Posts for Assassin

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Joined: 10/28/2004
Posts: 39
thanks both. nitsuja: i am able to replicate it consistently using those instructions, but what do you mean by "in any one direction"? like i tried letting a purple Foot get directly above me on the screen, swatting him, pushing up for 8-12 frames, then holding up and pressing attack, but i'll only do the bash move. likewise for moving downwards after hitting a Foot below me. obviously, i'll be moving left or right if i want to play the game well, but i'm curious how flexible the throw is.
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Joined: 10/28/2004
Posts: 39
have you determined what makes you throw a Foot at the screen versus bashing it into the ground? the instruction manual and some FAQs talk about holding down the control pad or pressing it in different directions, but i've yet to find something that works consistently, even after exploring in slow motion. and curiously, i seem a lot more likely to get the bash in slow-mo (probably, i'm doing something small differently i'm not aware of).
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Joined: 10/28/2004
Posts: 39
yup, i'm sure. i just tested again, and got his 4th, sai-spinning hit after his 3rd, 5-point-damaging one. besides, neither of his 3rd hits have the same windup as his 1st hit anyway. i used the Geiger Snes9x emulator to put a watch on an address involved in choosing whether to swap Raph's 3rd attack, and it's constantly incrementing, so it's probably a timer of some sort. in particular, the bottom bit of it ($00:003A) is used in the decision. given how you crazy speedrunners weep over lost frames, you may've been reluctant to wait. ;)
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Joined: 10/28/2004
Posts: 39
Nitsuja's video submission wrote:
Raphael's regular attacks do damage in the sequence of 5, 4, 3, 8, so his combos start strong and get weaker until the final hit,
actually, the 3rd hit for Raphael seems to (randomly?) choose between one that does 5 damage and one that does 3 damage. the two attacks have different animations and everything. 5 is what's in the normal position for this attack in the ROM, if that means anything. i haven't found any such exceptions for the other turtles, although I can never get Mike to use his 3rd and 4th combo hits in Versus Mode; after the 2nd, he just starts over with the 1st one. anyway, thanks for convincing me i wasn't hallucinating.. i *knew* i saw a 3 from Raph, but changed my notes to 5 and shook my head after getting that number a couple times in a row.
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Joined: 10/28/2004
Posts: 39
lol.. awesome.
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Joined: 10/28/2004
Posts: 39
that's Dirty Harry. he's a badass cop, not a dandruff sufferer.
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Joined: 10/28/2004
Posts: 39
Wandering Road wrote:
Also, you can get the Charm Bangle by talking to every soldier before the banquet in Vector and answering Gestahl's questions perfectly. This relic cuts the amount of random encounters roughly in half, is equippable by everyone, and is gotten about halfway through the run. Best of all, you lose no time by getting it.
but don't you? in order to get enough points for the bangle, you have to take a break during the banquet and trounce Gestahl's bodyguards.
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Joined: 10/28/2004
Posts: 39
Thanks for the speedy reply!
Bisqwit wrote:
When you do the jump in ducking mode, you can stop ducking as soon as Mario gains the foothold in the wall.
to be sure: the player has the option to stop ducking, or the game will make you stop ducking? if it's the former, then how come i've been able to do the trick without letting go of Down on the control pad? (though it's possible my finger slipped off in the fury of it all.)
As demonstrated in the GIF animation, when Mario is ducking (equivalent to small Mario), he'll be ejected to the left, and when he's standing, he'll be ejected to the right. This is due to the close proximity of the left edge of the wall. When he's standing, the collision of his head dominates the test, and because his head is not close to a left edge, he'll be ejected to the right (no need to steer in either direction).
cool.. i was wondering what that crazy quadruple pump was for. :) also, is the game ever ejecting him from the ceiling in this scenario, or does it merely do the ceiling collision test when ejecting him from the wall? i just want to be sure as to how many ejections are involved.
Whichever direction you're facing has no effect to this trick.
ah, so "steering" in this comment from the webpage:
The game ejects Mario towards the opposite of his steering.
means the actual direction of Mario's _movement_, not the direction he's facing?
