Posts for AnS


AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Bisqwit wrote:
Also, you could wrap it in between of
%%SRC_EMBED asm
and
%%END_EMBED
to avoid special character sequences such as <tt>))</tt> being interpreted as markup.
Oh, so there IS such feature! I've read TextFormattingRules and haven't find anything. BTW, could you translate the whole game title for me? I mean those "Houou Hen - Gaou no Bouken" - not only to English but from Romaji into Shift-JIS characters that I can copy to clipboard and search/etc. I just wonder if there was some tale/manga/anything on which the game's based...
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Xipo wrote:
First,8 missing data.I think it should be avoided.
You're talking about refusing to pick every possible item during the gameplay, don't you? Well, I tried to keep the balance and pick items only when it's necessary (or when the sound of item syncs well with background music). IMO, it's an excess to pick another life refill when your life meter is full already. I'd better seal it with blocks for noone to reach. :)
Xipo wrote:
Second,why did you press"up,down,left,right,A,B" non-rule at the beginning??Which purose??
1. I was way nervous when starting the recording. 2. It's an attempt to sync button dances with music. 3. It's a secret.
Bisqwit wrote:
The long lines in your disassembly break the forum layout. Please make the preformatted lines shorter.
Fixed (as I could).
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Judging by the screenshot, your run still can be improved. :)
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Yes, this run should be published alongside with Gigafrost's old movie (until someone really improves it). And the idea about separate run for every different ending isn't that bad... wouldn't it be great to watch 2-player version with best ending (the one with rocket at the end).
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Impressive movie. Pure speed once again proved to be more entertaining than anything artificial.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
FODA wrote:
- hey pick a number from 1 to 6 - hummm 5! - damn I was thinking 4, you won.
Haha, so why this battle system is considered stupid while all other card-rpgs seem to be somewhat popular? (judging by number of such RPG titles on GBA) Do presets only matter? The Japanese version of the game is called "Kamen no Ninja - Hanamaru", and instead of pizza contests there are quite reasonable battle sequences - depending on selected card and magic scrolls (collected at platformer levels) the character can cast lighting, throw shuriken and so on. While at first glance Kamen no Ninja differs from Yo!Noid a lot (the gfx, music and plot make it look like another game), there's the same engine as in Yo!Noid, so gameplay is absolutely the same.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
The first part of the run wasn't bad at all, but then the cases of loosing alot of time (in terms of pacifist run) became irritating, so I'm voting Meh on edge with No. Currently published run is much more entertaining.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Uh, the game is interesting to play, not to watch. After first few minutes I was gonna vote Meh (good skills, bad entertaining value), but after 2nd flight level (where you play music with your vehicle!) I'm voting Yes. Good job, man.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Second game is Flying Hero (J) The game is fun to play, maybe even good to TAS (there's some variety + warp items as in Arkanoid)
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Sorry, guys, I seem to fall down into romhacking and fan translation again. Well, I think I WILL regain my superplay motivation soon... For example I'm somewhat interested in Hi no Tori. As for Rockin' Kats, uhhh... I began to lose my temper at the middle of Channel 3. It's first level where you need to manipulate luck (kind of) as well as reduce lag (along with performing usual punchgun tricks to move forward on fastest speed). That doesn't mean I'm leaving the project, just wanted to tell that current progress is rather low, so don't expect final submission too soon.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Judging by those WIPs it seems unnecessary to obsolete Morimoto's almost perfect run. As was with Duck Tales - if we cant find some amazing glitch/smth then the reason to obsolete Famtasia run isn't so obvious. IMHO. BTW, the game is hexedit-friendly, so I don't see a problem in rewriting 1st/2nd level easily.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
TinyToon games are always fun to watch, and the run appears to be very well done. The only thing to note is that you could jump before falling straight down (in such levels as 1-2) and (maybe) save some frames because of gravity acceleration. But it's hard to say whether it would help in this game or not at all - the character gets max. falling speed very fast after beginning. While there are cases of taking damage to save time, there's also quite a bunch of times when I was sure that Buster'll bump into an obstacle right now, but somehow he manages to leap every time. Great. Voting yes with pleasure. :)
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
This run is kinda more comfortable to watch than published TAS. Time difference isn't that noticeable when you don't pay attention the counter. Also, it's easier to follow the story. And some neat tricks (esp. Flight Bug!) look really awesome. Yes vote.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Sudden update! I've found cool glitch! (walking on air) Although it helped to save only 5 frames, that's enough to make the run 1 second faster. I think I'll just change the file for this submission.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Here's what I made. First I found that memory point at 0xA2 is used to show current level number (note, the number's systematics aren't obvious, it's not like 0xA2=1 meaning level 1). All warps write some number into it, for example this is how first warp works:
abcc: A5 50    LDA $50       ` memory at 0x50 shows current character (0-3)
abce: c9 03    CMP #$03      ` is it mouse?
