Posts for Sp00ky

Post subject: Keith Courage
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Figured I'd at least start on this one, it's one of the most well known PCE games. Heres a small wip up to the beginning of stage 2: http://www.teamspooky.com/TAS/keithcouragewip1Sp00ky.zip Early conclusions: The gunhead enemies are extremely useful for damage boosting. In fact they could be used in more places than I showed here. The Areas where you play as Keith are going to be a pain. He's slow, he doesn't have the damage boost tricks he does in the alpha suit, and manipulating enemies to drop coins may be tricky. Also the hitbox on his sword isn't good enough to hit enemies on the way up from a jump, and ground slashes stop your momentum. In my opinion only 2 of the sword upgrades should be collected, the 2 that extend the length of your sword. This will help with coin issues. Hearts do need to be collected at some point. Damage boosting off enemies is really useful. I'm not sure what enemies will be the best source of hearts. The gunhead enemies need quite a few hits to die (and are our main source of damage boost which means often we don't want to kill them). The ninja-robot bomber things might be a better choice. Some later bosses can probably be killed faster if we can attrition them and just trade damage until we win. The final boss has a well known trick where if you jump into his area at the proper angle he is unable to move, making him trivial. Another kind of well known trick involves falling into a spike trap at a certain angle, this will allow you to be able to walk amongst the spikes safely (you cannot jump however, you must fall out of the spike pit to another ledge to escape safely) Things that would be most valuable, in order: 'Fall through floors trick': This would be an awesome find as it would make the Alpha Suit stages extremely fast. I tried having enemies push me through small gaps and such but to no avail. Ways to surpass speed limit: Keith especially would benefit from this as he is really unbearably slow. Coin/Heart manipulation ideas: I'm not 100% sure yet what influences enemies to drop items. Would love to hear any other ideas or see any other WIPs floating around.
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Every now and then I try to motivate myself to pick this back up or at least see if I can find some stuff but it just reminds me how frustrating the manipulation system is.
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Hey Nitrodon, Do you happen to have the memory addresses for the other apprentice responses?
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Thanks again. I came up with another crazy theory. Is it viable to fight a level 6 apprentice for XP in bonro or zellis? According to the xp chart at level 6 an apprentice should give 120 gold and 384 experience, which would be far superior to anything else we can fight at this level and expect to survive until after R-Pison. Lejes in particular would be great as his propensity for defense2 makes him particularly easy to manipuate.
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There is a shield destroyer hidden in Bonro. (item that casts defense 2) Pison defense is 50. R pisons is 100 (using defense2 will bring him to 50). he also only barely has more hp than regular pison. The only remaining issue is Pison's power is 40 while R Pison's is 120. However we have some flexibility here if we choose Valsu as a partner. We can manipulate R-Pison to hit Lux while Valsu keeps him healed, then have Valsu take a fatal hit before Lux deals the final blow. Nitrodon, do you know how the level of the apprentices is determined? Is it based on when you walk into the town? iIt would be nice to manipulate say, a level 7 Valsu early in the game, and a partner 2 levels higher than we are later on.
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Remember, dungeon battles cannot be manipulated once started. In those cases where i used attack instead of defend attack pison would have dodged. I don't think this is anywhere near optimal. The very first fight is terrible. Seeds were probably used wrong. At the inn I should have just saved instead of resting. However while I would love to take into account things like winning battles without extra scrolling I also have to take into account oftentimes what the game gives me as an option. If I have to choose between 'wait 100 frames' or 'lose a few frames on scrolling' obviously its a no brainer. I also anticipated having Valsu as an option in Bonro. I need to do a little more research in figuring out when the Bonro apprentices are decided as well as memory addresses for their responses to you. Shorter name is used because the character's name is mentioned in conversations/level up texts/ item texts. And I mean its not like lux is the most entertaining name in the first place.
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A test wip for comparison's sake with the ones posted above. http://dehacked.2y.net/microstorage.php/info/1725083332/7th%20Saga%2C%20The%20%28U%29.smv I experimented with most of the rest of the cast and found that like it or not Lux is probably THE character to main during a TAS.
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Thank you for this, it was very entertaining. Yes Vote
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It is possible to destroy the colony with 0 of the parts. It was done on one of the recent SDA runs. Edit: hopefully I'm not stating the obvious here.
