Posts for brunovalads

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Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Also, paraphrasing my post on NESDev, I was wondering what else could you get out of bounds. I cheated to avoid death (address $040A is the bubble state apparently) and have infinite double jumps ($003D is the flag for it), being able to explore a lot of glitched rooms. These are the rooms I could reach, the missing ones crash the game, probably the resulting tile data pointer points to something that break the game or loop indefinitely. An interesting result is that the whole map loops, there on the right you can see a copy of the normal area but 1 screen up. Another cool thing is that blue room in the bottom to the right, for some reason there's a copy of the Bubble, you end up controlling both. My whole idea was to reach the credits room earlier by abusing these rooms, but as you can see you can't get there unfortunately. Also i could move only with cheats, so many random solid tiles it's hard to maneuver there.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
This game is great! I started a TAS right after i saw the speedrun, which uses a few good techniques. Here's my lua script, for BizHawk. I guess my run is halfway done, right after taking the iron ball. My route is the same of the speedrun.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Tompa wrote:
An "All Dragon Coins" TAS was recently uploaded to Nicovideo for the GBA version
I don't know the differences between the SNES and the GBA version regarding the physics, but this TAS seems not so optmized. Is there a lua script for this version already?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
I'm already in talks with KiwiCraker about improving this run, there's a lot to do. One thing is an exploit of OOB that i found: clearing the level by taking the pause menu heart. Link to video Unfortunatelly, in this particular level 44 i used as example, this strat is 20 frames slower than the current he used in the TAS, so will not be used in this level. But any other level that has 1 heart and takes more than 600 frames to complete should be analyzed.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Post subject: Re: Improvement by 105 frames
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Nice updates!
KiwiCracker wrote:
Maybe you can somehow manage to do it.
So, let's collab, hit me on Discord BrunoValads#6714
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Wow amazing that someone made a TAS of this game, i was doing it too! I got demotivated still in level 16, but i did a lot of research and I made a Lua script that could help you a lot. In order to display extra info i used the ball image and the tilemap image, make sure to get these and put in the same folder of the script. I have a RAM map too, i could paste here if you want. Some things i noticed while watching the run: • In level 42, you could reach the last heart early by going Out Of Bounds, which is simply done by clipping into the right side of the screen, the "barrier" is simply a wall of breakable blocks! And it's easy to get back, I'll make a better explanation of Out of Bounds later. • It seems that you didn't find out that you can get an extra speed if you bounce on a wall going left: the top x speed to the right is 8 pixels/frame, but to the left it's 9 pixels/frame, and when you hit a wall your speed value is negated, combining these 2 properties, you negate the left top speed into the right speed by simply hitting a wall to the left and immediately holding right. Knowing changed the way i did some levels, so i guess there's plenty of room for this trick. Great run, i loved this game, sad that it doesn't have music (hard to make soundtrack while making so many levels in a Jam). I'm sure we could improve this run.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
I WILL ALWAYS ENDORSE BOOTLEG GAMES SO YES! I'M NOT SCREAMING, I'M JUST DEAF AFTER WATCHING THE VIDEO.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Congratulations, this is great TAS for game that looks cooler now than before when I first played.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
This is true art! Can't wait for the next 165 frames shaved in 2025
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Amaraticando made a generic resourceful script for Lsnes, perhaps it may inspire you making a BizHawk version.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Mothrayas wrote:
[2320] SNES Super Mario World 2: Yoshi's Island "100%" by Baxter, Carl_Sagan & NxCy in 1:59:35.12
Easy the most amazing TAS of this decade for me. Always come to mind when I think about TAS in general, and I used it as example when trying to show friends what a TAS is.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
WarHippy wrote:
Team Name "Having Second Thoughts"
Instead of playing, i made a logo for our team:
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Sure, let's have second thoughts together. If MUGG and WarHippy say yes then yes team.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
WarHippy wrote:
Brunovalads, MUGG, and WarHippy? Team Name "Having Second Thoughts" (but then again, the name could be better...)
I accept!! WHERE'S THE 4TH PIECE? [Sonic drowning theme plays in the background]
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
I always want to participate but always end up with no free time to really work on inputs. So, as in the last 3 editions, i'll just do my research if the game is interesting, this time not joining a team. This said, is it ok to post here my findings so everyone can (if is the case) benefit from it?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Oh that totally makes sense, thanks for explaining. Not worth worrying about such a small detail. It's already the best rewind I ever used, it's smooth and the sound in reverse without glitching is great.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Sour wrote:
rewind feature
Speaking of which, is there a particular reason (or limitation) to make the hold rewind take effect only after you hold the hotkey for 1 second? Rewind 10secs and 1min are instantaneous.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Just to make clear for anyone else interested: You use this function with a x,y coordinate and a text as arguments, and you'll probably will put it inside your script loop. This is for BizHawk and its default gui.text font, but can easily be adapted to other fonts and emus. Example:
Language: lua

