, and since there are more enemies on screen, there will be more enemy HP adresses. Try searching close to 0628 for them. At TMNT2, the adresses which showed at what frame the enemies could be hit when entering (very useful) were also close to these enemy HP adresses. At TMNT2 I was able to manipulate this enemy entering randomness by losing frames on purpose when scrolling, or waiting a few frames when killing an enemy.
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Didn't know that, about keeping UFO... did you find it out yourself? Either way, the movie quality was way below par, so I have to vote no on this. I do like Kirby getting a little attention :)
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RAM adress for first boss HP is 0628 His total HP is 64 Normal hit: -3 HP Flying kick: -2 HP Down + B (throwing move): -3 HP Special Raph: -7 Special Leo: -8 Special Don: -9 Special Mich: -11 I think I have written down some other RAM adresses somewhere... I'll post them if I find that piece of paper. RAM adresses (especially the enemy entering adresses) helped me a great deal with making the TMNT2 movie... you should definately use RAM adresses.
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A 2 player game seems indeed the best choice. You should note that footsoldiers being hit by Donatello and Leonardo explode 10 frames faster than if you were to hit them with Raphael or Michelangelo. For a 2 player run this info might be important (for a 1 player run Raphael would be the obvious choice). Also, the special attacks are not equally strong. Michelangelo might have the least practical attack, but it does the most damage (I tested this with some RAM adresses I found, but I don't think I saved those adresses :S), which could come in handy at the boss fights (or at least at Krang and Shredder).
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Indeed, you should definately make a TAS of this game... it's imo the best nes game which doesn't have a TAS already.
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OmnipotentEntity wrote:
Blue powerups kill everything on the screen iirc.
Correct.
Randil wrote:
I know that it's indeed possible to kill every enemy in the first stage
Even at the two vulcano's? I really liked some parts of the wip (like the part after beating the boss), sometimes the movie was a little boring however (the circling around constantly was a bit overdone).
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How the hell do you produce these runs in such a short amount of time? Either way, great run, voting yes.
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Dark Fulgore wrote:
But...I have a question...Is there one moment in what a Megaman is going to the left and the others are going to the right... why that? you don't need to hold to left while sliding? is that?
It's done like this: The frame before Mega Man 5 falls into the next room, we make him face left. While the screen is scolling at Mega Man 5 we move forward (to the right) at the other Mega Man games. After the screen stops scrolling, neither left or right is pressed to keep MM5 facing left, and the others right. You can slide by pressing down+jump (so no left or right is needed), which enables us to move to the left as well as the right in this case. Edit: Since you can't press left or right, you can't jump on a platform (jumping becomes useless). At first, while sliding both left and right, Megaman 3 started sliding right before he had to jump on a platform (screen at mm5 had already scrolled), so Megaman 3 was doomed to walk into a wall for the time mm5 was sliding left. This is why we deliberately slowed down for about 15 frames at Mega Man 5, so he would enter the next room a little later, giving Megaman 3 the ability to get on top of the platform, before mm5's screen had scrolled. This is why it was possible to move forward at all 4 Mega Man games :)
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CoolBumpty wrote:
I'm still rather concerned about weapon changes.
Good thing there is lag. I don't know how it will work out, but at least not all 4 games will go to the weapon menu when pressing start. Changing weapons when some other games are scrolling is also an option. We'll see how it works out. First weapon change will probably be changing to rush coil at megaman 3.
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Truncated wrote:
So I did it for you.
I guess :). I watched it three times now (good thing the movie is pretty short), and with a little help from wikipedia, I'd say I get it. Absolutely great movie... I'll definately add it to my list ;)
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We actually planned on putting up a WIP after the first stage is completed, but it seems that this will take some time, so here is a short WIP which completes the first 2200 frames (It's pretty short, but you'll get an idea what it will look like). Here is an FCM of our WIP, and here an AVI (thanks to DeHackEd). We tried the start of this stage both, to get an idea how making this TAS feels. I will be playing the first half of this stage, and AngerFist the last half, so most of this WIP comes from me, and most of the last part of this stage will come from AngerFist. The last ~200 frames of this WIP need to be redone, because of bad luck with Mega Man 6 randomness. Edit: I replaced the link of the AVI. This version has audio :)
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Truncated wrote:
Seriously though, if you like complicated storylines and unpredictable scripts, Primer is a real gem.
Just watched it, and I like it :). I need to watch it again though (maybe even more than once) to fully understand it I think ;)
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Don't know if it was already known, but I found a fast way to shoot from a ladder at Mega Man 6. Movie