Posts for sugarfoot

sugarfoot
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If anyone is interested: here is the replacement TAS It's huge improvement - completed in 6:58, as opposed to 8:03 for this TAS http://tasvideos.org/forum/viewtopic.php?t=20008
sugarfoot
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Posts: 42
Memory wrote:
sugarfoot wrote:
Memory wrote:
You should probably cancel your previous submission
Why? (serious question - I thought it was good to keep old iterations available on site, even if they just end up in Vault)
They have to get accepted in the first place to end up in vault. Your old submission was never judged and since it does not beat all known records at least as of this submission, can never end up in vault.
Ahh got it thanks for info! I set the previous submission to canceled and added link to updated TAS
sugarfoot
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Joined: 3/6/2018
Posts: 42
Memory wrote:
You should probably cancel your previous submission
Why? (serious question - I thought it was good to keep old iterations available on site, even if they just end up in Vault)
sugarfoot
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PLANET wrote:
Hey man, I'd love to see that TAS, however the encode video on YT is 'unavailable', please try to look at this, thanks!
ViGadeomes wrote:
I had the same problem, sugarfoot in the <video>, don't put "https://youtube.watch?=" only what is next.
Sorry! I forgot to make the video public: should be fixed now (verified in Incognito browser window): https://www.youtube.com/watch?v=GeqYfzzoJUE
sugarfoot
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PLANET wrote:
A 2/3 yes vote, man. I also love this game and it really made me smile that you managed to complete this - thank you! : ) It seems combat optims are really possible, please try to work on it further (that's why 2/3 yes vote ; ), but it's looking nice nevertheless : ) Really like some moments, namely 1:11 with the knife kick ; 1:50 where the guy says to himself "I'll just disarm this dynamite and-" ; ) ; 3:45 of "punching the guy who decided to play Batman" ; after that, usage of the first hole (second is ok too) ; 4:52 and the "boulder play" ; and of course, 7:58 where Bolo could finally admit he doesn't like the boss and he wants to help :D (and naturally, the consquences of the boss dying). It's funny to notice how the green Bolo part isn't slowed down compared to most of the game - perhaps a different version would be sensible to use? And using easy OR hard difficult would probably be a good idea. I'd vote for easy, too (less grinding). Just more optimized, please. Also, WTF happens 3 frames (YT encode) after the last of the boss' sidekick goes through the door and vanishes? Two characters appear at lower right corner, one being Jimmy, and the second? Cloned Billy? As for playing on two players, there's a small problem at the very end, because after defeating the final boss, Jimmy (2UP) would fight with 1UP, ie Billy (either being a secret boss of the organisation or fighting for the girl, don't remember). And the slowdown would be more present throughout the game, too. For a laugh: look at Marian's arms at 8:43 (fun fact: Marian is a male name in Polish). It seems she likes weightlifting/gym as much as the brothers do! ; )
Thanks for the feedback! I'm not sure what those ghost characters are when Mariam is rescued, I found that vey interesting too. And yes totally - I plan to record another video that's very optimized (it was never my intent for this to be final version). I have my Lua Macros written out, exact health amounts for every enemy in game, and combat calculations laid out in a spreadsheet for Easy Mode (way more entertaining to make, and to watch!). I'm gonna try to get something up over the weekend.
sugarfoot
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Dimon12321 wrote:
ViGadeomes wrote:
-I never played and saw this game before
Here it is: [2634] Genesis Double Dragon "1 player" by Dimon12321 in 03:17.47 I have doubts about combat being optimized. Oh, I'm kidding - it's not optimized! You should have found out which weapons deal high damages before TASing it. The best way to do so is to find useful addresses in RAM.
Damage Table and RAM offsets listed in my Arcade Forum Post: http://tasvideos.org/forum/viewtopic.php?p=466495#466495 I'll copy paste here too for convenience sake: Basic Attack Damage ===================== Punch: 2 Uppercut: 6 Knee Smash: 2 Kick: 3 Roundhouse: 4 Headbutt: 3 Spinning Back Kick: 3 Throw: 4 Elbow: 5 Combos Kick, Uppercut: 9 Punch, Punch, Uppercut: 10: Kick, Knee, Knee, Throw: 11 Punch, Punch, Knee, Knee, Throw: 12 Punch, Punch, Knee, Knee, Release-Grapple, Elbow: 13 Weapon Damage ========== Whip: 5 Bat: 5 Barrel: 6 Box: 5. 10 or 11 damage Kicked Box: 5, 10 or 11 damage Kicked Barrel: 6 Boulder: 6 Kicked Boulder: 6 Knife: 16 Dynamite: Instant Death (Dmg > 53) Dynamite (Glancing Blow): 34 Environmental Hazard Damage ======================== Stage 4 Cinderblock Wall: 30 or 40 Gargoyle Spears: 32 damage or Instant death (Dmg > 53) RAM Addresses Of Interest ===================== 000003C1: Player 1 Health 0000041F: Player 2 Health 0000047D: Enemy 1 Health 000004D2: Enemy 2 Health 00000527: Enemy 3 Health 0000057C: Enemy 4 Health 000005D1: Enemy 5 Health 00000626: Enemy 6 Health 0000067B: Enemy 7 Health 000006D0: Enemy 8 Health 00000725: Boss Health
sugarfoot
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Joined: 3/6/2018
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Memory wrote:
sugarfoot wrote:
What are OoBs?
