Posts for Randil

Post subject: Re: Battle Kid: Fortress of Peril
Experienced Forum User, Published Author, Skilled player (1890)
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Aglar wrote:
Randil wrote:
I have even made a TAS of the demo here (no sound though). Here is the .fcm.
This seemed so fun that I had to give it a try myself:). Only fcm since I make terrible encodes.
Very nice job! I knew my run could be improved, but not by this much. Perhaps I'll try and improve your attempt, but I couldn't spot any potential improvement.
Post subject: Battle Kid: Fortress of Peril
Experienced Forum User, Published Author, Skilled player (1890)
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Battle Kid: Fortress of Peril is actually a new NES platformer game in the making by Sivak games. As far as I understand, it will be finished sometime this year, and actual NES cartridges will be sold (for about 30$ I've heard). So all of you who still have a functioning NES console may soon enjoy a whole new game! Here is a youtube trailer for the game, and here is the (completely legal) public demo ROM for the game. I have even made a TAS of the demo here (no sound though). Here is the .fcm. This game looks promising, doesn't it?
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I'm glad to see this finished, and the end result was as good as I had hoped. Very nice strategies overall, so here's another yes vote! I think it would be interesting to see how much time in this run is spent on killing enemies, moving around after all enemies are dead, and flying to the next level, respectively. My guess is that not more than 3-4 minutes in this run are spent on actually killing the enemies. mklip2001: A long time ago, when the world was still young, I seem to remember TASing a level or two for this run, but I'm fairly certain that the others have improved those attempts since then, so none of my input is actually in this movie. At least I think that's the case here, so I agree with that I shouldn't be a co-author, since I didn't really contribute anything to this run.
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The troll doesn't accept gold coins the second time you meet him him - after the first gold coin, he says he just raised the toll to 2 gold coins, and if you give him another coin he says he has changed his mind and kills you. So you can never cross the bridge by bribing the troll, neither on your first nor your second visit. Left+right has the same effect as pressing right, and up+down has the same effect as pressing down. I haven't found anything weird to happen when pressing left+right or up+down in this game. I think that another potential improvement is when I use items that I need to use on SELF, like the gauntlet and the cloak - perhaps there are better places to use them on SELF than in the published run...
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Unfortunately you can't cast Humana without getting the troll to appear first - if you try to do so, you get the message: "Uh oh, the wind has suddenly died down! Nothing happens! There must be something missing!" Nice idea though, that was yet another thing I didn't consider in the published run. Please keep these innovative ideas coming. :)
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Heisanevilgenius wrote:
I can't help thinking the fastest way to beat each level would be to manipulate all the enemies into a line and then drop a boulder on them all at once. Or better yet, do this to all but one enemy and then burst the other one while this is being set in motion.
As I see it, there are three problems with this, 1) At the start of the level, the enemies must be close to each other, otherwise it will take too long to get them grouped up close, and 2) if you do get them close together, there has to be a boulder close by, and 3) the drop animation takes quite a few frames before it actually drops. I'd like to see someone prove me wrong on this by beating a level really fast with this strategy, because it would be really fun and awesome if it worked! EDIT: Timers $0037 for seconds and $0036 for frames can be used to time levels.
Experienced Forum User, Published Author, Skilled player (1890)
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Pretty much just this forum and (I'm surprised no one has said this yet) Speed demos archive's forum.
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I probably won't have any time to TAS for the foreseeable future, but if anyone else who reads this starts getting interested in Dig Dug TASing, I'll too help out as much as I can. I think that the best way to optimize a Dig Dug run is to make it a team effort (or a competition), there are so many strategies available on each level that it will probably take more than one person to find the fastest one.
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I have a Dig Dug WIP that beats the first few levels in, on average, about 10 seconds: .fcm. I haven't timed it against yours, so it might be slower on some levels, but overall I think it's a bit faster. I think that manipulating the monsters to team up on you is the key to beating levels fast. But yeah, I think a Dig Dug run would be great to watch, and I think it makes a nice game for competition!
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Is there a page where you can see how many of these points you (or someone else) has? I've looked around for a way to find out how many points I have, but without any luck. (I'd like to avoid calculating it myself)
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While recording a movie, if you open up TAS Edit and then close it down, the movie stops. Is this supposed to happen?
Experienced Forum User, Published Author, Skilled player (1890)
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Randil wrote:
A very small site bug, but still: On the NES movies only page, the header says "TASVideos movies: only" when it should say "TASVideos movies: NES only" or perhaps "TASVideos movies: NES/FDS only".
This bug is still present. Here's a picture to show what I mean: Again, it's a small bug that probably doesn't bother anyone, but on the other hand it should be very easy to fix.
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Looks good! It was very entertaining already, and I think there's still quite a lot of untapped potential, such as moving around close to bullets a la Gradius. I played around with this game too some time ago, and the way I solved the flickering sprites issue was to make a lua script draw a box around all enemies and bullets. If you use the gui.register feature you won't have the 1 frame behind issue either, so this solution worked fairly well. Here's the script if you're interested (it's a bit messy and not very optimized, but it should give you the idea):
local function box(xcenter,ycenter,width,height,xoffset,yoffset,color)

left  = xcenter-width/2+xoffset
down  = ycenter+height/2-yoffset
right = xcenter+width/2+xoffset
up    = ycenter-height/2-yoffset

	if (left > 0 and left < 255 and  right> 0 and right < 255 and down > 0 and down < 224 and up > 0 and up < 224) then
		gui.drawbox(left,down,right,up,color);

	end;
end;

while true do

local function displayer()

bulletx = {[0] = 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
bullety = {[0] = 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}

for k=0,12,1 do

if memory.readbyte(0x42C-k)<255 and memory.readbyte(0x3CC-k)==0 then box(memory.readbyte(0x3EC-k), memory.readbyte(0x42C-k), 8, 8, 0, 0, "red") else gui.text(10,10,"") end

end

for k=0,30,1 do

if (memory.readbyte(0x4F0-k)>0 and memory.readbyte(0x5F0-k)==1) then box(memory.readbyte(0x4F0-k), memory.readbyte(0x570-k), 8, 8, 0, 0, "green") else gui.text(10,10,"") end

end

end
gui.register(displayer)

