Posts for DaTeL237


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Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I disagree about some points... ActionScript since the changes last few years is concidered a programming language imo LeadProgrammer is not the hardest nor most timeconsuming job (in your project)..... I'd say getting everyone synched (e.g. model sizes, formats, etc etc) is the hardest part, ask any game studio. the most work would be creating content (well unless its programmed/generated content....) anyway I'm not available to help but i wish you good luck edit: as some hints... go to flash-gaming sites and ask around for general approaches and standards so your game can/will be published on their sites. (or you could hope it'll be a grand success and wont need a big site...)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
DKMaster's initial idea of making a (realtime) program to beat a game sounds really interesting read an article on a rule-based approach on Ms. PacMan lately http://www.robotworldnews.com/100389.php also, i can see that most of the discussion has changed to making programs to find optimal routes non-realtime... which i find equally interesting e.g. Huffers' bot sounds great... finding tricks/exploits/etc already! mind uncovering some details on it? :D
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Wyster wrote:
FINALLY Investigation 2:32(WR is 2:37)
great work! anybody care to compile it into a youtube movie? :D (ill be asking this every release i think :P) about the bug.... if you're aiming for fastest ingame times (which i believe you are)... then perhaps you could try and reset the game (with ingame auto-save on) and go to the next level through the menu?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Post subject: Re: Project: TASing tutorials
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
wanted to let you know I'm eagerly awaiting these tutorials :D I think I have a reasonable level of understanding about TASing and a fair amount of game-internals.... yet still I've got alot to learn :) specific interests: (perhaps parts are already finished?)
zefiris wrote:
- Rewinding - Optimizing way - Choosing objectives for your run - Effective usage of savestate slots ^^ - Hex editing and other external editing - Watching memory - Subpixel positioning - Using debugger/disassembler to understand some things
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Aqfaq wrote:
Looks very good. Nice shortcut with the owl.
DaTeL237 wrote:
The score-counter after every world takes longer if more coins were collected
Yeah, it seems so. There are some runs that ignore the time lost in the bonus countdown, but I think in this case it will be more impressive if you avoid the coins. Good luck!
ill continue the current run for a bit (and not publish it) as a 'rough' indication and then see how much i can cut off in a 2nd go... im sure some more speed-tricks will surface unlike enemies, the swinging ropes swing independent of when they come into screen... they're tied to the frames (so you can know exactly how a rope a mile away swings) not really sure about the x-coordinate btw.... if Nutz is standing still on a moving platform the value remains constant :X Oh, does anybody know what the 'skill bonus' is influenced by? can't seem to completely figure it out :X getting hit (losing 1 hp) substracts 1 from skill-bonus dying substract 1 additional point getting a red hp node will add 1 decided to: avoid coins, collect hp, collect acorns, do not avoid enemy kills
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
ok could do with some feedback on world 2's first level.... http://dehacked.2y.net/microstorage.php/info/1883810562/w2y1_complete_v1_02.smv used the owl but had to wait for it....
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
ok just found the first interesting 'trick' Mr Nutz ac/de-celerates faster when in air when one runs against a wall full speed, Nutz' speed remains 48 which translates to an 'instant' acceleration if the wall is removed so ill look for an x-coordinate address and try to maximize increase in that. looks like its 7E005A (4byte unsigned) edit: ok had a go at j1-4 j3's route is questionable j4 im sure some frames can be squeezed out but.... how. Falling fast seems to be hard :D result under link @ 1st post y-coordinate (0 is top of the map) = 7E18AE ill be looking into the 1st boss soon edit2: ok boss went nicely imo, see new upload gonna have to do everything again I think. The score-counter after every world takes longer if more coins were collected (I think, need to check)...... opinions plz (some frames vs nice collects) edit3: renewed boss strategy, spends all acorns (just for fun, you dont get to keep them anyway) 1 more question: How do i know when the/a RNG is issued?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
I started a run on Mr.Nutz ROM Version: Mr. Nutz (U) Emulator: snes9x v1.51 mostly i was wondering... - does anybody have some level-maps? Im sure it'd help in finding the best route - are there any useful glitches/tricks? (cant even even a normal guide :P) quick facts: jumping does not influence Mr Nutz' speed if already at full speed (landing included) throwing acorn slows Mr Nutz down while on the ground, mid-air it does not. shooting delay midair = 8 frames (shoot at frame 1 and frame 9) Mr Nutz' center is not the middle of his hitbox, he will (be) hit (by) enemies earlier while facing away... this does not work on solid obstacles (you cannot jump over larger gaps) interesting memory addresses: horizontal speed = 7E0058,2s (ranges from -48 to 48 while running) x-coordinate = 7E005A,4u (smaller values are more towards the left) y-coordinate = 7E18AE,2u (value 0 is top of map/level) notes: I'm not trying to minimize input (since it does not improve the speed) progress: finished submission: http://tasvideos.org/1888S.html addresses used: 7E18AE,2u,Y Position (3) 7E003D,2u,Y Position (2) 7E0039,2u,Y Position (1) 7E005A,4u,X Position (3) 7E18A8,2u,X Position (2) 7E18AC,2u,X Position (1) 7E006D,1s,State Indicator 7E0058,2s,X Velocity 7E0066,2s,Jump Indicator ;Some enemy state addresses ;7E1ED4,1s,Mr Bliz real HP ;7E1ED6,1s,Mr Bliz disp HP ;7FA068,1s,W6L2 thrower ;7FA330,1s,W4L4 birdy ;7FA0C0,1s,W4L4 wasp ;7FA598,1s,W4L3 bat ;7FA168,1s,W4L1 floater ;7FA1B0,1s,W4L1 2nd bat ;7FA0E8,1s,W3J3 germ ;7FA108,1s,W3J3 lift2 ;7FA120,1s,W3J3 lift1 ;7FA300,1s,W3J2 lift A ;7FA308,1s,W3J2 lift B ;7FA310,1s,W3J2 lift C ;7FA0F0,1s,W3J2 bunny ;7FA080,1s,W2J3 2nd owl ;7FA198,1s,W2J3 3rd owl Some points for improvement that I found after being published: {frames gained}
    W2L2: downhill elevators (twice) departure moment could probably be better {0-10} W2L2: cornerboost @ end of level {~5} W2L3: face backwards when grabbing key {~5} W3L1: face backwards at trigger (which leads to the attic) {~2} W4L1: sequence-break-lavapit (2 bats to reach) can also be bugged into from beneath a few yards further {up to 3 seconds} W4L3: get into the very top ceiling and zip through {up to 10 seconds} W5L1: turn left, use the floating platforms and take teleport to swimmer-upgrade! {up to 15 seconds}
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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