Jungon
He/Him
Player (40)
Joined: 4/2/2009
Posts: 376
Location: Porto Alegre - Brazil
Ok, first we had this: http://tasvideos.org/forum/viewtopic.php?t=6800 And I even said a few words about how luck manipulation could make it much faster =P - you can jump shots and knifes without turning around or even stop going right... - bosses go down pretty quick with the right special... (2a 2b 3b 4a 4b with the two-direction, and 3a 5a 5b with the fire) - grenade, flying, and ninja enemies can be completely ignored... - in the end of each stage (before the boss) there is that part where you have to clear the screen from enemies, this would be the saddest part... I already beat the current "TAS" by almost one minute (done it three times), but before starting a TAS, I should know ... if it's worth the try, if people would like be see this game TASed for probably 9:30 at best.... ? It would be my first TAS ever =P
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I have played through this back in 2003. It was criticized for being one of the worse SMS games.. sort of like comparing the NES version of Strider to the superior version on the Genesis. After seeing some of the playthrough videos on Youtube like this one here: http://www.youtube.com/watch?v=3CU1k-o4N0I I can't remember if the enemies appeared less frequently if it was played on the European version.
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Jungon
He/Him
Player (40)
Joined: 4/2/2009
Posts: 376
Location: Porto Alegre - Brazil
Actually enemies can be manipulated to appear most on the left side, run until they're close, and then they stop and keep looking like idiots =P E-SWAT WIP complete, 8 min 47 sec, and not really optimised, done in one day o_o Well, as I finally gave up counting the shots and decided it's ok to let some fly away in this case, here it is, E-SWAT in even less than 9:30 ... and it's possible to make it even better =P 1- Ninjas, flying and grenade enemies actually have to be dealt with, in one condition: when it's the last screen of a stage, otherwise they can be completely ignored like I said before =P 2- I really could jump shots from behind without losing any speed, .. even with the armor (which makes the character a little more... chubby) =P 3- The end of each stage, actually, doesn't look that bad compared to when I thought luck manipulation would be hard to do ... xP 4- The real problem is optimising, because it takes a random amount of frames to make shots become precise, and for a test and object of studying, I just decided to not care that much... +D And 5 and not less important: I don't know for sure, but there is a Hard Version of E-SWAT on Master System ... maybe this is the European one? O.o I managed to play it a little and it's really hard, but equally TASable if I care to try.. XD EDIT: oh yeah, which emulator .... used Dega 1.16 doze core again, after the Gain Ground video, but both desync really bad in other versions... MAME core really looks best for you know ... Optimised TASing =P
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
Jungon
He/Him
Player (40)
Joined: 4/2/2009
Posts: 376
Location: Porto Alegre - Brazil
New WIP, optimised, runs on BizHawk 1.5.1 Ok, I was transferring my WIPs from Dega to BizKawk, and saw that mostly everything desyncs. Not really a new fact, but then I decided to go for a little more effort on E-SWAT, and turns out more new facts come to me: 1- I don't really have to dodge anything, if I have enough life, I can receive the damage and continue going right all the way, jumping only when necessary (costs 4 frames ... plus ~16 when reaching a higher place).. 2- Now that I'm getting good at hitting bosses on the first frame possible, I only have to deal with the first boss, as he has to switch sides the least possible and I didn't find what makes him switch yet >_> 3- The fifth boss made me start using the autofire, because it was quicker and saved around 200 frames, especially because I skipped its explosion completely. (probably can be done on boss 9 too) 4- There is an exact moment where the enemies stop spawning and we can enter the boss scene,.. which can be achieved earlier by not having enemies on screen on the precise frame the game chooses. BizKwak is giving a hard time with desyncing ... one time it even made a desync on a simple transition screen, I redid the second stage all over twice @___@ On a final note, I'm having a little bit of trouble with manipulating the right special (1+2 attack),.. as it's RNG too, it changes a lot with our commands, and the enemy spawning is affected too, it's probably the biggest enemy of hex editing x.x which I didn't learn yet anyway u.u Glitch report: one enemy on the start of Stage 3-2 died from no reason. More could die if I was not using the fire special, which I plan to not get on future WIPs, because I'll need more two-direction specials later x_x Thoughts?
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D