Posts for Bisqwit


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Maximus wrote:
If I remember correctly, you can move and jump diagonally in ST2 whereas in the original, you were locked to the axis.
Correct.
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Yeah, posting 8 posts about an issue you're supposedly "down low" about isn't exactly "down low".
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Bag of Magic Food wrote:
Down low?
That must be some american slang expression I haven't heard of. I still don't understand the sentence.
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GuanoBowl wrote:
i kind of want to keep it on the d'l for a little while
What is a d'l?
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DrJones wrote:
Could someone explain me why those odd things happen? They look interesting.
I already explained it in this post: http://tasvideos.org/forum/viewtopic.php?p=49144#49144
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Phil wrote:
Maybe an item.
It's true we haven't tried every possible permutation of universe's state in that game. However I can't see any relevance with the equipment for that trick. Of the upper row items, crystal is always held so other can't have an active effect. Of the lower row items, laurels or garlics could be used. (Weapons can't, or the sitting will be cancelled otherwise.) Since the purpose is to _hit_ an enemy, I don't think laurels are useful. And of the garlics, they could maybe cause some delay to allow better positioning... hmm. Edit: Garlics don't work. They stop and kill the enemy instead of just slowing it down. As for Castlevania entrance, I have verified that the only thing in the game that checks for those magic items, is the bridge before Castlevania. Once you're past that obstacle, be it on the bridge itself or in the Castlevania ruins, there's nothing that can stop you from reaching Dracula. The bodyparts are not needed. Edit: I just thought of something... the scrolling position. If you hopjump to the left edge, perhaps the scrolling position could be affected from the events in Ondol, and thus affect somehow what happens in the cliff screen? Edit2: Not influencable.
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Phil wrote:
I think you are missing something.
What could it be?
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Highness wrote:
Could it be a rom related trick perhaps? Have you guys tried diffrent versions of the roms?
I have verified that the PAL version uses the same memory layout. I haven't tried the trick in the PAL version though. Edit: Now I have. After more than 1000 tries, I think the PAL version is not any different than NTSC version in this aspect.
Post subject: Mountain warp trick: Failure.
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After more than 30000 tries, I think that what's happening here is as follows: 1. Normally, the whirlwind, when it takes Simon, moves Simon to the left. To the left, there's that screen consisting entirely of cliff. 2. If Simon somehow is thrown out from that wind, he'll end up stuck in that mountain. So far we haven't found a way to eject Simon from that cliff, if he becomes stuck there. 3. However, if, before he moves to that leftside screen, his motion is somehow turned into motion-to-the-right, the game will move Simon to the scene that is on the right side of the wastelands scene. On the right side, there's the town of Ondol. So far, it all makes sense. But the trick described by David Wonn involves the game graphics becoming glitched. Hard as we (WalkerBoh, Bisqwit, BisqBot) have tried, the points 1/2/3 are all we have been able to achieve. Castlevania we have reached not, this way. Ps: For really quick game completion (or not), try this RAM cheat: poke $05 to $0030. Then start the game. For more fun, start the game first, and when the town appears, activate this cheat. Watch as the zombies start roaming the town, together with the townspeople. When you exit the town to the right, you're suddenly in Dracula's room. (Don't exit it to the left or enter houses.)
Post subject: Re: Star Tropics 2: Zoda's Revenge
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So long since I played it... I don't remember any, but there might be something. </totally unhelpful post>
Post subject: Robot-assisted mountain warp trick: Failure (so far).
