Posts for Bag_of_Magic_Food

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Ooh, I liked your weapon choices! I think those will all be fun to see.
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More success today! I was just seeing what would happen if I immediately hit Select after sending the first clone to Use the Button, and it turns out that the second clone runs a certain distance, then the second Button is considered pushed! If I switch back to the first clone, he'll run all the way through to push the second Button, but that's unnecessary. Surprisingly, this only works if I start with the first clone. So this is probably the fastest way, as I never even reach the first button or see the door, but now people will wonder what I even needed clones for. All these clone glitches work in Cosmic Spacehead as far as I can tell, and so does a minor glitch with the Bath Tub where I use the Rubber Plug on it, clear the "That's sealed it!" text, and lead Linus away from the Bath Tub before he climbs into it. What happens is the Rubber Plug isn't considered to be in your inventory anymore, but it is considered to be in the top line of the inventory. Confusing, huh? What that means is when you hover over Dodgey City TeleKey, it suddenly turns into A Rubber Plug, and you can use it again. But if you use the scroll buttons or receive a new item, it will be gone forever. The fact that I could get this "Clear text early and move pointer before Linus finishes running to perform action" trick to work there, but not in Formica City, makes me a little suspicious still. All right, I collected candies on the way to Dodgey City in a way that messed up the music! I almost did that on the way to The River Bank the first time, but I found I had to avoid the candy to reach the next tree branch in time. Oh, and today I remembered to fix a one-frame mistake in the second visit to the Post Office, so don't use old savestates from after that.
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Great, then I'll keep working on it! I updated http://www.box.net/shared/x7n0g1x8qg all the way to collecting the match and using the teleporters. Now I need to figure out the fastest way to open passage through Formica City. It doesn't seem possible at all to get through the wall with only one person, but with two in play a lot of glitches start appearing from just a little fooling around. For example: -Right before one Spacehead smacks into the wall, hit Select and he'll suddenly appear at the same position as the other one as the "Dead end" message appears. If you get both Spaceheads across a closed door this way and enter the arcade area, the door will be permanently open when you come back, even though you didn't push the other button. This trick has a lot of potential in my view. -One character can fade away for various reasons on a timer, such as when one is trapped on the other side of the wall, or when one is just idly holding the button. One cool thing I found with this is to have Linus 1 Using the Button on the right side for a while, then send Linus 2 over to Use the same Button when Linus 1 has been fading for a few seconds already. If he finishes fading while the other Linus is still running, suddenly the wall will be lifting and the lone Linus will be running through it to Use the Button that permanently opens the wall. Probably too big a waste of time to wait for the fading away, but still interesting. -The Linus who pushes the right button can also be the Linus who pushes the left button, with the other Linus's only job being to scroll the screen. So you go from Use Button directly to Use Button again, but the cool part is that when Linus hits the closed gate, it suddenly pops up to the top, and he continues through to the button. So there's that deal again with a Use taking some effect before Linus reaches the apparatus. Now, if you have one Cosmic Clone right next to the open door, make the other step away from the first button, switch back right away, and try to go left, and you'll find that he's nevertheless blocked by all the space under the door. So the graphic effect of the rising and falling barrier seems not to matter too much. The real key is the left button's hotspot for pushing it, which the game seems to deactivate whenever it doesn't think you should be able to reach it. -Sometimes I can get the effect of the second button being pushed even though all I did was send the clone on the right through the door. I think it happens by mashing Select and A together, and this would save the trouble of selecting Use, but I can't get it to work very often. So this is an example of the many glitches I may have seen but haven't figured out how to reproduce reliably, or that wouldn't save a significant amount of time even if I did figure them out. Really any glitch that makes the right button act like the left button would be very helpful, whatever it takes to confuse the game that much. So now I want to find all the Formica City glitches possible and learn how they all work so I can find the fastest way to get through it! I invite everyone to mess around with that area at the end of my movie and report what they find! Remember that the goal is to leave Formica City to the right once the barrier has been permanently lifted, because I can't finish the areas to the left until I collect the Surfboard; this part is just to clear the way for later when I no longer have the teleport effect. This means we'll want to test sending both clones all the way to right versus collecting them on the left and immediately exiting the action stage to send a single Linus to the right so he's not waiting for a clone to cross the entire screen.
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Dude, is there an Adventure Island ZERO?!
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Okay I may take another look at it!
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I think you need something called a "cartridge dumper" to create "ROM images" of the games you own!
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Yeah, I think those pixels were supposed to be the ends of lines going down the breastplate, but... Not enough pixels.
