Post subject: Duke nukem advance (wip)
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
So, I wanted todo tas of my favorite FPS game on gba, duke nukem advance.. Heres wip of first level: (played on 'damn I'm good') http://up.servut.us/10856 Note that duke dosent move always when I press up/down/etc for some reason (and thats reason why gba dont have much good 3D games), this mostly happens after 'cut-scenes' for some reason :\. some feedpack plz[/i] EDIT: also controlls sucks in this game, because jump and open is same button, so somtimes duke jumps when he should open door etc
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Mitjitsu
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I have difficulty obtaining the rom so I sadly can't watch it, you could always make an AVI if you want feedback.
Joined: 4/29/2005
Posts: 1212
I played this, it's really quite good, for a handheld game.
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
My rom is "Duke Nukem Advance (USA).gba" , and I'll upload wip today.. Uploading... (393216 / 22354944) 2%... Uploaded (processing, please wait) EDIT: It is just smarter todo this tas on 'lets rock', just because there are more lag on 'damn I'm good"? edit2: http://www.youtube.com/watch?v=wtz8rjjA6CA EDIT3: I made new wip of level 1, using 'lets rock' http://www.youtube.com/watch?v=YGAjKALWLuM
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Joined: 9/1/2005
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L337 wrote:
It is just smarter todo this tas on 'lets rock', just because there are more lag on 'damn I'm good"?
I just finished watching both videos, personally, I can't say I like the game if only for the poor quality sound it has, but of the two, I liked the first one, as more stuff died.
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
Atma wrote:
L337 wrote:
It is just smarter todo this tas on 'lets rock', just because there are more lag on 'damn I'm good"?
I just finished watching both videos, personally, I can't say I like the game if only for the poor quality sound it has, but of the two, I liked the first one, as more stuff died.
OK, I'll do this run on 'damn I'm good', also I agree with that music/sound qualitly is poor :\ another WIP of level1a; http://www.youtube.com/watch?v=v4ziUv5Ze9w
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Heh, it already looks better than the N64 run. Do you have a projected total time?
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Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
mmbossman wrote:
Do you have a projected total time?
<onewordpost> Nope </onewordpost> EDIT: I made test tas of level1b, but still it will be difficult todo, because I only have 45hp when I start level, and on 'damn I'm good' mode there are just too many enemies, so it will be challenging(because shotgun is slow, duke are hard to controll with d-pad/gba buttons/in frame-advance etc) >_> (on my test tas, I completed 80% of level, and re-record count was about 300, mostly by message "press A to restart level", so I have to pick-up (almost) every power-up/healt pack) , I'm redoning level 1b maybe today, if I have free time EDIT: heres failed wip of level 1b: ( Uploaded (processing, please wait) ) http://www.youtube.com/watch?v=JHdI7kbbiJs
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Joined: 12/25/2004
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This looks fast paced, I liked it :)
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Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
Level 1b WIP: http://www.youtube.com/watch?v=u3hS_ZYY4T8 damn I hate those pigcop's
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XTREMAL93
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WIP?
NitroGenesis
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Please stop needlessly bumping these old threads, plz.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Dimon12321
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It's disappointing nobody picked this game in 16 years. Well, let's see what I can do. The whole game looks relatively easy. Just movement optimization and occasional shooting distinct enemies. Movement nuances - You switch weapons by holding Select and pressing L and R bar keys. While you do this, you can't strafe. - Jumping slows you down a little bit and you can't jump over stairs railings or over enemies. - To activate switches or doors, you just have to be close to them. You don't have to face them. - To grab an item, you must be at the same height or above it. You can't bump into items using your momentum, like in Doom. - When you turn, you increase the camera speed. If you hold Left, then switch it to Right, you turn in the opposite direction at the same speed. Optimization The framerate is uncapped, which makes it harder to optimize the movement because you have to redo the input every time you try a different way of movement and luck manipulation. You can't just copy or delete unnecessary frames. You gotta follow for how many non-lagged frames you kept each button pressed before doing progress in a different way, and it still doesn't guarantee you will do the same what you used to do. The enemies often stand dead on their tracks when you see them. I think it has something to do with performance optimization to spend less time on AI logic. Enemies The following list is determined by doing RAW Search. GBAHawk, WRAM memory domain, unsigned int. HP cannot be negative (if an enemy is dead, its HP is zero)
EnemyHealth (HP)
Assault General (Trooper)40
Pig Cop60
Hybrid Gray Alien50
Weapons
WeaponDamage
Mighty Foot40
Desert Eagle (Pistol)12
Shotgun50 (5 pallets, each one deals 10 damage)
Here is a WIP which passes first 2 levels (1A and 1B). The encode is included there.
TASing is like making a film: only the best takes are shown in the final movie.

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