Joined: 6/4/2004
Posts: 284
Everybody already saw this, right? Here's the torrent.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Viewer wrote:
Everybody already saw this, right?
Well, since Deign mentioned it here, and Arrow himself posted in this thread, I assume so.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 1/6/2007
Posts: 14
Looking good. Your strategy in the bubble area was pretty creative. Keep it up :)
Active player (435)
Joined: 7/23/2006
Posts: 389
Location: Washington
At 12 minutes and 30 seconds we are at the end of Level 6. Took a break from my computer all week. Been playin on my nintendo Wii and goofin off with friends. However, here is the update. http://dehacked.2y.net/microstorage.php/info/5487/TJ%26E2.gmv Thanks to quietust's addresses, I can time jumps over hills much much better. Also another pain in the ass to go along with the whole trying to think of what 2 players are doing at any given time...Damn you Q!!! Just playing...thanks for the info bro.
I'm sciencing as fast as I can ! ______________________________________ <adelikat> once more balls enter the picture, everything gets a lot more entertraining <adelikat> mmmmm yummy penises
Joined: 1/6/2007
Posts: 14
I'm going to start sounding like a broken record at this rate, but I don't have much feedback to give other than compliments. Level 6 looked great, keep it up!
Quietust
He/Him
Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
If hexediting is reasonably possible with this game (i.e. if the RNG gets reset at the beginning of each level), you might try redoing some of the earlier levels with the particular RAM watches I provided - with luck, a bit more time could be shaved off. Of course, if it doesn't work, best to just finish this run and then start on an improved one. By the time you're done, you'll have found lots of ways to gain speed, just as I did with Sonic 2. How thoroughly are you using frame advance, and what slowdown ratio are you using otherwise?
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Active player (435)
Joined: 7/23/2006
Posts: 389
Location: Washington
http://dehacked.2y.net/microstorage.php/info/5518/TJ%26E2.gmv Level 7 was bountiful with super jars and fortunately there was a funkvac that was in a position to grab without any loss of time. Will be testing it's useability for Danger street. I did have to make the hard decision to waste a super jar in favor of having extra super jars for level 8 and less time taken for the level at the price of one panic button. Also, current time is 15min 3 seconds at start of lvl 8. Edit: Seems there's a large desync issue at around 509xx-51500. I'm going to go ahead and rework the end of the level a little bit and just include that with the next WIP.
I'm sciencing as fast as I can ! ______________________________________ <adelikat> once more balls enter the picture, everything gets a lot more entertraining <adelikat> mmmmm yummy penises
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
How goes the work here? Just watched what you've done so far and I think it looks amazing.
Active player (435)
Joined: 7/23/2006
Posts: 389
Location: Washington
I have to restart and I'm dreading doing so. Still want to test the viability of a funkvac on level 8. Danger street looks like a no. Gonna look at the large group of boogeymen.
I'm sciencing as fast as I can ! ______________________________________ <adelikat> once more balls enter the picture, everything gets a lot more entertraining <adelikat> mmmmm yummy penises
Active player (254)
Joined: 12/3/2008
Posts: 61
I know this isn't being worked on anymore, but I think it would be helpful to know that, instead of doing a diagonal jump, you can do a full down-jump while maintaining your horizontal speed if you do it quickly enough. My brother and I used that technique as kids, though it never really came in handy.
Joined: 6/9/2004
Posts: 17
That fragment was one of the most entertaining TASes I've ever seen. The coordination of both characters to jar the earthlings as quickly as possible - wow. If anybody wants to pick this up (I would, but I'm absolute crap at TASing), you should know that a trick's been discovered to warp from level 1 to level 5, effectively skipping most of the really boring levels. You can see it in the current SDA run.
Active player (435)
Joined: 7/23/2006
Posts: 389
Location: Washington
tim333 wrote:
That fragment was one of the most entertaining TASes I've ever seen. The coordination of both characters to jar the earthlings as quickly as possible - wow. If anybody wants to pick this up (I would, but I'm absolute crap at TASing), you should know that a trick's been discovered to warp from level 1 to level 5, effectively skipping most of the really boring levels. You can see it in the current SDA run.
Thats actually my run on SDA =)
I'm sciencing as fast as I can ! ______________________________________ <adelikat> once more balls enter the picture, everything gets a lot more entertraining <adelikat> mmmmm yummy penises
Joined: 6/9/2004
Posts: 17
Whoops, so it is. Well done.
Post subject: Bad start, useless glitch.
Skilled player (1535)
Joined: 7/25/2007
Posts: 299
Location: UK
I'd like to give this game a shot, and as such have begun a bit of memory searching. An interesting thing is that a given earthling's data values are not stored in the same memory location each time, but rather it can change based on how many items are currently on screen. These values get used for a lot of things, such as the occasional funktronian who walks by in the scenery, as well as presents etc. If these things go too far off screen, then they disappear and thus the values then get freed for some other purpose. EG if earthlings go too far, it's common that they'll despawn and hide in some tree instead. Next, while messing around with a running present, you'll find a minor glitch to duplicate it. http://dehacked.2y.net/microstorage.php/info/507217615/Toejam%20%26%20Earl%20in%20Panic%20on%20Funkotron.gmv This works on all presents, but it's no use right now. It's an extremely inefficient method to get bonuses; but it's neat to see what effects it has. Apart from the slowdown it causes, you'll find that it caps the onscreen items limit, and thus prevents more stuff from spawning. This means it stops Toejam from being able to search nearby scenery, if doing so would spawn presents or earthlings. It also means that the poor rock disappears, since the sprite limit has been reached it seems. When doing it again a second time, you'll notice that as the Funk Scan initial confirms, there should be a girl hiding up in the tree. When you try to actually search it, you can definitely hear her, but you cannot see her nor does the funk scan detect her. Yet for some reason, you can still trap her. Completely useless glitch, but still neat.
Player (64)
Joined: 4/17/2014
Posts: 69
AAAAAWWWWWEEEE--------SSSSSOOOOOOMEEEE!!!! lol sorry, i couldn't resist throwing that one in, this game is boss, you never get these kind of co-op platformers anymore, i think they should revive the retro and put gamers to the test again... dunno about anyone else but i completed this one normally, and it wasn't easy either....i found a couple of the secret funk orbs, but later on i'd be getting killed to bits, usually of those fellers in the box XD Sometime, i'm gonna TAS this one, never thought about it till now, cheers man
Nothing to fear but fear itself - Franklin D. Roosevelt