TASVideos

Tool-assisted game movies
When human skills are just not enough

Dacicus's movies:


#42668396199674685 - Wizards & Warriors III Thief Guild Guardian Despawn
WW3_thief_guild_despawn.fm2 (60.6kB fm2 movie [NES])
Uploaded 2017-10-26 13:34:47 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 01:08.45 [4114 frames], 118 rerecords)
107 views, 6 downloads
Unoptimized input file that despawns the thief guild guardian. The relevant input starts around frame 3400. To be used for debugging this glitch, which originally was discovered by theLimitBreak here. Unknown if this is faster than the current method of taking damage to get through the guardian.

The assembly at 08:83F2 seems to be relevant for spawning enemies. The guardian specifically is checked when $00BD is 0x1B. The LDA ($22),Y instructions load the enemy X low byte, enemy X high byte, enemy Y low byte, and enemy Y high byte, in that order. Jumps and branches to $83FE and $8485 end the processing for the current enemy.

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#41017993550188495 - Wizards & Warriors III v5 WIP 07
WW3_v5_WIP07.fm2 (157kB fm2 movie [NES])
Uploaded 2017-08-13 05:44:47 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 02:58.21 [10710 frames], 952 rerecords)
358 views, 19 downloads
Brings the run back up to leaving the building with the silver thief statue. Frame numbers of key points in the update (published move -> WIP):

   9238 ->  9220: Enter building with silver thief statue ($00B6 = 0x31)
  10366 -> 10100: Guardian HP = 0 ($049D)
  10381 -> 10119: Enter room with statue ($00B6 = 0x36)
  10834 -> 10554: Leave room after getting statue ($00B6 = 0x31)
  10984 -> 10697: Leave building ($00B6 = 0x19)
Total frames saved = 287.
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#40862823963150726 - Wizards & Warriors III v5 WIP 06
WW3_v5_WIP06.fm2 (145kB fm2 movie [NES])
Uploaded 2017-08-06 06:01:55 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 02:33.58 [9230 frames], 462 rerecords)
470 views, 24 downloads
Brings the run back up to the building with the silver thief statue. Frame numbers of key points in the update (published move -> WIP):

  3621 -> 3612: Enter thief 1 guild ($00B6 = 0x3B)
  4009 -> 4000: Enter thief 1 trial ($00B6 = 0x62)
  6876 -> 6867: Trial boss HP = 0 ($049E)
  7909 -> 7900: Leave guild ($00B6 = 0x19)
  8218 -> 8206: Enter shop to buy 3 keys ($00B6 = 0x5F)
  8871 -> 8855: Leave shop ($00B6 = 0x19)
  9238 -> 9220: Enter building with silver thief statue ($00B6 = 0x31)
Total frames saved = 18
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#40802538490803240 - Wizards & Warriors III v5 WIP 05
WW3_v5_WIP05.fm2 (58.1kB fm2 movie [NES])
Uploaded 2017-08-03 12:52:21 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 01:01.56 [3700 frames], 220 rerecords)
423 views, 24 downloads
Restarted the run after discovering a trick that allows you to get up to maximum horizontal speed more quickly by jumping from a crouching movement. See the Game Resources page for details. Thanks to FatRatKnight for helping find the trick.

Frame numbers of key points in the update (published move -> WIP):

  1801 -> 1799: Enter shop after collecting money ($00B6 = 0x5F)
  2731 -> 2729: Enter building with bronze thief statue ($00B6 = 0x1A)
  3157 -> 3148: Leave building ($00B6 = 0x19)
  3621 -> 3612: Enter thief 1 guild ($00B6 = 0x3B)
Total frames saved = 9
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#40733792451181818 - Wizards & Warriors III v5 WIP 03
WW3_v5_WIP03.fm2 (266kB fm2 movie [NES])
Uploaded 2017-07-31 10:34:06 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 04:42.62 [16985 frames], 17721 rerecords)
401 views, 17 downloads
Completes the second thief guild. Attack interruption turned out not to be necessary. Maybe it will show up in the third guild. Input from the published run was copied over at the end, but it desyncs before reaching the building with the gold thief statue. I expect that this will be easier to fix than the previous situation, however, since it's basically just moving left and jumping at the proper frame.

