Posts for TheAxeMan

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Without watching your run, I can tell you that a faster one has already been submitted: http://tasvideos.org/forum/viewtopic.php?t=1811
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I think the run should include a killer round of Alfred Chicken
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Ok, finished world 2 and worked out the absolute fastest manipulation of the bonus level. I need to be big or fireball to take a hit in 3-1 and I don't want to slow down to pick up a mushroom in a normally scrolling level if I don't have to. Conveniently, the setup of the bonus changes each frame. Furthermore, some testing revealed that the fastest way past a bonus level is to be big or fireball and then get the fire flower in the bonus. The animation goes much faster, enough to beat out getting the 1-life bonus (about 20 frames). This doesn't change how I'll do the first world, since being big would slow me down too much. However, it may be worthwhile to pick up a mushroom before the boss in world 3. I absolutely have to have fireballs all through 4-1 and 4-2. World 2-3 went pretty well, I had some fun sculpting the blocks and in the end I was able to shoot up everything and kill the boss without losing time. So the improvement over my first version so far is about 20 frames or so, but 17300 points. I'll break 200K easily. I don't think there's much improvement possible in worlds 3 and 4, but I'll see what I can do.
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Progressing through 2-3, killing everything in my path. Interestingly, the invincibility star seems to have a hidden score multiplier that increases when you run into enemies about a second apart. If you wait too long, the multiplier resets until the next time you hit an enemy. Still not sure how that first value is determined (from the last enemy killed, I think), but I was able to use this to up my score quite a bit.
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I like bombman overall, but I agree that the part where you go back to get the powerup from the multishot ground gun looks slow. What if you switch to elec or fireball when approaching it, blast it early, then switch back to M. You'd have just as many switches with no backtracking. Or is it not possible to manipulate the powerup then?
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Actually, it's not really taking advantage of lag. What I meant is that with no lag, the sequence is every other frame, but with lag I have to either hold it down or release it during that lag frame. So with no lag, turbo-B will do a moving charge about 50% of the time, depending on whether or not the "B" frames line up with what the game wants. With lag I had to frame-advance to make sure it's pressed on the right frames. Luckily it's not too much trouble since you can look at the the character's posture to determine whether or not to press it that frame. Sorry if you misunderstood.
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Well, my first full run had clearly poor planning in many spots. The second is much better, though I hesitated for the reason BOMF pointed out. However, I think there's a big difference between a simple 10-minute platformer run and a complex 40-min RPG run. Yes it will be obsoleted, but it will be at least a few months, I want to take my time on this (hopefully) final version. I'll make the submission soon.
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I love it! Perhaps you should consider making a lag-reduced version, but this definitely shows a lot of skill. I like the batarang manipulation, very smooth, especially at the beginning of level 3.
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Ok, watched the first half of the console speedrun, and saw something that will definitely help: the big bug boss can be killed on level 4, I had always thought it was 5. Anyway, this doesn't get me out of leveling in the swamp completely as I believe I need level 5 to hit the ice zombies (I'll check again). So I think the best I can do with this is to work it out so that killing the bug puts me on level 5. In effect, this moves 50 experience points from the swamp bugs to the ice zombies, which are faster and easier to work out. Another thing I've been pondering again, since this is going to take a while, is submitting the last run I did. It's well executed given the plan at the time, and the improvements I'm making now are far from obvious to the casual watcher.
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Wow, thanks, I have to watch this. Reading through the notes, it appears that he deals with a lot of the same problems I do, but he doesn't use the wild warp so things are a bit different. By they way, I totally plan on getting back to this run after finishing Mario World, I'll finish it someday...
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There are a couple good Batman games, at least two gameboy games. One based on the original movie, fairly simple. The animated series one is pretty sweet and very tough, it might be a good run.
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Well done, the very first GBA run is done. My only complaint is that you finished before I was done with Mario Land! :) Well, I can still claim first oldskool GB run...
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Ah, guess I was wrong about the horizontally moving platform, although maybe a few frames can be gained by maximizing the time spend running along that platform as it's moving to the right (I forget if you landed all the way on the far left tip of it).
