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Strange. Gens shows the movie lenght as 0:56.55 NesVideoAgent shows: 0:57.55
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The first boss fight looks good now. The level 2 shortcut was well done too. Great stuff. I'd say go on with the rest of the game.
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arkiandruski wrote:
NRG
Random Number Generator.
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Good, use which ever way is the fastest. I think I did survive it without the grappling hook when I jumped high into the wall and then made a frame perfect (double) jump. I may be wrong, so I'd better check it out again. The van plan sounds good, I guess. --- EDIT: Sorry, I was wrong. It seems that you do need the grappling hook to survive the shortcut. I hope that dying is faster though, because it's funnier.
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The boss battles are really hard to make perfectly. I think you did good job with them. I believe your third boss fight was better than the first, but it's hard to tell really. For the autoscrollers, just try to keep it as interesting as possible. You may want to take damage when destroying the bosses. Maybe kill everyone in the street scene and kill nobody in the sky scene? I don't know. Watch adelikat's Gradius movie for ideas. :) By the way, the shortcut can be done without dying and the grappling hook is not needed there. You can jump straight to the wall (to a position high enough) and make a long jump forward to survive. I did not find any other place to use the trick for shortcut. I have not been able to climb walls upwards, because it seems impossible to make a backwards jump without walking for 1 frame, and walking makes Batman fall from the wall.
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Truncated wrote:
The game really lacks possibilities to anything interesting.
arkiandruski eats those kind of words for breakfast. --- EDIT: Hey, arkiandruski, check these savestates out: http://www.freewebs.com/aqfaq/batmanstates.zip I'm not sure if that route is faster, but it's worth testing. Your wall trick may be very useful later in the game. EDIT-2: You can also squeeze through any wall by jumping backwards very fast. Try jumping every 1/6 frame. Here are some more savestates: http://www.freewebs.com/aqfaq/batmanstates2.zip EDIT-3: I found a huge shortcut in level 2. Here's a demo of it, it's not optimized: http://www.freewebs.com/aqfaq/bshortcut.zip
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Dasrik wrote:
Good job at destroying a bad game. ^_^
Thank you. Just show me a bad game and I'll destroy it! Roaar!
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I know the game. The run was good. Voting "yes".
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Wow! Congratulations arkiandruski, your technique is very fast! You managed to maintain the doublejump-speed with the normal jumps. That's a clever trick. However, Neofix's test movie is faster in the beginning, because he was more precise in the menu & options. He also pressed start to make the level introduction text disappear faster.
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I'm sorry that I can't watch the movie right now, but I'll see it later. You are very brave, this game is not an easy one to record.
arkiandruski wrote:
I want to jump as few times as possible.
Try testing if jumping as many times as possible is actually faster. I have a feeling it may be, because the screen scrolls faster each time you begin a jump, so more jumps means more fast-scrolling, even though there's a small delay. I may be wrong about that. The difference is hard to notice, but you can use the frame counter to compare which jumping strategy is faster. Being inhumanly precise with this kind of detail is what makes tool-assisted speedruns worth watching.
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Sounds good. Try to find the absolutely perfect way to move and keep the speed up. And don't hesitate to use lots of rerecords, you won't regret it. Feel free to post your progress here anytime, I'll try checking it out.
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I wish you luck!
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Somebody asked me to explain the glitch that makes the game end abruptly. I did not explain it in the submission message, because at the time I recorded this movie, I had no idea how the glitch works. I'll try explaining it now (although it's still not crystal clear to me). If you observe the events on the screen, you see the player using the impact of the bomb to climb upwards in the air. Shooting continuously prevents the game calculating whether the player should fall down or not, thus he stays on the air. With this bomb-trick, the player reaches the top of the level and walks off the edge of the world. He uses the invulnerability item to absorb the damage caused by falling. Then you can hear some walking and a message is triggered that says: "Your bomb has been removed." (I think that's funny.) Then the player dies. Luckily, he got one more life to continue playing. He respawns, but the game is so messed up now that the respawn area is not defined correctly, the screen is not scrolling properly, etc. Also, who knows what kind of triggers he activated while walking outside the level? You can't tell much because the screen can't follow him. I have not viewed any memory values to find out what's happening there, but here's an image of a part of the RAM in colors: The upper part of the image shows the graphical data of the level layout. The middle part is the actual physical level. The yellow arrows show where I assume the player goes. The full level is not loaded yet, so the player falls through the empty part of the level into oblivion. I have no idea where the player is located now, but I assume that his position in Y-axis is quite abnormal. The screen can't follow him, so the value for the screen position may also be broken. To make the game end requires a very precise memory overflow. If some little detail is different, the game does not end. With different movements/timing/dying, it's possible to summon level warpings, change the music, start the boss battle, mess the graphics in several ways, get super high score, trigger messages, view a naked man (No, wait, that was another window.), etc. The ending never happened without dying, so the player respawning must have something to do with it. Alternative explanation (That can't be the case, but I like the idea.) is that the player literally walks to the "end", into the part of the memory that stores the ending sequence. The image above shows that there's lots of data down there to dive into. If you start a new game after the movie has ended, you can verify that the graphics and score count is badly messed up. You are awarded bonus gems for score + bonus gems for the score you get from the bonus gems, thus gaining potentially infinite score. (If you wait for a couple of hours, the score count ends.) --- Oh, eh, it seems that I'm still out of the true answer really. I also feel that I've already mentioned some of these things before. Anyway, I hope the movie makes a bit more sense now. The glitch is essentially a sequence of memory overflows, I guess. Now that I'm at it, I must say that it would be awesome to see this movie improved by one frame.