Frame numbers of key points in the update (published move -> WIP):

  15341 -> 15141: Thief 2 boss HP loads ($049F = 0x10)
  15812 -> 15568: Thief 2 boss HP = 0
  15925 -> 15663: Pick up statue after defeating boss
  16264 -> 15996: First text box appears saying congratulations
  16334 -> 16066: Final text box disappears
  16846 -> 16578: Leave thief 2 guild ($00B6 = 0x19)
Total frames saved = 268
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#40699292099763248 - Wizards & Warriors III v5 WIP 02
WW3_v5_WIP02.fm2 (237kB fm2 movie [NES])
Uploaded 2017-07-29 21:16:44 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 04:12.0 [15145 frames], 17620 rerecords)
421 views, 27 downloads
Extends the previous WIP to the fight with the boss of the second thief guild. Input from the published run was copied over, but a lot of testing was required to fix Kuros's X-subpixel position ($02D4). I finally got it somewhat close (off by 0x0F at important points) by replacing input with blank frames at frames 10711-10712, 10721-10722, and 11090-11091. The first two spots were while walking back through the room with the guardian, and the third was while making a jump between buildings.

Frame numbers of key points in the update (published move -> WIP):

  10984 -> 10784: Leave building with silver thief statue ($00B6 = 0x19)
  12002 -> 11802: Land on ledge with thief 3 guild flashing guardian
  12405 -> 12205: Enter thief 2 guild ($00B6 = 0x3C)
  12863 -> 12663: Enter thief 2 trial ($00B6 = 0x63)
  15341 -> 15141: Thief 2 boss health loads ($049F = 0x10)
Total frames saved = 200
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#40688149441849445 - Wizards & Warriors III Hitbox Lua for FCEUX
WW3_hitboxes.lua (3.69kB Lua script)
Uploaded 2017-07-29 09:14:07 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
382 views, 25 downloads
For use in FCEUX. Displays hitboxes for Kuros's weapon and other things. The other hitboxes are derived from the thief 2 and 3 guild bosses, so there may be errors for objects other than those bosses.
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#40687988043960748 - Wizards & Warriors III v5 WIP 01
WW3_v5_WIP01.fm2 (159kB fm2 movie [FDS])
Uploaded 2017-07-29 09:03:39 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 03:00.2 [10830 frames], 17389 rerecords)
407 views, 21 downloads
Improvement in the fight with the guardian of the silver thief statue. Based on RTA strategy from speedrun.com. Everything else up to that point is copied from the currently published movie.

Frame numbers of key points in the fight (published move -> WIP):

  10366 -> 10136: Guardian HP = 0 ($049D)
  10381 -> 10180: Enter room with statue ($00B6 = 0x36)
  10530 -> 10330: Pick up statue
  10536 -> 10336: Start of text that you got statue
  10594 -> 10394: Text box disappears
  10834 -> 10634: Leave room with statue ($00B6 = 0x31)
  10984 -> 10784: Leave building with statue ($00B6 = 0x19)
Total frames saved = 200

The seeming loss of frames between HP=0 and entering the room with the statue probably results from the different horizontal position at which the guardian dies.

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#40227492333481211 - Wizards & Warriors III Thief Boss Hitbox Display
WW3_thief_boss_hitbox.lua (1.80kB Lua script)
Uploaded 2017-07-08 15:20:07 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
465 views, 25 downloads
Displays the hitbox and status value from RAM for thief trial bosses. May work for other enemies. The important box for causing the boss to lunge backwards is the one for its weapon. The following criteria all must be met for the thief 2 and 3 bosses to make them lunge backwards:

  • Status must be 0x97
  • Kuros_left < Enemy_right
  • Kuros_right >= Enemy_left
  • Kuros_top < Enemy_bottom
  • Kuros_bottom >= Enemy_top

Kuros_left and so forth refer to the edges of the hitbox for Kuros's weapon. Enemy_right and so forth refer to the edges of the hitbox for the boss's weapon. Values increase from left to right and from top to bottom across the screen.