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He actually does turn invisible but the encode made him appear that way. Thanks to everyone for the comments.
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This game is badly in need of a sequence break, I'm going to check out what you've mentioned. http://www.teamspooky.com/TAS/wall%20glitch.JPG I managed this by standing under the wall as it locked itself, then using up+down, up, up+down. I can't figure out how to get through the cieling yet but I imagine using L+R it should be doable. Will this work in level 2 to get you to level 7? Unknown. I have also managed to get the game to randomly teleport me about 5-6 squares to the right. Edit: finally got the glitch to work. getting back inside sophia seems to deactivate the glitch.
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I made a small wip of this. It only covers the first 9 stages out of 72. www.teamspooky.com/TAS/Dig%20Dug%20II%20(U)%20%5b!%5d-0.fm2 Glitches/things of note: You are supposed to use the pump to 'inflate' the enemies, but it is much faster to fire/release/fire/release repeatedly until the enemy is killed. The protagonist walks on a grid like system making accurate walking a little tricky/annoying. The game will allow solutions that include death of the protagonist. I show this in stage 9. I think this game could look good in a TAS.
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Backflipping is faster than walking, but it requires you to turn left (takes 2 frames) swing your weapon so you can block (takes 11-12 frames) and then flip, which means you don't see a net gain until the 3rd backflip. If anything could get in your way on the 3rd backflip (an enemy) and you need to waste time manipulating it to not attack you when falling from the flip, then walking to that enemy will overall be faster. The earlier levels are rather short, making it so only 2 backflips will get you to your destination (slower than walking) or so the third backflip usually meets an enemy who will hit you the moment you fall. I do find ways to sneak backflips in on occasion though (level 1 has a section where I manage it but then have to wait for my blaster to recharge anyway pretty much negating the minor gain). There are a couple of occasions where better manipulation would give me an opportunity to backflip but I was unsuccessful in getting the final result I wanted despite several rerecords. Also backflipping can sometimes put you past enemies, which I often don't want if keeping them grouped is a faster option. Unfortunately the game doesn't have a 2 player option (I'm sure it would look far cooler than single player)
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http://www.youtube.com/watch?v=knZxV8Bb6RM Curious if anyone knows any details on this one.
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Yet another big bump. Does anyone have any new information on this game since the relatively old previous run? I saw the topic about possibly skipping from level 2 to level 7 if a glitch could be found.
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Cool. I actually didn't know this game existed. Yes vote.
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Backflipping at the beginning of stage 7 would have given me an undesirable result from the first enemy I meet overall losing me time (he would have punched instead of doing his crouch kick). Between me having to dodge that and the time it takes for the first backflip I would have lost 4-5 frames versus just walking over there. The laser is dodged because the sword ender to the default combo has invinciblity. To clarify the following attacks have an invincible period: Sword slash (ender to default combo) Up throw Left/Right throw Lifting an item Throwing an item Blaster ender Blaster Stage 7 has the most theoretical improvement. Better enemy placement/AI manipulation could potentially save some time here without losing any entertainment value.
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Enhasa wrote:
Sp00ky wrote:
It's actually a remake of the Arcade Ninja Warriors game which explains the aesthetic values and the high quality music.
Ummm, have you played the arcade Ninja Warriors? silverjazz is right, this is a sequel.
Believe it or not it really is a remake. Note that the storyline is exactly the same as the arcade version (just expanded), as well as the main nemesis (he's been changed from a fat white guy to a fat green guy but its the same villian.) It does follow the patterns of beat-em up sequals (see: Streets of Rage and Streets of Rage 2) but the original developers intended it as a remake even though it isn't much like one overall. Edit: I don't have proof though so think of it what you will. I've just always been under the impression it is a remake because that is what it was listed as in the gaming magazines at the time of it's release.
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That was great, I'm pretty surprised how it turned out.
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It's actually a remake of the Arcade Ninja Warriors game which explains the aesthetic values and the high quality music.
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Thanks for the feedback. It was one of my favorite SNES games back when I was younger so I have always wanted to see it TASed, and finding the old Dromiceius topic convinced me to do it myself. Admittedly I think the game is just a tiny bit too long, but hopefully you guys won't start to get bored near the end.
