Posts for FatRatKnight

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http://tasvideos.org/userfiles/info/12907400947310067 - VBa v24m - Just a one lap playaround. http://www.youtube.com/watch?v=y7OeNApAntY - natt encoded this. Thank you. Makes me wonder if I should try a playaround for the verification movie. Would it be alright to submit the verification as a form of permanence, to ensure a place where it can always be found? My intent is less that it gets published and more that it can be found later to reproduce the SRAM. Any judges or admins to share thoughts with? Unfortunately, for the span of 20 tracks on Expert, five laps each, this means 100 laps of fooling around. I don't see a lot of ways to mess around in here, though driving backwards for one lap sure has its charm. Going backwards for 60 laps gets old. Going for a fast lap as lap 5 for every track would give me something to do and records to beat (as well as provide some small incentive for publication), but that still leaves 80 laps. Well, 79. I drove backwards in one lap. Maybe backwards driving as first lap on every track, for the occasional "there's no way you can go backwards here" factor? There's a few more stats I can find, it seems. More than what I already listed (boost time being obvious). I can pick apart those stats carefully and explain them somewhere rather than continue the TAS, so it's not like I'll be wasting time while waiting for a few answers. For the fast password, the first character should be A or 1, and the second character should be 2. It's not possible to set the second character to a 1 or 0, which would open up a few more possibilities. Some characters could be anywhere from 0 to 6, as well as =, and still be among the fastest possible passwords. Of course, there's also the name to think about, and sacrificing two frames at the password gives a lot more possible names. The verification, of course, doesn't need to be 100% optimal here. But it never hurts to have as many frames shaved off as possible wherever it's reasonable.
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So basically, pick one version, and look out for any potential problems. The game I'm messing with is a release title, though. I don't think I'll find any obvious problems whichever VBA version I pick. I'll be sure to note any problems I find.
Post subject: Anything to worry about between VBA v23.6 and v24m?
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I notice both versions (svn480) are at the top of the downloads list, with a similar date. That tells me there's a reason both are maintained. (Or, at least, were maintained) Mainly I'm curious what the differences are. Other than slightly more lag in v24m, I haven't noticed anything in F-Zero: Maximum Velocity. I'm hoping to get an idea from anyone who happens to try both versions out. Is one version more desync-prone than another? Is one better to use for a certain range of games than the other? Thanks in advance.
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http://www.fzerocentral.org/viewtopic.php?t=5530 Apparently someone has made some TAS attempts already. If a full run is to be made, how should it be handled? * Clean SRAM - Pawn through Queen on Expert * Unlock Master first with verification movie - Pawn through Queen on Master * * Use a suboptimal starter machine (to be different), or use Jet Vermilion? EDIT: There's actually an advantage for picking Master. Rival machines are more likely to smash into your back, giving you noticeable boosts forward. The increased aggression should mean we can more readily use those other vehicles on the track for more speed. http://tasvideos.org/userfiles/info/12882193794445245 Here's a .vbm that unlocks Jet Vermilion. Feel free to beat it, as I was looking for a name that's convenient for the password, and is generally a fast one I cared to look for, not the fastest one I can find. http://tasvideos.org/userfiles/info/12882383957282529 Password calculator. If anyone wanted my piece of lua code as I was producing that fast password movie, it is here. For VBA, of course.
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Don't worry. You asked why. I gave my answers. You wanted to know why I didn't beat the WR. You gave some information in return for my response. I have to say, thanks. I will be taking a look through F-Zero Central for a bit. Again, I've only been poking through this game out of curiosity, and will fully support someone who wants to TAS this game themselves, complete with lua scripting for any information desired. I don't have a strong desire to TAS this myself, and considering my track record in TASing other games, I tend to stop after some point. I'm posting mainly to generate interest, whether someone else wants to, or that it possibly catches enough of my own attention.
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Scepheo wrote:
As much as I like work being done on this, is there any reason you're not beating existing records?
1) I don't trust my own searches, so it's hard for me to find things 2) What vehicle is being used in those WR? Keep in mind I only have defaults from clean SRAM (using Fire Ball) 3) I'm still working out some of the mechanics in this test run.
