Posts for Dooty


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Great! Too bad I can't watch now, but I'm going to go home earlier today, so it won't be long, thanks. edit: new wip; http://tasvideos.org/userfiles/info/7563616992021440 edit; about the clips, I think I understood the limitations of its use, so I don't know if we're going to see anything too much different from what's already in the real time runs, but I'm testing all "clippable" walls :) by limitations, I mean; zip only upwards and the need to be on Spider to clip consistently... for example, on stage 2 even if we could clip it would be useless since we just need to go to the right.
I am old enough to know better, but not enough to do it.
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I had the same impression when I was working on the 1st wip. The boost received on the wip gave me a horizontal speed of 6. Passing below the bombs gave me a speed boost of 11! But then I can't reach the next platform because of the vertical boost :( edit:
Omnigamer wrote:
I will also making a video detailing how to clip into things
I'll wait for more details before I start stage 2 then.
I am old enough to know better, but not enough to do it.
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Thank you, mklip2001. Omnigamer Wrote: -You get better vertical acceleration starting from the ground than from the air. Land to pick up the last set of rockets is 50 frames faster. Another thing that I feel I must test better; damage boost...
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
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Here's a new strategy for stage 1; http://tasvideos.org/userfiles/info/7496718323125460 and a Lua script I'm using, some addresses seems to fail though;
--Metal Warrior - SNES - Memory Addresses

function mech()
	pilot_H = memory.read_u16_le(0x019FA)
	pilot_V = memory.read_u16_le(0x019FC)
	pilot_RightLeft = memory.read_s8(0x0061A)
	pilot_UpDown = memory.read_s8(0x00618)
	pilot_Damage = memory.read_u8(0x00DA2)
	mech_Empty = memory.read_u8(0x00422)

--all of the above addresses fails sometimes
--depending where you left the Mech (dynamic?)

	on_Mech = memory.read_u8(0x00124)
	mech_V = memory.read_u16_le(0x0010C)
	mech_H = memory.read_u16_le(0x0010E)
	damage_Level = memory.read_u8(0x0014E)
	mech_Damage = memory.read_u8(0x00150)
	bullet_Counter = memory.read_u8(0x0001C)
	time_Left = memory.read_u16_le(0x00194)
	mech_RightLeft = memory.read_s8(0x0011A)
	mech_UpDown = memory.read_s8(0x00118)

	if on_Mech == 0 then
gui.text(10,20,"Mech's Hor. Speed: "..mech_UpDown)
gui.text(10,25,"Mech's Ver. Speed: "..mech_RightLeft)
gui.text(10,55,"Secondary Weapons: "..time_Left)
gui.text(10,30,"Mech's H Position: "..mech_H)
gui.text(10,35,"Mech's V Position: "..mech_V)
gui.text(10,50,"Mech's Damage lv"..damage_Level..": "..mech_Damage)
	else
gui.text(10,20,"Pilot's Hor Speed: "..pilot_UpDown)
gui.text(10,25,"Pilot's Ver Speed: "..pilot_RightLeft)
gui.text(10,30,"Pilot's H Position: "..pilot_H)
gui.text(10,35,"Pilot's V Position: "..pilot_V)
gui.text(10,50,"Pilot's Damage: "..pilot_Damage)
gui.text(10,55,"Mech's Damage: "..mech_Empty)
	end
end

function enemies()
enemy_HP = {
enemy1 = memory.read_s16_le(0x00822),
enemy2 = memory.read_s16_le(0x00622),
enemy3 = memory.read_s16_le(0x00522),
enemy4 = memory.read_s16_le(0x00422),
enemy5 = memory.read_s16_le(0x00722),
}
	for k,v in pairs(enemy_HP) do
		if v > 0 then
if k == "enemy1" then enh,env,enn = 10,60,"1st Spawned Enemy: "..v; end
if k == "enemy2" then enh,env,enn = 10,65,"2nd Spawned Enemy: "..v; end
if k == "enemy3" then enh,env,enn = 10,70,"3rd Spawned Enemy: "..v; end
if k == "enemy4" then enh,env,enn = 10,75,"4th Spawned Enemy: "..v; end
if k == "enemy5" then enh,env,enn = 10,80,"5th Spawned Enemy: "..v; end
gui.text(enh, env, enn)
		end
	end
end

