Posts for ElectroSpecter

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Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
The first thing I would do would be to drive from point A to point B as fast as possible while obeying most traffic laws except for speeding. That way I could drive incredibly fast at a red light and it would turn green at the last second as I passed under it. Then some people watching would probably say, "woah."
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Voting no because Mario was not small during the credits, going against the goals of the run.[/kidding] Honestly, it's hard for me to vote on this one. It's very entertaining, but I don't have an eye for improvements in this game since I don't have experience TASing it. The one thing I DID notice was that there was what looked like lag in the dark room before Bowser, specifically when you toss the mechakoopa at the ninjis towards the end.
Experienced Forum User, Published Author, Player (244)
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Dooty wrote:
//The submission text is getting a little long, so I better not put it here, but it's getting good, it is based on the official players guide and I think you'll like it. I did not mention any names on it, so we can easily edit it if necessary.
Oh my, this sounds like it's shaping up to be epic ;)
Experienced Forum User, Published Author, Player (244)
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I discovered a much better pair of memory addresses to use for the Kongs, which will negate the need to make ridiculous calculations. The new script would look something like this:
BackTrack = savestate.create();

while true do
    savestate.save(BackTrack);
    x = memory.readword(0x7E00C5)
    y = memory.readword(0x7E00C7)
    memory.writeword(0x7E1A62,x-128)
    memory.writeword(0x7E1A4c,y-128)
    gui.text(10,10,"" .. x)
    gui.text(10,20,"" .. y) 
    snes9x.frameadvance()
    keys = joypad.get(1);
  savestate.load(BackTrack);
  joypad.set(1,keys);
  gui.text(10,50,"Don't Touch Joypad!");
  snes9x.frameadvance();      --replace with snes9x.emulateframeinvisible() if it becomes available
end
However, I just tested it and it didn't seem to work. The following script still works, but unfortunately won't safeguard against desyncs.
while true do
  x = memory.readword(0x7E00C5)
  y = memory.readword(0x7E00C7)
  memory.writeword(0x7E1A62,x-128)
  memory.writeword(0x7E1A4c,y-128)
  gui.text(10,10,"" .. x)
  gui.text(10,20,"" .. y) 
  snes9x.frameadvance()
end
Still on the right track. Do you even still need this Tompa?
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Nahoc wrote:
I will try to upload an HD encode to YT. Edit: are these informations good? Donkey Kong Country 3 : Dixie Kong's Double Trouble - 105% Played by Dooty Playing time: 1:41:40 Rerecord count: 113777
I'm not sure what his plans are for the authors. When he TASed DKC2 he kept Comical and nxcy in the author info. This run is probably like 25% Tompa and my own work, though I believe Tompa requested to not be listed as an author. I can't really speak for either Dooty or Tompa though.
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Hrm... Okay, the one complaint I do have is still with the Bear Coin in Ropey Rumpus. It is faster, as far as I can tell, to take the lower route, skip that Bear Coin, and go for the one instead in Tyrant Twin Tussle. It's probably only a difference of ~20 frames, but here is an unoptimized test I did showing how to get past the bees on the lower path. Hesitating for a couple frames here and there (preferably the first couple frames after the green circling bees spawn) will allow you to get past them without losing Parry. Other than that, it looks great. I loved how you pulled off throwing the keg really fast in Tracker Barrel.
Experienced Forum User, Published Author, Player (244)
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Dooty wrote:
/okay, the run's done; http://dehacked.2y.net/microstorage.php/info/217741452/Dooty-DKC3-105p.smv Thre's some things to fix here and there, but it will be in the submission text as "possible improvements".
Niiiice! Are you planning on submitting soon? If not Tompa or myself may find an improvement in the first level, forcing you to start the run over again. >:3 Seriously though, I'll take a look, hopefully tonight.
Experienced Forum User, Published Author, Player (244)
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This is incredible. I had no idea that some of these glitches existed! Also, looks like the cake isn't a lie.
Experienced Forum User, Published Author, Player (244)
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Getting used to one emulator setup and then going to the other usually takes me a lot of getting used to. If I TAS on Gens for a while, I get used to using the number keys for saving and loading states. When I go back to Snes9x and need to use the F1-10 keys, I'm too used to the number keys for me to TAS efficiently (I prefer the Gens setup). I realize this isn't what Nahoc is talking about, but I feel it's similar enough.
Experienced Forum User, Published Author, Player (244)
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Dooty wrote:
//my copy and paste skills are worth nothing in Creepy Caverns and Lightning Lookout, but I'm almost done with Kaos Kore.
