This is a super fun, and good looking boxing game based on the popular manga.

Game objectives

  • Emulator used: VBA v23.4-interim svn324
  • Aims for lowest in-game time
  • Beats story mode with Date victory
  • Abuses what is probably a programing error
The difference of real-time vs in-game time is just the super freezes.

Comments

There are two types of damage in this game, red and yellow. When the combined red, yellow, and fractional damage is over 140 damage the opponent is knocked down. Red damage is permanent and can only be reduced between rounds. Yellow damage regenerates with time and is mostly counter productive for winning quickly. When a move does a fractional amount of red damage the game keeps track of it and doesn't do any rounding.
When an opponent is knocked down he will get up
  • If the red damage and fractional red damage combined is 140 or less and he has no yellow damage
  • If the combined damage is 140 or less and the down count is 8.
  • If the combined damage is 141 or greater and he has enough spirit meter to perform his special get up.
so in other words there are three basic strategies for winning quickly
  • by TKO, the 2nd, 3rd, and 4th matches take two knockdowns, and the rest take three
  • by manipulating the opponent to use a bunch of meter so they can't do a special get up after you do over 140 red damage
  • by doing more then 140 red damage, but less then 141
I'm pretty sure that last one is a bug, and it's by far the fastest method in each round. If you would like to see some other strategies, here is a run I did before I figured out how the last one worked. http://www.youtube.com/watch?v=mY_e2lZQFvQ
Exact damage done is based on a few modifiers
  • Counter hit adds 50% damage, if you hit with a combo, only the first hit gets the bonus damage
  • Hitting the recovery of a counter special move deals 100% more damage, this is only used once in the run
  • Early opponents take more damage then later opponents, for example Miyata takes 150% damage and Date takes 100%.
There isn't much you can do to manipulate the RNG. The AI has a set attack pattern hitting them or being hit will sometimes change the pattern. However the RNG isn't reset each match, so it's possible to get better individual match times by playing part of the match and resetting, overall it would be slower and really annoying for a tas.

Stage by stage comments

You don't start with all your moves, you get your moves in the matches as they are used in the manga

Miyata

150% base damage modifier.
Miyata has two counter moves and it's possible to get a 6 extra damage on a body blow by counter hitting one, but the extra damage wasn't worth the time it took to manipulate a counter.

Hajami

150% base damage modifier
Yellow damage management is really important for these first two rounds, because I need to end with a 9 red damage combo, I can't have more then 8 yellow damage for the second to last hit.

Mashiba

Takes 130% damage
You get the super body blow for this round, and it's the best move in the game by far, the only disadvantage is that it's really slow, so it's hard to land outside of combos to get the counterhit bonus. You will see a lot of it.
At the start of the round I attack when he is dogging to get him to use his counter move, this makes the super body blow do an insane 77 red damage.

Sendo

SENDO DAAA!
Takes 130% damage
You get the smash for this match, it's basically a faster version of the normal special uppercut with an extra 5 base yellow damage for twice the meter.
Sendo is slow and I'm forced to do some awkward combos because the super body blow does too much damage.

Okita

Takes 120% damage
Because the super body blow does less damage I can start fitting three in.

Saeki

Takes 120% damage
Really fast and dodgy with an extra range jab. Normally annoying, his high walk speed helps for a TAS.

Vorg

Takes 110% damage
You get the Gazelle punch for this round. 10 base red damage isn't really worth the 3 meters it takes, but it's a really useful attack because it can be canceled out of a super body blow.
This turns out to be close to the perfect base damage modifier for speed.

Date

Takes 100% damage
The only attack that can do fractional damage at 100% is a counter hit smash or a counter hit special uppercut. This match shows that you clearly start with too much meter.
You don't lose the game for losing this match and can't chose to continue. If you lose you will fight two more matches and then get a different ending screen.

technical information

base damage

Jab 0 red 4 yellow
hook 2 red 8 yellow
right 2 red 8 yellow
upper cut 2 red 10 yellow
body blow 8 red 0 yellow
F+R+B 5 red 20 yellow
D+R+B 30 red 0 yellow
L+R+B 10 Red 30 Yellow
R+R+B 5 red 25 Yellow
Demsley roll 5 red 20 yellow per hit for 8 hits 40 red 160 yellow total

lua script to display the opponents stats


local redAddr=0x0200FC5E
local red
local redfAddr=0x0200FC5d
local redf
local yellowAddr=0x0200FC5A
local yellow
local spiritAddr=0x0200FC66
local spirit
local guardAddr=0x0200FC76
local guard
while true do
 red=memory.readword(redAddr)
 gui.text(172,2,"RED HP: "  .. red,"red")
 redf=memory.readbyte(redfAddr)
 gui.text(140,17,"Fractional RED: "  .. redf,"red")
 yellow=memory.readword(yellowAddr)
 gui.text(160,9,"YELLOW HP: " .. yellow,"yellow")
 spirit=memory.readword(spiritAddr)
 gui.text(172,30,"SPIRIT: " .. spirit,"magenta")
 guard=memory.readword(guardAddr)
 gui.text(176,37,"GUARD: " .. guard,"blue")
 emu.frameadvance()
end

suggested screen shot

actual suggested screen shot


Mukki: Judging...
Mukki: Good response to an interesting movie. Accepted.

fsvgm777: Processing...


