Post subject: Wario's Woods
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Since I don't have the time to actually do this myself... As I was playling level 84 of the Round Game of Wario's Woods, I thought to myself that it might actually make a decent speed run. At least more interesting than some puzzle games might be. What is Wario's Woods you ask? Well, it's a game where you play as Toad, and you have to clear out all the enemies on-screen in a puzzle game type of challenge. You have to clear out the enemies with bombs. However, there's some different numbers of enemies, enough to keep it interesting. Some enemies take one hit, some can only be killed diagonally, and some have to be blown up twice before they're cleared out. All the while, Wario pops in on occasion to make trouble for our happy hero, Toad. There's lots of chains, diamond-making (which when used, clears out all enemies of that color), and such to make the game long-lasting, and also damn near impossible to beat by human means, it seems. Not only that, there's three different one-player modes. There's a vs. CPU in which you challenge a computer controlled opponent through a story mode of sorts, a Round Game with 100 levels to go through, and a Time Attack, where you have to beat a specified number of levels as fast as you can. Since I just don't have the time to actually do this myself, I figured I'd stir up a little interest to see who might actually have time to do it. Anyone sound game for it?
Joined: 3/26/2006
Posts: 42
Location: Germany
I loved this game when I first got it for my SNES so I already thought about making a run. A vs Cpu run to be precise. Round game seems to be too long and repetitive to me (or rather.. too much work). Well, if making a vs cpu run what level do you think should be chosen: easy/normal/hard? Are there even any differences apart from the fact that in easy and normal level there are more enemies to beat? Also, there's an even more difficult mode which can be accessed by pressing a certain key combination when selecting a vs cpu game.
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
It should always be done on the highest difficulty possible, so yeah, I could dig a versus mode run. I really do think that unlike most puzzle games, Round Game could get really interesting. The earlier levels can be played around with, while the later levels can make it look like they're one step away from death at all times (which pretty much you are. I can't even beat level 84. @_@). All you gotta do is mess around with it some.
Joined: 3/26/2006
Posts: 42
Location: Germany
Never ventured that far in round game... But I guess the pattern will always be the same, i.e. line up enough monsters to get diamonds in order to clear the level as fast as possible. While this would certainly be amazing for me the casual (spoiled :P) TAS-addict might decide to skip big parts of the run. Even with good strategies for each level it might turn out to be quite long (-> getting to level 100 - although from what I've heard the SNES version does not stop after level 100.. But the levels kinda repeat). Not too sure about Vs Cpu.. I'd rather like to see a Round Game run as well. I might do some testing with this game soon...
Joined: 6/14/2004
Posts: 646
I wouldn't object to seeing a round game run; it would be great to see it being played with all the movement possibilities and kick abuse. There would also be some luck manipulation for the items you want, I suppose. The only thing that would be frustrating is hearing that diamond sound clip over and over.
I like my "thank you"s in monetary form.
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
I did notice about the luck manipulation, when I used savestates, is that the order of the bombs is predetermined somehow before the round starts. So to manipulate anything, it will probably have to be done the round before. Like, if you need to start with a white bomb in level 21, you'd have to do something to manipulate it in level 20, most likely. I'm not sure how that'd work yet, though. I'm not very good with the hacking stuff and I couldn't figure out how to work it.
Joined: 5/6/2005
Posts: 141
Is anyone here planning a run for this game? It's been about a month now. A hard VS CPU game would be fun to watch.
Former player
Joined: 6/2/2006
Posts: 63
I'm familiar with the NES version of the game, but not the SNES one. Are there any significant differences between the two?
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
I'd like to, but I don't have time to actually start TASing things due to the fact that my life (i.e. finding a job, saving money, college, etc.) come first. I wanted to throw out a suggestion and my findings, so if anyone wants to do a TAS of this, feel free.
Joined: 11/2/2006
Posts: 8
Some things to look for when you do this: When making a diamond, if you can do it without wasting time, make sure to get the Bomb in the middle of the stack/row so it blows up twice as fast. In Round game, try not to have any bombs or diamonds left at the end so you don't have to watch them blow up at the end. If the CPU can be manipulated, get him to not pay attention to any eggs you drop on him, and just keep pummeling him with 4+ rows and combos to finish the round faster. Sometimes you can make a combo start up long after the last row was cleared, and sometimes you can get three in a row not to explode if you step in at the right time. You can do this stuff when the computer is pinned just for show. And... that's all I can think of for now.
