Editor, Emulator Coder
Joined: 8/7/2008
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I thought hatsworth gave you less loot at the end if you collected more loot during the level. Sort of a balancing tactic. That's what I remember from playing it a year ago.
Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2108
Guess who still hasn't forgotten about this game. I've done a few short tests, and came to the conclusion jumping slows you down by a frame or two. You move consistently at 1.5 px/frame, too. I had a run completing the intro stage ready, but, of course, DeSMuMe ate it >_> I was ahead of theenglishman's WIP by a couple of frames though, even though this version of Desmume (0.9.7.) adds more lag. That mainly came from using additional damage boosts. Managing Money and upgrades will probably be the hardest part of the run - I don't think I'll need extra hearts as long as I have plenty in the puzzle - Melee master and the likes probably come in more helpful to speed up the ludicriously slow boss fights and arena rooms.
jdaster64
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Joined: 12/1/2012
Posts: 103
Location: New Donk City
If anyone is still interested in doing a TAS of this game, I have just about perfect info on enemy HP/gem counts, as well as specific stats on all upgrades, and the damage of all of Hatsworth's moves with every upgrade.
Warepire
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Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
jdaster64 wrote:
If anyone is still interested in doing a TAS of this game, I have just about perfect info on enemy HP/gem counts, as well as specific stats on all upgrades, and the damage of all of Hatsworth's moves with every upgrade.
Share anyway? If someone comes along later, then all the info is at hand.
jdaster64
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Joined: 12/1/2012
Posts: 103
Location: New Donk City
https://dl.dropbox.com/u/64507723/henry_hatsworth_enemyguide2.xlsx This is the file, with some annotations I threw together at the last second. I haven't played the game in a while, so I can't recall the names of most of the upgrades or which suit parts do what. Probably the most important thing I found out that I didn't know beforehand is that Projectile Pro powerups ONLY affect uncharged projectiles; Specialist(?) affects them after any charge at all. Also, this might come in handy for something: http://www.youtube.com/watch?v=4ECW1zmXKWU
Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2108
Link to video Input File I decided to pick up the game again. So far, I've got a WIP completing 1-1. I'm not sure if I'm actually gonna end up submitting this. To properly optimize this game would require routing out money and upgrades, as well as properly understanding the RNG, while I'm mostly doing this just for fun. This WIP saves a bunch of time over temmy's original attempt by utilizing damage boosts, skipping some of the tutorial messages, as well as some new strategies to get past certain obstacles faster. Here's a few other notes: * For a 2D game running on a DS, this game is surprisingly laggy. A lot of strategies in the WIP are used specifically to reduce lag. Not all lag can be avoided however. * Unlike theenglishman, I chose not to use Tea Time at the end of the level because it causes too much lag. By not using it, I can also avoid going into the puzzle screen and use the super meter energy for other tricks, further saving some time. Because of this, Tea Time is gonna have to wait until later. * The gems coming out of the treasure chest can be manipulated to some degree, although the total value of money you get seems to be pinned to around a certain amount. I manipulated high value gems to come out to make the treasure chest sequence go by faster.
Warepire
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Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Ooo, a game I have been looking forward to being TASed. If you have any addresses for the RNG, I might be able to help you make a Lua script for it. PM me if you're interested in that.
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2108
Warepire wrote:
Ooo, a game I have been looking forward to being TASed. If you have any addresses for the RNG, I might be able to help you make a Lua script for it. PM me if you're interested in that.
Thanks for the offer. I've tried finding the RNG addresses, but no dice yet. RNG seems to be fairly stable, though.
Kurabupengin wrote:
http://www.speedrun.com/run/y9750lem
Since when does this game have a page on speedrun.com? I swear it wasn't there when I started the run. This should come in very handy for reference. If you care, here's the latest WIP, completing 1-2 User movie #39495883154467687 I got pretty lucky with how the puzzle worked out, allowing me to finish off Weasleby in one cycle. I'm not entirely sure what upgrades to pick from here, however.
Warepire
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Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Can't figure out what version of the emulator I need, nor the settings... Or maybe I have the wrong ROM? I can't make it sync. EDIT: Got help on IRC, syncs now. EDIT 2: Looking good as far as I can tell. Sadly I can't offer you any advice on upgrades.
Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2108
Link to video Input file 1-2 and 1-3 Notes: 1-2: * Usually, after his health drops below a certain threshold, Weasleby will go off screen for a while to spawn flunkies, which takes forever. By making sure I take a star powerup into the battle, along with using tea time, it's possible to finish him off before that happens. * I got very lucky with how the star block ended up in the puzzle, as I could make it activate on me at just the right moment without going into the puzzle screen a second time. I didn't manipulate the placement at all. 1-3: * For now, I chose to get Melee Master 1 and Projectile Pro 1. MM 1 has the particular advantage of being able to kill the knights in one crouching swing, which is helpful. * I am not particularily sure about the routing in this level, because I wanted to avoid going into the puzzle screen. Because of this, I have to make do with the health and weapon energy I get. * The first arena room seems to be entirely on a timer, so I tried to maximize the combo I could get off the flying eye guys, while farming money in the process. I can't hit them as often as I'd like though because otherwise, lag would happen. * I'm not sure about the second arena room. Enemies seem to spawn in waves, but they're staggered so it's hard to tell defeating which enemies leads to the next ones spawning. Perhaps managing to kill the toads earlier would make the room advance faster, idk. //
Warepire wrote:
Can't figure out what version of the emulator I need, nor the settings... Or maybe I have the wrong ROM? I can't make it sync. EDIT: Got help on IRC, syncs now. EDIT 2: Looking good as far as I can tell. Sadly I can't offer you any advice on upgrades.
Oh, I should have mentioned this. I'm using desmume 0.9.9 for TASing, with Advanced Bus Level Timing on, and dynamic recompilation off. I'm not sure what other emu settings may affect sync.
Warepire
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Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Another great looking WIP. The sword stab at the end into the final chest, how much did it cost in frames? (It was good for entertainment either way)
Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2108
User movie #54796805529215004 Kinda late on this. Since it's looking unlikely that I'll have much free time to TAS anything any time soon, I should post my last WIP here for posterity. I got as far as the second arena room in 1-4 before the fights started bothering me. I'd be very happy for someone else to pick up the game. If you want to start from the WIP, do note that for the first two levels (1-0 and 1-1), I didn't know that you could skip the lives counter by pressing Start. This should be hexed in, if possible.