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If anyone can let me know what attacks do what damage, I can try to work out something with Lunar.... as Comicalflop already knows, this battle seems to have more to it than meets the eye... but i can't figure out what... Also, I'm not sure how feasible this is, but can anyone check out the properties of Tarus and the rock? (For those of you uninformed, if you throw a rock up, catch it, and throw it at Tarus, you can OHKO him) It would be interesting to know exactly whats going on here?
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Veysey wrote:
as Comicalflop already knows, this battle seems to have more to it than meets the eye... but i can't figure out what...
You my dear sir, have watched too much Transformers!
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!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
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
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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C'mon! All 3 of the Beast Sector's 2nd fights have beast machines that they ride that transform! Of course we need a Transformers quote. My guess with Tarus is that when you throw the rock up and catch it again, it's spending more time in the air, and this is adding to the damage that the one single rock can do (maybe each time you throw it up and catch, you're adding on more damage it can deal). Or, it's an unintentional "sweet strat" that so many of the bosses have. Maybe not as you've told me this does not work in other fights (that we know of, but HP watching may reveal this affect in other boss fights too)
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Ok, I did more RAM finding, here's a bigger list. All are unsigned short. Lots of Stuff 009DD7E2 LUNAR / Toadly Raw / TAURUS / Moley Cow / MERCO / Pirate Clancer in Trapped / Inner Struggle 7 Clancer Kids / Counterattack 009E0C7A All 7 kids and one boss later on Chilly Dog 009DDB12 Marina Clone 009DF162 Cerebus Alpha / Sasquatch Beta 009E6F4A Phoenix Gamma 009E6422 Final Battle 009DD97A Also found Marina's Current HP 009D8B62 I didn't go back to find some of the earlier bosses, but you can probably find it in one of the above addresses. If you still need anything else just let me know. I also now have a saved game with all levels if you want it. PM me where and I'll email it.
Joined: 3/16/2006
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I am very curious how the HP works in this game too. I can remember trowing/hitting/whatever to bosses for what seemed like forever and they would just keep on getting back up for more. Then later when I'd go back for fun, I'd hit 'em once or twice and they'd drop!
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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zdude255 wrote:
Ok, I did more RAM finding, here's a bigger list. All are unsigned short. (addresses) I didn't go back to find some of the earlier bosses, but you can probably find it in one of the above addresses. If you still need anything else just let me know. I also now have a saved game with all levels if you want it. PM me where and I'll email it.
Dies Happyily With a Smile on Face. One question: do any of the world 4/5 worlds have any problems with the stages, like problematic backgrounds/graphics, massive unnatural lag due to too many sprites (i.e. 2-03, 2-08, 3-10 dash/hurdle events), or anything of that sort that's out of the ordinary? I don't actually test the shit out of a level until I reach it, and constantly rerecording would mean the save file might get deleted at some point, so I guess it's not needed for me to have at the moment.
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Hmm, the only levels I recall having emu (emo?) problems were the battlefield ones when a bomb would go off in the background. The whole thing would stop for a second...think about it...and then display.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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I certainly hope not, that'd suck. But there's some battlefield stages in world 3 that I've visited, and they don't seem to have this problem. Oh well. We'll see when I get there, and I've contacted someone specialized in video plugins that may be able to create/modify a plugin to 100% accurately emulate the game.
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I was using Jabo DX8 and I didn't notice anything besides the already-known problem in Rolling Rock. Of course it may look quite different in frame advance, but nothing I saw was really unplayable.
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comicalflop wrote:
C'mon! All 3 of the Beast Sector's 2nd fights have beast machines that they ride that transform! Of course we need a Transformers quote. My guess with Tarus is that when you throw the rock up and catch it again, it's spending more time in the air, and this is adding to the damage that the one single rock can do (maybe each time you throw it up and catch, you're adding on more damage it can deal). Or, it's an unintentional "sweet strat" that so many of the bosses have. Maybe not as you've told me this does not work in other fights (that we know of, but HP watching may reveal this affect in other boss fights too)
Well, what has me curious is that throwing the rocks up is sas beta doesn't yield more damage.. And where it is a OHKO... it's reasonable to presume its given a special property rather than actually increasing the damage it does? As for Transformers... sadly, I'll have to admit to not seeing it in somewheres around the range of 20 years... Its been a long time (and I still have to see the movie as well >_>) But is there such a thing as too much Transformers? I think not, my friend!
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Again, it would be cool if someone found some memory addresses that would explain how the damages work.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Well, Memory Addresses can't tell you how the damages work in the way you're describing. Addresses give statistical numbers, and you have to make meaning of that number. My guess is that you have to watch the HP values, test different ways of dealing damage, and see what happens. The HP values that zdude gave are probably suitable enough to the task, and at each boss I'll closely watch the HP, try attacking in various ways and monitor what happens. Of course, it also helps that 75+% of those bosses in question already have the optimal strategy. But you never know what I'll stumble upon.
