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All right! Thank you for you help and description. http://tasvideos.org/1423S.html It is another my movie-pacifist Ninja Gaiden 2.I hope you will like it. PS:you reply so fast.I think many people must love you,
work hard
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西坡 wrote:
PS:you reply so fast.I think many people must love you,
<WAAH>Everybody but my parents ;) </WAAH> I'll get a description together after I watch the movie. EDIT: I haven't read the previous thread, but i've got a couple questions. 1) Does constantly attacking make you move faster horizontally? (EDIT: Nevermind, tested myself ;) 2) In stage 4, the lag is pretty bad, could you have killed some enemies to reduce this? 3) In the automatic scrolling parts (stage 4-2?) why didn't you kill the guys with the swords while you were waiting for the screen to scroll?
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Maximus wrote:
In the automatic scrolling parts (stage 4-2?) why didn't you kill the guys with the swords while you were waiting for the screen to scroll?
Maybe he did not kill them for artistic reasons? :) Anyway, I agree with your point that it might have been faster to kill the enemies in 4-1 but the question is how long it would take to kill them.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 6/15/2005
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xipo, congratulations on your movies! Good job and welcome to tasvideos!
Zoey Ridin' High <Fabian_> I prett much never drunk
Post subject: Kage (J) (aka. "Blue Shadow", or "Shadow of the Ninja")...
Editor, Emulator Coder, Expert player (2100)
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I hate to talk about this, because I think it's just Nastume's fault.... Following the Rules:
Rules wrote:
Use the correct version Use the (U) version of a ROM unless there is a good reason not to (as an example a shortcut/trick which only works in a different version, or superior music), or the version does not exist. If you decide to start to a run using a version other than (U), make a post on the forum detailing why - this is to prevent future complications. If there is already a published video, do not use a different ROM than what it uses, unless the new ROM is obviously better, and you can show how it should be compared to the existing movie. If the situation arises that you do want to use a different ROM than the currently published run, make a post on the forum to make sure the differences between the two are large enough to warrant the change.
I know there are already two published movies made in the (E) version as "Blue Shadow" of this game, and someone may be still working on a "Shadow of the Ninja (U)" two-man run. However I have no choice but use the (J) version "Kage" to create a two-man speedrun, since there is so considerable a "trick" only available in the (J) version so far as I've known: you don't need to press the start button to bring up the game's start-menu when the tittle screen fades out to show the background story scene. Using this "trick" you can easily save MORE THAN 9 SECONDS in your run. So making a run in this version could be acceptable according to the Rules. However, will you accept or reject it?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Re: Kage (J) (aka. "Blue Shadow", or "Shadow of the Ninja").
adelikat
He/Him
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Rules wrote:
as an example a shortcut/trick which only works in a different version.
It's hard to look this good. My TAS projects
Editor, Emulator Coder, Expert player (2100)
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Since a two-player run lags so much, I decided to make a single-player run instead.... Here is the WIP.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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klmz wrote:
Since a two-player run lags so much, I decided to make a single-player run instead.... Here is the WIP.
I suggest you to use the U version. Because when I watched your WIP using the J ROM, the music was pretty bad = slower compared to the E/U ROM/version. And overall the game felt slower.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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AngerFist wrote:
I suggest you to use the U version. Because when I watched your WIP using the J ROM, the music was pretty bad = slower compared to the E/U ROM/version. And overall the game felt slower.
I tried to play both of the J and U versions in the same time. The U version was almost as fast as the J version and even sometimes fell behind the J version. So I think perhaps you were using a bad dump, or you just enabled the PAL Emulation by mistake. EDIT: It's true that the the E version is about 20% faster than the J/U version in NTSC. That's what happened with the two published movies in this site. However the E version should be run in PAL to be emulated correctly so that its speed will be the same as the other two. EDIT3:
EDIT2: The last WIP using only old tricks, now to be restarted, since two new tricks have been found to improve it from early game.