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Don't blame Maza, the sound works just fine. (Although, honestly, you don't want to hear them in this game anyway.)
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arkiandruski wrote:
I still don't know what exactly counts as a rerecord.
Each time you load a savestate while recording, the rerecord count increases.
arkiandruski wrote:
Actually, when you jump, you pause a few frames beforehand and lose time. However, if you double jump it makes you move faster, but the screen moves as fast as you walk, so eventually you'll hit the right side and not be able to go any farther.
You have observed it carefully, that's good. However, if you look more closely, the screen scrolls faster at the moment you jump. You need to jump at the exact time you land your previous jump to boost the screen scrolling momentarily. It's hard to do without frame advance. Do you know how to use frame advance?
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I think the game is simply Batman. But the movie has 0 rerecords... --- Edit: Oh, if there were macros for Gens, I would show how to do the first level perfectly. It's very laborous with the jumping. Jumping is the fastest way to move, but eventually Batman hits an enemy. To avoid the enemy, you need to walk a few frames somewhere beforehand, to avoid collision. With macros, the continuous jumping would be much easier: jump, jump, jump, jump, hit an enemy, load a savestate, walk 1 frame, jump, jump, jump, jump, hit an enemy, load a savestate, walk 2 frames, jump, jump, jump, jump... Sometimes you'll make 30 jumps only to realize that you should have taken some extra steps to avoid collision. With frame advance, one perfect jump equals 56 keystrokes. With macros, one jump could be reduced into one keystroke.
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Some TAS potential here: The Adventures of Star Saver (GB) The Return of the Ninja (GBC) Ninja Taro (GB) And here are demonstration movies for each game: http://www.freewebs.com/aqfaq/gbtasdemos.zip --- Edit: Ninja Taro movie updated. (I'm not going to continue it any further.)
Post subject: Batman: The Video Game
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Yet another project that I'm probably cancelling. Batman does not move constantly which makes optimizing jumps difficult. I don't like to record a movie when I can't fully understand the character movement. Nevertheless, I did record it up to the stage 1-3: http://www.freewebs.com/aqfaq/batman.vbm For the record, there are only 2 frames where I don't press D-pad to the right, so auto-hold was very useful here. The movie looks at least moderately funny, so I hope somebody finds a way to produce it more efficiently. The game can be completed under 10 minutes. ROM: Batman (JU) [!].gb
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I wonder what's the total length of all published movies.
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Running in the lava, brilliant. That's exactly what I would have done with the three wishes.
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It looks much better now. I liked it a lot. You did great job with the skeletons and other bosses too. You also managed to provide surprising entertainment even though the game is very simple. I believe it can be improved by some number of seconds, but it's worth publishing already.
Post subject: Alone in the Dark (1992)
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Alone in the Dark is a "survival horror game" for PC... blaa-blaa... Here's a demonstration of a rather complicated glitch: http://www.freewebs.com/aqfaq/aitdglitch.zip (4,3 MB; AVI) (The video is actually a part of a segmented speedrun by a friend of mine. It shows the beginning of the 2nd segment where the glitch is used to save time.) The purpose of the glitch is to get the talisman (necessary item) without visiting the library (where the talisman is located). It took me a while to reproduce and understand the glitch after it happened accidentally for the first time. I'm not revealing the mechanics behind the trick yet, so that you can try figuring it out for yourself. Explain the video if you can! :)
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anubis wrote:
The person who's favorite number is 97 :(
That's me!
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Thanks for the info. I have not tested Gens 9Z. It's worth trying someday.
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Good to hear that it works with 0 rerecords. :) By the way, www.vgmaps.com has published maps for all missions. That's great, I think.