Posts for Arc


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Arc
Editor, Experienced Forum User, Published Author, Experienced player (769)
Joined: 3/8/2004
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Location: Arizona
If you delay my final shot by one frame (10324 instead of 10323), then 07F9 changes to 2 at the start of The Woods. I don't know about RNG/syncing after that, though.
Arc
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I tried fighting the boss of The Ocean and was 5 frames faster. http://tasvideos.org/userfiles/info/26561776830838838
Arc
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http://tasvideos.org/userfiles/info/26349235844045775 I uploaded WIP3, but stage 3 is still incomplete. I haven't figured out how to get the good dragon spawn. It may not be possible without starting from a reset instead of power on. Here is the good dragon spawn that I got in v9: Here is the bad dragon spawn: In this fight you have to use the torch instead of the lance, and you have to hit the dragon on its head. The spawn makes a huge difference in how long the boss fight takes. We're talking about seconds rather than frames. In the bad spawn, the dragon flies way up high and you can't hit him easily. Every GnG movie other than v9 gets the same bad spawn. That's a bad sign for my hopes. However, I do remember in v9 that I had to manipulate things in order to get the good spawn. The original Morimoto movie gets a completely different third spawn variation. In v9, the dragon starts grounded, then goes up, back, down. In Morimoto's, the dragon starts grounded, then goes forward and up. (Still kind of a bad spawn.) However, Morimoto used the Makaimura (J) ROM, so that may be the reason.
Arc
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Thank you. I was thrilled that I got the manipulation to work. I earned some technical points there. The bosses change their behavior based on both your position and when you fire shots. The timing window offered no flexibility, either. Stage 3 notes Yellow cave This part is like the stage 1 graveyard, but it's less complicated. The only decision is whether to take a damage boost at tower 1 or tower 2. All previous versions have taken the damage boost at tower 2. But it's faster to damage boost at tower 1. Explaining the differences in words: If you take the red path / damage boost at tower 2: 1. You have to drop shot both zombies [+6 frames] [+6 frames]. 2. You fight this tower instead of at 5. 3. You have to jump over zombies [+3 frames]. 4. The bat is the same either way. 5. There's an extra jump for the damage boost [+3 frames]. 6. You run through all the enemies with invulnerability. [+18 frames total] If you take the blue path / damage boost at tower 1: 1. You damage boost over the zombies and the rock. 2. There's a necessary manipulation jump [+3 frames], but you avoid this tower. 3. The zombies do not appear on this route. 4. The bat is the same either way. 5. You fight this tower instead of at 2. 6. You drop shot one zombie [+6 frames] and jump over the other two [+3 frames]. [+12 frames total] And so this way is 6 frames faster. Now let's compare the timing between this route and when I had the torch in v9: 1. Different methods, but ultimately both just jump over the rock. 2. V9 didn't jump-shot on the last hit. That was a mistake [-6 frames]. 3. The v10 manipulation jump and V9 zombie jump cancel out [0 frames]. 4. The bat is the same either way. 5. There's an extra jump for the V9 damage boost [-3 frames]. 6. V9 does a manipulation jump(?) [-3 frames]. V10 has to fight [+6 frames] [+3 frames]. And so despite my not having the torch, I ended up getting through the yellow caves 3 frames faster (according to the calculations). Unless I need to do that manipulation jump at the end. I won't know until I get to the dragon. For now, we're on the Aggro Crag.
Arc
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I improved the stage 2 boss by another 18 frames. I'm 54 frames faster than v9 now. I'm moving on to stage 3. 5 shots left boss 7 shots right boss 5 shots left boss 3 shots right boss (all in air)
Arc
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While crouching there are 12 frames between shots. While standing there are 12 frames between shots. While jumping there are 9 frames between shots. With this enemy though, if you do a jump shot 9 frames apart, the second shot will go over its head, unless it is in the air. For example, at the start of the fight, I fire a jump shot at 9706. I could fire another one at 9715, but it will miss. I have to wait until I'm coming back down. 9733 is the earliest shot that can hit. So the "9-frame" double attack is an advantage only if both shots will hit (the enemy is in the air).