Oh no, I just failed to perform the tricks mentioned above after I tried my best where I wanted other than where I found them...so I'll resume working on the WIP.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Shadow of the Ninja 2-player
Banned User, Skilled player (1163)
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http://tasvideos.org/ListOfIdeas.html I have paid close attention to this information.I want to make a tas about Shadow of the Ninja 2-player. Aims for fastest time Use Shadow of the Ninja (U).nes Takes damage to save time Uses death as shortcut I meet some problems.First,the logo of Shadow of the Ninja(U) is much longer than Shadow of the Ninja(J)-Kage,about 10 seconds.Second problem is that 2-player can creat much lag,and I won't always use two men.I will let one of them be dead in some time.Do you think it is 2-player?Third problem is that the published movie is Shadow of the Ninja (J).nes,I don't think 2-play (by Shadow of the Ninja (U).nes) will do faster than published movie.It is possible that 2-player is longer than published movie. How do you think?
work hard
AnS
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I don't think that longer version would obsolete published run if it's arguably entertaining (if you meant that 2players version is gonna be more interesting to watch). Anyway, while I'm speaking here, you probably recorded most of that TAS, so why not. :)
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As Xipo said , the lag of 2-player is much much much much big! And it's the most problem of this 2-player-run . I think , no matter faster or slower than the published movie . 2-player-run MUST be more wonderful than 1-player-run . Just Do it !
The reminiscence of childhod. I love this game.
Joined: 10/3/2005
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As Xipo said , the lag of 2-player is much much much much big! And it's the most problem of this 2-player-run . I think , no matter faster or slower than the published movie . 2-player-run MUST be more wonderful than 1-player-run . Just Do it !
My thoughts exactly. ...Well, not exactly, but that's the gist of it. If a 2-player run is entertaining (and it probably is) then go for it if it pleases you, Xipo!
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Ye~I have finished stage1. http://dehacked.2y.net/microstorage.php/info/291955002/2players-Shadow%20of%20the%20Ninja%20%28U%29.fcm Although it is 2 frames faster before 1-2,it is 1 second slower after 1-4.I think it need be remade.
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Wow. That really seems to speed up the boss fights, which took too long in the 1-player version.
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Would you add a blank after the punctuation? It will let you words easier to read.
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Does anyone know how to manipulate luck in this game? I'm in the beginning in 5-1 and I need to manipulate some enemies. In the current published run the first enemy shoots, but for me it jumps, even with the same input. I found two memory addresses which show the behaviour of the enemy: 0x0678 and 0x0758, it should be 0x0758, but I'm not exactly sure. I haven't found a RNG address. There's no way to manipulate the enemies with inputs or delaying frames, even doing different things in the previous level doesn't work.
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Sounds like a task for me :P Movie file?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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klmz:
Language: asm

$A784:A5 00 LDA $0000 = #$0A ; load global timer $A786:5D 10 07 EOR $0710,X @ $0718 = #$00 ; xor with 0 $A789:30 D7 BMI $A762 ; if timer negative, do some code $A78B:A9 03 LDA #$03 ; it was positive, just load 3 $A78D:9D 50 07 STA $0750,X @ $0758 = #$01 ; store it to $758 $A790:60 RTS (from $A004)
You:
Language: asm

$A784:A5 00 LDA $0000 = #$A3 ; load global timer $A786:5D 10 07 EOR $0710,X @ $0718 = #$00 ; xor with 0 $A789:30 D7 BMI $A762 ; if timer negative, do some code $A762:A9 80 LDA #$80 ; it was negative, jumped $A764:20 BB A2 JSR $A2BB $A2BB:9D C0 07 STA $07C0,X @ $07C8 = #$00 $A2BE:A9 FF LDA #$FF $A2C0:9D D0 07 STA $07D0,X @ $07D8 = #$00 $A2C3:9D B0 07 STA $07B0,X @ $07B8 = #$00 $A2C6:60 RTS (from $A2BB) $A767:A9 02 LDA #$02 ; load 2 $A769:9D 50 07 STA $0750,X @ $0758 = #$01 ; store it to $758 $A76C:BD 90 06 LDA $0690,X @ $0698 = #$FF $A76F:C9 20 CMP #$20 $A771:B0 10 BCS $A783 $A783:60 RTS (from $A004)
Result: $0000 -> $0758 -> $0678. Delay stage start by 93 frames :) You'll still be 10 frames ahead. No guarantee other enemies will behave though XD
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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>_< This is how far I was, too. I was expecting some more efficient way manipulating it. Why do I get a LDA #$02?
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It's hardcoded for whether global timer is positive (0x00 - 0x7F ) or negative (0x80 - 0xFF). At least these 2 actions. Probably there exists a moment when it realizes it must move, but we have no proof it can be adjusted. Might look into it specifically tomorrow.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Any updates on this, feos. I finished 5-1 with 26 frames lost. There's another enemy which is more crucial to manipulate than the one in the beginning, this enemy needs to jump. I could possibly improve this stage by a few frames if it's possible to manipulate that enemy, even with the loss in the beginning.
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