abd0: D0 04    BNE $abd6     ` if it's not mouse then skip next two instructions
abd2: A9 11    LDA #$11      ` make warp - write 11 (level 6 ID) into 0xA2
abd4: 85 A2    STA $A2       ` yeah, into 0xA2
So we just need to find all possible entries of "STA $A2" (opcode 85A2). I dumped memory (0-FFFF) and searched within dump by hexeditor. There's dozen of entries to discover, and even though I traced all of them (by placing breakpoint or simply by scrolling down to them), there's a chance I missed smth. Most of entries are used for things like this Crab level and first 4 micro-levels, technically they are warps, but not for our case. Here's why I think there's no more room for warps-improvement of current run. All of warping entries actually look like A9 xx 85 A2, where xx - number to write into 0xA2. Last 8 levels of the game are presented at 0xA2 as numbers from 1 to 8 (8 - escape). And there's no such entries (like A9 07 85 A2 - warp to final level). Well, there's one fake entry. That's why I think that only first half of the game can be skipped partially (as was perfectly made by JXQ).
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Kapow wrote:
You can skip the ice palace??!?! I really need to track down the code for these warps and check for other ones, unless someone's done that already.
Hm. I found it interesting enough to make a try. Well, after hour of debugging I'm almost sure there are no more warps, at least useful for improving this run. Should I provide details if someone wants to search more carefully?
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
LaserSokrates, thanks, but don't you think all the subtitles (telling about tool-assistance and everything) should be inserted to AVI before compressing the video with lossy-codec? BTW, wait a little bit, it seems I've found a way to save 1 frame, if I'll find how to save another one I'll resubmit this TAS with 1:03 timing!
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Didn't know that published run can be improved so much (else I'd try it myself, really funny game :)) Yes vote.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Hey, Don sucks. ;) I'd choose Raph. :) Damn, but you rock! Whole halfhour of awesomeness! Yes vote right away. Skating level was especially funny. Those warps became little boring to watch at the last level, maybe you should rewrite last level when new ideas appear. Then it'd be absolutely brilliant.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Warp wrote:
How about something much simpler: In a 2-player game the exact same input for both players.
But with most of games it's easy even without tools - e.g. Chip and Dale (Chip carries Dale - no 2nd input needed) or Contra (at the beginning of each level you walk into some wall to align 2 players into one sprite) and so on.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
So, I decided to start everything over, with 2 players, yeah. It's gonna be long way, therefore I don't think the movie will be completed this year. :-/ Here I will post WIPs level by level. Meanwhile! Recently I learned a little about video editing tools and made AVI for that first attempt from the past. Here, now everyone can see what I meant by synchronization and all.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Diman wrote:
Aha, so you can find stuff there? Coool! I looked at the button who say "cheats... " but I didn't know what code you wrote there or where you wrote it, cause there's a lot of "fields" where you can wrote stuff into. Like "address" or "value".
http://mednafen.com/documentation/cheat.html
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Diman wrote:
Like how can you know that the fourth value (4B3) shows boss status?
First I found that "4B9=boss life" using FCEU cheat searcher. Then I put a breakpoint on writing to that address (using FCEU debugger). So I found important subroutine and after analysing the code I retrieved all needed information about boss battle (useful memory addresses, heavy subroutines and ways to avoid their execution during one frame, ways to manipulate boss' AI and so on) I know, this sounds harder than using savestates :) But first step (cheat search) is pretty simple, try it on your SuperC bosses.
Diman wrote:
And what are those buttons who says "poke me!" and "dump me!" and stuff? I don't have to care about those buttons, ey?
Yes, you don't have to. But if I were you I'd try to experiment with them and think about how useful they can be for some TASing work.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Diman wrote:
AnS I don't know how to use it. I wish someone could explain it to me but I guess that's to difficult.
Hey it's as simple as using savestates. 1. Run FCEU 98.15. Load Rockin' Kats ROM and play up to the boss battle. Pause emulation. 2. Choose NES->Debugger, new window will appear (caption=`Debugger'). Press "Memory..." button and other window will appear (`Memory Viewer'). 3. Now you can close Debugger window and arrange two remaining windows so that you see memory contents and game screen at the same time. 4. Scroll memory listing down to 4Bx line. The fourth value (4B3) shows boss status - you can fight the boss and know it's current condition. 4B9 shows boss' life meter. 5. Scroll down a little bit to see 4Ex line - 4E2 shows important timer.This timer should decrease every frame, if it remains unchanged for 2-3 frames then you can say for sure that game lags now, so you must rerecord previous frames to avoid this lag as much as you can.
AnS
Emulator Coder, Experienced Forum User, Published Author, Experienced player (723)
Joined: 2/23/2006
Posts: 682
You can use earlier versions of FCEU - there's debugger+memory viewer, it's not so comfortable as in 98.16, but it works.