Posts for Dasrik

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Bisqwit wrote:
Please describe the symptoms of "not working".
All the peers are at 0.0%
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Torrent doesn't seem to be working :(
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Good run, but the ending confused me. So what, you were playing as the bad guy through the whole game?
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I feel like I'm out of the loop, but I seem to remember previous speedruns having to handle the engine overheating... here you get crazy speeds while the engine stays steady and never makes that annoying RAAH RAAH noise. That's pretty sweet.
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I'm not sure how, but the Master System version manages to look worse than the NES version. o_o
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1. 6 2. 5 3. 7 I admit to not being experienced in FF games, though.
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Too bad King's Bounty missed the cut. Just a few weeks off!
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Sonic 3 & Knuckles. Don't even have to think about this one.
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I'd vote for Metroid Fusion if it was available, unfortunately it's not; so I'll go with Zero Mission.
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Voted for SMB2 - no-Princess pwning.
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The torrent doesn't seem to work.
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http://dehacked.2y.net/microstorage.php/info/1812795417/TMNT3%20to%20Dirtbag.fcm Game completed to end of level 4. Dirtbag has higher than normal invulnerability period. Bastard. And to my total surprise, blowing up the oil drums is faster than leaving them alone. Mike and Don are still the optimal pair.
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Thanks a lot, AnS... this will be really helpful! :)
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Looking over xipo's run, it looks like there are some points where running in 1P for awhile avoids a lot of extra waves. I'll have to investigate, but if that's so, then Raphael might make a comeback. ^_^
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I liked the new shortcut at 8-2 more than anything. Nemo doing his best "TAS-mode Simon Belmont" imitation. ^_^ Yes vote.
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xipo wrote:
Ye,I think you will ues Leo and Raph again.Don hits 8HP,and Raph hits 7HP,there is only 1HP difference.But Raph's speed is much faster than Don's.Do you think? Leo's power is strong,because he can attack continually .
I freaked out momentarily upon reading this, so I double checked to make sure. ^_^ Don's hits for 9 HP, and can actually triple-hit on autoguarding enemies. Leo's does 8, which is nice, but will pretty much never double hit on someone outside of the corner. I was thinking of using Leo on Rahzer (ice-breathing Technodrome mini-boss), but Don would most likely be better. However, Leo *might* be useful on Leatherhead because he'd be able to stay inside him during his swinging tail attack. As for Raphael, it's a shame to say it because Raph is my personal favorite, but he seems to not really have a place in a 2P run. He's easier, to be sure (which is why I use him in level 1), but since his drill stops the screen from scrolling and you can use jumpkicks to reach A0 before the Foot explode (the minimum range where the screen will scroll if you move forward), there doesn't seem to be much of a reason to keep him around. But, again, I'm not discounting anything. There might be a situation in which the horizontal movement of the drill will be necessary. I tried to use him on Groundchuck, but no matter what I did, I couldn't do better than my Mike/Don strategy. Whoa, there was a dissertation for you. Sorry about that ^_^;
Baxter wrote:
When I made the TMNT2 movie, I used memory adresses which changed their value on the exact frame they got vulnerable. Their point of entrance, and the moment the enemies get vulnerable had both to do with my movement, and also a big factor was at what frame I killed the previous enemy. Sometimes killing an enemy a few frames later made the next enemy vulnerable sooner. I'm not sure, but there might be adresses like this too for TMNT3... they were a great help for me, and gave me a lot more convidence that what I was doing was somewhat perfect (instead of just randomly trying thing. You might want to check out if there is something similar at TMNT3
If only I had the kind of skill required to find those addresses; it would make things *so* much easier. The way I'm doing it now (touch and go), it appears to be completely random. Staying completely still in a multi-wave area can make them appear at great points, but if I tap up with one turtle for one frame, they'll appear later and/or in the completely wrong areas. The only thing I've figured out is that tapping stuff in idle frames doesn't seem to affect this at all, so it's actual movement that triggers the luck.