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GBA F-Zero: Maximum Velocity Progress: Two laps (out of five) in the first Pawn track Author: FatRatKnight File: http://tasvideos.org/userfiles/info/12809468352107768 Link to video Discussion: Thread #14949: F-Zero: Maximum Velocity
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http://tasvideos.org/userfiles/info/12809468352107768 - Two laps in the first Pawn track on Expert (clean SRAM, so no Master). F-Zero: Maximum Velocity is another game in the F-Zero series, so expect high speed racing with machines. This plays more similarly to the SNES version than the N64 or other "more 3D" games. Oddly enough, none of the machines you're familiar with are seen here, although Falcon Mk-II has a close resemblance to a classic machine.
Hot Viol  Fire Bal  J.B.Crys  Wind Wal   Address info in Grand Prix
02012D60  02012E2C  02012EF8  02012FC4  4 bytes, X position
02012D64  02012E30  02012EFC  02012FC8  4 bytes, Y position
02012DD4  02012EA0  02012F6C  02013038  2 bytes, Speed
02012DD8  02012EA4  02012F70  0201303C  2 bytes, Facing (direction)
02012DDA  02012EA6  02012F72  0201303E  2 bytes, Momentum (direction)
Machine data apparently fits within 0xCC or 204 bytes per machine. I have not produced any lua scripts that are more than a fancy memory watch, except to calculate the difference of Facing and Momentum. I've also been producing a simple text file with hopefully practical numbers:
Machine       |Sp1:Sp2:Sp3:Sp4>Bst|Brk:Cst:OVR|L-R|Trn|Bal|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Hot Violet    |192:320:368:424>576|-14:- 3:- 4| 96|341|176|
              | 20: 14:  6:  1> 16|           |   |   |512|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Fire Ball     |224:320:384:440>564|-13:- 2:- 2| 96|296|108|
              | 10:  6:  4:  1> 12|           |   |   |568|
--------------+---:---:---:--->---+---:---:---+---+---+---+
J.B.Crystal   |128:256:352:418>560|-18:- 5:- 3| 94|308|224|
              | 32: 16:  6:  2> 10|           |   |   |480|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Wind Walker   |128:224:320:428>580|-16:- 3:- 3|112|384|112|
              | 40: 28: 16:  3> 40|           |   |   |576|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Jet Vermilion | 96:160:256:456>592|-12:- 1:- 1|128|236|104|
              | 48: 24:  8:  1> 48|           |   |   |768|
--------------+---:---:---:--->---+---:---:---+---+---+---+
Top speed values relate to the displayed km/h speed. Acceleration values relate to internal memory. Internal speed is in units of 0.25 km/h, so multiply the top speed values by 4 to get the internal version. The top speed values are the five upper numbers under Sp1:Sp2:Sp3:Sp4>Bst, while acceleration values are the ones right below that, as well as under Brk:Cst:OVR. If you release the accelerator while on the ground, the Cst is used on top of anything else slowing you down. Releasing while in the air doesn't add the Cst friction. If you go over your speed limit for any reason, your acceleration stops and OVR kicks in. There is a small hysteresis between top speed and some lower threshold that your machine must slow down to when the overspeeding mechanic kicks in. If you're not turning, a pattern of releasing and pressing the accelerator will keep you closer to the top speed on average. I did not measure this hysteresis in detail, except I know that Fire Ball goes below 439 km/h before being allowed to speed back up to 440 km/h. Boosting uses its own acceleration value, regardless of whether your current speed would be better. J.B.Crystal is highly encouraged to first get moving pretty fast before using the boost, as from a standing start, boosting actually cripples it by locking the acceleration at 10 instead of allowing it to gain speed at 32. Apparently, boosting affects OVR. Aside from Fire Ball reducing it to -1, I have not measured it. The listed L-R is also a speed value, in 1 km/h units. Multiply by 4 to get internal units. It seems constant as long as you're above 128 km/h, which you should be at all the time. It's the side-to-side motion caused by holding the L or R buttons. The movement caused by this is relative to your facing, not your momentum, so picking L or R opposite of your turns tend to make you go faster. Trn is turning rate per frame. Bal is how quickly the game shifts your momentum toward your facing. 65536 of this is a full circle. The upper Bal number is used most of the time, while the lower Bal number is used whenever you release and press the accelerator. This second number is used for 10 frames after the transition from unpressed to pressed, but it doesn't matter whether you keep the accelerator pressed or released then. If you do mash the accelerator, it will reset the 10-frame timer each time the transition from unpressed -> pressed is done. That's roughly what I know of the mechanics so far. I'm not sure if I'll continue, but I may as well give an info dump.
