Post subject: Ninja Gaiden Shadow
Joined: 2/7/2005
Posts: 4
Location: Finland
I was thinking about making my first movie ever on Ninja Gaiden Shadow, aka Shadow Warriors (europe), mainly because of nostalgy. I used to love this game as a kid. Basicly it's a portable Ninja Gaiden, but there's some cool new stuff in it, like a ninja rope and ability to shoot some weird stars out of your sword. Using the sword makes Ryu stop for a few frames, but swinging the sword while jumping doesn't, so I'll have to do that as much as possible. As far as I've played, there are some points in the game where I'll just have to stop and wait for enemies to shoot first, before attacking or moving myself. I was hoping to find somekind of a glitch to avoid this, otherwise I'll just have to find a way to entertain the viewer while waiting. Taking damage to save time is usually not an option in this game, because of the too long "Outch, I've hit an enemy. I think I'll do a somersault."-animation. So any tricks or glitches are welcome. Oh, and sorry for the engrish.
Signatures are for treehuggers.
Skilled player (1885)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Old topic, new bump. Ninja Gaiden Shadowis basically like the Ninja Gaiden games for NES, with a few new things, but also some things that are not here. You have a Hook shot that you can shoot upwards, and you also have a special "Fire wheel" attack that can be used. Basically, this is just another Ninja Gaiden game, short, fun, and makes a pretty good TAS, at least in my opinion. I've made a run through the first (of five) level, take a look and tell me what you think: Download the moviefile here. The movie was done with the (U) ROM. You will notice that I stop for a few frames before jumping over the missile-robot's missiles. This is because it's not possible to keep forward momentum and jump over them, you have to stop for a few frames before you jump. Other than that, I don't think there are many more things to add. Let me know what you think about the run so far, and I'll try to have a new WIP up pretty soon.
Skilled player (1885)
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Is there no interest in this game? Anyway, I just finished level 2 today, so I thought I'd bump this thread. I'm starting to like TAS:ing this game more and more, it's actually really hard. I think the WIP looks pretty good so far, but let me know if you spot something. Download the current WIP here. I hope at least someone finds this interesting, because it sure is fun TAS:ing it, and I personally think that the game itself is really good and is well suited for speedrunning. I'll see when I can have the next WIP up, probably sometime next week or so. PS: In my first post, for some reason, I said that the game's name was "Ninja Gaiden Zero". This is just plain wrong, the game's name is of course "Ninja Gaiden Shadow". Sorry for the confusion, I was pretty tired when I made that first post. :P
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I saw a Ninja Gaiden (never knew there existed a Ninja Gaiden Gameboy game) topic and I naturally had to visit it and surprise surprise, Randil is working on it! Just saw your WIP and it looks flawless. Im 100% sure you have tested taking hits is faster etc. Keep it up.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
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I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Thanks for watching, mister Angerfist! :) As you probably saw in the movie, this game is pretty hard to make frame perfect. There are lots of enemies blocking your path, that you can't simply kill without slowing down. So you have to determine whether it's faster or not to kill them or to wait. I've calculated that getting hit wastes exactly 26 frames compared to walking, and sometimes it's worth getting hit, and sometimes it's faster to wait for the right time to make use of your ninja training. I have a .txt-file that I've made, showing exactly how much time you loose on slashing/taking damage, and such stuff. What I like about this game is that the levels are very different from each other. Level 3 is also a little fire-based, with flamethrowing machines blocking your path. Another good thing about this game is that it's really not straightforward or dull, it's a lot of slashing, climbing, avoiding shots in a tool-assisted kind of way, and some fast boss battles. And the music is nice too. :) Anyway, I really like speedrunning this game, and I hope you like watching it. I'll try my best to keep this at the same quality as the other Ninja Gaiden runs, though it's very hard, calculating when and where to take damage, and when/where to use your special fire-wheel attack. I should stop writing now, and go to bed. Good night.
Joined: 1/31/2005
Posts: 121
As the name of "Ninja Gaiden Shadow", it's the combination of Ninja Gaiden and Ninja Shadow, since where familiar music and chain weapon are used. Boss fights in this game is a key door to pass, for it's really not a piece of cake under the influnence of luck control. I expect to follow your work.
Skilled player (1885)
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I have started this run over. Reason: I've been doing some testing and looking at the game's memory when I stumbled upon the memory address taht determines the health of the boss at the end of the stage. By looking at this value, and doing some testing with the "Fire Wheel" attack, I managed to beat stage 1 a whole 142 frames faster! It turns out that if you attack at the exact right frame, you will deal 5 times as much damage with the Fire Wheel than with a normal attack. By looking at the game's RAM, I was able to abuse this quite heavily. Here's the new WIP. ( PS: I like the high re-record count. :P ) Enjoy! :)
Joined: 8/13/2005
Posts: 356
Location: Canada
Hm, pretty nice little demo so far. The pauses look awkward but obviously make sense. I look forward to seeing more.
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FreshFeeling wrote:
The pauses look awkward but obviously make sense.