Arc
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Location: Arizona
Here is the WIP through stage 2: http://tasvideos.org/userfiles/info/25961029192159419 At the end of stage 1, I was 21 frames faster overall than v9. At the end of the house, I was 12 frames faster (slower because the torch is better). At the end of the rising platforms, I was 24 frames faster. At the end of stage 2, I am 36 frames faster. The rising platforms: I saved 12 frames here. You can change the direction of a platform. Spawn it on screen, then move left so it's off screen. Go right again and it will be moving in the opposite direction (if it was going up then it will be going down). Platform 1: 2 platforms, easiest one. Jump directly to the second one, then drop down. This one is where I gained time because I did a jump shot instead of a standing shot. Platform 2: The only one with 3 platforms. Manipulate the middle one. Platform 3: 2 platforms, a little tricky because of the enemy and setting up platform 4. Platform 4: 2 platforms, the most important one. You have to set up the manipulation perfectly to get that exact platform setup. You know it's the right setup when you can walk directly from the first one onto the second one. Dual boss: I saved 12 frames here so far. I'm going to keep trying to see if I can do it faster. The first one will always do that leap over you. Because of that, I am fairly sure that it's best to get in between the two bosses rather than focusing on the first one. The second one tends to stay too far back otherwise. The idea is to get both of them to pincer me so that my shots go as fast as possible. (You can have only two shots on screen at the same time.) The game becomes significantly easier the rest of the way.
Arc
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Manipulating enemy spawns and movement seems to be based only on the timing of when Arthur reaches a certain X-position. The stronger enemies react to the frame on which you fire a shot. Like in a boss fight, the boss might jump if you fire on frame 3 but stay on the ground if you fire on frame 6. I'm done with the house now. I'm either 12 or 15 frames ahead of v9 overall. V9 had an advantage using the torch in the Ice Palace. I don't expect to gain much time at the 4 rising platforms. I should be able to do the boss fight faster with the javelin, though.
Arc
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Location: Arizona
I'll try to explain stage 2 now. When I talk about the Ice Palace, I mean this part. The big man's spawn is determined by how fast you go through the Ice Palace. You want to get through the Ice Palace in the fastest way possible that doesn't cause a bad spawn. For example, here's what happened to me: 7115 spawn - 113 X-position - BAD spawn (unusable) 7118 spawn - 110 X-position - BAD spawn (unusable) 7121 spawn - 112 X-position - OK spawn (fastest usable spawn) In other words, I had to intentionally waste 6 frames in the Ice Palace in order to get a spawn that works. Why is it important to avoid a bad spawn? Because the three birds are on a timer, and the timer doesn't start until you get to the house. If you get a bad spawn from the big guy, you can't jump across the water and start the bird timer. You have to kill the big guy before you can start the bird timer (a loss of a few seconds, thus unusable). With the OK spawn, you can enter the house area and start the bird timer, so it doesn't matter that you have to fight the big guy before you can climb the first ladder. All that matters is that you meet the third bird at the exit to the house on time. About 336 frames pass between each bird's appearance no matter what. The only remaining complications are (1) the birds show up slightly inconsistently (e.g. 335, 338, 339 frames) and (2) the speed of the third bird is somewhat variable as well. And so I am trying to optimize how soon the birds show up and how fast the third bird flies.
Arc
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Joined: 3/8/2004
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Location: Arizona
Thank you, AngerFist. I am not going to advance until I understand exactly how to control the big man's movement pattern. So far, all that I know is that different routes in the Ice Palace change the pattern, but I don't know why, because it's not just the timing. I hypothesized that it might be Arthur's X-position. For example, perhaps 100-103-106... caused one pattern, whereas 101-104-107... caused another. But I dismissed this theory after getting two different patterns from the same X-position sequence (but different routes). Neither route gave me the best pattern. I know going high in the Ice Palace gives the best pattern, but it loses time. The next thing I'll look at is whether enemy spawns or deaths matter.