local test_text = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam rhoncus, mauris quis dapibus maximus, felis mi dapibus mauris, quis pulvinar lectus risus sed metus. Suspendisse id libero sed metus scelerisque maximus id sed est. Mauris iaculis justo vel neque euismod, a semper sapien consectetur. Nam vitae consequat tortor, nec efficitur purus. Proin porttitor libero tellus, sed mattis diam rutrum et. Curabitur ut dui ex. Sed nec nulla nec sapien tempus viverra. Ut ut sollicitudin nisi. Sed in sem ut erat ullamcorper interdum id et diam. Nulla eu tempus nisl. Phasellus eu nisi eget neque placerat viverra eu quis leo. Morbi vehicula est massa, sit amet sodales ligula blandit ut. Phasellus egestas ipsum eu vulputate tincidunt. Mauris gravida risus in malesuada malesuada." while true do draw_text_wrap(128, 0, test_text) emu.frameadvance() end
You can see the result of this example in this image. Now I realised it doesn't consider any symbol (like commas), but the fix should be easy.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Lil_Gecko wrote:
Is there a way for the rest of the text to go automatically underneath blablabla
I made a function, give it a try:
Language: lua

-- Font settings local BIZHAWK_FONT_WIDTH = 10 local BIZHAWK_FONT_HEIGHT = 14 -- Text wrap function local function draw_text_wrap(x, y, text) local text_table = {} for word in string.gmatch(text, "%a+") do table.insert(text_table, word) end local x_pos, y_pos = x, y local limit = client.screenwidth() -- Fit 1st word if x_pos + string.len(text_table[1])*BIZHAWK_FONT_WIDTH > limit then x_pos = limit - string.len(text_table[1])*BIZHAWK_FONT_WIDTH ; y_pos = y_pos + BIZHAWK_FONT_HEIGHT end gui.text(x_pos, y_pos, text_table[1]) x_pos = x_pos + (string.len(text_table[1]) + 1)*BIZHAWK_FONT_WIDTH -- Fit the other words for i = 2, #text_table do if x_pos + string.len(text_table[i])*BIZHAWK_FONT_WIDTH > limit then x_pos = x y_pos = y_pos + BIZHAWK_FONT_HEIGHT if x_pos + string.len(text_table[i])*BIZHAWK_FONT_WIDTH > limit then x_pos = limit - string.len(text_table[i])*BIZHAWK_FONT_WIDTH end end gui.text(x_pos, y_pos, text_table[i]) x_pos = x_pos + (string.len(text_table[i]) + 1)*BIZHAWK_FONT_WIDTH end end
There's probably other [better] ways to do that, this is the one that first came to mind
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
I think it's a valid submission since it's a bootleg of a very popular game. Sad that it's this short, it's quite impressive for the NES system. A yes with little to none entertainment.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Hey authors, the devs just released the Farewell DLC, and in the level music track there's a secret message dedicated to all the Celeste community, and you're included thanks to this TAS Congrats! 💙
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
I have no doubts that this run should be on this site, so yes! It's a high-level piece of technical work, and if it's possible on real hardware it definitely deserves recognition. However, as other people mentioned, this is a deeper version of game end glitch, so it should have its own branch.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
It's so amazing that this boundary can be pushed even further. Congrats guys for this excellent run!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
Patashu wrote:
I guess Tomb of the Mask was inspired by this game
Actually it seems the opposite, since TotM was realease in 2016. Anyways, it's such a cool gameplay, both games are very creative and soutracks are great. That's a nice run, EZGames!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (188)
Joined: 4/7/2015
Posts: 335
Location: Porto Alegre, RS, Brazil
dang it now I'm hungry
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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