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Other questions people might have: * I really am not sure that Leo and Raph will be used again. They are nice to have on enemy waves, but there's nothing they can do that Mike/Don can't do at the same speed as long as they guard opposite sides of the screen. Don's ability to do his super move in the corner along with its rather slow speed of movement effectively obsoletes Leo's completely stationary and less damaging one. But I'm not discounting anything just yet. * I slash some of the jumping Foot in level 2-1 for some extra points. This causes a very small amount of lag (about 15-ish frames in total). Throwing gives more point, but the lag becomes disgusting, so this was a compromise. The points will be worth it in the end. * I've whined about this before, but luck manipulation is terribly strict in this game. The slighest twitch of a movement will cause enemies to appear in less convenient locations and, in some cases, later (this is especially true of the stone soldiers, who will wait up to 40(!) extra frames to appear if you move incorrectly). So if you see something that appears to be inefficient, that is the reason. * Scrolling is also finicky, especially in areas with differing elevation. I'm not 100% sure on how it works, but it seems that if one turtle is far enough from another turtle and on a different elevation, the screen won't scroll. Jump kicks and super moves also freeze up the scrolling, but only if the other turtle isn't doing some other form of forward movement, so I try to keep a turtle walking forward at all times. * Enemies have 16 frames of invulnerability after getting hit. If they go into their reel animation, the invulnerability point begins after the reel, not during; in some cases, it's good to manipulate bosses into doing attacks with autoguard (Rocksteady's shoulder charge and Tokka's posing before his jumping bite attack), but not always; particularly, if the autoguard attack moves forward very quickly. Unfortunately, the second level boss will *always* go into autoguard after you hit him once, so there's no way around that. Oh, and by the way - the reason I didn't do a 2P player run before is that for some reason I didn't discover this wonderful thing called 'frame advance' until just now. It makes it so much easier!
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Baxter wrote:
You killed your turtle twice without changing the turtle, what's the use of this?
I asked myself this question when watching xipo's run. When I actually tried to run it in 2P, I realized that (1) there are extra waves of enemies that appear when you reach certain points in the level with two turtles, and (2) the bosses have 50% more HP if you reach them with two turtles (I spoke on this earlier). So it's important to be able to reach these points with just one turtle alive.
Wouldn't killing a turtle be faster right after a wave of enemies, before the screen starts scrolling, instead of when the screen is scrolling?
If you kill the other turtle at those points and they still have lives left, the screen won't scroll far enough to reach the 'trigger' points. When they reach 'Game Over' state, this restriction goes away (which is why 2P has more points than 1P).
Isn't killing an enemy with Don's supermove faster than throwing them, and wouldn't it be faster then to at least kill the last enemy with this movie, instead of the throw? (if I remember correctly, Don and Leo's supermoves makes the enemies fly relatively low, and kills enemies like 10 frames faster than Mich's and Raph's supermoves)
Yes, but supermoves only give you 100 points compared to throw's 400. I need the points to have enough lives to give up for future bosses.
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Screw the rules, I have an emulator. ^_^ Easy yes vote, if just for leaving the Princess in the dirt at last. (Way cool trick in that level, btw)
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WIP! http://dehacked.2y.net/microstorage.php/info/1477720746/Dasrik%20TMNT3%20-%20to%20Slash.fcm I have completed the stage up to Slash (level 3 miniboss) and am so far 258 frames ahead of xipo. He made me work hard for every frame. The only obvious improvement is killing the mecha-gunners at the end of 2-1 much quicker. I guess xipo thought they were invulnerable when flying in; given that this game is full of ridiculous invulernability frames, that's a reasonable assumption. Probably the biggest surprise for me is that Donatello turned out to be useful after all.
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I'm about done with level 2, and will post a WIP today if time permits.
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Wow, punches do more damage than guns. o_o Nintendo logic is awesome.
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This might turn out to be harder than I thought... Reaching the boss with two players gives the boss a very hefty stamina boost (by half their original HP). I can't ignore this, especially with the extra enemy waves that occur in 2P mode; it means sacrificing time to get more points might actually be required; the extra waves generally waste 120 frames at least, a cost which would be needed if I were to decide to only kill a player before the boss. With eight bosses and four mid-bosses, I'd need more lives than are available to cut each major baddie's HP by a third. (Oh yeah, I was wrong about being wrong about 2P not having more waves, as well as the bosses having more HP. Thanks to Baxter, again. x_x)
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Okay, xipo beat me fair and square. But that doesn't mean I have to take it lying down. ^_^ Working on an improvement of my own, but because xipo does good work, I'm only ahead of him by like five frames right now (just beat the first foot wave). I was also wrong about a bunch of things about 2P mode. There's not more enemies and I don't think the bosses are stronger. 2P is still a pain in the butt, but I'm managing as best I can.
"The way to move out of judgment is to move into gratitude." — Neale Donald Walsch DannyLilithborne on IRC
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Hyper speeeeeeeeed...
"The way to move out of judgment is to move into gratitude." — Neale Donald Walsch DannyLilithborne on IRC
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