Post subject: Wario's Woods Time Race
Player (105)
Joined: 6/7/2005
Posts: 290
Location: New York
Well I got to playing around with this game and I started getting really OCD to it. Personally I think trying to get to the credits in this game would indeed be very boring so I thought I'd give this a shot. Maybe it could be a demo submission or something because I think this is the most entertaining part of the game to watch. If anyone watches this I would like to have you note that getting a Gold rating on easy requires 5m00s or...less... http://dehacked.2y.net/microstorage.php/info/1087486789/Wario%27sWoodsTimeRace.smv Some things I noticed is that I can't change the order in which the bombs dropped. I tried many different things. It almost seems as though it's randomized by you defeating things and given a default order at first...so I did have some delays to that. I can manipulate where the fairy drops a bomb, I can also manipulate the crystals which was really nice. Saved some time on that. EDIT: I noticed a slight error I made at the end. I think it saved about 8 frames to correct it and the second timer stayed at 0:50. Yay. :) http://dehacked.2y.net/microstorage.php/info/1325784287/Wario%27sWoodsTimeRace2.smv
Soft Blue Dragon
Joined: 3/27/2009
Posts: 17
Location: Thuringia, Germany
Can't watch the movie (ok, I can watch it, but it's definitely the wrong version I have). :/
Player (105)
Joined: 6/7/2005
Posts: 290
Location: New York
Heh, wow this game is really that boring huh? Well I might do a run of it anyway and put it on my youtube.
Soft Blue Dragon
Joined: 12/3/2006
Posts: 131
Location: Seattle
I didn’t think it was boring at all! Then again, I’m probably biased because I used to love playing this game when I was younger. If you do finish this run and submit it to this site, I know I’ll vote for it.
Former player
Joined: 10/6/2007
Posts: 86
Loved playing Wario Woods on Animal Crossing (the NES version)
Aran_Jaeger
He/Him
Banned User
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Here is some memory addresses (in ''unsigned, 1 byte'' mode) that I identified with RAM search: P1 generally refers to the left side (i.e. Toad's side), while P2 refers to the right side (either 2nd player or COM's side). 7E0630 tells the current RNG value. 7E0A51 tells the colour of the currently (by the fairy) latest generated bomb on P1's side. 7E0A53 tells the colour of the currently (by the fairy) latest generated bomb on P2's side. For the currently latest generated bomb on P1's and P2's side (even during raven phase), the memory address values correspond to bomb colours in the following way: 16 = green bomb 17 = red bomb 18 = white bomb 19 = pink bomb 20 = blue bomb 21 = yellow bomb 22 = black bomb 23 = turquois bomb 7E0A52 tells the x position of the last bomb that P1's fairy generated (works during raven phase aswell), with values from 1 to 6 (for the 6 tile range). 7E0A54 tells the x position of the last bomb that P2's fairy generated (works during raven phase aswell), with values from 9 to 14 (skipping over the central coloumn's range from 7 to 8). 7E0A55 tells the colour of the currently (by the raven) latest generated monster on P1's side. 7E0A57 tells the colour of the currently (by the raven) latest generated monster on P2's side. For the currently latest generated monster on P1's and P2's side, the memory address values correspond to monster colours in the following way: 144 = green monster 145 = red monster 146 = white monster 147 = pink monster 148 = blue monster 149 = yellow monster 150 = black monster 151 = turquois monster 7E0A56 tells the x position of P1's raven, from 1 to 6. 7E0A58 tells the x position of P2's raven, from 9 to 14. 