Arc
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Joined: 3/8/2004
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Stage 2 notes Ice Palace platform 1: -Input registers while the screen is still black. Arthur starts in the air. -If you jump immediately, the X position pauses for only 9 frames. If you jump later it's 12 frames. Ice Palace platform 2: -With no torch, I seemingly have no choice but to jump over the blue demon. -But, it gives me a chance to kill the other blue demon, who cost me 3 frames in v9. -Jumping from under a platform to the one above it causes a 12-frame X position pause. -Jumping again immediately after jumping over the demon still causes a 12-frame pause. So I'm going to lose 12 frames. -I kill the blue demon because he would bother me later. Ice Palace platform 3: -I want to jump off as late as possible in order to avoid falling. When you're falling below your original jumping point, whether by damage boost or regular jump, Arthur moves to the right only 1.5 pixels per 3 frames instead of the usual 3 pixels. Ice Palace moving platform 1: -I want to get off as soon as possible in order to avoid falling. Ice Palace platform 4: -I want to jump off as late as possible in order to avoid falling. Ice Palace moving platform 2: -It doesn't really matter here. 05B5 is the memory address of the X-position of the big man on the first floor of the house. He spawns when you reach the orange building with windows, but his movement changes based on how fast you get through the Ice Palace. There's a good, ok, and bad movement set. And the faster you go, the more likely you are to get the bad one. He's the single most annoying enemy in the game. From my rough attempt: Bird 1 visual: 7603 Bird 2 visual: 7939 Bird 3 visual: 8275 336 frames (from the left), then 339 frames later (from the right). The birds are on a timer. That's why fighting with big men doesn't really matter, as long as you get to the exit spot when the third bird arrives. I have experimented with trying to manipulate the second bird's timing (coming from the left) but I don't think it's possible to reach the top floor quickly enough. With a damage boost, I end up with an X-position of 168 when I hit the ground on frame 8487. With a jump, it's X-position 198 on frame 8539. From the damage boost, I reach X-198 on frame 8519, and so it's definitely faster to fall all the way out of the house. I should be faster on the lifts and boss after escaping the house. I still have a lot of things to test in the Ice Palace and house, though. The first 2 stages of this game are the most difficult and time-consuming.
Arc
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I've been reviewing the second half of stage 1 to see if I can improve anything. What didn't work: -The moving platform spawns when Arthur is at the devil's grave. But he has to jump once before reaching that grave, otherwise the devil hits him. -I changed the way I kill the devil. It didn't change the rest of the stage. -I tried getting the armor. At the flying knights, I can recover the lost time with a damage boost. It didn't change the burrito spawn though, and so it is slightly slower because of the pixels lost during the damage boost. -I killed a knight. No change to the burrito spawn again. -I killed the first plant earlier. Still no change. -I tried a different method at the boss but it is clearly not as good. What worked: -I double-checked the pixels at the moving platform, and I improved my X position. Although the input timing for most things remains the same—including the frame on which I grab the key—Arthur walks through the door 3 frames earlier because he is slightly closer to the door. Arc v10: Stage 1 goes to black on frame 5137. Arc v9: Stage 1 goes to black on frame 5158. So I am 21 frames ahead now. I declare stage 1 finished. On to stage 2, where the big questions are: -Can I get out of the house faster? -Can I manipulate the platforms better? -Can I beat the boss faster?
Arc
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Joined: 3/8/2004
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Ah, so he used the 'end' option multiple times instead of starting from a fresh power-on. As we saw in Ghosts 'n Goblins, it's possible that something wasn't reset. It might be worth noting that on his attempt immediately before the glitch, he made it to the boss. Interesting to note what happened when the glitch occurred. The character stopped responding (even though he was holding right and tapped the button once) and the end-of-level music came up before he had the falling death. The death part seems irrelevant.