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http://www.box.net/shared/x7n0g1x8qg Today I discovered that the hotspot for the Formica City Telekey is ridiculously long, extending as far to the right of the Teleport Machine as it is to the left of it. This wasn't even fixed for Cosmic Spacehead on NES. So this time Linus gets to use his psychic powers to teleport the Teleport Key into his hands. Stumbling in the dark coming soon...
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mklip2001 wrote:
Flygon mentioned what I was going to say: Shining In The Darkness is a good comparison. That run is longer and goes through more repetitive passageways, but people reacted really positively to that run. Is it because people are more familiar with that game?
This is what I wondered about MegaMan Battle Network!
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Dwedit wrote:
By the way, both versions of the game include NTSC/PAL detection, so it will run correctly in either mode.
Ah, I think I just realized what you're talking about: Both versions do have a speed correction for the music in PAL mode, though not a pitch correction. The game detects what kind of system during the company logo, and so if I set FCEUX to NTSC after the game detects PAL, the music will be extremely fast; likewise, setting it to PAL after starting NTSC makes the music very slow (and a little lower-pitched, as usual). But only Cosmic Spacehead has the one other speed correction that I know of, for Cosmic himself, in all sidescroller action areas that aren't "specialty" stages or the demo. Yeah, even if you start Cosmic Spacehead in PAL mode, the demo will always show Cosmic moving NTSC-style, even though when you play that same Old-Lino-Town-to-Cape-Carnival route for real right afterward, you get the super speedy Cosmic who runs at 1.5 pixels per frame even if you switch the emulator back to NTSC at that point. It's a little confusing, and that's why I thought they might have left in an older version of the game engine just so the demo would still work after making more changes. I know it's not still the original Linus Spacehead mechanics, as you can see him fall straight down in the middle of a jump that started with forward momentum. The faster cursor and map running are always there in Cosmic Spacehead no matter what kind of NES, as I suppose a little extra speed in those respects is always welcome even if you don't need to balance out a slower system, and it's not as if they change the difficulty of any action. So the detection for arcade area speed was more important, since if Cosmic gets the 50% speed increase in NTSC, he's getting a speed overcompensation he doesn't even need and would therefore move at LUDICROUS SPEED! Recently I thought of another reason the name change to Cosmic was stupid: Linus likes to use the word "cosmic" as an exclamation, and since Cosmic Spacehead doesn't change any of that dialogue, Cosmic often shouts his own name for no particular reason. I also thought I had found the reason for the name change when I came across a song by Wavves called Linus Spacehead. "Aha!" I thought, "There must have been a trademark dispute over the song title, and CodeMasters had to change the name so it wouldn't match the song's!" But no, it turns out that song wasn't even from the nineties, it's a brand-new song from just this past month. So they named the song after the game, not the other way around. Sheesh. Well, I did complete two more action stages in this test TAS! http://www.box.net/shared/x7n0g1x8qg I think I may rescind my "minimal jumps" rule completely in favor of "most dangerous jumps", since who cares about "Oh, you FELL off that platform instead of jumping, you did so few jumps that way, amazing!"?
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I haven't done much more speedrunning of this lately, but today I decided to investigate the music of Linus Spacehead a little more. There are 10 segments of music the levels choose from randomly, but I think I've discovered the "official" order of them. I'm not leet enough to decipher the actual music code, but I did find that address 0788 contains/controls the current music track, with 00 being silence, 01 the title theme, 02 through 0B the random segments, and 0C through 11 the various non-looping incidental jingles. So the numbers give away what order the segments are "supposed" to go in, and it's further supported by what the levels choose, where levels 1 through 8 favor segments 1 through 8 respectively: They seem most likely to choose the segment of their number, and you should also always hear that segment first in that level if you don't clear the level title card early with Start and move before its music ends (as the random number choices seem to be seeded by positions of Linus or the camera). It's also hinted at by how most levels seem to be able to play only some of the 10 segments. I know level 1 is capable of playing segments 1, 2, 3, and 4; level 2 can play segments 2, 4, 5, 6, and 7; and level 3 plays segments 3, 7, 8, 9, and 10. So the way the segments are all introduced roughly follows that same order as well. Using a cheat to change the music, I made a recording of all 10 segments in that order, one time each: http://www.box.net/shared/ulrqzxe5po Of note is that segment 2 is just segment 3 minus the triangle wave, and segment 1 is that minus square wave 2, and segment 10 is half as long as all the others. (I think I would have placed #4 between #6 and #7 if it were up to me, but now I've gotten used to thinking of #5 as "that tree level" or "We're over halfway through the game!") Be careful when using the cheat. If you swap looping songs with non-looping songs, or choose an invalid track number, the sound will probably turn into a horrible mess. What's more interesting is that if you play the title music during the levels, it will be raised in pitch by a minor third, and if you play any other music on the title screens, it will be lowered in pitch by a minor third. That makes me wonder if the theme music was composed in a different key first, then it needed to be transposed later in development, and it was easier to include a routine to change the pitch of all music at that point. When cheating, music other than the title theme will also restart whenever the main title is shown, so the code to show that screen must also contain the code to set the music track number.
