Posts for Baka94


Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
I did some testing with the different weapons. Here is a short summary of each (Cooldown is in frames): Sword Damage: Directly tied to level (5 at the start of the game) Cooldown: 21 Notes: *none* Rock Sword Damage: Directly tied to level (5 at the start of the game) Cooldown: 21 Notes: -Breaks certain blocks War Drum Damage: 10 Cooldown: 1 (if projectile has despawned) Notes: *none* Cursed Dynamite Damage: 16 Cooldown: 6 (if projectile has despawned) Notes: *none* Shuriken Damage: 24 Cooldown: 1 (if projectile has despawned) Notes: -Damage stacks if projectiles hit target on same frame -Max damage is 72 Devil's Top Damage: 40 Cooldown: 12 with smallest possible jump (when jumping on flat ground) Notes: -Can be used again 6 frames before landing -Provides invulnerability to almost everything including projectiles Wave Sword Damage: 64 Cooldown: 21 Notes: -Fires 3 projectiles -New projectiles are fired if previous ones have despawned -Damage stacks if projectiles hit target on same frame -Sword damage can be stacked with projectiles resulting damage of 256 -Projectiles break certain blocks like Rock Sword I also did more testing for the Sword Hitbox Glitch, and it appears that the damage it does depends on what projectile weapon you switch to (e.g. War Drum + Hitbox Glitch = 20 damage and Shuriken*3 + Hitbox Glitch = 96 damage). Is the War Drum worth getting? (Calculations based on what I know) The first key guardian has 332 hp and invulnerability time for enemies/bosses is 29 frames. Killing the boss with Sword takes 67 hits making the fight last for 29,03 sec (1742 frames) done optimally when only counting from first hit to the boss's death. Killing the boss with War Drums takes 17 hits (when using the hitbox glitch) making the fight last for 8,216 sec (493 frames) done optimally when only counting from first hit to the boss's death. The time save in the fight when using War Drum is 20,814 sec However, the time it takes for the TAS in Nico Video to get to the boss is 2:14 (134 sec) and I could get to the boss in 1:19 (79,5 sec) in real time while still failing the Stage Skip Glitch like 6 times during it. If these calculations are correct, not getting the War Drum is a significant time save. The actual time save will be clear once I do a TAS from the start to the boss, since the RTA time I took has some extra in it. Even if you couldn't use the first key to access the second maze, going to the first maze won't be that bad, since some place to save time compared to the Nico Video TAS has been found.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Fortranm wrote:
Do you mean the exits in the overflowed region or even the second maze itself?
Yeah, the exits in the intended in-bounds coordinates work as they should after using the glitch since it only overwrites part of RAM with #$00 thus making a hole in it.
Fortranm wrote:
I remember that in the RTA I watched on Nico Video, red orb is used in the third maze to open up some walls, but the passage looks like a legit passage instead of a hole caused by glitches.
Was the passage only one tile wide? Or did it look something like this:
Fortranm wrote:
Now I wonder if going to get TOP is actually faster than the route used in that TAS. You need to go though quite some unskippable caves, and since there is no cave on the island where TOP is, you need a key to go to next island for the cave there. You might be able to use the key from the very first mini-boss though because now you won't use it to enter the island with the first dungeon anymore.
