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Player (147)
Joined: 5/9/2011
Posts: 25
I made two lua scripts for bizhawk some time ago, you might be interested in trying them if you're wondering about enemy limits. Print object counters Print enemy list They could probably be combined and/or improved but there they are, haha.
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Thanks Fred. After testing this over and over with multiple savestates (in snes9x 1.53) in various ways (for some hours) of moving back and forth and trying to have zombies spawn at different spots and timings in relation to what the left Red Skull Flames enemy is doing and when the right one is awakening and the left one despawning, I couldn't find anything, but I have the suspicion that the collection of the green armor which interrupts the gameplay for a short time might be the culprit in combination with the previous aspects, so I will mess around with different timings and ways of collecting this armor and proceeding similarly as it happens in the video. Maybe it is about having the left Red Skull Flames enemy start its animation that makes it fire its projectile some seconds afterwards while still having the normal armor, and then interrupting the gameplay, getting the green armor and despawning the left Red Skull Flames enemy before it can finish its projectile shooting. Something else that I observed was that if the screen reaches just a few tiles further to the right compared to where it is in the moment in which the jump to the credits occurs in the video, then the wolf on the far right can be hurt, and this might mean that the wolf might spawn a bit earlier, maybe around the time when the jump to the credits happens (but it might also just be irrelevant which I also assume to be the case for the zombie that spawns inside the right Red Skull Flames enemy, but that latter enemy might still have a chance to be relevant for the glitch to happen). Fred, do you know if these kinds of strange audio or sprite glitches as you described them earlier have ever occured in a case in which the green armor (or I guess any armor that interrupts the gameplay with such collection animation) was not collected (let's say at most a few seconds before a glitch occured)? Currently I'm inclined to say that this credits warp is fake. I've managed to prevent a later wolf from spawning in different ways, and haven't had a case yet in which a Red Skull Flames enemy possesses a wolf like as if it were its fireball projectile, but I haven't tested the latter yet so much and it wouldn't be anywhere as far fetched as a jump to the credits. Edit: Sidenote: Apparently, in the first (Graveyard) stage, it is possible to enable faster walking movement by releasing a charged magic spell at the same time as walking forwards within 1 of the fire spitting demon caves in order to trigger Arthur's exiting jump out of such a cave.
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)
Player (147)
Joined: 5/9/2011
Posts: 25
do you know if these kinds of strange audio or sprite glitches as you described them earlier have ever occured in a case in which the green armor (or I guess any armor that interrupts the gameplay with such collection animation) was not collected
Yes. There's this clip of the ending music playing in stage 2, and i've also seen the music just stopping right when Malcome was damage boosting on the mimic chest in stage 2. And yeah, I don't think this is a credits warp. I think it's simply crashing and playing some other music, and it just happened to be the credits music. Still funny and interesting.
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