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I think I can fix up the de-bounce stuff you've got in that lua. Have the controls be more responsive the moment you press a button and never repeat it even if you keep it held too long. Download PressTest.lua
Language: lua

local keys, lastkeys= {}, {} local function UpdateKeys() lastkeys= keys; keys= input.get() end local function Press(k) return keys[k] and not lastkeys[k] end local function Fn() UpdateKeys() if Press("space") then print("Hi, I'm some text! How are you?") end if Press("tilde") then print("Quick! Put useful code here instead!") end end gui.register(Fn)
This short piece of function stuff is roughly what I'd be using. And I'd make a separate set that replaces input.get() with joypad.getimmediate(1) for dealing with the controller stuff. Or, since I just offered a piece of code up there, you can make the changes yourself if you think you understand. It's your stuff, after all. ... As for whether this is a perfectly valid spot to place your multi-emulator code, I took a quick look around the forums. Honestly, this looks to me the best spot, as this is meant more for the emulators, playing games for fun, and not at all about TASing, and it certainly doesn't fit in "Other Emulators". The next best place is "Off topic", but, well... That's practically a catch-all.
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I'm going to dig through my notes on what the memory addresses are...
There are 31 objects. The listed address is the player's.
Everything up to +0x1E of that is the same stat for other objects.
   200 = X-pos(lo)
   21F = X-pos(hi)
   23E = Y-subpos
   25D = Y-pos(lo)
   27C = Y-pos(hi)
   29B = X-Spd(lo)
   2BA = X-Spd(hi)
   2D9 = Y-Spd(lo)
   2F8 = Y-Spd(hi)
   317 = Obj ID (zero means it doesn't exist)
   336 = X-Dir (bit 0x01)
   355 = Y-Dir (bit 0x01)
   374 = Facing (For the player, at least)
HP is elsewhere, but it doesn't line up nicely with this stuff. I will need to look through various things to get an idea. I wouldn't be surprised if they simply don't have the stat existing, such as... Well, HP for things that don't take damage or do so in an alternative fashion (like the player).
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I've looked at the RNG for a bit. I have a real simple script for VBA that, all it does, is predict what the next RNG value will be and count how many RNG rolls the game makes. The counter usually resets if you load state, but if it resets during other times, the game is doing something nifty with the RNG instead. I have no clue as to what the game actually does with the RNG itself, just that I think I got the basic "Next RNG" formula. There's probably other ways the game deals with the RNG, such as exiting the decks menu, but knowing this much might help. Honestly, I have no clue how much you know already. 16 bytes at address 02034030 looks suspiciously like the RNG. Download KH_RNG.lua
Language: lua

local R4s= memory.readdwordsigned --***************************************************************************** local function Roll(rTbl) --***************************************************************************** return bit.band(0xFFFFFFFF,bit.bxor( bit.lshift(rTbl[2], 2),bit.lshift(rTbl[4], 1), bit.rshift(rTbl[1],30),bit.rshift(rTbl[3],31) )) end local T= {0,0,0,0} local Count= 0 --***************************************************************************** local function CountRNG() --***************************************************************************** for i= 0, 1000 do for j= 1, 4 do if T[j] ~= R4s(0x02034030+4*(j-1)) then break end -- If we get here, we matched the RNG! Success! Escape the function now. Count= Count+i return end -- No match this time. Roll our stored value, and check for a match next time. table.insert(T,1,Roll(T)) T[5]= nil end --Give up. Reset counter and our stored RNG value. for i= 1, 4 do T[i]= R4s(0x02034030+4*(i-1)) Count= 0 end end --***************************************************************************** local function Fn() --***************************************************************************** CountRNG() for i= 1, 4 do gui.text(0,7*i,string.format("%8X",T[i])) end gui.text( 0,0,string.format("%8X",Roll(T)),0x00FF00FF) gui.text( 36,0,string.format("%6d",Count)) end gui.register(Fn)
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LightBlueYoshi has produced a TAS test run of Red Rescue Team a while back. It probably wouldn't hurt to know about it. Ended at level 16, I believe. This is a very low level, and it can be seen that Rayquaza is taking one damage before all the Defense reduction takes place. You'll need ways to bypass the defensive stats or your damage output is frighteningly low, STAB or not.