Out of Bounds
Ahh Gotcha. The out of bounds areas (places where the game isn't controlling bounds of playable area - and you can drop enemies to their death) are:
    Stage 1 - boss fight area, bottom edge of ledge (the whole ledge appears to work) Stage 2: Start area, bottom left hand corner Stage 3: rock climbable area before fight with Green Bolo Stage 4: boss fight area, bottom edge of platform (Haven't tested exhaustively, but the most consistent positions to get enemies lined up on correct pixel appears to be the right side)
sugarfoot
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DrD2k9 wrote:
sugarfoot wrote:
I'm probably going to TAS all 4 difficulty levels eventually, and assumed default difficulty was OK.
Unless there's significant differences in game content between the difficulty levels, doing all 4 difficulties is probably unnecessary. Also as a generality, the highest difficulty setting is usually preferred unless a lower setting yields a significantly higher entertainment potential.
For this case I should shoot for easiest. Highest level difficulty would be boring IMO (just a lot more elbow sequences) I'm gonna TAS all difficulties for my own enjoyment (I'm borderline obsessed with this game haha. I've been playing it since it first came out in arcade - giving me over 30 years of happy experience with it)
sugarfoot
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Joined: 3/6/2018
Posts: 42
ViGadeomes wrote:
Good TAS. Questions : -Medium is the hardest difficulty on the game ? -I never played and saw this game before, where are OoBs ^^' ?
What are OoBs?
sugarfoot
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DrD2k9 wrote:
Is there a reason you chose 1 Player instead of 2 Players? I'm not super familiar with the arcade version, but I'm guessing running 2 players co-op would yield a faster overall run and may offer more opportunity to be entertaining. I'm going to refrain from voting on this run but will agree with Dimon12321's comment; not bad for your first TAS.
I've only been TAS'ing for a week :) I think I would have pulled my hair out if I tried making a 2P video first - I wouldn't know where to begin! A 2 player fight will definitely be more entertaining, but also has a very high chance of being slower (due to lag mechanics of this game). Edit - I have been thinking about a few places where I might be able to leverage a second player for things like intentional deaths, but I'll work on 2p versions if/when I learn all the tricks for controlling two players at once
sugarfoot
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Joined: 3/6/2018
Posts: 42
Dimon12321 wrote:
I have doubts about combat being optimized. Oh, I'm kidding - it's not optimized! You should have found out which weapons deal high damages before TASing it. The best way to do so is to find useful addresses in RAM. Here are some info about SEGA Genesis version: Thread #7260: Double Dragon I don't know whether Arcade version has different moves/weapons as best ones, but it should be. Medium diffuculty is deprecated here. You have to TAS the game on either Easy or Hard, which one make the TAS more eintertaining. Voting no, however your TAS is still good for a newcomer!
Well shoot - I didn't read that part in the docs about Default difficulty was deprecated :( I'm probably going to TAS all 4 difficulty levels eventually, and assumed default difficulty was OK. Weapon usage in vanilla arcade version isn't straight forward for Arcade version - several factors have to be considered
    Does the existence of weapon itself on screen cause lag? Will throwing it off screen cause lag in next fight? Does walking back and forth waste even more time (barrels, boulders)
A TAS on easy mode would definitely be more fun to watch (and make).
sugarfoot
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Got a submission completed! Thanks everyone for the pointers (Huge thanks to Feos for pointing me to Mame-RR). http://tasvideos.org/5849S.html
sugarfoot
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Update: I uploaded video on YouTube to preview submission
sugarfoot
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Joined: 3/6/2018
Posts: 42
Got a work in progress video up through Stage 1 (first successful recording past immediate failure :) ): https://www.youtube.com/watch?v=3UO1OJ-s3Dw
sugarfoot
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GJTASer2018 wrote:
Sugarfoot, I'm curious why you're using a bootleg Double Dragon set to TAS with in the first place, when bootlegs are more likely to cause problems than "official" releases. The parent ROM in MAME is the Japan version, why not just use that?