Another option is Shuriken, which you find on the second island. It's weaker than the Top, but stronger than the Cursed Dynamite, which the current TAS in Nico Video uses. The Shuriken is also nice because you shoot 3 of them at once and the damage stacks. You still need to go through some caves and need a key. Another reason for the Top begin a bad choice is that you need the Rock Sword to get it. The shop you buy it from is at the southern part of the main island. This also means that you'd have to go to a stage to grind for gold to buy it. And that reminds me; you need to pay the skeleton that has the second key in order to fight him, but you should get some gold from the demons that you kill in the caves. The first maze is very conventional for this glitch because of how easily acquirable the red orb is in it.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
I tested the red orb glitch in the second maze too. It seems that when you take either the bonus exit or the boss stage exit you end up in the same areas as you would when you do this in the first maze. Only difference is that you encounter the areas in different order. I'm guessing that the exits destinations are in a lookup table and your coordinates and the maze you are in give the game offset for where to send you. I also noticed that the red orb glitch didn't affect the second maze 100% same way as it affected the first one. The difference was that after the cleared RAM portion, few bytes further there appeared a few extra overworld exit tiles in the maze. However the "hole" in the maze appeared in the same RAM area. I also noticed that the mazes have some kind of hard-coded bounds between $FF and $00 preventing you from over/underflowing the address. It's kind of weird since you are not supposed to get to those coordinates anyway, since the x/y $00 are occupied by solid walls anyway and the maze is not even close of reaching x/y $FF. Since you don't need the first Wave Sword to get to the second and third area, you could just go and get the Devil's Top from the third area and go to it's maze and use the red orb glitch there. The TAS EgxHB posted seems to use Cursed Dynamite against the bosses, but it's the third weapon you get as opposed to the Devil's Top, which is fifth (if I remember correctly) and more powerful. Another thing I noticed from the TAS is that there is also a glitch that allows you to pass through one tile thick walls in the overworld (at 15:43). Apparently you do it is by pausing when you land on the trigger just like when you do the stage skip glitch, but when you unpause, you hold the opposite direction you want to go. If there is a wall that prevents you from going on that tile you enter the stage/shop/dialog. Then just exit the way you came in and it puts you inside a wall. This probably works because the game actually checks what direction you are facing when you enter the stage and decides by that which direction you entered the trigger.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Fortranm wrote:
The red orb glitch allows you to beat all three bosses in the first maze and almost halves the time you need to beat the game.
Yeah, the TAS used the red orb that way. I should probably test the glitch in other mazes and see if they affect overworld exits too.
Fortranm wrote:
However, it's very hard to fight the second and the third boss without TOP so it might be faster to get TOP before go to the first maze.
Or just get a blue orb, since the it causes his swords to lose their hitboxes for some reason. He is a piece of cake after that. Of course you could use both. Orb to get rid of the sword hitboxes and then just jump through him with the Devil's Top.
Fortranm wrote:
There is also a glitch that enable you to enter the path to get the top before beating the first boss as you are supposed to.
Haven't heard of that before. How do you get it? It might be faster to get the Devil's Top since it's a fairly late game item and probably would help in the early bosses at least.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Post subject: Getsu Fuuma Den (J)
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
I did not find a thread for this game yet, and since I'm planning on making a TAS of it, I decided to make a thread. I haven't actually completed the game yet, because the game is actually really difficult.
Mechanics
Leveling up When you kill an enemy, you get XP ($8 in side scrolling stages and $18 in mazes). Once the XP value overflows from $FF to $00, you gain a level, which increases the damage your sword does. The top bar with the けん (sword) text displays your level. Knockback cancel For some reason you don't get knocked back by enemies while jumping (while crouching you get knocked back only few pixels). This may be useful when you can't get around an enemy faster and makes platforming over pits easier in casual plays. Walking past enemies Not sure if this can be counted as a glitch, but when an enemy in invulnerable after receiving damage, you can walk through him. "Headshots" In the 3D Maze encounters hitting the enemy's head does a lot more damage than hitting any other part of the enemy. Depending on the swing direction (vertical or diagonal) you need to stand in a certain spot in relation to where the enemy is. Even though you can jump, if the enemy is too high in the air, you can't hit it's head even though, you would be horizontally in a right spot while hitting him.
Glitches
Red Orb Glitch The Red Orb kills any enemy in the 3D Mazes instantly, however using it outside a fight with enemy clears a portion of RAM ($04A8 - $04D7) making a "hole" in the maze allowing you to wrap around the map and overflow your coordinates higher than what you should have inside a maze. Exiting the maze with higher coordinates than intended leads to a wrong warp to other areas. Some areas are glitched up, since they were probably loaded from area that's not map data. The glitched up maps doesn't seem to have any uses. You're usually just stuck in them or you just crash the game. (See "3D Maze Layout" for more information on how the mazes work) Blue Orb Glitch Blue Orbs are used to kill all enemies on screen in the side scrolling stages. Using one on the first boss (the big flying one-eyed samurai head) kills him in one hit (intended?), however using it on the second boss (giant skeleton samurai with the spinning swords) makes the boss's swords lose their hitboxes making them harmless and beating the boss really easy. I don't know how this affects to the rest of the bosses in the game. Sword Hitbox Glitch Pausing the game on the side scrolling stages while your sword is out and changing to a projectile weapon (e.g. War Drum) causes your sword hitbox to not go away and stay in front of you damaging enemies that hit it. Stage Skip Glitch While in overworld, if you pause the game on the frame you land on the trigger, and then unpause while holding a direction (as long as it's not towards a wall) you can walk over the trigger. You need to do this twice to skip one stage since there are triggers on both sides of the gate.