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If it basically goes to the title screen right after the name entry, I don't think there's a requirement to actually do anything at the name entry. For that matter, the credits will play on their own without interference from the player, right? Assume you drop the controller (input stops here) right after you go through the very last goal in the run. What will we see? If it plays the ending, credits, and reaches name entry, I don't think there will be problems if you stop the movie as early as the goal. Since we're talking about the very end of the movie, if the judges don't like how you ended things, it shouldn't be difficult to make changes to the end of your movie, I hope. They don't mind waiting for any adjustments to replace your submission if it turns out you did not end it properly. What is "proper" can be taken somewhat loosely, and the end of the world will not happen just because you submitted a poorly ended file, so don't worry. Standard is to end input when it is enough so that the ending can be viewed in full. http://tasvideos.org/MovieRules.html#MovieMustBeComplete As long as that is done, there are no problems. ... On a less important note, it's more of a curiosity factor I was thinking about for the credits. How high (or low!) can that counter go? The game doesn't give any acknowledgement beyond a short message for whatever you do in the credits, right? It's not required to TAS it, since you already did a good enough job completing the rest of the game.
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As long as the game is clearly complete, and can finish whatever ending on its own, you should be fine stopping upon reaching the last goal. If there are things that require player input to reach the rest of the ending, that needs to be included as part of the movie. If I recall these games correctly, nothing requires your input after you reach your last goal. Ending, credits, and name entry will finish on their own... If my memory is working right. Although, I suspect a lot of people also want to see the credits TASed as well, both games, but it's up to you to decide. You've already cleared the game, and the credits isn't strictly required by the game for the player to do for any reason.
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Through gui.register, a function is called once every time the emulator wants to update the screen. If the emulator is currently playing, it is exactly once per frame. If the emulator is paused, it looks like it tries to be called roughly 20 times per second. That should give you an idea. If you want a short piece of test code:
Language: lua

local a= 0 local function GuiStuff() -- Simply counts how many times it's called gui.text(8,8,a) a= a+1 end gui.register(GuiStuff)
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Tricks done, in order from "impossible for mere humans" to "frustratingly difficult to do with consistency", as I see it: * Luck manipulation of enemies to do what you want * Using the 8-pixel grid for your jetpod whenever depositing an item in a wormhole * Maintaining zero speed to play with terrain collision with the Golden Warpship * 15 Hz tether/untether of objects after getting Shield (EDIT: I didn't get a Shield, so technically, this isn't a trick I did) * Shooting at things two to three screen lengths away * Deflecting off the wrong surface around a corner * 15 Hz tether/untether of objects without Shield * Keeping the invisible grid in mind when leaving an object behind for later * Going significantly faster than 3 pixels per active frame using tethered objects * Using a minor collision to withstand a major collision Start from the bottom and work your way up. A warpless run would just go through the planets in order, gathering every Golden Warpship part instead of taking a few shortcuts that award a few of them for you. A 100% run would go out of the way to pick up every last item. The game keeps some track of a 100%-like goal, as once there's nothing left to get on a planet, aside from blowing up random enemies, it skips the "blast off / explore" choices and just has you leave the instant you return to the base ship. It would show off a few more items that this run doesn't get. Boosters are rather notable as being a permanent upgrade, as you don't lose it when your jetpod blows up, so I'll always have the quad acceleration available at x8 fuel cost. The Racing Jetpod can warp to different spots on the planet by flying into a wormhole. Stuff that fills the weapon slot other than Anti-Gravity might even be seen. We'll also have 11 Cyberzones to deal with, so 11 unique ways of handling the zone will have to be thought up. Oh, and Shields. Shields interfere with tethering, but enables one to survive bullets and reduces damage from other things.