function camera()
	width = client.screenwidth() / 256
	height = client.screenheight() / 224
	top_Bound = memory.read_u16_le(0x01E18)
	bottom_Bound = memory.read_u16_le(0x01E28)
	left_Bound = memory.read_u16_le(0x01E66)
	right_Bound = memory.read_u16_le(0x01E26)
gui.text(10,40,"Camera H Position: "..left_Bound)
gui.text(10,45,"Camera V Position: "..top_Bound)
end

while true do
	mech()
	enemies()
	camera()
	emu.frameadvance()
end
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
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I was about to post a partial wip of stage 1, but those new addresses may change my strategies a bit, so I'll test them first, thanks.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
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Thanks for the suggestion, Omnigamer. I'm watching all the runs, testing out the glitches and putting the addresses on a Lua script. Let's see what we can get out of this game.
I am old enough to know better, but not enough to do it.
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mklip2001 wrote:
I can't run PSXjin on my machine.
I also have trouble with this emulator, if you get the error "this GPU requires direct X", deleting "psxjin.ini" solves the problem most of the time for me. About the run, I found it kind of fun to watch, especially since I only played the Xbox version of Tenchu. Also, I know my English sucks, but the voice actors and the subtitles made me giggle at times. Well, you got a Yes vote from me too.
I am old enough to know better, but not enough to do it.
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I love glitched runs too, but this is ridiculous... Yes, of course.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
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I agree with the previous posts, well mostly. I also had this cartridge as a kid and the nostalgic value of this run is really high! Yes vote from me too.
I am old enough to know better, but not enough to do it.
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This run is really badass! My vote is No other than Yes!
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
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Really nice, game and run, BIG Yes from me.
I am old enough to know better, but not enough to do it.
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Oh, that may be it, I was trying to use it right away, sorry. Now I can't, but I'll test it again as soon as I get home, thank you. edit: The “Show FPS display on startup” option now shows the FPS on P.E.Op.S., but there’s no input, frame count or Lua drawings yet. From all those still missing things, I think that being able to draw whatever we want with Lua is the most important.
I am old enough to know better, but not enough to do it.
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I’m sorry if I got it all wrong, but I’m still unable to display anything on screen with P.E.Op.S. TAS Soft shows my input twice now, also, text drawn by Lua shows as lines and dots as before.
I am old enough to know better, but not enough to do it.
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Thank you, feos! I'm still trying to find a way to set up the DDG on Monsaic Lines and being able to use peops plugin to "TAS" my tries will make that work a lot less tiresome, thanks again.
I am old enough to know better, but not enough to do it.
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I like the concept of David v Goliath in TASes, kinda reminds me of Top Gear 2... I vote yes for it to go to Moons.
I am old enough to know better, but not enough to do it.
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This game seems to use the same engine used in Mighty Morphin Power Rangers and restart at the beginning also saves time, are you using it in your run? If not, you can skip the Bandai logo with this little trick and save nearly 500 frames!
I am old enough to know better, but not enough to do it.
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Thanks, everyone! On the forum when there were no replies, I wrote some FAQs as pastime, I'll be answering you all in the v5 of my FAQ. edit: Here’s the *FAQ v5: Q: You use the sewer route instead of the construction site, are you sure it’s faster? A: Yes, it is at least 1500 frames faster; too many elevators to climb up and down, and lots of enemies on your way ready to shoot at you on the construction site route. Q: One of your tags says “Manipulates Luck”. How does this manipulate luck? A: By killing the Abomination on different spots. For example, to have the best possible luck on the Brains fight, I must watch this address 0x0045A and kill the Abomination on X 489. Q: Didn't really notice the changes easily, are you sure it’s not just a copy of the old movie? A: I mean differences in the gameplay, the way I spent my time this time; on the old movie I was just worried about finishing the game as fast as possible, not to look cool. FAQ = Finally Asked Questions :)
I am old enough to know better, but not enough to do it.
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Do you mean the FMV sequences? If so, Dada encoded my other runs, and I think he used two encodes, one using TAS soft plugin for the FMVs and P.E.O.p.S for the game.
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Thank you very much for your interest, Alba! Here’s a new wip, 181 frames behind the published run; http://tasvideos.org/userfiles/info/5924018319797202 And with a new wip comes a new *FAQ to keep you updated;
Q: Barely notice slowdowns my ass! Tyrannus’ Labyrinth, 2-8 for example, care to explain?
A: There are places with more lag than this section and they’re smooth. I just don’t know why.