3D Maze Layout
When you enter a 3D Maze it is loaded in RAM $0400 - $058F. Each byte has the tile type for two tiles. 16 bytes make one horizontal row making the maze 32 tiles wide. The upper four bits gives the tile type for even tiles and the lower four for odd tiles. The values in the four bits gives the following tiles: 0000 = $0 = Empty Tile 0001 = $1 = Solid Tile 0010 = $2 = Door Tile 0011 = $3 = Enemy Encounter Tile 0100 = $4 = NPC 0101 = $5 = Exit Tile (Overworld) 0110 = $6 = Item 0111 = $7 = Exit Tile (Stage) 1000 = $8 = Exit Tile (Bonus Stage) Values higher that $8 give a glitched tile that has no purpose or use. Enemy and NPC tiles activate when it's in front of you instead of when you step on it. Door tiles are technically solid tiles. When you enter the door it skips you over one tile, since the door is not actually between the tiles. The value for the enemy, item and NPC tiles that define it's type if stored somewhere else, however I don't know yet where. This is all for now. By the way, there is also a TAS uploaded in Nico Video, which is reuploaded to YouTube, but there is a possibility it can be improved and there is no TAS of this game here yet. What category you would like to see? -glitched -no wrong warps ("breaking" the maze with the red orb is allowed as long as you don't wrap around the maze and leave it from the intended exit) -glitchless -damageless You can suggest other categories too if I forgot one that's possible in this game.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Is there more detailed explanation of this glitch somewhere? It was still left a little unclear what DelayObjects, DelayFireObjects, etc are. Another thing is that how can this glitch be caused by NMI? Aren't NES games programmed such way that interrupts don't mess things up? Lastly, does this have any relations to the "wiggling" glitch that has been known a few years (?) now?
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Can anyone tell me if this is a bug in FCEUX or in the NES? I noticed that leaving the PPU increment mode bit (xxxx x1xx in $2000) set to 1 and exiting NMI causes the background colour to get screwed up. It had already caused a lot of frustration so it would be really nice to know where this bug is so I know do I need to worry about it in the future.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
I think I just found a glitch in Recca. I somehow managed to spawn the orange big ship that comes from the bottom left in the first stage (it is supposed to spawns in second stage first time). I have no idea what caused this, but if we'd found the way to make this happen again, we might be able to spawn bosses early and possibly cut large amounts of time from the TAS. This happened before the first mini-boss by the way.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Has anyone done any RAM mapping yet? If so, can someone let me know what addresses have been figured out. Here is what I have found (some of them are useless for a TAS):
$001F = Joy 1 press (on that frame only)
$0020 = Joy 1 hold
$0021 = Joy 1 press temp (on that frame only)
$0022 = Joy 1 hold temp
$0031 = Demo timer high (main menu)
$0032 = Demo timer low (main menu)
$0039 = Horizontal scroll
$003A = Vertical scroll
$003E = Lower byte for IRQ's indirect JMP
$003F = Higher byte for IRQ's indirect JMP
$004C = The amount of times the screen has been split on that frame
$0052 = Frame roll
$0060 = Some IRQ related value that I'm not sure what it does
$007F = Timer minutes high
$0080 = Timer minutes low
$0081 = Timer seconds high
$0082 = Timer seconds low
$0083 = Timer milliseconds high
$0084 = Timer milliseconds low
$0086 = Lives
$0089 = Main weapon type
$008D = Speed setting
$008E = Bomb charge timer #$80 is fully charged
$008F = Despawn timer for the bomb

$0200 - $02FF = "Shadow" OAM
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
feos wrote:
Go triple merge! http://tasvideos.org/forum/viewtopic.php?t=4834 http://tasvideos.org/forum/viewtopic.php?t=2314
What there was already a thread of this? I didn't see it when I used search. Oh well...
feos wrote:
I see no reason to disallow Recca, even if you mean the hard mode cheat code. Also, enemies not spawning looks more like a limit on concurrent objects in memory. Finally, Randil posted some cool scripts in the first thread.