Post subject: SMB1: questions on getting through wall (for minus world)
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Joined: 10/28/2004
Posts: 39
is "Going through bricks" the only bug needed for this when Mario is large? i'm assuming "Walljump" is not needed.. and why don't you need to steer away from the brick wall in order to be pulled in? yes, i've read: http://tasvideos.org/SuperMarioBrosTricks.html but am not entirely sure what bug is responsible for what. and how exactly does the ceiling set-up the interaction with the right wall? i see the animation here shows Mario facing forward for the jump, though everywhere else I've read about the bug has him facing backward, and i've yet to pull off the bug with him forwards. does his direction matter at all? also, does anybody know which, if any, of the bugs on that page (particularly the wall-related ones) made it into Super Mario All-Stars? (i can get through said wall in 1-2, but haven't pulled off anything else.) thanks
Post subject: Snes9x feature request: Memory Goto
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Joined: 10/28/2004
Posts: 39
Given that Snes9x v1.43 displays the whole 7E0000-7FFFFF range in its default "Search for New Cheats" menu (unlike v1.39, which I'd been using until recently), I think it could double nicely as a memory viewer. However, scrolling to the address I want is a royal pain in the arse (i.e. when I don't know the memory's value, and just want to look at an address range). Now I know Cheat Search does not purport to be a debugger, but how hard would it be to a add a little text box that lets you type in an address (e.g. "7E11A2"), and upon hitting Enter or some button, scrolls the list to the desired value? Currently, I'm stuck using Snes9x-LT for DOS.. which is great for debugging, but is less than desirable in many areas (such as default key assignments I can't change.. :/ anybody know how to address that?). "Memory Goto" would rock my socks (many others' footwear would be similarly jostled, no doubt), and I suspect it's simpler than lots of the feature requests you see. :)
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Joined: 10/28/2004
Posts: 39
Jyzero wrote:
SprintGod : Your discoveries about battles formations are described here : http://assassin17.home.comcast.net/00BE-results3.txt http://assassin17.home.comcast.net/randomosity.txt
note that those links are now dead. this documentation is now with the rest of the guides on my sites: http://www14.brinkster.com/assassin17/ http://assassin17.home.comcast.net/ also, it's been updated to account for the 1-60 frame counter, which means even more thwarted attack formations are listed.
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Joined: 10/28/2004
Posts: 39
ah, good point. i should've said "all overworld terrains choose from the same set of encounter rates".
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Joined: 10/28/2004
Posts: 39
SprintGod wrote:
Ah, I see how it works. Now if only that section of the Algorithms FAQ wasn't even more screwed up than it used to be:
Assassin wrote:
i had a role in their disappearance, and i'll gladly defend the new ones. :P
Algorithms FAQ wrote:
The game keeps a counter that increases each time you take a step. Walking on the overworld map adds 192 to the counter for each step taken; walking in caves, towns, etc. where monsters can be encountered adds 112 to the counter for each step.
What new ones? :)
How is that more screwed up? The older version wrongly suggested that Grass had a different encounter rate than Desert/Forest, undoubtedly based on tests in a "low encounter" grass area. As explained in that link I gave, there are just TWO categories: - overworld (the terrain type -- grass, dry land, desert, forest -- does not matter) - dungeons (that includes caves, towns, etc) Why Terii didn't give the four different encounter rates within each of those categories, I'm not sure. (Instead, he just gives the "normal encounter" rate, which is by far the most common, as you can see with FF3usME). The bottom line is that while both versions are incomplete, the new one is more accurate and far less misleading.
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Joined: 10/28/2004
Posts: 39
SprintGod wrote:
Also, I just remembered that the Algorithms FAQ used to give different increment values for each terrain, but these have inexplicably disappeared (despite being apparently correct...). Anyways... here they are:
Grass           96
Desert/Forest  192
Elsewhere      112
The first screen of the first cave seems to be an exception. It adds 64 instead of 112.
i had a role in their disappearance, and i'll gladly defend the new ones. :P http://assassin17.home.comcast.net/c0bank.txt see C0/C29F through C0/C2DE. yes, the data layout means you can punish somebody who's stupid enough to combine Moogle Charm with Charm Bangle. >:) note all my talk of "FF3usME values" doesn't mean much, because: - FF3usME doesn't retain changes to this field anyway. - Lord J is bound to fix the names quite soon. if somehow the code i've studied is highly deceptive and you're sure the old values are right, do speak up. free free to ask any followup questions regardless. if you said something different since Page 3 that i missed while skimming this thread, apologies.