Posts for RattleMan

Experienced Forum User, Published Author, Player (66)
Joined: 5/5/2007
Posts: 65
Captain Forehead wrote:
Problem: I click on your link, and a page shows up that says: "File name is missing an extensions or extension is invalid. Please beat the creator of this link upside the head." This is extremely weird here. Answers?
If you take a look at the original URL, the forum software cut the URL off. Copy and paste it manually to get it to work. EDIT: Watched it all, very well done. Can't wait for the rest.
Experienced Forum User, Published Author, Player (66)
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Kyman wrote:
Too bad you don't get your moves and when you get to the top of the hill after talking to bottles, the game crashes.
What? My preliminary tests seems to indicate that you need to land in a specific spot for this to happen.
Experienced Forum User, Published Author, Player (66)
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meepers wrote:
Maybe an encoder will be friendly/nice enough to put up a video download.
http://drop.io/4sn639c My first encode. Sound may desync a few ms and there's a split-second black screen at 0:56 that I can't do anything about.
Experienced Forum User, Published Author, Player (66)
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Having watched all your WIPs, only the final boss and the room before it is new to me. Nice job; I was surprised when you hit him through the floor.
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Swordless Link wrote:
Works for me. Looks nice. And it's "superflip", dammit. >_>
Just curious, why do you call it that? The original person who discovered it (BrianMp16 with Nayru's Love; I think? Correct me if wrong) called it a Megaflip, as did Petrie911 sans NL.
Experienced Forum User, Published Author, Player (66)
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DarkKobold wrote:
It'd be cool if the script only functioned when sonic's x velocity reached a certain point
Simple.

	romcheck1 = memory.readbyte(0x00013f)
	if romcheck1 == 71 then addr_xspeed = 0xffd010 end
	-- Sonic 1

	if romcheck1 == 50 then addr_xspeed = 0xffb010 end
	-- Sonic 2

	if romcheck1 == 32 then addr_xspeed = 0xffb018 end
	-- Sonic 3&K

gens.registerbefore(function()
        xspeed = memory.readwordsigned(addr_xspeed)
	if (xspeed >= 1500 and xspeed <= 2500) or (xspeed <= -1500 and xspeed >= -2500) then gui.image(gui.gdscreenshot(), 0.8) end
	if (xspeed >= 2500) or (xspeed <= -2500) then gui.image(gui.gdscreenshot(), 0.92) end

	message = string.format("velocity: %d", xspeed)
	gui.text(10, 50, message, "#FFFF00FF", "black")


end)
romcheck1 checks a certain spot in the header to determine what game it is and where the x-velocity is stored. If your copy doesn't get the blur, use this to find the byte and add it to the romcheck list:
gens.registerbefore(function()

	thebyte = memory.readbyte(0x00013f)

	message = string.format("byte: %d", thebyte)
	gui.text(10, 50, message, "#FFFF00FF", "black")