TASVideoAgent
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Patryk1023
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W0W! Nice video :) This was nice fighting! Of course, then YES!
<Nach> scrimpy is fretty with her sunglasses on I'm here. never visible.
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here is an encode with my lua script http://www.megaupload.com/?d=JIYA7C73 u2b didn't like my title screen for some reason
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Hilarious to see people who took 2-3 episodes to beat go down in 37 seconds.
mklip2001
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I'm not entirely sure I understand how this game works. The opposing boxer is swinging at you, but I don't think I see your player doing anything to dodge the attack. How does the game decide whether you get hit? That aside, this is pretty amusing. It's really funny how you found that damage range from 140 to 141 that keeps the opponent from getting up. Also, the fights are varied enough to keep this interesting. Yes vote, and nice job!
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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There are four types of dodges in the game, but it's not like punch-out, the differences between them are purely cosmetic. Left/right dodging is a few frames slower so I don't use them. I use ducking the most because it gives the best view of the opponent's moves. Plus Ippo is the duck master. The animation looks like ippo lowers his hands. and the sway look like ippo raises his hands
PCachu
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(insert obligatory "I was told there would be no math on this forum" comment here)
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Move over Little Mac. A new challenger approaches!
Personman
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Hey, cool to see a run from you! I've been getting back into Magic, and thinking about returning to MTGS Forum Games someday... you still hang out there? Anyway this was pretty cool! I may have found the explanation more entertaining than the run itself, since I'm not familiar with the series or the game, but the run was short & varied enough that I enjoyed watching the whole thing. I'm curious if you know the significance of the values the red HP address takes on between rounds - it seems to usually go in the pattern Large Number 1 512 0 with I think occasionally two large numbers instead of one.
A warb degombs the brangy. Your gitch zanks and leils the warb.
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I'm not sure what I saw but I did like it.
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Personman wrote:
Hey, cool to see a run from you! I've been getting back into Magic, and thinking about returning to MTGS Forum Games someday... you still hang out there?
yep, still running 1cbb
I'm curious if you know the significance of the values the red HP address takes on between rounds - it seems to usually go in the pattern
It means something in hex, 256=1 red damage. If you want to know what the fractional value is just devide it by 256 for example in the Date match a smash does a base 5 damage so with the 50% bonus it should do 7.5 it does 7 red damage and the fractional number it causes is 128, half of 256. more complex example In the Mashiba match the first hit does 77 red and 255 fractional damage. the attack does a base damage of 30, so it should do 39 to Mashiba. It gets a 100% damage bonus so it should deal 78 damage, the games calculation is off a little. The next attack has a base damage of 8 does 10.4 to Mashiba should do 15.6 with the counter hit bonus (.6*256 = 153.6 +255)-256 =16 red and 152.6 fractional damage it actually does 16 red and makes the fractional damage = 153.
Personman
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Posts: 465
No, I wasn't talking about the number labeled 'Fractional RED', I understood that. I'm talking about the 'RED HP' number, but in between fights - it always blinks through several values in the order I mentioned.
A warb degombs the brangy. Your gitch zanks and leils the warb.
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oh whoops, no idea, it just maxes them out and then zeros them as a way to guarantee nothing is kept between rounds, idk why you would need to max them first, overflow possibly
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It's random garbage data. Fully normal for memory peeking scripts that doesn't bother to stop display when the game is in the wrong mode.
Personman
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Henke: yeah I know, but as errror1 one said, it's weird that it writes so much different data to those locations. It would be atrocious style to be using them for something else in between rounds, and I doubt this game is pushing any memory limits, so it is very likely to be garbage... but as a programmer, I can't figure out *why* you would put garbage there, instead of just 0. So, I was curious ^^
A warb degombs the brangy. Your gitch zanks and leils the warb.
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nice fight, can't wait to see more of those games
live life
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When I say "random garbage", I don't actually mean that it is random or garbage. Just that it might as well be. It is likely stack/heap memory that just happens to be allocated at the same spot each time a fight is started.
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It just means the same address is used for multiple things depending on whats going on during the game. So cut-scenes may use it for something like animation or a buffer for some data. Not uncommon when you have a limit on the allocatable memory.
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I found this a little boring, despite it being short enough and well executed. However, since it seems that the most accepted opinion in the site is that movies like Mike Tyson's punchout are amazing, this is a good addition, so Yes.
fsvgm777
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SD encode is up: Archive.org Dailymotion: Link to video
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1754] GBA Hajime no Ippo: The Fighting! by errror1 in 04:19.85