7E0A5B tells the number of remaining colours of objects (i.e. bombs and monsters) on P1's side. 7E0A64 tells the number of remaining colours of objects (i.e. bombs and monsters) on P2's side. 7E0AAD tells the total number of so far (by the fairy) generated bombs on P1's side during a round. 7E0AAE tells the total number of so far (by the fairy) generated bombs on P2's side during a round. The current number of bombs (of a certain colour) on P1's side is shown by: 7E0AAF (green) 7E0AB0 (red) 7E0AB1 (white) 7E0AB2 (pink) 7E0AB3 (blue) 7E0AB4 (yellow) 7E0AB5 (black) 7E0AB6 (turquois) The current number of bombs (of a certain colour) on P2's side is shown by: 7E0AB7 (green) 7E0AB8 (red) 7E0AB9 (white) 7E0ABA (pink) 7E0ABB (blue) 7E0ABC (yellow) 7E0ABD (black) 7E0ABE (turquois) The current number of remaining monsters (of a certain colour) on P1's side are shwon by: 7E0ABF (green) 7E0AC0 (red) 7E0AC1 (white) 7E0AC2 (pink) 7E0AC3 (blue) 7E0AC4 (yellow) 7E0AC5 (black) 7E0AC6 (turquois) The current number of remaining monsters (of a certain colour) on P2's side are shwon by: 7E0AC7 (green) 7E0AC8 (red) 7E0AC9 (white) 7E0ACA (pink) 7E0ACB (blue) 7E0ACC (yellow) 7E0ACD (black) 7E0ACE (turquois) The current number of gems (of a certain colour) on P1's side is shown by: 7E0ACF (green) 7E0AD0 (red) 7E0AD1 (white) 7E0AD2 (pink) 7E0AD3 (blue) 7E0AD4 (yellow) 7E0AD5 (black) 7E0AD6 (turquois) The current number of gems (of a certain colour) on P2's side is shown by: 7E0AD7 (green) 7E0AD8 (red) 7E0AD9 (white) 7E0ADA (pink) 7E0ADB (blue) 7E0ADC (yellow) 7E0ADD (black) 7E0ADE (turquois) 7E18DF tells the x position of P1's fairy, from 1 to 6. 7E18F6 tells the x position of P2's fairy, from 9 to 14. 7E1B87 tells the number of rounds P1 won in the current best-of-5 match. 7E1B88 tells the number of rounds P2 won in the current best-of-5 match. 7E1B89 tells the number of rounds that have been completed in the current best-of-5 match.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
For the VS COM Expert mode, I have recently taken a look into the different initial monster placement patterns that Toad aswell as Toad's opponents can start out with (neglecting differences between 2 any patterns that solely come from the monster sprites being different while arrangement/constellation and colour distribution is the same) by going through different RNG values that I fixed to check what pattern would be produced and went through them in order case by case using SNES9X's ''cheat'' tool, and it looks like the patterns that I found should be all that exist (though I didn't check all 256 different RNG value cases generally). With ''pattern'' in the following, I refer to these, which doesn't necessarily include fairy/crow position sequences during rounds aswell as the positions and colours of dropped or otherwise spawned objects, aswell as the opponent's sequence of actions. Right after a round ends (before a new round or end of match occurs), the RNG increments by 1 continuously for every frame without any jumps anymore that seem only to be induced during rounds. Quick overview of opponents in order of appearance: Katsini (Easy starts here) Galrog Harley Q SamSpook (Normal starts here) Sven Parrotor Mssr Boo (Hard starts here) Aqualea Razor Tad Rock Thak Lizardon Sarissa Mangylox Dedar Carlton Harry H Wario - - - Expert mode Toad patterns for VS COM: Against Katsini & Galrog: Against Harley Q & SamSpook: Against Sven: Against Parrotor & Mssr Boo: Against Aqualea & Razor: Against Tad Rock: Against Thak: Against Lizardon & Sarissa & Mangylox: Against Dedar & Carlton: Against Harry H & Wario: - - - Expert mode opponent patterns for VS COM: Generally there is 16 patterns, but for Aqualea apparently only 8 exist and for Sven only 10. Katsini & Galrog patterns: Harley Q & SamSpook & Parrotor & Mssr Boo & Tad Rock & Thak & Mangylox & Carlton & Wario patterns: For Harley Q, Parrotor, Mssr Boo, Tad Rock, Mangylox, Carlton, and Wario, the same RNG values appear to