Arc
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Ok, here is the WIP for stage 1: http://tasvideos.org/userfiles/info/25495034971294727 Total frames, measuring from the frame that Arthur regains armor from the key: Arc v10: 5023 Arc v9: 5041 GuanoBowl: 5075 Arthur can go through enemies that take more than one shot by firing as they hit him. I had to do it to get by the flying knights. I saved time on the boss fight. I think that the only theoretically possible improvements left are if there are some currently unknown manipulations at the graves or platform. I also had to make one jump because of a burrito in my face right before the boss.
Arc
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jlun2 wrote:
What exactly happens after the 2nd loop of this game? I know the game starts acting oddly after a while, but does the bad ending still show, or is every subsequent loop the good ending?
After the "wise and courageour knight" ending, there's a game over. If you continue, you start on stage 7 against Astaroth again, but when you win this time you get the "illusion" ending. So beating it for a third time should result in the "wise and courageour knight" ending.
Arc
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1: 12+6+6 2: 6+6 3: 6 4: 6+6 5: 6 6: 5+6 7: 6+6+6 89. In GuanoBowl's movie, he picks up the money bag at the Red Devil at 2529. In the new Arc v10, I pick it up at 2521. (In Arc v9, I pick it up at 2516, and I have armor and the torch.) So I saved 8 frames instead of 6, somehow. Now we can move on, anyway. I'll put up WIP1 at the end of stage 1. Moving platform notes -It's impossible to damage boost onto the moving platform successfully. You will die. -I think the moving platform always starts moving to the right as soon as you make it appear on screen. -It's impossible to walk off of the right edge of the platform when it's moving to the right. -The moving platform moves only 2 pixels every 3 frames, and so it's best to jump off as early as possible. -There's armor available here, but I'd have to jump to get it.
Arc
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9+9+6 and 9+6+6 at grave 1 are both giving me the same bad spawn at grave 4. The 12+6+6 is necessary to spawn the grave 4 zombie slightly forward so that it doesn't hit me, and I can jump over the next zombie for a 6+6 instead of 6+6+6. It's looking more and more like I already solved this puzzle in 2004. 1: 12+6+6 2: 6+6 3: 6 4: 6+6 5: 6 We'll see if graves 6 and 7 are worth changing.
Arc
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Option 1: 1: 5+6 2: 6+6 3. 6 4. 6+6+6 5. 6 6. 9+9+9 7. 6+Fail If I could get a successful 6 on the last jump, it would be a 92. I'm about one pixel away from clearing the trio of zombies that appear at the last grave. Grave 7 may be the spot to take the 5 after all.
Arc
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Graveyard notes There are 7 graves. The possible spots to 'take the 5' (damage boost) are Graves 1, 6, and 7. Grave 1: -Option 1 is to take the 5+6. -Option 2 is to do a 9+9+6 (2 jump attacks and jump). -Option 3 is a 12+6+6. -Although a 9+6+6 is possible, it leads to a bad spawn at Grave 4 (9+6+6). Grave 2: -Should be a 6+6. Grave 3: -Just a 6. Grave 4: -Ideally, a 6+6. Grave 5: -Should be just a 6. Grave 6: -Complicated. Could be a 5+6. -Possible 9+9+6 or 9+6+6. -Or 12+6+6. Grave 7: -Untested at this point. Another possible 5 spot. -Wishing for a 6+6. We can compare all of the previous movies easily by using this point system. I made all of mine in Famtasia... Arc v8 / GuanoBowl: 1: 12+6+6 2: 6+6 3: 6 4: 6+6 5: 6 6: 12+6+6 7: 5+6 Total: 95 Arc v7: 1: 5+6 2: 6+6 3: 6 4: 6+6+6 5: 6 6: 12+12+6+6 7: 6+6+6 Total: 107 Scoreboard Arc v8: 95 GuanoBowl: 95 Arc v7: 107 Arc v4: 123 Arc v5: 126 Arc v6: 126 Arc v3: 138 Arc v2: 180 Arc v1: 258 Morimoto: Climbed the ladder Arc v9: 93* (Disqualified cheater)
Arc
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Thanks for looking into it. I tried getting three item drops and then hitting reset. As expected, the zombie spawns changed, and the first drop was a flame. So the item drop sequence survives the reset. The drop sequence is always the same. The flame comes up fourth and the knife comes up eighth. I must have sat through the demos until the first three drops happened, and then I recorded from a reset so that the flame came up first. I guess it's time to get started, then. Arthur's X position is at 05AF. -He moves 3 pixels every 3 frames. -Getting hit is a loss of 3 frames AND 2 pixels. -He moves after 6 frames instead of 3 after a jump (loss of 3 frames per jump). -He moves after 9 frames instead of 3 when firing while landing a jump (loss of 6 frames). -He moves after 12 frames instead of 3 when firing from the ground (loss of 9 frames). -Trying to jump immediately after firing from the ground still takes 12 frames. -He can fire immediately after jumping, but the javelin will travel over the zombies. That's why the flame is more useful generally, but it may or may not be slower on the first two bosses.