I had the same problems, you aren't alone! Good luck with KK.
Experienced Forum User, Published Author, Player (244)
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As discussed earlier, it's probably best to define something like a "100%" run rather than a "perfect" run, especially before a serious run is underway. My suggestion for 100% is to get at least one of each item possible. Skip getting multiple amounts of items, even easy stuff like Potions. But I would still do all sidequests, open all chests, etc.
Experienced Forum User, Published Author, Player (244)
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Dooty wrote:
a sacrifice in Squeals on Wheels
Oops, that's what I meant when I said Tidal Trouble, haha (I know, they're completely different =/). Is that lua script useful? I can add stuff to it if you want.
Experienced Forum User, Published Author, Player (244)
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Dooty wrote:
a new one;
Are you referring to the Arich fight? It looked a little different at the beginning. Or maybe getting hit at the end of Tidal Trouble. Either way, keep up the good work!
Experienced Forum User, Published Author, Player (244)
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Whether the value was signed or not wasn't the problem, but this suggestion actually clued me into the obvious: I was looking at the values as 2 bytes, when I should have been looking at them as one. Oops. Thanks though, this helped me figure it out!
Post subject: Question about character positions relative to camera
Experienced Forum User, Published Author, Player (244)
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My question pertains to the memory addresses that handle where the character (or enemies, for that matter) appear on the screen, relative to the boundaries of the camera. In two games that I've looked at (Disney's Aladdin and Earthworm Jim), these addresses are fairly easy to find, they're right near each other and they don't act strange or anything. I've been experimenting with drawing pixels at their positions with lua. The problem arose after I drew the pixel. Basically, when the character is more or less centered in the screen, the position values read something like x = ~170 and y = ~400 (very similar values in both games). The lua script lines up the pixel perfectly with the x value, but using 400 for a y value for the pixel draws it wayyy off screen. After some messing around, it seems that this value of 400 is about 240 pixels off the mark (i.e. subtracting 240 from the y value and then using this new value for the pixel's y position gets it right about where it should be). Basically, I'm trying to gain some intuition as to why the game does this and possible fixes for my script (so that I don't have to estimate). I'm not even sure where the pixel is supposed to end up (probably either the true center of the character or the bottom center). Again, either game has the same issues. EDIT: So I was looking at that value of "about 240 pixels" and realized that it's pretty close to 255 or 0xFF, which makes more sense. Subtracting this value from the mentioned addresses puts the pixel almost right in the middle of the sprite. I'm probably on the right track here.
Experienced Forum User, Published Author, Player (244)
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If I didn't know any better, I would think that I just watched a video of someone smashing their NES with a hammer while playing. Also, the entire ending is priceless. Voting yes.
Experienced Forum User, Published Author, Player (244)
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Dooty wrote:
Thank you ElectroSpecter, looks like a restart of the run is really needed, there's too much mistakes to ignore. /um... would you mind to send me your test of this stage? I'm trying, but I'm always crashing if I don't slow down :(
Sure, give me a bit and I'll see what I can come up with. EDIT: Here is a test run I just made, using your latest WIP. The only time I had to purposely slow down was right at the end (or else I would have crashed). Remember that you can slow down yourself without using the bees too, with the L+R shoulder buttons both pressed in. The slowest speed you can go (without hitting bees) is 134. If you hold L+R as mentioned, the rocket approaches this speed in increments of 6 (per frame). Obviously, hitting the barrel at the bottom at full speed will cause you to hit the ground below it, losing time. The obvious solution to this would be to start slowing down at such a time where the y speed hits a low of 134 the exact frame you hit the barrel and start going up. However, once you hit this barrel, your y speed decreases by 10 per frame (and then goes into the negatives when your barrel starts going up). Therefore there's probably a certain speed in between 896 and 134 at which you want to hit that barrel. It's definitely closer to 134, but it's going to take some testing to determine (I will do so, if you want). Ah, another Edit: don't bump the bees. It causes lag frames. Hopefully final edit for this post: It looks like it is indeed fastest to hit the barrel right when your speed hits 134 (meaning it'll decrease like ...146, 140, 134, 124, 114...) I changed the .smv file to show this.