No technical reason - A) I'm brand new to TAS'ing, and B) it just so happens to be the ROM I've been using since 2005. I wasn't aware the bootleg ROMs would cause emulation problems. I'll switch over to the parent ROMs from now on. Thanks!
sugarfoot
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feos wrote:
Try mame-rr: http://tasvideos.org/EmulatorResources/Mamerr.html
No dice. I tried the build you linked me to, this one also goes out of sync even faster than FBA-RR I've been testing with ddragonb2: Double Dragon Bootleg ddrabonb: Double Dragon Bootleg with HD6309 I'll tinker with US, World and Japan sets to see if I get different results.
sugarfoot
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TAS Submissions http://tasvideos.org/5849S.html (Completion time 8:03) http://tasvideos.org/5869S.html (Completion time 6:58) http://tasvideos.org/5957S.html (Completion time 6:17) Basic Attack Damage ===================== Punch: 2 Uppercut: 6 Knee Smash: 2 Kick: 3 Roundhouse: 4 Headbutt: 3 Spinning Back Kick: 3 Throw: 4 Elbow: 5 Combos Kick, Uppercut: 9 Punch, Punch, Uppercut: 10: Kick, Knee, Knee, Throw: 11 Kick, Knee, Knee, Grapple-Release, Elbow: 12 Punch, Punch, Knee, Knee, Throw: 12 Punch, Punch, Knee, Knee, Release-Grapple, Elbow: 13 Punch, Punch, Knee, Knee, Release-Grapple, Punch, Elbow: 15 Punch, Punch, Knee, Knee, Release-Grapple, Punch, Uppercut: 16 Infinite Series: Punch, Punch, Knee, Knee, Release-Grapple, [Punch, Knee, Knee, Release-Grapple, repeat...] This can be repeated forever, or ended with an elbow, punch/Uppercut or kick/Uppercut finisher - totally up to you. Weapon Damage ========== Whip: 5 Bat: 5 Barrel: 6 Box: 5. 10 or 11 damage Kicked Box: 5, 10 or 11 damage Kicked Barrel: 6 Boulder: 6 Kicked Boulder: 6 Knife: 16 Dynamite: Instant Death (Dmg > 53) Dynamite (Glancing Blow): 34 Environmental Hazard Damage ======================== Stage 4 Cinderblock Wall: 30 or 40 Gargoyle Spears: 32 damage or Instant death (Dmg > 53) RAM Addresses Of Interest ===================== 000003C1: Player 1 Health 0000041F: Player 2 Health 0000047D: Enemy 1 Health 000004D2: Enemy 2 Health 00000527: Enemy 3 Health 0000057C: Enemy 4 Health 000005D1: Enemy 5 Health 00000626: Enemy 6 Health 0000067B: Enemy 7 Health 000006D0: Enemy 8 Health 00000725: Boss Health 000003DC: Player 1 Y-Offset Full Breakdown of Enemy HP - for all 4 Stages ================================= Enemies gain an extra 4 HP of Health per difficulty level, as you go from Easy to Extra Hard. Please see Google Spreadsheet for HP amounts for every enemy in game: https://docs.google.com/spreadsheets/d/1rrCgVNUCvbQ-CbDxKYcOKLS3B7h4YxN6liTRHngzw10/edit#gid=0 Memory Quirks ============== When an enemy is thrown off a ledge, the value is not cleared from memory immediately - unlike a normal kill Common Desync Spots =================== Stage 1: Start of level as Billy and Jimmy exit garage Stage 1: Transition from Adobo fight to Bolo fight Stage 3: Bridge Gap (Where Adobo is on left side of bridge, and Bolo is on the right) Stage 4: Sequence between girlfriend falling off rope and kissing the victor (happened several times) TAS Environment ===============
    Windows 10 64-bit MAME-RR 0.139-v.0.1-beta
Is a sub 6 minute run possible? I'm gonna go out on a limb here and say no. It's impossible unless someone finds a way to realize the savings I think are blocked by some built-in game mechanics That being said - here are some theoretical areas where time could be saved Stage 3 Bridge area - throwing mobs into pit with elbow if someone figures out how to get all enemies to fall immediately into pit with single elbow in both fights, 7 seconds of time could be saved Stage 3 - Double Bolo fight If the glitch I discovered in 6:17 run can be used on both Bolos at same time, 8 seconds could be saved. Again - not sure if possible. The game would have to allow both Bolo's to try and throw Player at exact time time, AND prevent that second Bolo from trying to pick up a boulder. Stage 3 - Green Bolo fight If someone figures out how to guide him off cliff immediately - 4 seconds of savings could be possible Stage 4 - Double Bolo fight If someone figures how to immediately knock Bolos off bottom edge with elbow - 16 seconds of savings could be realized. This alone would make a sub 6 minute run possible. This would require someone to work-around the game's built in edge detection. These two mobs have a built in protection to not hit the Y-coordinate necessary to knock them into the pit with an elbow. This video from demonstrates the built-in protection https://www.youtube.com/watch?v=LQu8zlqi0SY The other way to make this happen would be to trigger the Double Bolo fight while still leaving room to fight in bottom left chunk of walkway. This is also impossible (even if you use 2P as well). The X-width of screen prevents you from hitting battle activation point - even when 1p sits back and 2p attempts to reach battle activation point That's discouraging! Do you really want someone else to hit sub 6 run? Hells Ya! I would love to see someone hit sub 6 - hence the notes I captured above. I don't think it's possible, but I would love to see it done (I'm still trying myself), and those are the areas that could make a sub-6 a reality