Post subject: Sunset Riders (4 Player World v. EAC)
Joined: 10/10/2011
Posts: 3
So, long time lurker, first time poster. I recently decided to sign up for the site because I became interested in trying to TAS the game "Sunset Riders" which was released in Arcade, and later ported to SNES and Genesis (There's a published Genesis run here, but as is noted in the publication, the Genesis version leaves out many of the bosses, enemies, and 2 of the 4 playable characters of the arcade version. There's also this youtube video of an 18:02 SNES run of the game- but again, limited to two players, slightly nerfed music, and PC corrections to enemies. So it seems pretty obvious that there's plenty of room for an arcade run on the site. I'd love to try my hand at TASing, and I do love Sunset Riders, but this run will obviously not happen without some good research and without answering a few questions beforehand, so any help that anyone can provide would be much appreciated and I will do my best to remember to credit you should a publication happen. So, to start off with, the specific questions and provocations for comments I've thought of so far: I'm currently using Emulator:FBArr 0.0.5.01 (No changes to default settings) ROM: Sunset Riders (World 4 Player) ver. EAC Questions: 1. How can I reliably do the input for 4 characters in the run? I see this thread about Multi Track recording LUA scripts for FCEUX, but can that be applied to FBA? Or would it need to be modified? UDPATE: I see that DarkKobold linked to some lua scripts with this functionality in his and adelikat's Simpsons Arcade run. 2. I imagine I'll just have to figure this out through trial and error, but how do I find some good memory addresses to watch? Such as Boss HP? Any other ones that peopel think would be useful? It seems obvious in the videos that the game can be made to auto-scroll almost all the time as long as you are far enough to the right of the screen, so finding the RAM for the character's speed values may not be 100% critical, but obviously still worth checking. 3. Anyone have any other tips for TASing with FBArr, or any tricks/glitches they remember from Sunset Riders? One post in the SNES thread about the game mentions a glitch where Richard Rose's 2nd form is skipped, which obviously may not apply to the arcade version, but of course if anyone knows how to reproduce it, would be helpful. Thanks in advance for your time and help.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Odd... I can't find the old thread about this game in the arcade section. I'm quite sure we wrote some stuff about it. X2Poet and I were poking around a bit with this game about half a year ago. Can't recall the RAM-addresses we used though. I can maybe check tomorrow if I still have some of the WIP's or info that we might have noted. But afaik we did never go far with this. I think my main problem was that the emu did not work good enough for me for some reason. Oh well.. I'm off to bed now.
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Link to video Here is Sonik's and my WIP. The bosses are a real pain, because all 4 characters need to do equal damage, to save time in the 'bonus score' section. You'll note that I was starting to add laser sights to each characters guns. Hit boxes and HP are there, and etc. I'd rather not just give up my lua script without getting authorship, however.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Joined: 10/10/2011
Posts: 3
DarkKobold wrote:
I'd rather not just give up my lua script without getting authorship, however.
Sure- why should I be heavy handed to people who help on my first TAS? Perhaps Sonik, yourself, and I could collaborate on this. I'm open to whatever. Note: I did find the RAM (apparently) for Boss HP- I was doing that before work today. I plan after work today to look at and test some other things.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Could not find my test with this game I'm afraid. Hmm... At that bull run thing, one could maybe think up a more funny way to move all the characters in order to pass time?
Joined: 10/10/2011
Posts: 3
The only thing I could find remotely funny after some testing was either dashing away from the bulls until the last possible jump frame and then having the characters play leap frog. Well I imagined them playing leap frog since I tested this with 1 character.
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Highness wrote:
Could not find my test with this game I'm afraid. Hmm... At that bull run thing, one could maybe think up a more funny way to move all the characters in order to pass time?
You should note the green and yellow character jumped between the bulls, which is near impossible to do in real time.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Skilled player (1441)
Joined: 12/30/2007
Posts: 486
Location: Hubei,China
Yeah. I also WIPed stage 1 and stopped the boss battle.I remenber the boss would be shot by the normal weapon for 32 times,but each of the characters has different weapon.So it is hard to control the action. I did it in LEVEL-8 the hardest mode. And 4 players showed different operation. The memory address is random.So I haven't catch it because the emulator cannot use memory search.So I used Lua Script to watch,I found some addresses. Do this game by myself is painful.So I asked Highness to co-op with me at that time.
Do the work.