Q: You were punching in that section, but why you didn’t use the Stop&Go in other sections?
A: I know I should blame the lag, but sometimes there’s no lag and the game ignores my input.

Q: Okay, the lag blah, blah, blah... And the suicide trick? Are you going to use it or not?
A: No. In the SNES version it wastes more time than collecting pills to keep me "Hulked Out".

Q: You keep talking about using that trick in the Genesis version, but, how if you can’t suicide?
A: In the Genesis version dying and advancing to a next area makes you invincible right away.

Q: I think it’s as fake as your other *FAQs...How on earth do you know that? Just, how?
A: I can’t quite remember, but I think I let the time expire on Rhynos fight, I don’t know.

Q: I think you don’t like the Genesis version and are just trying to find excuses, is that right?
A: Well, now you got me... I chose the SNES version because I like it more, but that’s not all.

Q: You can’t blame the lag anymore, and we prefer the Genesis, why you insist in the SNES?
A: Well, the lag still is a factor, but the boss fights on the Genesis will be a lot slower.

Q: I’m still not convinced, but when are you going to release the next unwanted SNES wip?
A: When it’s ready, but as I said before, I like to post new wips after boss fights.
*FAQ = False Asked Questions edit: I posted the wrong wip, this one still have the "suicide trick", but everything before that is right, sorry about that. edit: about the suicide trick on the Genesis version; I was not recording at the time it happend, but it also work on elevators in the SNES, the ones that advance you to a new area. You might want to try Leader's Interior, it's near the end of the game, so I think that's why I was trying to find a way to suicide in other stages, but can't say for sure. edit: Almost there, just the final stage to do. I'm also ahead of my old run, finally!
I am old enough to know better, but not enough to do it.
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Alba wrote:
Nice WIPs, btw. ;)
totally forgot, sorry... here's the first wip; http://tasvideos.org/userfiles/info/5876324850257529 I like to end my wips after boss fights, but I'm still far from the second boss, so it ends with the suicide trick, well, kind of...
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I tried, but on the Genesis version it is impossible to get the commands to work when you have a lot of lag... One thing that would make a big difference would be a way to commit suicide in the Genesis version; the Hulk is invincible after a suicide in the last frame before the next stage. edit: on the SNES it's X+Y+Start, but you must be shot by a droid on the next stage.
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Even after three years, this game generates little interest... time for a *FAQ v3 then; Q: What about your other old SNES runs, are you going to update them too? A: My favorite game of all time is DKC2; it’s a strong candidate for my next project. Q: I still have the same (E) version as before. Will it work on the new emulator? A: No. You’ll have to dump the (U) version from an original cartridge this time. Q: If on Snes9x 1.51 the lag was unbearable, how is it less noticeable on BizHawk? A: Beats me. But the Stop & Go trick can also be used to soften things up, luckily. Q: Stop & Go? What is it? Is this a new trick? Have you found new tricks already? A: No, it’s the same “hold and release right+R”, but it can be used to avoid lag too. Q: Your run was demoted to the Vault Tier. Do you think you can improve this too? A: I’ll try, but it’s hard to do interesting things on this game; run left, run right and repeat… Q: Yeah, this game sucks when it comes to “be creative” kind of things. Why TAS it then? A: Well, as I said before, it was my first submission to this site and I’m a nostalgic guy. Q: Okay, just one more question; shouldn’t you be working instead of writing this *FAQ? A: Yeah, I should, but I’m kind of stuck on a boss fight. Well, see you on *FAQ v4 then! *FAQ = Forged Asked Questions
I am old enough to know better, but not enough to do it.
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Three years have passed since my first submitted and accepted run, well, not exactly... But I want to celebrate it somehow, and I think an improvement is a good way to do it. For my new run I'll use BizHawk, the game lags a lot more on this emulator, but weird enough, I can input even during lag frames! Another thing I noticed is that the game does not "stop" during the aforementioned lag frames, it just takes a little longer to load the next stage.. So, I only need to worry about doing things faster than I did before, switching emulators will have a little impact on my final time.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
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After passing through the electric fence it's not possible to use doors, elevators or, the worst of all, activate checkpoints :( That's why I must deactivate all electric walls in my run, even when the DDG is active.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
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Those ten Mudokons can't be killed with the current known tricks, sadly. It's also not (yet) possible to reach RuptureFarms 2 with the DDG active, but even if it is, Abe would be trapped there forever; doors wouldn't work.
I am old enough to know better, but not enough to do it.