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Now BisqBot is trying to find a way to perform the mountain warp trick at Simon's Quest (Dracula 2)... For those who don't know what it is, it's the "Warp to Dracula's Castle" trick mentioned at David Wonn's glitch page for Castlevania II. Working by Walker Boh's instructions, the bot has tried about 14000 times so far, with these results: - Failing to summon the whirlwind (~0.2%) (like this) (scene 4:1.81) - Summoning the whirlwind, carried normally beside Bodley Mansion (~18%) (scene 1:4.80) - Summoning the whirlwind, getting hit by an enemy, ending up stuck inside a mountain (~81%) (scene 4:1.80) - Summoning the whirlwind, getting hit by an enemy, ending up in Ondol (a blue-tinted town with the same scene number as Bodley Mansion) (like this) (~0.6%) (scene 0:4.00) (*) The algorithm he uses: - Start on the upper stair beside the mountain - Walk to a random X position on that stair (22-50 frames to the left) - Sit down on a random frame (22-50 frames from start) and kneel for 256 frames (and at 1% chance, change the facing randomly while kneeling) - Idle 10 frames (a little buffer while the whirlwind is coming to get Simon) - Start pressing random combinations of right,left,A,down,B on each frame - Wait until the scene changes or 580 frames has elapsed, and then read the game RAM to know where Simon is now It has been tried with both 1 and 2 flying enemies. I think that having that two of them isn't an advantage. Each attempt takes about 2-3 seconds to carry out (the emulator runs at maximum speed), so it does about 1200 of them in hour. The scene numbers in this post correspond to the values of the RAM locations 0x30, 0x50 and 0x51 correspondingly. These values identify the current map. The game uses them like this when it loads a new map (simplified assembly):  ldy $30; asl y; lda.w $8192,y ; sta.w $00  ldy $50; asl y; lda.w ($00),y ; sta.w $08  ldy $51; asl y; lda.w ($08),y ; sta.w $3D The high bit of 0x51 tells which side the map is approached from. The high bit of 0x50 tells whether to include zombies in the town (if town). *) The graphics in the Ondol GIF image may look confusing, but it's only a side-effect of the GIF animation maker. The town does not really appear above the skies in the movie. PS: David Wonn's page mentions that when the glitch is performed properly, the graphics are glitched. It's possible that BisqBot doesn't detect when this happens (we've never seen it happening, and thus can't tell BisqBot how to distinguish it), and ignores it as it thinks it's just another failure. I've created a rule that helps BisqBot to detect when it ends up in Castlevania, but if the game doesn't acknowledge that fact (for the graphics are broken), it does not work... It ignores scenes 4.80, 4.00, 1.80 and 1.81.
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Lolo has been bubbling back to the surface lately. Any reason for this trend? :)
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My vote is "no". The reasons for "no": - The gameplay of this game sucks - I don't think this is a famous game that everyone wants to see played fast - I tried the game a bit, and I got the feeling like this is a trivial game to timeattack (any experienced TAS maker could make this movie) and that it's possible to get close to this result in normal speedrun by training extensively. - The movie isn't attractive to watch. However, on the positive side: - It's a short movie - It's undoubtedly close to perfection, unless some glitches are discovered - There is no complaint in style.
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The problem is the number of different inputs. It is the core of it all. You really need a clever method to describe what are all the possible different inputs to try. In Rockman, I resorted to random-tries, because brute-forcing each possibility is just going to take too much time (in the scale of days or months). Fortunately, many different inputs lead to the same result, and thus the random-try method works very well. The method you described for describing the different inputs to try, is one way, but probably doesn't fit for all situations. To quote DeHackEd: the programming of restrictions on buttons is basically what reduces this from "eons" to "centuries" of CPU power
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Highness wrote:
Sad to see you leave this project Jyzero. How about you only do it for 5-10min a day? Then you still would have time for alot of other things. :D
That wouldn't work. 5-10 mins is only enough to recall a vague figure of the project's current position, to remember where you are now and what approximately to do next.
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Ferret Warlord wrote:
Star?! <O_o>
Yup. It's a short movie, very well known game, and impressively played. Congratulations.
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AngerFist wrote:
Care, to elaborate? ^_^
What is there to say? Edit: My post was a general comment on the recent findings. It wasn't a news announcement.
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The next Rockman movie will be MAD. I have been in the position of not being able to say that until now.
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Silas wrote:
I haven't found the code for the fceu yet for the luckbot
See the Rockman thread, page 18. Or, more preferably, the Robot-assisted speedruns thread.
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I'd like to see this project progressing. :-I I would maybe take it, but unfortunately I know nothing about FF6 strategies.
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For reference, the previous movie of this game can be found here: http://tasvideos.org/movies.cgi?id=271 Congratulations to Sami for finishing his movie. What did you change to come up with this faster completion?
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In the unix world, most programs are invoked with a command line, and refuse to do anything meaningful if they aren't given any information on the commandline. In the case of SNES9x, the commandline should contain the filename of the ROM you wish it to run, and possibly some options. An example commandline could be: snes9x chrono.smc The most natural way to invoke commands in an unix system is to launch the programs from a "shell", running in a "terminal" or "console". For reference, in the Microsoft world, shells are called "prompt"s. _________________ I use the term "unix" in the meaning of all unix-type operating systems. Today, many things which are attributed to Linux specifically, are actually common to all unix-type operating systems, which are plenty. I try to avoid the Linuxification when it's not something that is specific to Linux. Reference: http://en.wikipedia.org/wiki/Unix-like
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GuanoBowl wrote:
If you want to get in on this with me, ill show you it.
Why not create a demonstration movie clip of the trick and release it to the public domain, like everyone else does?
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tmont wrote:
Never mind, doesn't work.
Yeah, the door is actually kind of a teleporter. There is no connection between the area with the vines and the area behind the door.
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I agree with previous three posts. The bigger mess you can create and still successfully resolve, the more impressive it is.