Well, I want to jump from the far right of the vertical platform just as I have enough height to make the jump, and this just barely lands me on the horizontal one. But this brings up what you said before about making sure the horizontal one is moving when I stop. If I let the horizontal one move further, then I will have more running room on it. So I'll make sure the pause doesn't stop it, but I don't think this is the case as is. You'll be happy to know that I was able to work out most of your suggestions for 1-1 and 1-2 in my improved run, as well as a couple other tricks. The edge glitch was useful in 2-2, it let me get some more kills and coins. My score is up by 1000 so far, but I may be able to get another 100 out of 1-2, I need to check a few things. Framecount is exactly the same. Update: Finished through 2-2, I'm now 2400 points ahead with identical framecount. I've squeezed at least a few hundred more points out of every level. Optimizing 2-3 will provide a massive score increase, particularly if I can blast every single block. It won't be easy near the end, where there are several walls in a row and I have to make sure I have time to move on and finish the level. I'm also going to make sure I kill the boss this time, it will definitely add some flair. There's also the matter of determining the fastest way to be big in 3-1.
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Pretty nice job given the restraints you've set. I think the two runs to do for this game though are any% and 100%, and neither should avoid powerups or hidden levels. There are definitely a few places where the rabbit ears could help, and fireballs might speed up the bosses. This definitely needs to be checked out. Also, at least one of the hidden levels provides a shorter path to the final level of the area, so this should be taken advantage of. Is this what you meant by warps? I know the macro world area has one like this. Most of the secrets just reveal the secret area and don't let you advance toward the end of the area, so clearly not useful in an any% run. Of course a 100% run would show off all the areas and would require more powerups to reach the secrets.
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- at frame 30590, you slow down a lot. I know you think this didn't waste time, but I'm pretty sure you have to move further to the right to generate the horizontally moving platform that is the bottleneck, then you can fool around without wasting time
The vertical platform is the bottleneck here. Moving as fast as possible, you can't make the jump between platforms and you can't jump far enough to skip the horizontal one. So it's irrelevant when the horizontal one starts moving as I'm still able to jump on it.
- every time you shoot a fireball that bounces, you lose 1 frame compared to shooting it directly into the enemy's face (probably because of extra time calculating the fireball's trajectory compared to when it disappears instantly).
I definitely experimented on when to shoot and it didn't seem to make a difference, unless the fireball broke the minimum sprite count for lag. There doesn't seem to be an inherent frame penalty for bouncing the fireball, but I'll double check this my next time through.
- after 3-3, the time it takes to wait 1 height change and then go down the ladder to the fireflower is almost certainly greater than the time it would have taken to finish 3-3 at a different enough frame to get a straight path to the fireflower
Yeah, I didn't try to manipulate the bonus levels at all. I'll see what I can do next time.
- on platforms moving toward you that you jump on, I'm not sure you're jumping away at the earliest possible frame every time.
Now I definitely checked this pretty closely, it seems even jumping at the earliest frame possible still knocks you back a frame. It might be possible to avoid this by landing on a certain frame, maybe every other frame or so won't be subject to this.
- at the start of 1-3, you jump, I would check to make sure that doesn't slow you down by jumping before you're fully accelerated.
It only takes a few frames to fully accelerate and I'm pretty sure I got it here, but this will definitely be something I check. style:
- around frame 845 you can do something more fun to get the coin block and kill the enemy (still without slowing down). - around frame 2360 you can get the coins on both sides of the block without slowing down (making the mushroom appear didn't give any points) - at 2580, I think it's possible to get all 3 coins at once - at formations like the one at frame 5100, you can hit all 3 coin blocks without slowing down, not just 2 - you can get an extra coin at 9850
Thanks, I'll definitely try all of these. I picked up more tricks as I went on, which is why I wasn't planning on submitting the first run.
- you can run right up to enemies and jump at the last possible frame before touching them instead of having to jump earlier to land on them, I might've seen this somewhere but more often on goombas and things would be neat
I do this many, many times. However, since you can't vary the height at which you jump off of an enemy, I sometimes have to jump on it at the last frame possible to avoid falling in a pit or something.
- in the autoscrolling levels, if you let yourself almost get crushed off the screen and then shoot the block(s) away at the last moment, you'll keep going but you'll be mostly off the screen further left than normally possible (maybe neat to show off) - picking up the mushroom you don't need in 2-3 would still give you bonus points, I think
Right, I'll get this next time.