cause the same patterns, but for Thak and SamSpook it is different (but for those two, the same RNG value causes the same pattern, apparently). Sven patterns: Aqualea patterns: Razor & Lizardon & Sarissa & Dedar & Harry H patterns: The same RNG value appears to causes the same Razor & Lizardon patterns, but not Sarissa, Dedar, and Harry H patterns (but for Sarissa & Dedar & Harry H, the same RNG apparently causes the same pattern). - - - - - Toad-pattern-to-RNG-value correspondence (for VS COM, Expert mode): For each scheme below, the numbers 1 to 16 in the left coloumn refer and correspond to Toad-side patterns from the above Toad-pattern overview images for a given opponent, in such a way that ''1'' refers to the Toad-side pattern in the top left corner (within an overview image, consisting of 2 rows with each covering 8 unique patterns, except for Sven there is only 1 row), then ''2'' refers to the pattern to the right of what ''1'' refers to, and so on up to the top right corner being pattern ''8'', followed by the patterns ''9'' to ''16'' from the left to the right in the 2nd row. So it is like this: ------------------------------ | 1, 2, 3, 4, 5 ,5, 6, 7, 8 | | 9,10,11,12,13,14,15,16| -------------------------------- Since the sets of RNG values that produce a same pattern seem to be constant over all opponents, not all Toad-pattern-to-RNG-value correspondences have been explicitly tested. An example to understand the following scheme: Mssr Boo beneath is listed to the right of the ''|'' separator, so e.g. the RNG value 04 causes Mssr Boo's pattern 6 (and for example B7 also causes that pattern). Vertical pairs of asterisks ''*'', and horizontal circle ''°'' pairs highlight RNG values that only differ by 1 --- Katsini | Galrog: Harley Q | SamSpook: Parrotor | Mssr Boo: Tad Rock | : Thak | : 1|6: (04, *12, 20, *37, 3B, *57, 66, *72, 80, *97, 9B, *B7, C6, *D2, E0, *F7) 2|10: (0A, 17, 29, 32, 49, 4E, 69, 77, 89, 92, A9, AE, C9, D7, E9, F2) 3|7: (05, *11, 1F, *36, 48, *56, 67, *71, 7F, *96, A8, *B6, C7, *D1, DF, *F6) 4|12: (0C, 24, 38, 3F, 51, 5D, 6C, 84, 98, 9F, B1, BD, CC, E4, F8, FD) 5|11: (00, 1A, 1C, 2C, 45, 5A, 60, 7A, 7C, 8C, A5, BA, C0, DA, DC, EC) 6|1: (0B, 23, 3A, 3E, 50, 63, 6B, 83, 9A, 9E, B0, C3, CB, E3, °FA, °FB) 7|3: (03, 18, 2A, 33, 4A, 4F, 6A, 78, 8A, 93, AA, AF, CA, D8, EA, F3) 8|15: (06, 16, 28, 31, 43, 4D, 68, 76, 88, 91, A3, AD, C8, D6, E8, F1) 9|13: (02, 14, 27, 2F, 42, 4B, 5B, 74, 87, 8F, A2, AB, BB, D4, E7, EF) 10|2: (09, 10, 1E, 35, 47, 55, 62, 70, 7E, 95, A7, B5, C2, D0, DE, F5) 11|5: (15, 26, 30, 41, 4C, 5C, 75, 86, 90, A1, AC, BC, D5, E6, F0, FC) 12|4: (13, 21, 2D, 3C, 58, 64, 73, 81, 8D, 9C, B8, C4, D3, E1, ED, FE) 13|9: (08, 0E, 1B, 2B, 44, 53, 5F, 6E, 7B, 8B, A4, B3, BF, CE, DB, EB) 14|16: (19, 22, 2E, 3D, 59, 65, 79, 82, 8E, 9D, B9, C5, D9, E2, EE, FF) 15|8: (01, 0F, 1D, 34, 46, 54, 61, 6F, 7D, 94, A6, B4, C1, CF, DD, F4) 16|14: (07, 0D, 25, 39, 40, 52, 5E, 6D, 85, 99, A0, B2, BE, CD, E5, F9) --- Sven: (Here, there exist only 8 different Toad-patterns, generated by pairing/merging RNG-sets that originally determined the 16 patterns) 1,6: (04, *12, 20, *37, 3B, *57, 66, *72, 80, *97, 9B, *B7, C6, *D2, E0, *F7) (0B, 23, 3A, 3E, 50, 63, 6B, 83, 9A, 9E, B0, C3, CB, E3, °FA, °FB) 2,10: (0A, 17, 29, 32, 49, 4E, 69, 77, 89, 92, A9, AE, C9, D7, E9, F2) (09, 10, 1E, 35, 47, 55, 62, 70, 7E, 95, A7, B5, C2, D0, DE, F5) 3,7: (05, *11, 1F, *36, 48, *56, 67, *71, 7F, *96, A8, *B6, C7, *D1, DF, *F6) (03, 18, 2A, 33, 4A, 4F, 6A, 78, 8A, 93, AA, AF, CA, D8, EA, F3) 4,12: (0C, 24, 38, 3F, 51, 5D, 6C, 84, 98, 9F, B1, BD, CC, E4, F8, FD) (13, 21, 2D, 3C, 58, 64, 73, 81, 8D, 9C, B8, C4, D3, E1, ED, FE) 5,11: (00, 1A, 1C, 2C, 45, 5A, 60, 7A, 7C, 8C, A5, BA, C0, DA, DC, EC) (15, 26, 30, 41, 4C, 5C, 75, 86, 90, A1, AC, BC, D5, E6, F0, FC) 8,15: (06, 16, 28, 31, 43, 4D, 68, 76, 