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Wow, so that's what the whole game is like. To think this is the minimum time to complete it... I don't want to imagine how much time you would spend figuring it all out. From a game design perspective, it might have been nicer to put something like the "3" section before the "2" section, where there's less to search for and you don't have to worry about subways or time travel, so you could get used to the basics first before it gets more complicated.
mklip2001 wrote:
Actually, object rooms were pretty cool overall... they sort of reminded me of a more sinister Nuts 'n Milk.
Heh, when I described Boomerang Kid to Bisqwit, he said that game sounded like Nuts 'n' Milk too, only Boomerang Kid dispensed with any kind of ladders to introduce a "Don't fall too far" gimmick. Those object rooms did have some nice variety, like there was one for collecting gas, in the last time period it got trickier with re-arrangeable rooms, the enemies were fairly appropriate, there were ones with armies of Marty clones... Hey, what was up with the duplicate Marties? I guess story-wise you could say they were Marty from a previous time trip, or Marty Jr. in 2015, but what did they do in the game? I was presuming that the ones in the object rooms followed the player's movements exactly on a delay but would kill the real Marty on contact, so the player would have to plan ahead not to pass through where he would need to be later just like Kylie Minogue. The sidescrollers were a little bland though. I liked that they reproduced some buildings from the movies as backdrops, but 2015 still looked too similar to 1955 in terms of background graphics and music. The enemy designs were way too random, and the spiked turtles and bouncing ball weapons reminded me of Super Mario Brothers. And I can accept taking liberties with the story to make a game, but why did they have to change the dates? Setting all three time periods to October 26 1:21 just makes it more confusing; I can't imagine the programmers were so short on tiles that they couldn't put in the other two dates on the time circuits. As well, do you really think they determined that the final setting was more historically accurate to 1875 than 1885 through careful research?
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Is there a way to record resets so you can include tracks that only appear in different modes?
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Yeah, it was cute whenever Mario pretended to go for a coin but then shorted the jump.
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Since I've mostly gotten the route figured out, I started a TAS to figure out those crucial first areas of the game this week. http://www.box.net/shared/x7n0g1x8qg What do you think? Working on this led me to realize some other factors to worry about when going for minimal time moving that arrow around. There's the fact that if the item Linus needs next isn't in the three slots on screen, I'll need to go all the way over to the left in that lower section to hit the scroll arrows some number of times, costing 7 frames per press of it. This can be done without wasting any time when Linus has to run all the way to the left through a previous adventure area. When starting on the left such as I demonstrate in Old Lino Town, it only wastes a little time, so that must be the second-best option. The order in which you collect things matters because every time you receive an item, the inventory automatically scrolls so that the new item is on top. In this version of the game the inventory is always sorted into a predefined order, so if the new item is at the bottom of the list there'll be only the one item name on screen, or if it's second-from-bottom, there will be only two. So when possible, we want to get items so that the latest one is or is near one we want to Give or Use next; for instance, grabbing the surfboard after the driver's license is probably a good idea, since I plan to Use it on the water after traveling through Formica again. Items that get used up in conversations, you don't need to worry about, as Linus coughs those up instantly no matter where the inventory list is scrolled to. Otherwise every press of A or B makes the pointer freeze for 2 frames after. So moving and tapping A every 4 frames, the pointer can only just keep up with Linus's steady 1-pixel-per-frame run. There turns out to be an advantage to selecting one of the actions in the on-screen list with A whenever the pointer needs to swoop past them, even if it's not the action you need, because you can press B starting from that point in the action list if you need to and save some of the earlier B button presses that would have delayed the pointer 2 frames each time. You can select things in the graphic area and actions on the action list with A at the same time as you move with the direction pad for one frame, but to select something from the inventory or scroll it up or down, you need to press A alone. I have noticed that many of the objects Linus uses cause him to move to one exact spot no matter which spot on the object I click on, so if Linus is about to use a machine but I need to pull out money first, I'll set him on that exact spot or as close as I can get before dipping down into the inventory. During conversations, a 1-frame press of A on either the frame Linus's speech appears or the frame before is normally enough to skip to the next line, but many of the responses require holding A for 2 frames, and the last line can take 2 or 3 frames of holding A and then another press of any button. "Priming" the pointer arrow to move faster is another key to optimizing its time spent flying around. After you've held the pad to move the arrow in