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Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
Xkeepeer voted No to all submissions since some time (as I was told).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
AnS
Emulator Coder, Experienced player (724)
Joined: 2/23/2006
Posts: 682
Really? Nah, I don't believe that a vested member as Xkeeper suddenly did such awkward and bland trolling (knowing that admins easily inspect No-voters), more like he was banned for being overly sarcastic and repulsive (IIRC). Still, perma-ban is damn disproportionate response.
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
The test is done. Maybe I'll encode it. Still 1+ minute faster than the fastest published Battletoads TAS. http://dehacked.2y.net/microstorage.php/info/1108884453/Battletoads-2P-Warps-Test-TAS-feos.fm2 But I can't resume the work if no one helps with the glitch (submitting as it is isn't acceptable for me).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Active player (296)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
feos wrote:
The test is done. Maybe I'll encode it. Still 1+ minute faster than the fastest published Battletoads TAS. http://dehacked.2y.net/microstorage.php/info/1108884453/Battletoads-2P-Warps-Test-TAS-feos.fm2 But I can't resume the work if no one helps with the glitch (submitting as it is isn't acceptable for me).
Level 4 superjump http://www.youtube.com/watch?v=y0TOrW-mFBQ&feature=related Level 4 glitches using the stick http://www.youtube.com/watch?v=o7Sugv3gtcU levitation glitch http://www.youtube.com/watch?v=xBlVQy2GF58&feature=related Level 9 gear glitch 5 http://www.youtube.com/watch?v=_o9lHejY-qw Should have useful glitch You can ask TheSuperSNES Level 9 new find http://dehacked.2y.net/microstorage.php/info/1493404838/Battletoads%20find.fm2
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
Level 4 superjump
Check the comments ;)
Level 4 glitches using the stick
It gives the unbearable lag. Also, doesn't help as I can pass through the checkpoints pressing forward every other frame.
levitation glitch
Can't activate the exit when my Z position is shifted.
Level 9 gear glitch 5
The same as for level 4.
Should have useful glitch You can ask TheSuperSNES
I always converse to him.
Level 9 new find
Doesn't activate the chechpoints.
The encode so far. Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
PJ
He/Him
Joined: 2/1/2011
Posts: 181
Location: Western NY
I am TheSuperSNES on youtube. Feos and I have indeed been sharing ideas for this run since it began. ^_^ Unfortunately, I have had nothing meaningful to contribute except for the minor time saver on level 6. All of my Battletoads experience is with real-time strategies, which are mostly useless compared to the awesome stuff possible with up+down in this game. Haha. None of the glitches on my youtube channel are of any use because, as feos mentioned, most of them require a lot of lag to work. Even if they didn't require any lag, they don't even really save much time. I won't even do it in a real-time run. That test TAS is really awesome, feos! Level 9 has way more lag at the beginning than I've seen, though. I'm assuming that's just because it is 2P in this run? All the shortcuts can be done 1P without any significant slowdown, but I don't remember how slow 2P is.
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
I scroll the screen after the 4th wheel with one toad, while the another activates the checkpoint. Also, I hit the toad to reach the end checkpoint faster & without losing a life. But yeah, the first part of level 9 lags hard. Most of other levels are much faster than with 1P.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
PJ
He/Him
Joined: 2/1/2011
Posts: 181
Location: Western NY
As far as I know, you must activate the checkpoint for the first gear chase, or else the level will not progress normally. You can get to the end of the level, but you cannot break the checkpoint that will trigger the start of level 10 unless you hit the checkpoints along the way. In level 4, you can trigger the same checkpoint multiple times to "catch up"after skipping previous checkpoints, so part of me thinks it should be possible to do the same in level 9, but I have never been able to do it. Not even with the stick. I can try a bit more, but I think that is a lost cause. Level 9, despite seeming so flexible, is surprisingly linear. Edit: Just watched the "Battletoads Find" posted earlier. That's a rather old discovery, but it does do a great job of showing what I mean with the checkpoints. He reached the end but couldn't finish the level. The gear only partially spawning happens extremely frequently to me, both on NTSC and PAL, whether I do the jump out of bounds at the beginning or not. It's just a problematic bug.