88, 91, A3, AD, C8, D6, E8, F1) (01, 0F, 1D, 34, 46, 54, 61, 6F, 7D, 94, A6, B4, C1, CF, DD, F4) 9,13: (02, 14, 27, 2F, 42, 4B, 5B, 74, 87, 8F, A2, AB, BB, D4, E7, EF) (08, 0E, 1B, 2B, 44, 53, 5F, 6E, 7B, 8B, A4, B3, BF, CE, DB, EB) 14,16: (19, 22, 2E, 3D, 59, 65, 79, 82, 8E, 9D, B9, C5, D9, E2, EE, FF) (07, 0D, 25, 39, 40, 52, 5E, 6D, 85, 99, A0, B2, BE, CD, E5, F9) --- Aqualea | Razor: Lizardon, Sarissa | Mangylox: Dedar | Carlton: Harry H | Wario: 1|1: (04, *12, 20, *37, 3B, *57, 66, *72, 80, *97, 9B, *B7, C6, *D2, E0, *F7) 2|2: (0A, 17, 29, 32, 49, 4E, 69, 77, 89, 92, A9, AE, C9, D7, E9, F2) 3|3: (05, *11, 1F, *36, 48, *56, 67, *71, 7F, *96, A8, *B6, C7, *D1, DF, *F6) 4|4: (0C, 24, 38, 3F, 51, 5D, 6C, 84, 98, 9F, B1, BD, CC, E4, F8, FD) 5|5: (00, 1A, 1C, 2C, 45, 5A, 60, 7A, 7C, 8C, A5, BA, C0, DA, DC, EC) 6|6: (0B, 23, 3A, 3E, 50, 63, 6B, 83, 9A, 9E, B0, C3, CB, E3, °FA, °FB) 7|7: (03, 18, 2A, 33, 4A, 4F, 6A, 78, 8A, 93, AA, AF, CA, D8, EA, F3) 8|8: (06, 16, 28, 31, 43, 4D, 68, 76, 88, 91, A3, AD, C8, D6, E8, F1) 9|9: (02, 14, 27, 2F, 42, 4B, 5B, 74, 87, 8F, A2, AB, BB, D4, E7, EF) 10|10: (09, 10, 1E, 35, 47, 55, 62, 70, 7E, 95, A7, B5, C2, D0, DE, F5) 11|11: (15, 26, 30, 41, 4C, 5C, 75, 86, 90, A1, AC, BC, D5, E6, F0, FC) 12|12: (13, 21, 2D, 3C, 58, 64, 73, 81, 8D, 9C, B8, C4, D3, E1, ED, FE) 13|13: (08, 0E, 1B, 2B, 44, 53, 5F, 6E, 7B, 8B, A4, B3, BF, CE, DB, EB) 14|14: (19, 22, 2E, 3D, 59, 65, 79, 82, 8E, 9D, B9, C5, D9, E2, EE, FF) 15|15: (01, 0F, 1D, 34, 46, 54, 61, 6F, 7D, 94, A6, B4, C1, CF, DD, F4) 16|16: (07, 0D, 25, 39, 40, 52, 5E, 6D, 85, 99, A0, B2, BE, CD, E5, F9) (For opponent-side patterns, the opponent-pattern-to-RNG-value correspondence might be very similar, but remains to be looked into.) --- Further information on the RNG, by droodjerky: [quote droodjerky] droodjerky - 11/02/2017 I'm not sure how widely it is know at this point. So, I'll post here. The bomb RNG in Wario's Woods (SNES) is fully figured out. There is a very short method to figure out your RNG and I can use that to output RNG lists for all the monster layouts. It is also possible to easily change your current RNG. How the game chooses which monster layout to use is also figure out. This is all VS COM. Manipulating that is pretty much TAS only. THE RNG STRING: At 83B138, in the rom, there exists a list of values that is 256 items long. Each of these items is between 0 and 255. Here is an actual snippet from that list: [73, FF, 04, AC] These are Hexadecimal numbers. THE RNG OFFSET: The game uses the value stored at s000068 to determine where to grab items from the list. This is Static RAM and is not cleared on console reset. This value goes up by 64 every round. There are 3 rounds per stage, assuming you win each round. 64 * 4 = 256, so the RNG will loop around to the initial value every 4 rounds. If it starts at 1 it goes 1 -> 65 -> 129 -> 193 -> 1. This value also goes up by 1 for every bomb dropped on the demo screen. More may affect this, I haven't checked beyond VS COM and the demo. BOMB CHOICES: The choices for colors of bombs are stored at 7E0A5C. It's always in this order, [green,red,white,pink,blue,yellow,black,cyan] If a color is missing from the round, the one to the right on the list is shifted left. So, a round with red, pink, yellow, cyan, would be [red,pink,yellow,cyan] At 7E0A5B the value for how many colors are on the board is kept. STARTING A ROUND: The game starts, the offset is whatever it was when last the game was played. Any difficulty is chosen in VS COM. The game "slices" a list from the RNG list, starting at the offset. If the offset is 0, you get [73,FF,04,AC,...] This list is then loaded into memory at 7E0AAC to 7E0A6D. That means it is loaded reverse into memory. THE BOMB IS CHOSEN: When a bomb is to be dropped, the next value in the RNG slice is loaded. This number is divided by 15 and the remainder is taken. This number is then compared to the number of colors left on the board. The number of colors is then subtracted, again, and again, until this value is less than the number of colors. It has to be less because arrays start from 0. An array of [red,pink,yellow,cyan] is 4 long, but the last address is 3. 