one direction for 16 frames, it changes speed from 1-pixel-per-frame to 2-pixels-per-frame (or maybe 3-pixels-per-frame in Cosmic Spacehead, since it's easier to overcompensate for PAL by adding 50% to speed values than to properly compensate by adding 20%). If you ever stop moving in that direction for more than 8 frames, then the pointer goes back to 1 pixel per frame, but it only takes maybe a frame or two per amount of time over 8 that you stopped before it bounces back up to 2 pixels per frame again. I have found that when you're "primed" for double speed like this going left, you're already primed for going right, and vice versa, but neither direction helps you prime for up or down. Similarly, having double speed upward is the same state as having double speed downward, but they have no bearing on left or right. Using diagonal directions a lot then can keep all directions primed at once, except you may want to watch out for when the double speed makes you overshoot your target by a pixel and waste a bit of walking time unnecessarily. I have been able to keep the high horizontal (left/right) speed primed across adventure areas, but for whatever reason I can't get the priming to transfer over for vertical directions at all. In this movie, I buy gunpowder in the post office twice because I discovered it's a little faster than losing at the Luk-E-Day, and I also discovered it can save a bit more time to buy the gunpowder on the way to doing something else in the post office rather than just standing still and re-purchasing it continuously, so I plan to waste the other two dollars on gunpowder again while coming back for Linochev's letter. I think it'll be fastest to get that letter and start the trip for the matchstick and more money after grabbing the Dodgey City Telekey but before using the Telekeys. I just have to hope the "arcade" sections don't get too boring. Linus moves at the one speed and doesn't have any attacks, so all I can do is put in lots of near-misses and collect lots of candy. If you couldn't tell, I'm explaining every facet of TASing this game just in case I lose the will to finish and somebody else takes it up, or if somebody wants to beat the time of the work-in-progress to point out a flaw in my speed strategies! Oh hey, I think I figured out the reason for Cosmic Spacehead's change in graphics at the Nearly Freezing Pool, and it's probably for the same reason as the camera sign. Look what happened to the apostrophe!
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Arjin wrote:
Love how the game just abruptly ends after the final boss is killed,
I think all the Action 52 games are like that, as if it were too much trouble to program in a little tune or "You won!" message.
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Xkeeper wrote:
*203706 <BagOfMagicFood> Battle Chess isn't officially controversial until Xkeeper posts some sarcasm about how it shouldn't be
some sarcasm about how it shouldn't be
Hooray!
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Come on, 75%, that's a passing grade!
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But fewer bugs than Old PPU, right? If you know specific ones, then tell us!
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adelikat wrote:
Don't use new PPU for TASes.
Awwwwwwwww, Why not?
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I just played through the Game Gear version of this game, and I discovered that it basically removed the puzzle of Formica City. Now the first button opens the barrier permanently, making the second button useless, and there is no special effect to the Formica teleporter. I don't think it's due to a lack of buttons, since the Master System version let you change character using the pointer rather than an extra button. Maybe there was an issue with the characters ending up on opposite sides of the screen. I'm pretty sure some more enemies were removed for Game Gear, too. For some reason, only the last jumping fish in the surfing section still appeared. So those things might make it faster... But then, why play a port with some of the interesting stuff taken out? I really want to go First Installment Wins on this one and stick with the Entertainment System version. Maybe if it's not too hard to TAS, I could also do the PAL version just to see how it compares. The Genesis version isn't too bad either, but that "porthole" around all the action scenes annoys me. Plus when I play the SMS and GG versions on Dega, there's a glaring emulation flaw where either the backgrounds are too high or the sprites are too low, along with some odd flickering. I got through it on Kega Fusion, but I had to start saving a lot because sometimes the game would freeze in the middle of certain teleportations. The Game Gear version did lead me to a theory as to why the names of things were shortened for Cosmic Spacehead, though: On Game Gear, 20 characters is the most that can fit on one row of the screen. Do you suppose CodeMasters came up with the 20-character limitation in anticipation of the Game Gear port so they wouldn't have to deal with overflowing text once the port was made?
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I just think this topic title is funny. It reminds me of DRACULA IS COMING!
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Oooooooooohh, you sure spotted some hypocrisy... somewhere!
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I thought you got to choose the Sims' faces and outfits from all the characters in the game. Maybe there was a blank one, I don't remember.
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arukAdo disagrees with NAVGTR's review of this game! (from an IRC conversation yesterday...)
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