- when you have to take a hit on spikes, if you jump at just the right frame you'll cancel the "getting hit" sound effect
Ok, well I do this twice so I'll do one each way.
And one more thing: it looks like you're shaking the Game Boy quite a bit (i.e. you seem to have some of your motion sensor buttons set to your regular arrow keys)
Hmm, I didn't know about this feature. I switched the buttons, so it should be fine now. But wait, how does this motion get recorded? Can you explain this feature some more?
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Ok, here it is: http://home.comcast.net/~f_amoroso/MarioLand-TheAxeManv0.1.vbm ---some stats--- Movie length: 12:17 Final score: 192590 Level finish times: 1-1: 361 1-2: 364 1-3: 362 2-1: 358 2-2: 364 2-3: 265 3-1: 335 3-2: 358 3-3: 356 4-1: 338 4-2: 343 4-3: 207 Ok, now the breakdown of trouble spots and highlights for each level: 2-1: the first level where I lost forward progress. That bone fish was jumping at times that made it impossible to get above or below it, and the layout of the level doesn't allow approaching it from any other angle. Note that the bone fish are immune to fireballs. 2-3: I was sloppy here, just trying to finish it to get the time, I'll work out shooting everything later. 3-1: Had to stop twice to wait for rocks, but I jump on them as soon as possible. I powerup on 2-3 so I can take a hit on the long spike pit. 3-2: Stopped to get a mushroom so I could take a hit later. Also had trouble on one spot where three spiders are in my way. Taking the hit allows me to ignore the spiked pit and boulders. 3-3: Just barely made the jump on the first platforms, but barely missed the jump on the second set. So I wait and jump ASAP. The short pause after the two falling blocks sets up the two platforms ahead: I let the first one move some before the second one comes into scope. 4-1: Another forced platform wait, I take out my frustration on some enemies who might have otherwise survived. :) Fireball is necessary to take out the plants in close quarters. It seems to add lag sometimes, but otherwise it only costs 1 frame/fireball. 4-2: Hehe, things got a little dicey in parts of this level. I'm pretty sure the bottom path is faster even though I lose some speed maneuvering around the pipes. Taking the top path would require breaking three bricks since big Mario needs an extra block to fit through. At the end I was just barely able to make the jump off the last moving platform. There seems to be a glitch which gives you a one-frame chance to scramble up after a barely missed jump. It seems to be affected by being big/small and it's only possible on solid ground, not the platforms. I've tried to do this on solid walls, similar to the glitch in the NES SMB1, but it doesn't seem to work the same. Anyway, it ended up being useful, so yay! 4-3: It was easier to shoot everything on this level than in 2-3. I showed no mercy to Tantanga and his lakitu-wannabe minion. About the score, my final version should have no problem breaking 200K. There may be a few spots I can scrape up more coins or something, but most of the points I missed were in 2-3. The invincibility star seems to do something funny with the score multiplier, I'll need to look into that more. I will re-examine the end of 2-3, I would like to kill the boss on my way out. I also discovered a glitch which will let me up my score even more. It's only demonstrated a few times here, but I should be able to abuse it more. I'll leave the details a mystery for now, but it's definitely visible if you watch closely. For time, I may try manipulating the bonus stages to get what I want as the first item. This time around world 1 worked perfectly, but the others could be better. I'm thinking world 1 will still be 1 life, the rest will be fireball, mostly just so I don't have to powerup during the levels. Of course I'd love to get rid of any of the platform waits, if anyone can figure out a solution let me know.
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Hehe, sorry for leaving you hanging, I know how I will handle the swamp now, I just need to make up the final version of it. You can blame the new Game Boy recording capabilities for my distraction, I am working on a Mario Land run. Don't worry, I will finish Crystalis eventually.
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Hmm, I was planning on redoing before submission, I didn't expect to submit on the first time through. Though I attempted to optimize the non-forced-scroll levels as much as possible, I didn't fully exploit every point in 2-3, it got annoying to plan out all the movements and break every block. I was going to optimize it later since it's a style factor and doesn't affect speed. Don't worry, I'll post the full VBM of this run, but I really want the submission to be perfect. Making the final version should be pretty fast, except for the forced-scroll, so I still could beat out OgreSlayer and BoltR's projects.
