Posts for Aqfaq


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NitroGenesis wrote:
Is the reason you die because of a crash in VBA if you don't?
Luckily, no. The death is needed, because we glitched to the Speedy Gonzales level, but we still have Daffy Duck's physics. Daffy won't fit into a small hole, so we need to die to respawn as Speedy. I think the crash happens, when you are stuck in the wall and get ejected into a room that does not exist.
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Comicalflop wrote:
>>>>>>>>_<<<<<<<< This shifts the subpixel positions of your character, and allows you to uber-optimize *every* turn.
It is also often true with jumping, if the game has dynamic jump heights: AAAAA will usually result in a higher jump than AAAA_A.
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Kyman wrote:
...is anyone else seeing this?
Nope. Your crasy. No... wait... I SEE IT! Its ALIVE! AAARGH!
Post subject: Re: Questions for Speed runners
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lumice wrote:
I'm currently doing a paper on video games and would like to gather from data.
Do you find real life unfulfilling?
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henke37 wrote:
Did you load the FPU module as instructed above?
Oh, thanks, forgot to test that, but after testing, still not working. I also tested it with your altdos floppy image, but the error message is always the same.
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Would it be possible to include Doom TASes here now that we have the section for DOS games? I see no reason why Prboom+ could not be accepted here. It probably emulates the original game more accurately than most of the emulators used here. It would allow at least 6 TASes: Four episodes of Ultimate Doom, Doom2 and two episodes of Final Doom. Also, 100% runs would be awesome enough to be in their own category. (I can't remember whether Heretic works with it too, which would give a few more episodes to make TASes for.) Heh, Prboom+ might provide more TASes than VBjin!
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It's an average TAS. Nothing really bad in it, but nothing superb either. Didn't feel bad watching it once. Worth an average yes vote.
Post subject: Re: #2655: nfq's Genesis Ristar "Bonus stages" in 04:31.43
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nfq wrote:
Hm, no, I don't see how that would help. Usually, I have no use of RAM watching in making TASes.
Some little details might go unnoticed without watching the player speed or position. It all depends on the game of course. Here is Daffy Duck - Fowl Play script, which shows the player's self-inflicted speed and then the total speed (among other things): Daffy walks at speed 16, which in this game is 1 pixel per frame. In this screenshot frame, Daffy gets a boost from an enemy, which adds 2 to his own speed, changing the total movement speed to 18. With speed 18, everything would look normal, except that every 8th frame, Daffy would move 2 pixels instead of 1. It would be very hard to tell where this kind of improvement came from without observing the speed value. But I agree that this Ristar submission looks very well done and there are probably not many frames to improve anywhere, so I don't feel bad for voting yes for it.
Derakon wrote:
What was the reason for jumping at the start of the ice levels?
I woud guess it is for faster acceleration or to start sliding.
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Mitjitsu wrote:
If you were going for fastest time wouldn't it be faster to take more shots?
This might be true for some of the courses, but it usually wastes time to make another shot. One of the difficulties is that the power meter for the second shot will be at different state depending on your first shot. Planning it is hard. If you made the first shot with half-strength, the next shot power would start at half-way. The initial power would then probably be too high and the ball would bounce off the hole, so we would need to wait for the power to rise and then lower to the correct level. Making just one shot usually guaranteed that the ball speed was suitable for entering the hole and no time was wasted waiting for the power meter to get to a correct level. In addition, the ball takes a long time to stop near the end of the shot. Also, each shot causes at least 1 frames of lag. But yeah, it was done intuitively and with limited amount of rerecords, so I'd be glad to see it botted. This TAS should help giving the bot some reference.
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Some of the levels were entertaining. Some were not. I guess it could be worth a "yes" from the entertainment point of view. The technical aspect could be problematic, because if it was done 5 years ago, it might appear on this list: Movies To Obsolete From 2005 Publishing something that we would actually want to get rid of sounds a bit silly. Anyway, voting weak yes.
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King's Bounty. The game has a shortcut key for the search command, so after perfect manipulation, the player would only need to press "S" (Search) and "Y" (Yes). That would be the shortest in-game input sequence ever. Maybe a Lua script bot can be written for manipulating it?
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I would say... Splatterhouse.
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I don't know if this is an emulator failure or something else, but trying to run the shareware version of Threat (free download here) produces this in the DOS shell:
Runtime error 200 at 11E8:0067.
I tested it with DOSBox and the game runs fine there. (Threat is a top-down scifi shooter with various weapons and alien enemies. The game allows 3 players simultaneously, so TASing it should be a good idea.)
Phallosvogel wrote:
I wuld rather have no emulator UNTIL its rerecording features are bulletproof, as demanded by every other emulator around here.
After some tests I've made, it seems pretty bulletproof to me. Takes some time to learn, though. This has potential to be as good or even better than the other emulators used here.
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mklip2001 wrote:
...a backpack or a ponytail.
Hah, it could also be another blob!
mklip2001 wrote:
...do you think you could make a tricks page for this game?
Nice idea, but I'm quite lazy at writing stuff like that. :/ I might record a movie demonstrating all tricks I know, someday, but I would be glad to leave explaining them to somebody else.
Dacicus wrote:
BTW, are the graphics supposed to glitch out after that walking through walls part?
Yeah. The glitched screens have "no graphics", because they seem to store only functional or "hotspot" data of some rooms. If you keep walking out there, you can find the game title screen and the ending, which are no different from any other screens in the game. Everything runs on the same basic engine.
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Thanks to Will Mallia's new maps, three more levels done: http://dehacked.2y.net/microstorage.php/info/931603265/crazycastle4wip.vbm Edit: + 5 levels = 18 levels done.
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Thanks for the help, henke37.
henke37 wrote:
Be sure to load any modules that you want to use (such as the FPU and the SoundCard)
I guess this explains why I don't have any sound. So, how to load a soundcard module? I'm getting the "unable to find extension module" error.
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Voting Yes. It was repetitive, but more entertaining than an average racing game.
I had memory watch available.
How is this done?
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Hi Ilari! Congratulations for your first submission! I watched the first level, but it ran with 7% of normal speed and I couldn't hear anything, so it was not that exciting yet. I guess I'll wait for an encode before watching further. I made some successful test recordings myself and most of the emulator features work brilliantly. There were some difficulties, but maybe they can be discussed in another thread.
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Voting yes. Also, looking forward to somebody doing a full run with all treasures collected. Unfortunately, neither me nor Aglar seem to be interested in doing the full run. The game would have some nice tricks to offer, especially with the ladder:
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Wow, watched it with the emulator. I had no sound and it ran at about 3 FPS, but the input file did finish the game. Voting yes! Congratulations!
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Thanks! Funnily, I had forgotten that there already was a published movie, so I did not watch it while recording this, so I missed a nice trick in the final level. It saves about 75 frames to jump on both ghosts in the spike room. It will cause damage, so a health refill must be taken from the Martian, but getting it will waste much less than 75 frames. In my run, I wait 1 frame before starting the game. This avoids 2 lag frames after the Road Runner level, thus saving 1 frame. I wonder if there is a way to get rid of those lag frames without waiting in the beginning. Edit: Saved 74 frames by taking damage in spike room, lost 18 frames getting health back, saved 1 frame in final boss, total 57 frames improved: http://dehacked.2y.net/microstorage.php/info/896743388/LooneyTunes-14038.vbm Thanks to Sonikkustar for recording some parts to improve entertainment. In case somebody wants to try improving the last boss or some other part, I'll leave this be for a week before submitting.
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Oh, I had missed this thread completely. I just finished the GBC version of the game: http://dehacked.2y.net/microstorage.php/info/1256622295/LooneyTunesFinished.vbm (OBSOLETED!) Do you like it? Should I submit it?
Post subject: VBA Crashes (While Playing GBC Looney Tunes)
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I was playing GBC Looney Tunes. Then, this happened: Here is a movie that reproduces the error, if someone is interested: http://dehacked.2y.net/microstorage.php/info/927603908/GBC-LooneyTunes-Crash.vbm I used VBA22.
Post subject: Bugs Bunny In Crazy Castle 4 (GBC)
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I seem to be TASing "just for fun" nowadays (OMG!) and I keep changing games like clothes, but maybe it's not a bad thing. Here are ten levels done for Bugs Bunny in Crazy Castle 4: http://dehacked.2y.net/microstorage.php/info/1049001384/Bugs%20Bunny%20in%20Crazy%20Castle%204%20-%20WIP.vbm (I'm not gonna record more until Will Mallia finishes his awesome maps at vgmaps.com. The maps just help SO much in planning the routes.) Tricks: - Wobble climbing to ascend ladders faster. - Ladder grab boosting while walking past ladders. - Avoiding damage with the short invulnerability period after exiting rooms. AND... A handy Lua script:
while true do
local inp = input.get()