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True. I guess I mean just how exactly some of those damages work out. Like why is it that sometimes you do the same attack, but it deals different damage?
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Shadow Byrn wrote:
True. I guess I mean just how exactly some of those damages work out. Like why is it that sometimes you do the same attack, but it deals different damage?
Treasure is (in my opinion) king of boss battles... they seem to put more focus in their boss battles than a normal developer would... they have all sorts of situational occurrences that can determine a bosses behavior/damage you can deal... sometimes these come in the forms of something as simple as "Hit boss at point X - deal optimal damage" and in other cases it could be something like "After x damage - no more damage can be dealt with y method" ... it really makes for interesting boss fights because each fight seems to have its own characteristics and 'attitude' Hope that gives you a little insight
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Actually that would seem to make SOME sense. I give them props then, because they did have some of the most memorable boss fights that I have seen.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Hee yah! Rice 6.1.1 beta 10 emulates world 4 perfectly, compared to any other plugin I had available and tested. It will be considered for the plugin of choice unless that person I contacted can create something better. I'm currently at my [sarcasm]most[/sarcasm] favorite boss, Migen, so pretty soon I'll be back where I was before I restarted (only 3 stages to go, and I've thought of improvements for Clanpot Shake and Clance War. Heck, in my head I already have improvements planned out for all the rest of the 31 stages.) I'm about 1.28 seconds faster than my old WIP. No more need for redoes, no worries (except for possible future stages as I arrive at them).... this run defines optimal. Oh, and I got to see Beast Sector and Marina as humans for the first time... interesting changes I must say... I wonder how the run will end (i.e. when to end input and which end scenes will be shown.)
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Well the thing about the end is that if you want to leave it at the credits, you have to let the ending play out. It lasts longer based on how many yellow gems you collect. Avoiding them will technically make the movie shorter as the ~6 seconds from every gem will be more than the time used to avoid them. Oh, and the ending will abruptly cut off once you run out of yellow gems for it. I don't think it should impact the run, since the focus is on in-game time. But you can leave the run remaining for the ending level and then end the movie after selecting the credits level. This of course opens up the possibility of a 100% run, which a nice and fast game like this deserves, but the regular run should probably come first. ;-)
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I was thinking that as soon as the Final Fight was over, press A or start in order to make the screen continue when it shows me the time, and end it there. But, apparently the "end cutscenes" are actually stages themselves (that need to be manually entered?)... the first one where Aster returns to the kingdom, Teran runs away, etc. etc. (which requires input at one point that would change the credits, whether or not Marina grabs Teran when they fight. And I'm told you can reduce the in-game time of the game file by doing this?). There is another credits stage, known as the surprise ending where the characters are transformed to human. But then as you said since I'll have so few gold gems it will cut out.. but does it go to the credits roll then? (DOES this game have a credits roll?) But, I guess I will figure it out. It's all confusion at the moment, but once I finally complete the run I will look around at the endings, see what happens when I end input at certain places and sort it out. As for a gold gem run, I am considering doing it after completing the S rank run... however, I am a big sucker for needing speedruns to watch for strats (I have no idea where the gold gems are) and I'd want to wait for TheCape to finish his run first. Also, I have a 5+ second time saver for 3 clancer kids, but unfortunately I can't get it to work without getting stuck (literally). Oh, and plenty of other runs I pushed aside for the s rank run that need to be completed.
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Finally found this for you. Current Level Time Unsigned Long A61690 This is definitely the level time. It is tracked by some weird scale and each tick on this is approximately 2.543 microseconds. (2.543e-6) Finally I was able to beat your 1-1 time by 6 seconds or so ;-) Not sure if this will help much, but it's here if you want it.
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zdude255 wrote:
Finally found this for you. Current Level Time Unsigned Long A61690 This is definitely the level time. It is tracked by some weird scale and each tick on this is approximately 2.543 microseconds. (2.543e-6) Finally I was able to beat your 1-1 time by 6 seconds or so ;-) Not sure if this will help much, but it's here if you want it.
6 seconds?!?!?! Sweet geebus! Thats quite the improvement O_o
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Yes it will prove useful. Thanks for finding that (although it will be tricky to alternatively think in terms of 2.543 microseconds. :-/) Also veysey, I'm sure he's kidding about beating 1-01 by 6 seconds, hence the winking face.
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His current time is about 6.5 seconds. I was setting memory addresses to zero until I found one that would make my time zero. I happened to have the savegame from his run, so it was kinda funny that it showed me breaking the record.
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6 seconds... =/ I was thinking 0.6 seconds... LOL (as is ~5.7x)... which I thought was a massive improvement... but alas, I was excited over a mis-read >_>
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I got something better that will get you excited. I redid the last two stages again and got: 2-09: 9.93" 2-10: 9.85" <---- it's now under 10 seconds, which I didn't believe to be possible for this stage. Also, the Migen sr. segment is now 100% optimal, 0.10" or so faster than my first attempt.
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I REALLY REALLY wants to see...!! *casts magic spell of summon WIP!*
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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