Arc
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I'm sorry but I don't know the memory address. Edit: 05B1-05B7 - Enemy X Position What probably happened is that, in FCEU, I may have let the demo screen come up at least once. And then I recorded from reset instead of power-on, and so I got the good spawn. So it seems that I should attempt this game again anyway, on the basis that the current run is illegitimate. The reason that I want the good spawn is that it changes the item drops. Bad spawn order: (1) statue, (2) statue, (3) statue, (4) flame, (5) statue, (6) statue, (7) statue, (8) knife. The good spawn order starts on the flame: (1) flame, (2) statue, (3) statue, (4) statue, (5) knife. So I could get the flame at the start of level 1 and the knife at the end of level 1, and I was thinking that the knife would be faster against the first two bosses.
Arc
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-- 8.5 years later --- I've been looking into improving this game one more time. There are perhaps another 5-10 seconds that I can cut off. I know for sure that I can improve stages 1 and 2. But those improvements aren't possible unless I get the "good zombie spawn" at the start of the game. I got the "good zombie spawn" using FCE Ultra 0.98.16. I haven't been able to get it in FCEUX 2.2.2. The converted .fcm to .fm2 doesn't sync. I've tried adding and removing frames. (In FCEU the screen changes from grey to black on frame 3, whereas in FCEUX it's on frame 8.) I've tried using different inputs and timing. But I always get the "bad zombie spawn." So I'm stuck until a solution is found.
Arc
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Updated YouTube with the 19:53.15 file. Nice job trimming those six seconds. Link to video New stage 1-3 zip at 4:31. New stage 2-4 zips at 12:20. Stage 3-4 starts at 16:48.
Arc
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Ah, I assumed the same about Medusa. Evidently she has 150 HP. And we can fire only once per 32 frames. 2 upgrades = 50 shots = 1600 frames = 26.67 seconds 1 upgrade = 75 shots = 2400 frames = 40 seconds 0 upgrades = 150 shots = 4800 frames = 80 seconds 13.33 seconds faster on Medusa. Skipping the second upgrade saves 11.75 but loses 13.33 + 1.5 = 14.83. Looks like my calculations match up with your tests. 3-5 seconds slower with only one upgrade. Two upgrades needed. My bad.
Arc
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My story is Seven Years in Corporate... That 1-3 zip is a dazzler. I don't have exact frames on these timings: The 1-2 strength upgrade takes ~13.75 seconds. The 1-4 boss with one upgrade takes ~4.75 seconds. Estimated ~9.5 seconds without upgrade. The 2-1 strength upgrade takes ~11.75 seconds. The 2-4 boss with two upgrades takes ~3 seconds. Estimated ~4.5 seconds with one upgrade, ~9 seconds without upgrades. The second upgrade is clearly not needed (spending 11.75 seconds to gain only 1.5 seconds on the fight). (Edit) The first upgrade also seems unnecessary. ~10.75 extra seconds are presumed for the two fights. The two upgrades take 25.5 seconds. Stage 4 input will have to be fixed again in any case; the WIP is not ready for publishing.
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