   FCEU.frameadvance()
end
Perhaps there is a more elegant way to solve the flickering sprite issue. Oh, and the boss' HP is stored in RAM address 05D1.
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You've heard all this before, but let me remind you that you are very awesome indeed, and that your runs are always a pleasure to watch. I'm looking forward to your next TAS. Here's a yes vote from me.
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I have tried this, and you do indeed need to put a stone in the slingshot in order to knock out the cyclops.
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Happy birthday from Sweden, kiddo!
Experienced Forum User, Published Author, Skilled player (1890)
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This is me playing and singing the last part of "Round Here" by Counting Crows. It's just 4 chords so it's very easy to play, it's the singing that is trickier. This was more a test to see how well my digital camera recorded singing, but it turned out pretty well so perhaps someone will enjoy it. Sorry about my English and sorry about the small mess ups (at 0:31 and 1:06). The original song can be found here, and the part I did from starts at around 3:06 in this video.
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Hehe, I never thought I could ever make money from TASing. :) I like this idea, and $50 is indeed a very generous donation.
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andrewg wrote:
Interesting... I'm curious, what kinds of glitches exist in this game? Are many exploited?
There exists a very peculiar glitch involving the glasses (a user here named Lusk PM:ed me about this a long time ago) - basically, the glasses are bugged so you can pick it up while it's in your inventory, giving you another pair of glasses. You can then repeat this act as many times as you want - in the end, your item list will overflow and the game starts writing to RAM addresses that it really shouldn't mess with - pretty much crashing the game. I have tried finding a use for this glitch, but haven't found anything. EDIT: The cyclops idea doesn't seem to work - what happens is that when I'm about to pass him the second time (after having cast Humana), I get the message "you're afraid to get near it" - the only way to solve this is to hit him with the sling again, but this isn't possible since I don't have another stone with me, and even if I do pick up one more stone this trick will no longer save time. I looked in to this matter some more, to find out exactly when you get this message. The "afraid flag" is pulled down when you have thrown a stone at the cyclops, however, it is raised again as soon as you leave this room, and the only way to pull it down again is to throw another stone at the cyclops. Any idea how to solve this? Otherwise it pains me to say that this trick probably isn't of any use in the TAS. Here's the movie if anyone wants to take a look at it. It goes up to the second visit to the cyclops room, where you'll see that I can't pass the cyclops. (The reason why I got it to work before was because I used memory poke to revive the cyclops again on my second visit, but I didn't consider that there was another RAM address involved)
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mklip2001 wrote:
I can't think of anything else to improve the run. With this new item route, would this change the best item to use with the Sphinx?
The horse shoe will still be the best sphinx item to get - skipping the sword won't really change anything that is related to the sphinx. By taking the sword, I won't have to throw key1 in the lake, so after the lake room my item list will look almost identical to the published run, to the point where I should probably be able to copy large chunks from the published run without risk of desynch.
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AndyD wrote:
quantum fighter (great 2d platformer)
Do you mean this?
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Wow, I just tested your idea mklip2001, and it worked beautifully - this should save quite some time since I now neither have to pick up the sword or kill the cyclops - perhaps I won't even have to throw key1 in the lake now, since I'll have one less item on me at this point anyway. I'll get right down to work with this, though I can't say how long it will take. Thanks again.
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Hmm, interesting, I'll check this out first thing tomorrow and let you know how it works out.
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Here's something that might keep you entertained for a few minutes if you don't already know the answer (I thuoght about this when I woke up this morning): Let n=2,3,4,... and let p be any prime >=2. Show that the n:th root of p is irrational for all these values of n and p. It's not very hard to solve, but I'd be interested in seeing if you solve it in another way than I did.
Post subject: Suggestion: Display frame count in Author's comments
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This is mostly directed for NES submissions, but I think it might be a good idea to be implement for all submissions: My suggestion is to add another small box (preferably under "Movie length:") in the big "information box" at the right hand side of the author's comments for submissions containing the frame count for the movie. There are two reasons why I think this might be a good idea: 1. If someone submits a .fm2 run for NES game X, and this game has a published .fcm run on the site, in order to compare which one really is faster you have to download both movie files, open the published one in FCEU, open the submitted one with FCEUX, compare the frame counts, and then calculate the difference (or alternatively use a calculator and work a bit to find both frame counts). I think anyone who has tried to compare a submitted FCEUX run with a published FCEU run know that it's a bit cumbersome to compare them. 2. It will make it easier to compare runs on a frame level, as you don't have to open the movie files in the emulator or use a calculator to compare how many frames they differ by. Would this be possible to implement? Is this a good or bad idea? Discuss!