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So, Rocket Barrel Rush (sorry Tompa, I know you were going to say something about this too). I don't know if you (Dooty) already know this, but, on the descent, killing the bees with the side rockets will save a lot of time instead of killing them with the flame on the bottom of the barrel. I suggest watching the y-speed address (7E0914) here (if you're using Dixie in the lead, use her y-speed address instead). It maxes out at 896. Using the side thrusters before it maxes out will cause it to pause its acceleration, so you shouldn't move left or right until it maxes out (this is possible just before the first bee; it's pretty easy to max). After this, moving left or right and / or burning bees with the side thrusters doesn't affect the falling speed, so you're pretty much free after that. Also, Tompa, it looks like bumping into an enemy doesn't speed things up after all, though it may appear so (the camera moves up, making the barrel look like it's going down faster). I just did a really quick barely optimized run and was able to attain max falling speed as soon as possible and keep it maxed all the way to the bottom. However (and this is Tompa's suggestion), you should do some testing with hitting either the final bee or the final couple bees with the main flame under the barrel. This will preemptively slow you down for when you collect the fuel barrels that make you go up the right side of the level. Otherwise you'll hit the bottom. Again, I was able to do this fairly easily. It will require some testing though.
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Dooty wrote:
ElectroSpecter suggested to not collect the Bear Coin in Murky Mill, I'll do this.
The reason: Since it costs the same amount of frames to grab the very visible one in Doorstop Dash, collecting this one instead of the one in Murky Mill will simply create less confusion with viewers. Otherwise they will see the player roll right under an easily grabbable coin.
Experienced Forum User, Published Author, Player (244)
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Them's some mighty kind words, mklip2001. You're welcome!
Experienced Forum User, Published Author, Player (244)
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Toothache wrote:
Why do you need to use one person's definition of 100%? Nowhere in any other 100% speedrun definition have I seen a requirement to get 99 Potions, 99 Hi-Potions, etc. If you want to make the game a huge collect-a-thon, that's fine, but the goal of Excalibur II quest alone is not that. Sure, with a 12 hour time limit there's a lot can be done, but I'd argue against going for an arbitrary goal that one person decided that did not take into account the complexity and entertainment required for a TAS. tl;dr, let's have an intelligent debate about the goals here rather than just going by this arbitrary set of goals by some guy from GameFAQs. Common sense is needed here, and its not as common as advertised.
Ok, so I'm starting to understand where our debate is sort of broken: there's a subtle difference between a "100% speedrun" and a "Perfect speedrun". What you keep defining is the 100% speedrun, which I completely agree is sufficient enough for an EII TAS. But since others in this thread keep making reference to the "Perfect run" I got sort of bothered with the goals, which is why I opened my mouth in the first place. Sorry for the confusion. I vote on defining a 100% EII run, which would be much more enjoyable and wouldn't contain unecessary collecting.
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Warp wrote:
Of course there are other games which are today as good as they were back when they were released, and have lost nothing of their charm. In most cases they are 2D games (in my case usually JRPG ones). Good 2D games certainly have a tendency to survive the pass of time much better than their 3D counterparts.
I know exactly what you mean. The game's story and plot can transcend the fact that the game is old. As far as graphics go, something can be 2D but have great graphics despite this "limitation". The art in Final Fantasy III (USA) is a testament to this.
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Since it would be almost impossible to rank them in any sort of order, I just divided them into tiers. I did this quick, so I may have missed some, but this is pretty accurate: Tip-top tier: Earthbound (SNES) Illusion of Gaia (SNES) Secret of Evermore (SNES) Donkey Kong Country (SNES) Braid (XBLA) Top tier: Final Fantasy III (SNES) The Legend of Zelda: Majora's Mask (N64) Pokemon Blue (GB) Sonic the Hedgehog 2 (GEN) Brave Fencer Musashi (PSX) Lunar 2: EBC (PSX) God of War (PS2) God of War II (PS2) The rest of my favs: The Legend of Zelda (NES) The Legend of Zelda: Ocarina of Time (N64) The Legend of Zelda: Twilight Princess (GCN) Streets of Rage 2 (GEN) Sonic the Hedgehog (GEN) Sonic 3 & Knuckles (GEN) Lunar: SSSC (PSX) Spyro 2: Ripto's Rage (PSX) Resident Evil 2 (PSX) Xenogears (PSX) Banjo-Kazooie (N64) Paper Mario (N64) Super Mario 64 (N64) Grand Theft Auto: SA (PS2) Katamari Damacy (PS2) Shadow of the Colossus (PS2)
Experienced Forum User, Published Author, Player (244)
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I second this! It looks like Jim is busting right out of the pod.
Experienced Forum User, Published Author, Player (244)
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Here's an intimate look at the Peter Puppy glitch. It's very heartwarming: Link to video
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