Active player (296)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
Sonikkustar wrote:
That just game me an idea. http://dehacked.2y.net/microstorage.php/info/1714346959/Battletoads%20Test.fm2
http://dehacked.2y.net/microstorage.php/info/555029836/Battletoads%20Test2.fm2 Unfortunately I can not skip a distance Continue activities in the external environment Successfully solve the problem of checkpoint And shortcuts
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
Guys, look at that lag. The objects of robots don't disappear as there is a check, if you reach the wheel the right (relatively) way. But surely some testing must be done. Though, the simple jump to the propeller from the right border of the tube doesn't help. I mean, we need to activate not only checkoints for the wheels & finish, but to get rid of enemies & lag. This is the case of the stick glitch, it doesn't destroy enemies & brings such a lag that the graphics glitch. PS: nice idea, Sonikku.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Expert player (3585)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Just a small "obvious" timesaver: On the Clinger Winger level, I suppose it'd be faster to make player 1 Game over since he can be hit faster - maybe you've already thought about this. This is given that you first can get player 1 down to 0 extra lives before that level, which I'm not sure can be done without losing time.
feos wrote:
Only Aglar can improve this now.
Joined: 7/2/2007
Posts: 3960
I'm not familiar with the 2P mechanics of the game -- does player 2 become player 1 (complete with working controls) if player 1 game-overs?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Expert player (3585)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Derakon wrote:
I'm not familiar with the 2P mechanics of the game -- does player 2 become player 1 (complete with working controls) if player 1 game-overs?
Probably not, I overlooked the fact that you might not be able to control player 2 even if he's alone. This most likely won't work then.
feos wrote:
Only Aglar can improve this now.
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
You see what's happening, right? Even pressing left can't prevent me from going forward. This obviously was tested by Phil. His 1P runs look very close to absolute frame perfection.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 5/1/2007
Posts: 294
Location: MD
Derakon wrote:
I'm not familiar with the 2P mechanics of the game -- does player 2 become player 1 (complete with working controls) if player 1 game-overs?
As far as I know, yes. Zitz would be set on the front clinger winger which works, not the behind one that doesn't move in the USA version
I like Doraemon
XYZ
Former player
Joined: 12/9/2006
Posts: 165
Location: 2bastuz
Feos, are you plan to improve 2P, warpless version?
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
XYZ wrote:
Feos, are you plan to improve 2P, warpless version?
The 1P isn't done yet, and you are asking about that? No, I don't plan to improve it as it shall simply include the same stuff as 1P in some levels, but the rest levels are too much autoscrolling, which I don't feel like redoing after FODA.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
Damn it was cool! After I learned to finish the 9 Level without losing a life, I decided to spend it on this: But now only if I do a Lvl 3 glitch with one more life left I can do this thing. Thanks for idea! EDIT: Going at the top of the level doesn't activate some chackpoint, so only this laggy route below the tube is possible.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
This out-of-bounds trick also failed. The toad drops back into the tube in this place, dies from spikes in others. If he doesn't drop back, he could swim inside the background till the END checkpoint.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Breaking news!
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
Just watch it. Link to video You can throw the opponent out whenever you're close enough to the upper border of the pipe. But now we need a script that shows where in this outside area is water, & where's air. Because I keep dropping out of water & fall back into the pipe.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Breaking news!
Active player (296)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
feos wrote:
Just watch it. Link to video You can throw the opponent out whenever you're close enough to the upper border of the pipe. But now we need a script that shows where in this outside area is water, & where's air. Because I keep dropping out of water & fall back into the pipe.
Two frog moves Can move up or down to change the screen http://dehacked.2y.net/microstorage.php/info/1304257300/Battletoads%202P.fm2 Can not move around to change the screen http://dehacked.2y.net/microstorage.php/info/1453896944/Battletoads%202P2.fm2 To solve the problem of checkpoint Gear can not exist http://dehacked.2y.net/microstorage.php/info/275299640/Battletoads%202P3.fm2
Post subject: Both toads out of bounds!
Site Admin, Skilled player (1237)
Joined: 4/17/2010
Posts: 11277
Location: RU
Checked one more way to get out of bounds. Press left+right until the floor gets loaded off the memory (common trick of this engine). Here, allows to jump over the vertical tube edge. After landing you have Z value a bit lower than normal & see the sprite lower than the level layout. Worked perfectly, but proved we have to activate ALL checkpoints to finish the level. Link to video EDIT: Will find a better place to use this trick.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Both toads out of bounds!
Active player (296)
Joined: 3/2/2010
Posts: 154
Location: Taiwan
feos wrote:
Checked one more way to get out of bounds. Press left+right until the floor gets loaded off the memory (common trick of this engine). Here, allows to jump over the vertical tube edge. After landing you have Z value a bit lower than normal & see the sprite lower than the level layout. Worked perfectly, but proved we have to activate ALL checkpoints to finish the level. EDIT: Will find a better place to use this trick.
Need to avoid gear Can solve the problem of checkpoint Only three regions is possible: The first has been successful The second is to see the gear in the water The third is the last checkpoint The first place to see the duck Use of fall glitch May be able to successfully complete the checkpoint
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