I meant just in general. Aren't shooters usually rejected because there is so little you can do to speed things up? Inverse Stages can be unlocked without cheats. So I see no reason to use them. Or if you mean the thing where enemies split into four pieces when you kill them, that would be Zanki Attack mode and can be unlocked without cheats too.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Post subject: Summer Carnival '92: RECCA (would it be allowed?)
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
So, I was thinking of making a TAS of RECCA, but I'm not sure if it would be allowed to the site. Here are some things I have figured out so far (some of them are obvious):
    -RECCA lags A LOT. Lag reduction is important. -Homing shots lag more than ones that are on a fixed path. -Releasing a bomb rarely lags since it is a background graphic instead of a bunch of sprites. -Clearing out bullets (with a bomb whether it was released or held charged) and enemies usually reduce lag quiet a bit. -Flailing lasers usually lag a lot. -Casually playing, from power on to the start of the stage 2 yielded over 2000 lag frames according to FCEUX. -Due to 64 HW sprite limit on NES, some enemy waves don't spawn until there is enough space for them. -Bosses can be killed pretty quickly with bombs. -The first bomb needs to be charged beforehand to make sure it's fully charged before the boss can be damaged.
I'd like to hear your opinions on whether RECCA would be allowed or not.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
I found something pretty interesting! Notice the same pattern? RAM address $005E seems to be set to #$01 for a while when you go through the red lines (while moving right) and green lines (while moving left). The distance between those lines is 16 Metatiles (16 x 16 tiles). The wriggling glitch works for both green lines, but neither one of the red lines. $005E is somehow related to graphics updates. I was unable to find other places where this would occur, so I wonder what is it in this screen that causes the wriggling glitch to work. Also, $0092 seems to be the timer to determine when $005E will reset to #$00 when going through these lines.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Not sure if these would be useful in TAS, but here are few glitches I have found: -If you hold A while holding B (readying a bomb), you can move around, which is normally not allowed. If the bomb explodes in Rocky's hand while doing this, your movement speed is increased until you release A, B, Left or Right. -Moving while holding a bomb let's you get off stairs. The game still thinks you are in the stairs, but as soon as you leave the stairs vertically you fall off them. -There also are some "magical" spots in stairs that if you let a bomb explode in Rocky's hand, he starts going up for some reason. You'll go up until you release B. Then you can walk on air until you jump. Keep in mind that if you go off screen, your sprite doesn't screenwrap but your hitbox does. As a last correction to the first post (you may already know this): The reason the controls feel unresponsive because you need to hold the button down for 4 frames until the game decides to do something.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Spikestuff wrote:
Now I'm curious if it would work on other stages besides Iceman, Bombman, Willy 1, 2 & 3
Well, first we need to figure out what causes the glitch and to do that we need do disassemble the whole game.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Has the Iceman stage glitch been discussed here yet (the one where you do the "wiggling")? I did some testing and it seems that what happens is defined by RAM address $0023, which seems to be some kind of frame roll. It uses that value as some kind of pointer for where to look for the object to spawn. Most values that don't cause a reset will spawn a garbage sprite for one frame. There are few values that completely crashes the game or causes weird effects. Here are some values I wrote down: 3A = Spawns a CWU-01P. After destroying it, Cutman will spawn 42 = Sometimes gives you Magnet Beam (sound effect will play) 4A = Spawns some kind of level end trigger 75 = End level BA = Same as 3A DD = Does this F5 = End level NOTE: Most values from 4F to 80 and CB to FF cause a reset The reason for the reset may be that the game's IRQ vector is the same address as the RESET vector. Because Mega Man doesn't use interrupts this isn't usually a problem, but if the interrupt flag cleared with CLI, interrupts are allowed to happen, and they reset the game (in the RESET routine the interrupt flag is set with SEI to disable interrupts). I still need to figure out why that particular spot works and where the program execution goes.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Post subject: FCEUX - RAM Search question
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Why does FCEUX's RAM Search hide values between 0800 - 5FFF?