Yep, they do. :P The reason I stop and wait for a few frames, is because I can't jump over the rockets wihhout getting hit if I don't wait first. I've done some serious testing to see if this can be avoided, but it can't. The alternative would be to duck under the missiles, which is a lot slower. But rest assured, I wait only as long as absolutely necessary before I jump over the missiles. :) In some way, I kinda like these waiting periods, it makes the run somewhat more interesting and not just "run and slash" all the time. But on the other hand, waiting periods are not extremely fun in a TAS. I hope they weren't too annoying, because I assure you that there will be a lot more of those.
Editor, Emulator Coder, Expert player (2104)
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Randil wrote:
Old topic, new bump.
Now again. Are you still working on this now? I've watched a complete run on this game before. Your WIP seems faster than that one, but you just used up your "magic fire wheels" or something in the first level, which could make it harder to deal with the enemy around in the next level.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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klmz wrote:
Randil wrote:
Old topic, new bump.
Now again. Are you still working on this now? I've watched a complete run on this game before. Your WIP seems faster than that one, but you just used up your "magic fire wheels" or something in the first level, which could make it harder to deal with the enemy around in the next level.
I'm not working on this right now. I might pick it up sometime in the future, but we'll have to see about that. I didn't consider saving up my fire wheels from level 1 to level 2, so that's a potential improvement. Either way, if I ever pick this game up again, I'll redo the run from scratch, now that I have a good memory watching tool. If you, or anyone else, feels like TASing this game then by all means go ahead. :) EDIT: Oh, and where did you find this complete run? I would like to see that.
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About the complete run: A friend of mine sent it to me and I had to promised him to keep it private in exchange.... Well, I'll ask him whether he will change mind.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 8/24/2007
Posts: 8
Location: China
yes,it is me. i'm ready for this video. i'll see if i can do anything here.
a poor player making GB ninja shadow games sorry for Chinglish
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Joined: 4/20/2005
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huzhangyang wrote:
yes,it is me. i'm ready for this video. i'll see if i can do anything here.
Good luck then, I will be interested in seeing what you can can do. :) Please post a WIP in the forum now and then.
Joined: 8/24/2007
Posts: 8
Location: China
well,actually i have made a bad run. about 12:50 to finish the game.but after i saw your WIP and i have already changed some places in stage 1 and 2. thanks a lot and sorry for Chinglish.:)
a poor player making GB ninja shadow games sorry for Chinglish
Joined: 8/24/2007
Posts: 8
Location: China
well, klmz and i are working on it. almost finish stage1.
a poor player making GB ninja shadow games sorry for Chinglish
Editor, Emulator Coder, Expert player (2104)
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I just helped him jump over missiles.... TASing GB games is a little trickier than TASing GBA games, mainly due to the laggy 30Hz in-game frame-rate. I hate this, really.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Skilled player (1885)
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If you need any RAM addresses, I have a few that might help you: ;================================ ; >> Ninja Gaiden Shadow ;================================ [NINJA GAIDEN] C020,1u,Screen X position C50D,1u,X position ---- C008,1u,Input on 1 C09B,1u,HP C093,1u,Fire wheels ---- C411,1u,Boss HP "Input on 1" means that the game only accepts input when this is 1.
Joined: 8/24/2007
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Location: China
i'm afraid i can't understand it at all but klmz can. Anyway,thank u very much.
a poor player making GB ninja shadow games sorry for Chinglish
Sir_VG
He/Him
Player (39)
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I decided to fool around with this a bit. My first attempt through stage 1 is a bit behind your last attempt (37 frames behind at the end of the 2nd area) but I know the comparisons of what I did and what you did. I'll use the goodies you've left behind Randil and give this another whirl.
Taking over the world, one game at a time. Currently TASing: Nothing
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Sir VG wrote:
I decided to fool around with this a bit. My first attempt through stage 1 is a bit behind your last attempt (37 frames behind at the end of the 2nd area) but I know the comparisons of what I did and what you did. I'll use the goodies you've left behind Randil and give this another whirl.
Are you going to complete this project?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Sir_VG
He/Him
Player (39)
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I haven't had time to go back to it. Been too busy doing Super Mario Galaxy Uber challenges. I'm planning on checking it out some more later though.
Taking over the world, one game at a time. Currently TASing: Nothing
Editor, Emulator Coder, Expert player (2104)
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Then I'll stick to my MMZ4 project and challenge Xaphan.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 8/24/2007
Posts: 8
Location: China
Randil,may i use your WIP of stage 1? i'm still doing this TAS.but i found myself always 4 frames slower than you when attack the last missile launcher in stage 1. now i've finish stage 2.1. your RAM address is useful,too. thanks
a poor player making GB ninja shadow games sorry for Chinglish
Editor, Emulator Coder, Expert player (2104)
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I tried to make a test run of the first two stages, and I managed to save 6s from Randil's old WIP. Then I tried to hex-edit it for some improvements, but I got the movie desynched at the second Boss: EDIT: I'm redoing the second stage. It seems that I can save a lot more frames.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do