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Here's more inconsistency: FCEUX has a gui.register that runs while emulation is actually paused. DeSmuME also runs that function's code while paused. Snes9x doesn't do that. You'll need to fake a pause, I believe. VBA doesn't either. Don't know about Gens, but you've certainly went through it carefully already. gui.register takes a function as a parameter. The function is to be called whenever the display updates. For some reason, FCEUX's display is updated fairly frequently when emulation is paused. Therefore, you can pause emulation and still have code running. Use emu.pause and emu.unpause as well to get things holding still or going. I'm not sure why the different emulators are all over the map with these functions. Most of them are similar, but there are a few irritating moments. I couldn't port my old Multitrack2 script to VBA at all. EDIT: As a bonus, when I was first messing around with gui.register, the help texts gave no mention of this "run while paused" feature. FCEUX 2.2.1 help still gives no mention of this.
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The difficulty is not one intended to be won by human players. While it is technically the highest difficulty, it is hidden, and omitting the detail that an unusual difficulty level is selected will mislead uninitiated people into thinking that this is normal gameplay. It is not. Specify the difficulty, bring attention to it. Don't imply the hardest setting, as the hardest in many games are winnable. This, in practical human terms, isn't. There are two endings. This run took the longer-to-get ending by going through stage x. Trying to win as fast as possible would mean not countering a certain attack and skipping stage x. I don't know if blowing up an entire galaxy would qualify as "good", but leaving the ending unspecified would imply that we took the fastest route, which is inaccurate. Therefore, I say Reallyjoel's Mom difficulty, (secret/good) ending is the ideal label. Pick 'secret ending' or 'hidden ending' or 'good ending' or... Anything that specifies an ending branch.
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Try removing fceux.cfg (preferably to somewhere you can find it again) and running FCEUX. That's the only idea I have. If you were using an older version and copied the .cfg over or unpacked FCEUX 2.2.2 right over the old version, it feels like doing that can cause unexpected errors. Or unpack the zip again in a clean folder and go straight to trying a lua script. Maybe load a ROM if you need to, but basically mess with absolutely nothing else. Aside from that, I've got nothing, and someone else will have to chime in.
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http://tasvideos.org/userfiles/info/12525896296055538 - Completed run. I did try to get those blue asteroids to follow me long enough to reach the boss, but failed this time around. TASing this segment has a far different feel than the other parts. The game really seems to take a completely different path here. I may try again, hopefully to get them to stick around long enough to take up enough object slots to stop the boss from spawning properly. That's my guess on how it happens. After a certain point, these blue things stop accelerating up or down, and accelerate in whatever the left-right direction they're facing to maximum speed. Anyway, hopefully most of it is entertaining enough. I'll probably look at a few points and see if I can make better changes. It's submit worthy as it stands, anyway.
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http://tasvideos.org/userfiles/info/12476717057354893 - No bomb, no problem. Getting the bomb was just an artifact of older plans that I followed blindly while trying to figure out a good route to take. I don't have the time to shoot that enemy's 16 HP away, by roughly 2 frames. I can, however, slip under it again without trouble. I did succeed in accelerating a little faster after that last fuel in Planet 13, but the faster acceleration didn't save a frame. Huh. No trouble getting back the progress after Planet 13, as I fixed up the RNG and went on my merry way to Planet 12. That's a relief, though I did earlier predict I wouldn't have too many syncing troubles.