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New Wip. http://dehacked.2y.net/microstorage.php/info/1760838970/Ninja%20Warriors%20Again%2C%20The%20%28J%29%20Sp00ky%20wip4.smv No new findings but I am ahead 2488 frames at the end of stage 4 compared to the ninja run. Anything from here of course wasn't done in the ninja run yet so I need some time to create a strategy.
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Here is another wip with the new developments. The kunoichi backflip does indeed help here or there. I even whiff a swipe so I can block and flip. This is (amazingly) 966 frames faster than the ninja wip mostly thanks to finding out just how much damage down + throw does. I think I will stick to the kunoichi after all. Highlight has to be manipulating a missile to kill 3 offscreen enemies for me just before the boss fight. Edit: http://dehacked.2y.net/microstorage.php/info/479953211/Ninja%20Warriors%20Again%2C%20The%20%28J%29%20Sp00ky%20wip3.smv Now 1862 Frames ahead at the end of stage 2. New discoveries: The 5 hp enemies are infinite. But you can manipulate the game into giving you the minimum amount per section by waiting until the screen can no longer scroll to kill them. This probably makes the kunoichi superior to the other characters as she can get from one end to the other of a section the fastest by merely dragging everything she meets along with her for the ride. Enemy attacks can be manipulated by moving back and forth or by swinging your weapon a little slower/faster at the current enemy you are fighting.
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I was trying to come up with an easy infinite for her but this is compounded by a couple of things. Bosses and high hp enemies tend to block if you 'stagger' your attack strings. I found I can someone manipulate this based on how many frames I hold the 3rd and 4th swipe for, but it's usually either A) they block or B) they recover before I can restart a 4 swipe sequence and do something undesirable (kunoichi flip away, the boss uses one of his very fast attacks.) With the boss I found manipulating him to block allows me to also manipulate him into letting me throw him but a still causes an unwanted knockdown and his wakeup time is especially long. Thank you very much for the memory addresses. I am going to try one more Kunoichi WIP and if I cannot beat the ninja time then I will try him as you did. I think if I can improve the 3 kunoichi and the boss fight significantly enough that it should be possible. The other sections are actually faster than Ninja with the exception of one. I haven't tried a few things yet. One is the block xx backflip, another is the jump and kick off an enemy attack. I also haven't tried the blaster combo yet, but the blaster usage for stage 1 was preplanned, I have to use each blaster within a certain amount of time to have a blaster available at the start of the boss, or I end up with one less blaster which I found was undesirable overall (Blaster is fast and it also allows her to immediately do heavy damage to enemies on the first frame they can be hit.) Dromiceius: The LUA script you made is amazing. I had no idea emulator scripting was that powerful. Thanks to your script I have all the necessary values for the kunoichis attacks. Here they are. Swipes: 8 x 4 ender standing = 16 ender crouching = 16 blaster ender = 32 Blaster = 48 throws up + throw = 32 down + throw = 4 x 5 + 32 (!!!) (obviously her best attack and will be abused heavily, had no idea it did this much damage) left/right + throw = 16 jump attacks neutral jump + slash = 16 forward jump + kick = 12 recoil kick = 8 Other: down + jump = 8 thrown bike = 32 Incidental knockdown from throw = 12
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Well here's another minor wip this time on hard as it should be. http://dehacked.2y.net/microstorage.php/info/1730006563/Ninja%20Warriors%20Again%2C%20The%20%28J%29%20Sp00ky%20wip2.smv This is with the kunoichi again not much different from the normal version. It is about 450ish frames behind the ninja wip posted previously. Highlights: Unlike ninja kunoichi doesnt have a good way to move across the screen when there are no enemies nearby. She can offset this with her left or right throw which moves her very quickly scooping up any enemies along with her in a convenient pile. In other situations where she needs to get to enemies before they spread out she can use her blaster attack. If that is not available she can use her down + jump to poke an enemy from just out of range before it can jump away or use an attack which must be dodged. Blaster attack flips her backwards so of course you want to turn the opposite direction for 2f first. The first boss has some very long invulnerability periods (especially at the start of the fight) which is why I have to wait a bit before I can knock him down with the blaster attack and move closer. Biggest place that could be improved is the 3 kunoichi fight. Hoping for some memory addresses so I can figure out what attacks do how much damage without guesswork. (Example: damage on thrown boxes/motorcycles versus blaster damage versus regular combo damage versus blaster combo damage) as this will tell me what to aim for during boss fights as well as the enemies with high hp.