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Ok, finally finished 3-3, the timer reading was 356. I ended up having to do some waiting for platforms, but did pull one neat time-saver by manipulating some platforms. Like I said before, I'll post the VBM when I finish, it shouldn't take much longer since I really only have two non-trivial levels to go. Here's my finish times so far: 1-1: 361 1-2: 364 1-3: 362 2-1: 358 2-2: 364 2-3: 265 3-1: 335 3-2: 358 3-3: 356 4-1: 338 In 4-1 and 4-2 I am planning on using fireball to get rid of enemies in my way, and I'll probably find some spot where it will be good to take a hit. Update: done with 4-1, 338 on the clock. It went pretty well, but I had to wait for platforms once. Kept fireball all the way through, I will make use of it in 4-2.
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Finished 3-2 with the timer reading 358. I had to slow down in two spots: once to get a mushroom so I could get hit later and a slight pause to deal with a nasty pack of spiders (where Vatchern takes a hit.) I save my hit for the spikes and the invincibility lets me run right through before the rocks barely come down. I started 3-3 and made it through the first platform series without stopping. I'm having trouble on the second though, just barely shy of making a jump. I'll try coming at it from a different angle, otherwise I'll have to wait a little here for the platforms to line up.
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[checks "make recent on load"] Wow, thanks! Oh one more thing, I started using the read-only on/off switch, this is great! I can't say how many times using FCEU I've had to replay movie readonly-savestate-replay writeable. This make things much easier. However, after working on Mario Land I hit "stop playing movie" instead of "stop recording movie." It stopped but didn't save my progress (luckily for me it was just a matter of loading a save) Anyway, not sure what the behavior should be, but it would be annoying to lose progress like this.
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Well, I haven't checked my rom, but it's definitely the same as Vatchern's. Anyway, I've continued on, I had the even better idea of picking up a mushroom in 2-3 since it loses no time. However, being big makes it 6 frames slower to get up behind the giant seahorse, and it's no longer possible to kill him without losing time :( (because you need to destroy both rows of blocks). However, 3-1 went pretty well. I only had to wait for rocks twice. My clear time was 335. Here's the strategy for the rocks: First spiked pit jump and jump off the rock as soon as possible. This won't clear the whole distance by itself, but bouncing off the bullet bill makes up the difference. Second pit can be done just by jumping onto the rock and off again. Third pit is long, take your hit here. The invincibility time is more than enough to make it.
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Not bad, but your world 2 is also improvable. I get the same times as you in world 1, but world 2 I get 358 for 2-1 (same) 364 for 2-2 (1 better) and 365 for 2-3 (2 better). On 2-1 it looks like you had trouble the same place as me, but you got through by taking a hit. In 2-2 I never had to slow down, but you lose momentum a couple times. 2-3 is forced scroll most of the way, but in the end you need to make sure you touch that...whatever it is behind the boss as soon as you can. I will try to do world 3 small but it looks like it would be helpful to get the fire flower at the end of world 3 to use on the plants that are right in the way. Notice that you lose some momentum when you let loose a fireball, it seems to cost 5 frames a shot. However, even with that it will still be a win to shoot those plants. It may also be worthwhile in world 3 to ignore the spikes at even one of the spots. Edit: Yes, definitely picking fireball in world 3.
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I am trying this out, I've finished the first two worlds, and all my levels are at or faster than the best times you've reported so far. As a secondary goal I am getting as many points as possible, which leads to some interesting moves. Anyway, the only place I have had to slow down so far was one spot with the bone fish in 2-1, so besides that I don't think it would be possible to go faster. Interestingly, I was able to gun down the big bad seahorse and still finish 2-3 as fast as possible. This is going pretty fast, so I'll try to make it all the way through before posting.
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What about the save/load interface is different, is it that there are no prev/next slot commands?
SNES9x and VBA don't have the concept of a "current" save slot. The most recent slot option is good, but it translates to "most recently saved" not "most recently saved or loaded." I would prefer "saved or loaded" but don't know about everyone else. I don't find incrementing/decrementing the slot number to be helpful, but others might have different habits.