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Post subject: FCEUX lua script help
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Does anyone know where I can find FCEUX lua script tutorial? All I can find is sample scripts and videos using the scripts. I'm trying to make a hitbox script for Getsu Fuuma Den if anyone happens to ask.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
I couldn't find anything that would closely match what I did. But, what happend was pretty close. I still don't understand how I managed to do it cause I just started running normally. Anyway, there is something else that I want to ask. I few days ago heard about X-Ray climb, but I can't seem to do it correctly. I can get stuck in the door, but it doesn't let me use the X-Ray visor. I can't really find anything that would warn you about this or tell you how to avoid it.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
I was playing this game few days ago and I came across something odd. You know that room in Brinstar that has the Shinespark tutorial. I was next to the bomb block wall (on the right side) and ran to the right until Speed Booster turned on (I was maesuring the correct spot to start running to get through the wall and wouldn't fall to the Shinespark tutorial). Then I turned around and started running left. Few blocks before I was right above the "Shinespark pit" Speed Booster turned on even tough Samus harldy had any speed and then I fell to the pit. I couldn't find any information about this so I decided to ask if anyone knows about this.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Post subject: Good games to TAS for beginner?
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
What are some good games for a beginner to TAS? Preferably a NES game cause they are fairly simple, but I also would very much like to TAS a game that haven't been TASed before or haven't been TASed by a lot of people. Suggest something and I'll see if I can find something to TAS.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Personman wrote:
Welcome aboard, Baka94! I think it is fine for you to mention your speedgaming group and works in progress here, as long as you're not spamming it repeatedly or aggressively trying to recruit people.
Sorry for the late answer, but I didn't say I was a part of speedrun group. I meant that I watched that group's videos and they got me interested in speedrunning. I'm doing speedruns on my own and there's no groups etc involved (At least not yet. Who knows if I later join a speedrun group, but I'm just not good enough yet). That's corrected now :P
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
These are just my opinions so read others' posts too for their opinions Dawn of Sorrow Difficulty: 3/5 Musics: 8/10 Art: 7.5/10 Story: 7/10 Special mechanics: Magic Seals. Ability to collect souls of monsters and use them as weapons Stylus usage: Drawing Magic Seals DoS is good for beginner as it is the easiest castlevania on DS. Portrait of Ruin Difficulty: 4/5 Musics: 8/10 Art: 8/10 Story: 8.5/10 Special mechanics: Two main characters that can be swithced between and either hide or "summon" the other one (AI controlled) Stylus usage: Have a small control over the movements of AI controlled partner (not necessary for completing the game). Attacking in 'Sisters mode' PoR is harder than DoS but easier than OoE. Level upping is quiet slow because of the low XP yield. It is somewhat important to learn to dodge the boss' attacks. From the two characters the other has higher Attack and Defense, while the other one has higher Inteligence, Constitution and Mind. Order of Ecclesia Difficulty: 4.5/5 Musics: 9/10 Art: 8/10 Story: 8.5/10 Special mechanics: Glyph system. All attacks consume MP but it's recorvering fast when you stop attacking. Stylus usage: Teleporting ('Albus mode' only) OoE is good if you want some challenge. Bosses are strong and has a lot of HP. It is very important to learn to dodge the boss' attacks because of the slow level upping, unless you want to spend a lot of time in grinding enemies. Playing on a low level is quiet fun when you have intense fight with a boss that you barely survive :) Order of Ecclesia has a nice gothic artwork and it fits the story. Some difference to the Manga/Anime style of DoS and PoR (not saying I don't like thet style). IMO Order of Ecclesia is the best one
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
Warepire wrote:
Octodad is currently not possible due to missing mouse input.
I think you can rebind all the mouse functions to a keyboard too. Also, I think that I few hours ago read that the mouse is now supported (the info on the actual download page is outdated, or so I heared.)
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
I was myself thinking that I could try TASing Touhou Hisouten and possibly even Octodad (making the TAS entertaining shouldn't be too difficult). I'll also do some testing with Don't Starve, Minecraft and Terraria. But the problem with those is that they generate random world which might not be ideal for doing a TAS (Exept for Minecraft if you define the seed). I have to see if I'll find other suitable games (like some old games currently not installed on my PC).
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
He/Him
Experienced Forum User
Joined: 2/17/2014
Posts: 39
Location: Finland
WST wrote:
I abandoned my project simply because I had no idea how to manipulate luck to get destructive weapons as fast as possible.
As far as I know manipulating luck works so that you save a state before the "luck event" (like item drops) happens, see if you get lucky, if not then load state and try again, if yes then go on. When you load the state and kill the enemy (or something similar) again the game calculates the luck again and you can repeat this untill you get the desired result from the random chance calculator thing.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop