Posts for ElectroSpecter

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Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
niamek wrote:
Exactly, By buying these two objects before going to K3, I think it would save time. PS: One thing I think it might be useful, not tried it. When you go to the second bounus in the second level with the doors, you could take the piece before the bonus, so when you finished the bonus, the piece will be back, meaning one piece = two pieces!
According to my testing, getting this coin even normally (after dropping from the bonus) is not worth it, as there are other coins that cost less (or no frames) to collect. Also, I think it really is just faster to do all the purchasing right at the very end. I don't remember exactly how the game plays out towards the end, but I seem to recall the game depositing you in the starting lagoon / Wrinkly's first Save Cave after the first reset during the first round of credits. Either way, we have to go to Funky's to get the Gyrocopter, meaning the trip to Bazaar is pretty much on the way. Flying to his house in the Gyrocopter is trivial if that turns out to be necessary as well. HOWEVER... If we determine that it's faster to spend the coins before doing K2, it would have to save at least 250 frames, as changing the coin route would cost at least this many frames.
Experienced Forum User, Published Author, Player (244)
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niamek wrote:
I thought something: If the 55 pieces required are gathered before going to K2, I think it would be faster.
Why, exactly? I can't remember where / when the 55 coins are used...
Experienced Forum User, Published Author, Player (244)
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ALAKTORN wrote:
what about putting "TAS" as the name? I think that's the most suited for TASes…
I'm all for this idea!
Experienced Forum User, Published Author, Player (244)
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Comicalflop wrote:
Dooty wrote:
The code is "TUFST", I guess it means "TOUGHEST", or something like that.
Don't you need that for hard mode? What's the issue?
Well, TUFST needs to be put in, I think we're just discussing whether to use an author nickname (as the game asks you for a name after inputting TUFST) or to just hit start and use the default name Dixie. My stance, at least on this game, would be to use an author name because of the scoreboard at the end, but that's just ego speaking. It's obviously faster to just hit start.
Experienced Forum User, Published Author, Player (244)
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Tompa wrote:
Dooty: Most of the frames I saved on the password/name select wasn't because I skipped entering a name, but that I scrolled through the letters faster. If you only press up/down to change letters, you won't be able to change every frame. But if you press up+right+up+right/down+left+down+left etc. you'll be able to change letter every frame. I personally find that entering a specific name is rather useless, but oh well.
Wow, how did we miss this?
Experienced Forum User, Published Author, Player (244)
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Yeah, I tried to make a list of all the Bear Coins needed and this is what I came up with (55 total). The frames are how much it costs to collect the coin:
Lakeside Limbo

1. Top of platform, 25 frames
2. Top of platform, 0 frames (if #1 is collected)

Tidal Trouble 

1. Above bee, 0 frames

Skidda's Row

1. In front of second house, 0 frames
2. Hidden above platform before first bonus, 9 frames
3. After dropping out of first bonus, 0 frames

Springin' Spiders

5. Squawks sign, 0 frames

Fire-Ball Frenzy

1. Above second pit, 4 frames
3. Squitter sign, 0 frames

Demolition Drain Pipe

1. 0 frames
2. 0 frames
3. 0 frames
4. 0 frames
5. 0 frames
6. 0 frames
7. 0 frames

Ripsaw Rage

1. 0 frames
2. 0 frames 
3. 0 frames

Blazing Bazukas

2. Second rope crossing w/ TNT barrels, 0 frames
3. Squitter sign, 0 frames

Low-G Labyrinth

ROLL OFF LEDGES, ESPECIALLY WHEN TURNING

2. Above three bees, as Squawks, 0 frames
3. After second bonus, in shaft, 0 frames

Bazza's Blockade

1. In narrow passage, 0 frames
2. In narrow passage, 0 frames

Tracker Barrel Trek

3. Before DK Coin, 0 frames

Fish Food Frenzy

1. Under an urchin under K, 0 frames
2. In pit after N, 0 frames

Tearaway Toboggan

TRY NOT TO BOUNCE ON ENEMIES, LOW JUMPS, JUMP UP SLOPES

1. In front of second house, 0 frames
2. Slope before 4th house, 1 frame
3. In front of 4th house, 0 frames
5. Pit before house 6, 0 frames
6. Above 6th house, 13 frames

Krack-Shot Kroc

3. Above O, 0 frames
4. Below 2 red buzzes, 0 frames
5. Below 2 red buzzes, 0 frames (get hit)

Lemguin Lunge

1. In front of first house, 0 frames (!)

Buzzer Barrage

5. 0 frames

Kong-Fused Cliffs

1. 0 frames
2. 0 frames
3. 0 frames
4. 0 frames

Ropey Rumpus

2. 0 frames, if first is collected

Konveyor Rope Clash

2. 0 frames

Creepy Caverns

1. 0 frames, Squitter sign

Koindozer Klamber

1. 0 frames

Stampede Sprint

1. 0 frames

Criss Kross Cliffs

TEAM TOSS UP CRACKS, PERHAPS LOSE KIDDIE AT 2ND TO LAST BEE, COMPARE SWITCHING TEAMMATES TIME TO THIS

2. 0 frames

Tyrant Twin Tussle

1. In bird, 11 frames
2. Squitter sign, 0 frames

Swoopy Salvo

1. 0 frames
2. 0 frames

Rocket Rush

1. 0 frames
2. 0 frames
3. 0 frames
I don't remember doing most of this, so I can't remember specific locations. It should be pretty accurate though, as I tested each one somewhat extensively. EDIT: Forgot about those notes I wrote to myself, just ignore them ;)
Experienced Forum User, Published Author, Player (244)
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Scepheo wrote:
Voted meh. Although I somehow liked all the noise this run produced, just shooting everything at first sight gets boring after a while. Can't you shoot targets later without losing points? It would add more variation to the run.
These were all my thoughts, exactly. The sheep minigame was hilarious, by the way!
Experienced Forum User, Published Author, Player (244)
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Isn't this the game that was horribly programmed and therefore has no randomness whatsoever? I remember the winning case being the same one no matter how many times you played.
Experienced Forum User, Published Author, Player (244)
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It used to drive me crazy the way the developers made the ledges just TOO high for me to jump to, eliminating many shortcuts. This TAS wipes the smug grins off the developers faces and makes them run to their mommies with their tails between their legs.
Experienced Forum User, Published Author, Player (244)
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Awwww yeah, it's done! I haven't been keeping up with the thread recently, so I am excited to watch.
Experienced Forum User, Published Author, Player (244)
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Dromiceius wrote:
Nemesises
Nemesi? Looking forward to watching this, as I found this mode to be a royal pain the butt when I was younger...
Experienced Forum User, Published Author, Player (244)
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Thank you SO so much amaurea. I was able to "finish" the script thanks to you. It follows Diddy perfectly but it doesn't update the graphics very well. Anyway:
while true do
    x = memory.readword(0x7e0b1d)
    y = memory.readword(0x7e0ff9)
    memory.writeword(0x7e1a62,x-0x80)
    memory.writeword(0x7e1a4c,0-y+0x6f87)
    gui.text(10,10,"" .. x)
    gui.text(10,20,"" .. y)
    snes9x.frameadvance()
end
How I got that formula for the camera's y-position was a little iffy. There's probably a better formula for it (which maybe won't mess up the graphics?). Basically, I'm pretty sure that the character's y-position is inverted from the camera's y-position. I believe they equal each other in the center of the map. For example, in the first level, Diddy and the camera can both be at 176 for a y position (176 being the horizontal center of the map) and at the extremes it would be either Diddy at 0 and the camera at 352 or Diddy at 352 and the camera at 0 (note that these are THEORETICAL values for the first level as I was never able to actually get Diddy to 352 or 0, but I'm pretty sure I'm correct on this point). The water level that Tompa needs the camhack for has different extremes for the y values (ranging from 0 to 28551). This is where I derived my formula (6F87 in hex). This also means that this camhack will only work on Croctopus Chase and no other levels. If there's anything wrong with this (which I suspect there may be due to the brutal graphical errors), I would love it if someone could point me in the correct direction or figure out where I went wrong. Again, thanks for helping amaurea.
Experienced Forum User, Published Author, Player (244)
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Alden, what did your Sonic script look like exactly? I'm trying to get ideas as to why what I'm trying isn't working. Also, I don't understand how to make the script continue indefinitely, as it only updates for one frame and the game takes back over the memory addresses.
Experienced Forum User, Published Author, Player (244)
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They really need a nature / adventure / travel section because I would score close to if not 100%.
Experienced Forum User, Published Author, Player (244)
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EVIL BOSS FIGHT + BIG BRUTY. Evil is a pain to manipulate, as I mentioned. I managed to get him down to just one lick and no rocks (none that matter anyway), which I feel is pretty good considering what a typical Evil fight looks like. Big Bruty is fun to TAS. As I'm looking it over now, I'm thinking I can get over the first Bruty a little bit faster since I know how to do it well now. Another problem spot is the vertical descent with all the horizontal ropes. I still need to determine the fastest method of dealing with that (I may try standing on the top of the dividing wall and jumping out to the right). @ZeXr0: I can easily encode any of this but unfortunately with my horrible WiFi (a "perk" of the apartment complex I live in) I cannot upload it to any sort of site. =/
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Since we're on Game Genie codes: AZUOLIAL. I remember this one because I used to pronounce it as one word (ā-zōō-ō-lī-ŭhl).
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Possible camera coordinates (all 2 bytes):
Possible X pos values:
7E00BE
7E00EF
7E088B
7E1A62
7E1A5E *