0,1,2,3. It then uses the value that is left to pick a color from the bomb choices address. THE EXAMPLE: Game turns on, the bomb RNG is the same as it was when the game was turned off. We get offset 0. We load a round, and get the colors [red,pink,yellow,cyan] We get a list of RNG starting from position 0. All the values load into memory. We are about to get a bomb drop. We get value 73(hex) from the RNG slice. We have 5 colors on the board. 73 / 15 gives us 13 remaining. 13 - 5 - 5 = 3 The game loads position 3 from the bomb choices array. We get cyan. THE UPSHOT: Once your offset is found, the entire list of possible bomb drops (assuming no colors have been removed from in the round) can be created. This should allow players to plan the later stages of the game out, since this seems to be where a lot of time is lost. There is probably a really nice offset that will give good RNG in the last few stages most of the time. Since I am terrible at the game I haven't gotten to this part. You offset can be found by loading the first stage on hard and comparing your bomb drops against the full list of RNG. You will probably need to drop 15-20 bombs to be sure of your offset. Since the bomb list is stored in reverse in memory, you will NEED TO GO BACKWARDS THROUGH THE FULL RNG LIST TO FIND YOUR OFFSET. If you get a bomb that matches offset 255, then you check against position 254 for the next bomb. Then 253, etc... There will probably be 2 or 3 places in the list that match your bomb pattern for quite a few bombs. Drop 20, on the high end, to be sure. [/quote] And a ZIP file that was provided by droodjerky: https://cdn.discordapp.com/attachments/111326680978579456/376072968297644032/First_Stagehard_Layouts_With_FULL_RNG_STRING.rar - - - - - Further resources, information, aswell as questions that one can look into: By pressing Up, one can get onto a pile of objects, and by pressing L or R, one can immediately turn and kick to the Left or Right. By pressing Select and Start at the same time, one comes back to the main menu. If one kicks and holds the button, then Toad will stay in the kicking sprite, and the same holds for laying an object onto something (high or low, for different sprites) or grabbing an object when there is none. Apparently, there is a (rare) Lose condition where the action of grabbing an object (to carry it over Toad's or the opponent's head) while only 1 air tile is remaining (above Toad or the opponent, respectively) just at the right time when the fairy or crow tries to place an object at the same spot makes the game think the space is completely filled, and causes Toad or respectively the opponent to lose the round. An old graphical ''phantom stack'' glitch during lessons mode: https://www.youtube.com/watch?v=g35RZpBzZ4Q An old glitch during lessons mode where a moving object due to a kick appears in the next lesson if the current lesson is cancelled while it moves: https://www.youtube.com/watch?v=uRB0M_Dfegc ''In the Lessons Mode, under Chain Reactions #8, right next to Toad there is a green bomb next to two green Fuzzes in a row. According to the rules of Wario's Woods, the green bomb should clear the row of green things. But, when you start the lesson, the bomb doesn't explode! When you press X to start the chain reaction, the green bomb Toad was holding drops, and the row of green stuff is finally cleared.'' At the beginning, the RNG behaves in a straight-forward way where it increments by 1 every (non-lag) frame and loops from 256 (FF) back to 0, and It looks like TAS files don't desynchronize if one adds any multiple of 256 blank frames at the beginning (so that the RNG loops around more times). For any opponent, it seems to hold that from the screen where they talk to Toad up to the end of the last round against them, the patterns on both sides for all (3) rounds cannot be influenced anymore (including the behavior of the opponent (for a given fixed Toad behavior) and its fairy with positions and bomb colours staying the same as long as one doesn't influence the opponent's playing field e.g. by lowering their ceiling, including where on Toad's side an opponent spawns piles of monsters from chain explosions staying the same while the pile's colour depends on time), so that RNG manipulation seems to only be applicable (by waiting) before the 1st opponent or during Toad-victory screens over a current opponent (each time for the next 3-round-patterns determining RNG). However, the opponents' behavior would still depend on how Toad influences their playing field. Between any 2 opponent matches, on the Toad-victory screen, it seems to not matter for the first few (around as long as the opponent holds down to make bombs fall faster) fairy positions (which possibly are a fixed remnant from the last round against the previous opponent) on Toad's and the next opponent's side for the 1st round how long one waits for changing the RNG. Other than this, it seems that the behavior of Toad's fairy (and probably crow) is only influenced by occupying spawn slots at the ceiling with Toad and/or monsters/bombs to make the fairy appear elsewhere; but holding down doesn't seem to change the fairy's bomb colours nor positioning sequence and just speeds it up. If the number of frames (outside of lag frames, possibly) that have passed (compared to some initial reference frame) already determine the pattern that one gets for the 3 rounds against any opponent, so that it doesn't matter if one finishes some quick 3-round patterns and then waits up to some frame until one chooses the RNG that determines the next 3 rounds, or if one instead finishes some 3-round patterns slower and has to wait less to get to the same RNG value that provides the same 3-round patterns for the next opponent, then this means that some 3-round patterns may not have to be optimized fully for a TAS, provided that the fastest possible TAS has to wait some frames between the matches against the opponents (so that a small variety of other slower 3-round patterns could still make it in time and just wait a little less due to having less of a buffer time). After every fairy-raven cycle, the fall speed increases by 1(?) The own rock can be pushed up either with 4 objects destroyed in a row or with 3 if they are placed diagonally(?) A chain where initially 5 monsters are destroyed in 1 explosion, and 5 new monsters exploding as consequence of that later generates only 1 gem(?) The general structure of Toad- and opponent-patterns can be characterized and checked for properties they might have that could be useful to know about (like e.g. symmetry, cyclic arrangement, 2x2 block structure, shifts of monsters row- or coloumn-wise,...). Correlations between patterns: Are there different Toad- or opponent-patterns that are (partially or completely) the same (for different opponents) or isomorphic (i.e. the same except of a colour permutation), or similar to or constructed from another pattern in some way? What are the numbers of monsters and different colours (and monsters per colour) per pattern? What is the fall speeds of dropped objects on Toad's or an opponent's side, for all opponents. Does the opponent's RNG and movement/behavior depend on Toad's side in case one doesn't directly influence the opponent's side? Which different 3-round pattern sequences exist generally? - - - - - I