end)
EDIT: Fixed as per nitsuja's suggestion below.
Experienced Forum User, Published Author, Player (66)
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Just one more room to go until the final boss...good luck!
Experienced Forum User, Published Author, Player (66)
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Boss Boombox is amazing! Nice little trick there.
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Kirkq wrote:
Constructive solution much appreciated. Realize that I was not asking anyone to spend half an hour to make me a savestate. I would've thought after all of the discussion that someone had one available, which apparently was not the case.
Here you go: http://drop.io/3gdsasd BK-JustOutsideFurnaceFun.zip = The one just outside Furnace Fun (haven't played it at all yet) BK-FurnaceFunSave.zip = Completed Furnace Fun Also, I fixed the "second map" above that was missing tiles and doublechecked with the game for correctness:
Experienced Forum User, Published Author, Player (66)
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I did a TAS of a few sections of this back in September, but it ends up being a few seconds slower than yours. Regarding the run, I don't like being hit in the first area (27s), so I slowed down to avoid that. Here is my run: http://dehacked.2y.net/microstorage.php/info/216829057/McDonald%27s%20Treasure%20Land%20Adventure.gmv
Experienced Forum User, Published Author, Player (66)
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It might already be known, but the Deku Garden puzzle in the Japanese version of Majora's Mask is more involved than the U/E version. There are more grottos, and their locations have been removed/modified in U/E. The grotto you took the wrong exit to was infact one that was removed for the U/E release. A comparison image:
Experienced Forum User, Published Author, Player (66)
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Twelvepack wrote:
The comparison video was really cool, but the endless japanese text got annoying. What was so important to say that it was worth having it scroll constantly?
I found a version on Youtube yesterday that does not have that text: http://www.youtube.com/watch?v=8L69Tq882_c
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Comicalflop wrote:
(Aquas unassisted gives 100ish score, tool assisted gives 300+.) See this vid: http://www.youtube.com/watch?v=ZEOJcvTn--4
http://www.youtube.com/watch?v=cBBwLUY22bo This newer run gets 476 vs. 396.
Post subject: Mario Party 1: Mini-Game Island
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I recently completed a Mario Party 1 TAS of the Mini-Game Island. Thoughts? http://drop.io/g47p7h1 Since Dehacked's ministorage isn't working for me right now for some reason, and this file is large uncompressed, I uploaded it there instead. The control-stick-rotating games are done to the best of my ability.
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Just tested it by running the lastest NES SMB1 TAS and a TAS I just made side by side. It seems that the coin area that you find after going down the first pipe is shorter height-wise in SMBDX than the NES version. Also, at the end of the level, there are seven stairs to climb in the DX version as opposed to eight in the original. I suppose this change was made because of the screen height (the seventh stairs in the DX version just barely touches the top of the viewable screen). http://dehacked.2y.net/microstorage.php/info/324668083/SMBDX-Test2.vbm My ROM is "Super Mario Bros. DX (V1.0) (U) [C][!]". Here is a video comparison: http://www.youtube.com/watch?v=t0FaKwcB4As
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Flip wrote:
I'd presume each egg has it's own unique identity though, unlike useless stuff like bugs or fairies. Once you collect an egg, you can no longer collect another egg in that exact same spot, so clearly the game knows which eggs you have collected. If it does have some sort of labelling system on the eggs, it might prevent NWBN being learned by collecting 7 clones. EG in the tank you'll have eggs: 2222222 instead of : 1234567, so the game might not recognise it fully and so not teach you the song.
By using a Gameshark code to have an egg in a bottle, dropping seven of these into the tank (empty the bottle, re-equip the same bottle with the egg inside) will begin the NWBN process, so I don't think it's that...
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A minor error; the About screen still says "Movie 9Z".
Experienced Forum User, Published Author, Player (66)
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Very awesome; yes vote.
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Mechuyael wrote:
From what I understood from watching a let's play of this game, you need to beat bosses 1-3 if you want to be able to beat the final boss. So the 1-1 to 4-4 warp might not be that useful..
The orbs you receive from beating the bosses are needed, yes, but you don't need all three of them. One will suffice, but you have to watch out or King Mole will destroy the orb with his magic shot. It is, however, possible to harm King Mole using only your Clones, but I'm pretty sure you can't hold enough Clones to defeat him (you lose Clones as you swipe).
Experienced Forum User, Published Author, Player (66)
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Dromiceius wrote:
Nevertheless, I enjoyed watching it, and I don't know that it's improvable, so I'm going to vote Yes.
Thanks for your vote.
Truncated wrote:
This didn't do it for me... too long and repetitive. The slopes seems like the only interesting way to gain speed. You mentioned that there are warps that skip some levels. How much time would that save approximately?
The best warp I know of is in 1-1; it takes you to 4-4, skipping 23 levels. It would save around 23 minutes (oddly). I wanted this run to be a 100% run before doing a warped run.
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Comicalflop wrote:
However, a similar "when Link enters area" trigger cutscene, when you arrive at Hyrule Castle gate and Zelda+Shiek run away and Ganandorf appears, if you superslide into the cutscene, it's not delayed, nor does holding your shield up affect anything at all (the scene is shown with his shield down).
If you recall, the screen fades out once you trigger that cutscene. The Ganon cutscene in question does not do that.
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Aqfaq wrote:
Nice first submission, RattleMan! The game is a bit repetitive, but the music is funny and some of your stylistical choices entertained me to some extent. The rollercoaster levels were funny, despite their autoscrolling nature. The bad hit detection and lag makes it look sloppy sometimes, but I know the game and I think your movements were rather precise, so my vote is getting towards the "yes". One question, though. You mention that the "hardest difficulty plays through all levels". What does that mean? Does that mean that the warps are not available in the hardest difficulty? Or did you just decide to not use them? I think the levels offer very little new content as the game progresses, so if the hardest difficulty allows warping, it might make the movie more tight without significant loss in content. Overall, this may be an average TAS, but still quite good for a first submission.
Thanks for the vote. Playing the hardest difficulty ("Game Master") goes through all the levels available in the game, as you see in the movie. When playing "Digest" mode, you skip levels as you progress. Digest plays a fraction of the levels "Game Master" does; 1-1 -> 1-3 -> 1-4 -> 1-7 -> 2-1 -> 2-5 -> 2-6 -> 3-2 -> 4-6. Warps are available at every difficulty, but I decided not to take any level-to-level warps (example: 4-2 to 4-4) because I wanted to do an "all levels completed" run.
Dromiceius wrote:
That was more entertaining than the average platformer. The submission text answered most of the questions I had while watching the movie, though I still have my doubts about optimization. Just one question: did you watch any memory addresses?
Where do your doubts lie? Regarding memory addresses, I could not determine what memory addresses deserved to be watched. If Marvel Land were something like King's Bounty where an hidden item's coordinates could be found, I would probably do it, but again I couldn't determine what needed watching. Sorry if this isn't the answer you're looking for.
Kitsune wrote:
I myself voted Yes on this. :3 This game brings back a fond memory of watching Nickelodeon Arcade back when it was on television. This game was actually played once. :3 And it was very entertaining, that 30 minutes just flew by. :3
Thank you for your vote!
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stickyman05 wrote:
I hope you decide to make this, 'cause I would like to see the final result. Let me know if you want me to actually critique your WIP (I don't know if you are actually posting as a WIP or just a showcase so someone else picks it up.)
As of now, I plan on doing a full run. Yes, I would like it if you critique my WIP.
Post subject: Marvel Land
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One of the games I grew up with and still play today. I've done a little run of Levels 1-1 up to 1-5, no warps. USA version. Comments? http://dehacked.2y.net/microstorage.php/info/1164357308/MarvelLand-11to15.gmv
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Swordless Link wrote:
Here's a little something I did for the fun of it: http://www.youtube.com/watch?v=3bl8shPiUrM
Amazing. That is an incredibly awesome use of that glitch. I also liked the things you did while waiting. "Following" Phantom Ganon as he comes down through the painting instead of just aiming where he was going to come out was also nice.