Possible Y pos values:
7E00C0
7E0895
7E1A4C
* This address seems to be used for telling the camera where it's going to end up rather than where it currently is. Maybe this address will be more useful?
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Dromiceius wrote:
Here's an idea:
while true
  save state
  set camera location
  frameadvance (if necessary to update camera location)
  take screenshot
  load state
  load screenshot
  frameadvance
This sounds like it's an "artificial" cam hack, right? The game is running one frame ahead of itself and giving the illusion that the camera is over the Kongs... and may prevent desyncs?
Experienced Forum User, Published Author, Player (244)
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ANDY ASTEROIDS + WHAT THE HECK?. Well, up to Evil at least. I am having a very tough time manipulating him during the first segment... A movement of one or two frames seems to do the trick sometimes, but other times I can walk back and forth across the screen and nothing changes. A damage boost off the gate is possible at the second wheel and gate, but it's the same amount of frames as just jumping up, so I decided to keep my health. EDIT: Oh yeah, the wheels and gates work differently in this version. The gates will only load when they're just offscreen forcing me to whip the wheels much later than I could in the regular Genesis version (whipping the wheels any earlier doesn't work, even if I run towards the gate while the wheel is still spinning; the gate just stays closed).
Experienced Forum User, Published Author, Player (244)
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ZeXr0 wrote:
ABBAABBA
YES. Also: DRACULAS TEABAGS
Experienced Forum User, Published Author, Player (244)
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This seems like it should be easy to do for someone who knows scripting. Though I've never written a script, I'd imagine a cam hack would look something like this:
Initialize the script(?)
	x = memory.readbyte(0x0B1D)
	y = memory.readbyte(0x0FF9)
	memory.writebyte(0x1A63, x)
	memory.writebyte(0x1A4D, y)
	Whatever the command to run it every frame is
end
Other than not knowing how to code, the problems I notice with that script are: I don't know what the command is to read 16 bits instead of 8, and there seems to be about 20 addresses for both the x and y positions of the camera. Using crappy variants of this script, I WAS able to mess the camera up and show areas that one never actually sees, but never got it to follow the Kongs.
Experienced Forum User, Published Author, Player (244)
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Sir VG wrote:
My favorite PSX game (and game overall) is Legend of Mana. You don't have to grind, it's got 3 great storylines (in one package), you can play it almost however you want, you've got great graphics, and you've got Yoko Shimomura. What more could you ask for?
I had problems following the storyline of this game, which was the main thing I didn't like about it. It seemed discontinuous and choppy... Characters who you get to know during one event will appear in later events and act like complete strangers. Speaking of this game though, has anyone played Threads of Fate? (Square advertised Threads of Fate, LoM, and Chrono Cross as three great releases during their "Summer of Fun" event; I think that's what it was called). I believe I played a demo and didn't like it, so only ended up getting LoM and CC. I never got the backpack for getting all three. =[
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First of all, please get Metal Gear Solid. =] Definitely look into Brave Fencer Musashi. It's a pretty ridiculous game, but the music is awesome and it's very fun (platformer / RPG). Not the greatest graphics though. The Resident Evil games are awesome (2 is the best of the PSX choices). Ape Escape is amazing with great music. Klonoa is a fun platformer, and nice cartoony graphics. Blood Omen: Legacy of Kain and Soul Reaver are both amazing games (though the former is extremely old and sort of looks it). I've played Parappa the Rapper on a demo disc a bazillion years ago, and it was extremely fun and unique, if you're into the rhythm action genre. The Spyro and Crash games are great if you like the collect random stuff games. I like Spyro the most of the two. Since everyone is actually talking about RPGs despite you asking them not to, I recommend either FFVIII or FFIX. VIII's battle and junctioning system is extremely versatile and fun, despite what people will tell you, and I only mention IX because the chocobo mini game is the absolute best one of any of the FFs. Not sure how you feel about tactical games, but Final Fantasy Tactics is definitely worth looking into.
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Yeeees, fun watch
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I once accidentally accessed the debug mode in Majora's Mask. The game sort of froze during an owl warp, so I started hitting all the buttons in frustration, to see if I could salvage anything and potentially save my progress. The screen became more and more glitchy (mostly colors from the owl warp and feathers) until it finally switched to a screen that said: Congraturations! [sic] You are great debugger! I was able to scroll through screens of code, including one that read something like: "Thread is hung up on line 3! Oh! My GOD!" I think people have since discovered how to access this screen with either Game Shark or cartridge tilting, but to my knowledge I'm the only person who has found this screen by just hitting buttons (I guess my cartridge might have been messed up, however).
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