went through VS COM Expert mode runs from the speedrun leaderboard for Warios Woods and wrote down the patterns (with same number referencing as above) that occured on both sides of the screen for the individual videos and individual opponents in an attempt to make out patterns: Mssr Boo: (1,2)>... (13,15)>... (13,15)>(4,14)>(6,6) (15,3)>(7,8)>(6,7) (7,8)>(2,7)>(8,15) (6,3)>(1,8)>(14,7) (16,12)>(4,13)>(6,3) ''(15,3)>(7,8)>(6,7) & (7,8)>(2,7)>(8,15)'' shows that it is not just 1 pattern-sequence that the RNG just runs through for both sides at the same time, since (6,7) or (2,7) could follow after the same pattern (7,8). --- Aqualea: (2,4)>(8,3)>(3,7) (14,1)>(12,5)>(6,2) (3,7)>(1,6)>(14,1) (5,4)>(14,3)>(12,7) (4,7)>(1,8)>(3,6) --- Razor: (11,4)>(16,14)>(4,6) (3,8)>(1,7)>(14,14) (13,13)>(7,12)>(2,15) (6,2)>(14,12)>(12,13) (7,14)>(2,6)>(3,2) --- Tad Rock: (15,15)>(13,11)>(16,10)[>(4,1)] (10,7)>(15,15)>(5,11) (14,12)>(12,13)>(1,3) (5,11)>(13,10)>(5,1) (6,2)>(10,1)>(15,10) --- Thak: (7,2)>(2,12)>(8,15) (16,10)>(4,3)>(1,8) (7,2)>(2,12)>(8,15) (11,11)>(9,10)>(7,1) (6,6)>(7,2)>(2,12) --- Lizardon: (2,4)>(8,3)>(11,8)[>(9,7)] (16,7)>(4,15)>(1,11) (2,4)>(8,3)>(3,8) (6,16)>(6,15)>(16,11) (10,16)>(15,15)>(13,11) ''(6,16)>(6,15)>(16,11)'' shows that the same Toad-pattern can occur at least twice (but maybe even 3 times) in a row (in this case pattern 6 twice in a row), which may be important to know for TASing the VS COM Expert mode, if some Toad-pattern is just generally more favourable compared to others (among a given set of at most 15 alternatives). Additionally, it seems odd that (4,15), (6,15), and (15,15) as 2nd rounds all use pattern 15 on Lizardon's side (given that above are just some more or less random 5 samples and that one would expect any of the 16 patterns to be possible if they are somewhat uniformly distributed), aswell as that (1,11), (16,11), and (13,11) as their afterwards following 3rd rounds all have pattern 11. (For the Sarissa cases beneath, something similar can be observed.) --- Sarissa: (9,13)>(5,12)>(14,15) (13,8)>(16,7)>(4,14) (7,11)>(2,7)>(8,14) (8,12)>(11,13)>(9,3) (4,5)>(6,9)>(14,4) --- Mangylox: (16,10)>(4,1)>(6,5) (9,16)>(11,4)>(16,14) (6,2)>(10,1)>(15,10) (1,3)>(3,8)>(10,7) (13,13)>(7,12)>(2,15) --- Dedar: (4,6)>(11,2)>(9,13) (14,6)>(7,2)>(2,13) (10,10)>(15,3)>(5,8) (7,1)>(2,5)>(3,9) (16,10)>(4,6)>(11,2) ''(4,6)>(11,2)>(9,13)'' & ''(16,10)>(4,6)>(11,2)'' shows the sequence (4,6)>(11,2) appearing twice among 5 samples, which I'd find unlikely, so this might be an indicator that there actually wouldn't be that many ways in which new patterns can follow other patterns. --- Carlton: (14,14)>(12,6)>(5,2) (16,10)>(4,1)>(6,5)[>[7,9)] (5,2)>(13,13)>(7,12) (3,10)>(10,7)>(15,3) (3,8)>(10,7)>(15,15)[>(5,11)] And above we have 2 different patterns leading into the same with (3,10)>(10,7) & (3,8)>(10,7). --- Harry H: (12,5)[>(6,9)>(10,14)>(15,7)>(5,3)] (2,12)>(8,15)>(11,11) (4,12)>(6,9)>(14,4) (15,3)>(5,8)>(13,7) (8,15)>(3,11)>(1,10) --- Wario: (14,12)>(12,13)>(1,3) (11,4)>(16,14)>(4,6) (8,11)>(9,16)>(11,4) (6,8)>(16,7)>(4,15) (11,4)>(16,14)>(4,6)
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
GJTASer2018
He/Him
Joined: 1/24/2018
Posts: 306
Location: Stafford, NY
(crushed by wall of pictures and text) Aran, could you PLEASE make an offsite link to that gallery? I don't think the mods are going to like the amount of pictures you've got up there...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
Spikestuff
They/Them
Editor, Publisher, Expert player (2655)
Joined: 10/12/2011
Posts: 6446
Location: The land down under.
The images are fine, they're all under a megabyte each compared to something else I can think of. Also what do you expect from an Aran post except for an essay. But images? Mate, that's a bonus.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.