-- Only 1/3 frames accept input,
-- so let's use capslock to toggle "triple frame advance mode".
-- While capslock is on, your pause button is used as frame advance.
-- (For advancing only 1 frame, you can still use your normal frame advance key.)
if inp.capslock and vba.lagged() then
vba.pause()
end

-- Minimap script, that shows enemies etc.:
vba.registerbefore( function ()
	-- Play area size is used as minimap box size:
	bx = memory.readword(0x0000c944)
	by = memory.readword(0x0000c946)
	gui.drawbox(0, 0, bx/8+20, by/8+17, 0x55555590, "black")

	-- Player position:
	px = memory.readword(0x0000d010)
	py = memory.readword(0x0000d014)
	gui.pixel(px/8, py/8, "white")

	-- Sometimes it is useful to walk a few extra steps to reset/unload distant off-screen enemies.
	-- These lines show approximately the distance at which enemies reset:
	sx = memory.readword(0x0000c940)
	sy = memory.readword(0x0000c942)
	gui.drawline((sx-168)/8, 1, (sx-168)/8, by/8+16, 0x00ff00ff)
	if (sx+336)/8 < bx/8+20 then
	gui.drawline((sx+336)/8, 1, (sx+336)/8, by/8+16, 0x00ff00ff)
	end

	-- Enemy positions:
	start = 0x0000d050
	for k=0,8,1 do
	ex=memory.readword(64*k+start)
	ey=memory.readword(64*k+start+4)
	gui.pixel(ex/8, ey/8, "red")
	end
end)


-- "Item room macro" is activated with keyboard key "X".
-- This macro is invaluable as there are about 600 rooms that need to be entered during a full run.
-- Hold "X" and unpause before you would enter an item room.
-- (Capslock needs to be off.)
-- Sometimes there are lag frames,
-- so if the most common "X" desynchs, try "C", "V" or "B" instead.

if inp.X then walkright = 55
elseif inp.C then walkright = 54
elseif inp.V then walkright = 56
elseif inp.B then walkright = 57
end

if inp.X
or inp.C
or inp.V
or inp.B
then

	-- Enter room.
	joypad.set(1,{up=1})
	vba.frameadvance()

	-- Walk left to the chest.
	for i = 1,264,1 do 
	joypad.set(1,{left=1})
	vba.frameadvance()
	end

	-- Wait for item to spawn.
	for i = 1,6,1 do 
	vba.frameadvance()
	end

	-- Walk right to the exit.
	for i = 1,walkright,1 do
	joypad.set(1,{right=1})
	vba.frameadvance()
	end

	-- Exit room.
	joypad.set(1,{up=1})
	vba.frameadvance()

	-- Wait.
	for i = 1,133,1 do
	vba.frameadvance()
	end
vba.pause()
end


-- "Variable lenght climb macros" are activated with numpad keys 0-9.
-- However, it is often easier and more reliable to climb manually.
-- So, I don't recommend using these, but I'll post them here anyway:

if inp.numpad0 then laddersize = 2
elseif inp.numpad1 then laddersize = 3
elseif inp.numpad2 then laddersize = 4
elseif inp.numpad3 then laddersize = 5
elseif inp.numpad4 then laddersize = 6
elseif inp.numpad5 then laddersize = 7
elseif inp.numpad6 then laddersize = 8
elseif inp.numpad7 then laddersize = 9
elseif inp.numpad8 then laddersize = 10
elseif inp.numpad9 then laddersize = 11
end

if inp.numpad0
or inp.numpad1
or inp.numpad2
or inp.numpad3
or inp.numpad4
or inp.numpad5
or inp.numpad6
or inp.numpad7
or inp.numpad8
or inp.numpad9
then

	-- Wobble climb:
	for i = 1,laddersize,1 do
	joypad.set(1,{up=1})
		vba.frameadvance()
		vba.frameadvance()
		vba.frameadvance()
	joypad.set(1,{right=1})
		vba.frameadvance()
		vba.frameadvance()
		vba.frameadvance()
	end
end

vba.frameadvance()
end
Even if you aren't interested in the game, I'd be interested, if you have ideas on how to improve the code, thanks. Also, if you know anything interesting about this game, please let me know. The game is 100% hex-edit friendly, so if you feel like recording a level or two, please go ahead! With these tools, it is lots of fun.
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Hi Zene! I watched this and it looked OK, but I don't know much about the game, so I can't tell if the game mode is interesting enough to get published at TASVideos. Somehow the run felt incomplete and I was hoping to see more. I don't know what to vote. In any case, it is a solid first submission.