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http://tasvideos.org/userfiles/info/12462875259092178 - Second segment without Anti-Gravity. http://tasvideos.org/userfiles/info/12462891550207300 - More Anti-Gravity fun! Wow, that thing is just plain useful! Turn on or off the gravity at will. I took a quick look at that auto-scroller known as the last stage with the Golden Warpship. ... I will not enjoy TASing it as what the heck am I supposed to do to maintain entertainment? Don't worry, I haven't forgotten about preventing one eye from spawning, but this will take some analysis. Maybe later, I want a complete movie quickly. Potential improvements noted: Planet 1: I remember frame warring against myself on this. I don't expect improvements. Planet 7: The crystal spins are really complicated. You have a weak thruster. Your fuel is really tight for all the walls you have to abuse. I'm not sure how much can be trimmed off with a better spin route, but the obvious ceiling is the crystal-less speed run. A note: When I slammed into the spike above one of those green enemies, I shot a fuel can at the same frame. If the shot came any later, my pod goes boom. Somehow, on the exact same frame, I get max fuel instead of max fuel minus one wall slam. Planet 8: Increase that X-pos value as fast as possible. Far too simple, really. Planet 13: I have to question the value of Time Bombs for the moment. That big enemy I blow up doesn't appear to take up too much room for me to squeeze through. Of course, I'd have to check. One less item to scroll past later. Anti-Gravity would let me fall faster with the Wormhole. Trading a Time Bomb plus 850 money for one Anti-Gravity appears unlikely, however. Planet 12: I wasn't too careful with some wormhole related speed boosts. I try to keep things reasonably tight, but I have to say, although I was keeping careful watch on my speed & position, and using a lua-enhanced TASEditor the whole time, I still slightly rushed things.
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http://tasvideos.org/userfiles/info/12415500773566030 - First attempt, no Anti-Gravity. http://tasvideos.org/userfiles/info/12430083941247869 - Second attempt, bought and used Anti-Gravity. Well, buying one more item is definitely worth it. I remember thinking about Anti-Gravity before, but I didn't think it would do much then. That was before I figured out how to abuse tethered objects to go faster than the usual speed limit. There's no fast way to get a spare 1000 cash for my first shopping trip, but that isn't a big problem, as Anti-Gravity shows up very early in the shop. When I get the 1000 I need later, I don't have far to go. No, there's no way I'm climbing up to the top of the planet with the wormhole without Anti-Gravity. That thing's heavy enough to overwhelm my boosted thrusters in this gravity, I can't get there in a timely fashion. I control my fuel precisely enough to blow up the instant I'm in reach of the wormhole. Should be faster than manipulating an enemy bullet in the right spot.
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jlun2 wrote:
FatRatKnight wrote:
Which means it might not be a glitch, but intended for an enemy, identical in appearance, to move unlike the other ones. It is a comfort to hear that this event does happen on the console itself. Regardless, when I can get the time, I'll take a closer look.
Just curious, did you ever managed to figure out the cause? :o
Never did. Apparently has something to do with the RNG, as when I made minor adjustments (by which I mean has nothing to do with changing trajectory), that thing didn't fly to me. I'm still going by the fact its ID number is different from the others and, for the time being, assume the others are stationary. I wanted to TAS the later planets. I do want to know if my shopping list is a good one. And if I later discover without doubt the guarding green ones can't move, well nice. I have a movie that goes past all that. I'm still more in a mood to deal with new planets than to stay on Planet 7 for another few days/weeks/forevers. Expect progress on Planet 12 rather than me figuring out some inner mechanics. I'll probably set a break point on the speed of the relevant enemy and look at the disassembly if I do want to analyze things in detail.
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Joined: 9/27/2008
Posts: 1085
http://tasvideos.org/userfiles/info/12394425950904402 Notably, it's a concentrated distraction. Already did Planet 13. Take a look. Fuel #3 has to be picked up in that strange fashion. Unfortunately, in order to tether that fuel cell, I must not be in reach of the wormhole, or else I'd tether that instead, and I can't stuff the wormhole into the fuel to get the fuel. Fuel #4 has a similar problem, but the terrain and direction I have to go is more convenient. As for the Golden Ship Part, that apparently takes tethering priority over the wormhole, so that problem doesn't affect me there. I need to figure out what affects when I can clear the item getting screen. It takes me a long time for my last fuel, but hitting A a frame earlier wouldn't clear it, at least when I was in the middle of TASing. Fun how I keep the wormhole above me for most of the trip to Fuel #4 and back. In case it didn't look like it, those wormholes are really heavy. Apparently stable hyper tunnels in the fabric of space time also involve a lot of mass.