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#40224233649342720 - Wizards & Warriors III Kuros Weapon Hitbox Display
WW3_Kuros_weapon_hitbox.lua (3.13kB Lua script)
Uploaded 2017-07-08 11:48:47 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
477 views, 25 downloads
Draws the hitbox for the currently held weapon. The thief 2 crowbar is special because its hitbox has length and height of 0 in certain stances. This is why it is so hard to cause damage with it. In those cases, a box is drawn with a target inside, and the coordinates for the hitbox are at the center of the target. As far as I can tell, enemies have to hit that center point to take damage.
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#40142324740416001 - Wizards & Warriors III Thief 2 Boss Improvement
ferret2,dac-wizwar3_mod2.fm2 (238kB fm2 movie [FDS])
Uploaded 2017-07-04 19:16:56 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 04:30.06 [16230 frames], 17254 rerecords)
491 views, 25 downloads
Boss fight improved by 34 frames using attack pattern interruption.
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#40137754283908266 - Wizards & Warriors III Thief 2 Boss Attack Interrupt
WizWar3-Thief2-Interrupt.bk2 (25.0kB bk2 movie [NES])
Uploaded 2017-07-04 14:20:32 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 00:09.58 [576 frames], 18 rerecords)
513 views, 25 downloads

BK2 begins from savestate

Demonstration of how to interrupt part of the thief 2 boss attack pattern. Also works with the thief 3 boss.
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#39994572803987137 - Wizards & Warriors III Knight Guild Skip
WizWar3-KnightSkip.bk2 (38.9kB bk2 movie [NES])
Uploaded 2017-06-28 03:35:05 by Dacicus (16 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (13 files)
In 00:09.9 [595 frames], 25 rerecords)
526 views, 33 downloads

BK2 begins from savestate

Glitch that allows skipping the knight guilds. Movie created based on this description by QoNe.
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#38688648943863044 - ZMZX4 Show enemy spawns v1
Zook_draw_enemy_spawns.lua (1.81kB Lua script)
Uploaded 2017-04-30 08:04:50 by Dacicus (16 files)
For GBA Zook Man ZX4 (146 files)
961 views, 39 downloads
This script shows the enemy spawn locations in the current segment (white squares), as well as boxes that should indicate where the camera needs to be to spawn the enemies. The blue rectangles are the spots when moving right and the green are the spots when moving left. If the top of the rectangle is above the top of the screen, the enemy should not spawn. This does not account for vertical movements (jumping, climbing, etc.).
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#38617387944859351 - ZMZX4 Skip Stage 6 miniboss
Zook_Stage6_Miniboss_Skip_Setup.bk2 (66.7kB bk2 movie [GBA])
Uploaded 2017-04-27 03:03:29 by Dacicus (16 files)
For GBA Zook Man ZX4 (146 files)
In 00:28.83 [1722 frames], 1 rerecord)
1005 views, 45 downloads

BK2 begins from savestate

How to skip the stage 6 miniboss. You first have to set up a miniboss state. The enemy used to skip the miniboss probably spawns at (144, 48) in segment 1 of stage 6. Note that you have to backtrack slightly in order to load segment 2 (why I kept jumping up toward the spikes). The doorway to the miniboss is blocked off otherwise.
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#38597146366561439 - Kill stage 0 boss using enemy
ZM_stage0_Tompa+TA31+Dac.bk2 (4.68kB bk2 movie [GBA])
Uploaded 2017-04-26 05:10:48 by Dacicus (16 files)
For GBA Zook Man ZX4 (146 files)
In 02:02.84 [7337 frames], 2478 rerecords)
978 views, 50 downloads
This is unoptimized past the point in the previous file by Tompa and ThunderAxe31, but it's meant to show the concept working.
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