Posts for Dooty


Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
No, the TAS was not but I am too old for this... I did a test run and sent it to him, but it was completely ignored, or so I think it was... anyways, I improved this run and it's now 04:24.88 faster (15893 frames). Cooljay, If you're still working on this run and if you have not received my PM, please let me know. (this is not the place to discuss improvements, but there's no other topic about this game, sorry)
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Cooljay wrote:
I assure you it's not the end of this TAS rejected or not. I do plan to make an improvement regardless with sticky floors being a new light to my eye.
That's the attitude a TASer must have, I wish you the best luck! I found some other small time savers and I'll PM it to you.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I know I already said it doesn't matter what methods a TASer uses to create his runs, but neglecting the use of Frame Advance on the menus is something hard to overlook. There are few places to improve on the run too, like when you jump on those ladders; sometimes you fall a little before grabbing, timing your jumps surely would improve that. My advice is for you to redo the run if you really want it to have real chances of being published(I mean, stay published for a long time...), but that's up to you and if you do accept it, then good luck!
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Pretty slow, actually, the second stage is completely different in terms of enemy manipulation. Those Demon Clowns really deserve that name... I'm also considering a redo on the first stage, but first I need to find out how to reproduce this glitch: http://youtu.be/LDkal0qreEI It may or may not help making the run faster, it will depend on how fast it can be triggered, but it may lead to other glitches as well. edit: Couldn't find how to reproduce the glitch, but after some time with the run on hold my luck on the second stage simple changed, for the best! Nedless to say, it increased my motivation too. final edit: after a small wave of luck came a run of really bad luck... I can no longer deal with this game and I'm giving up on doing this run, sorry. I'm setting it as abandoned and will return to my other SNES runs. Don't worry, I won't do the SNES version of this game, I promise. edit: I'm trying to figure out what triggers the appearance of those powered up clowns on stage 2, so it may be uncancelled soon... edit: I couldn't define what causes those red clowns to spawn, but I'm still interested in completing the run. I'm testing something with the easy difficulty setting and as soom as I have a new wip I'll post the results.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I’m really into these multiplayer games lately, and what we have here? Well, simply one of those things called masterpieces. If you haven’t done so yet, do yourself a favor and watch it! The way the tricks and glitches were used sets this one apart; nothing is overused, instead, the player managed to keep the run fresh throughout, giving us a pleasant surprise at each stage.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I'm sorry to completely disagree with you guys, but you are all wrong! The only one of those red head guys that have any chance to survive to the end of the run is "Trog". We can pretend that "Guga" survived, but it's not true and would cause some confusion to the audience. In any case, I'm with you about the run being something really impressive, and I'm also voting Yes.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you, Mothrayas. There was a kind of "bug" on my script on the Title Screen of the game, adding "gui.clearuncommitted()" to the script seems to solve the issue. I'm not a programmer(obviously), nor do I know Lua, but it's working :) I'm now working full time on the run, I mean full time of my spare time, and it should quicken the progress, but a three player run is something that require a lot of experimentation, so it may take a while to finish. edit: here's a wip of the first stage: http://youtu.be/doaZAEuVxZ8 edit2: I usually do my runs in one shot, but for this game I'll work on all stages twice, to see if I can find not only the best strategy, but also the more entertaining. I never did an Arcade run before, so, suggestions are very welcome. edit3: well, never mind, I'll do it the usual way then. See you guys in a month or two...
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Yeah, you're right, post on the right forum wouldn't hurt. But can someone move this thread to the Arcade section instead?, thanks in advance.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I found your run very professional, minor flaws here and there but nothing that detracts from the enjoyment of your run, and I agree with the other members; it must be accepted!
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I'm not very picky when it comes to old games, I know the limitations of resources back in the day, but this game is painful. I'm voting No, basically for game choice, sorry.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
A multi-track script? Of course I want, and all the help I can get! If it's not asking too much, is it possible to add memory addresses for the enemy health as well? Thanks in advance. anyway, I did a quick test on the Arcade version last night and I'm abandoning the SNES version, here's the file of the first stage completed, 1180 frames faster if anyone is interested; http://dehacked.2y.net/microstorage.php/info/1174467012/Dooty-Combatribes-Super-2p.smv edit: My old Xbox360 controller helped me TAS all of my single player SNES runs. It's time to stress the poor thing a little bit doing a three players run; Left Analog Stick = Berserker's Movement A & B Buttons = Berserker's 1 & 2 Buttons Right Analog Stick = Bullova's Movement X & Y Buttons = Bullova's 1 & 2 Buttons Digital Pad = Blitz's Movement LB & RB Buttons = Blitz's 1 & 2 Buttons Left Trigger = Frame Advance Right Trigger = Pause Start Button = Save State 1 Back Button = Load State 1 Left Click = Save State 2 Right Click = Load State 2 It may seem confuse at first, but there's no need to press the buttons all the time, not even the directions, in the Arcade you only need to press the buttons 1+2 to run. So, if it's too much work adapting the multi-track script, please don't bother, I'm really confortable with that controller setup and I'd prefer the memory addresses. Oh, and I'm using this Rom Set; Finalburn 029725 if it can be of any help. edit2: I can barely understand what those Lua statements means, so it will take more time to learn Lua than to finish this run... But I just found some memory addresses for the Arcade version and edited them in Dammit's input display script created a simple script;
--The Combatribes (US) - Arcade - Written by Dooty

print("The Combatribes (US): Player Input and Enemy Health")

function ctribe()
gui.clearuncommitted()

EnemyHealth = {
ene1 = memory.readbyte(0x0001C0359),
ene2 = memory.readbyte(0x0001C0419),
ene3 = memory.readbyte(0x0001C04D9),
ene4 = memory.readbyte(0x0001C0599),
ene5 = memory.readbyte(0x0001C0659)
}

for k,v in pairs(EnemyHealth) do
	if v ~= 0 then
 if k == "ene1" then enh,env,enm = 5,55,"Enemy 1: "..v; end
 if k == "ene2" then enh,env,enm = 5,65,"Enemy 2: "..v; end
 if k == "ene3" then enh,env,enm = 5,75,"Enemy 3: "..v; end
 if k == "ene4" then enh,env,enm = 5,85,"Enemy 4: "..v; end
 if k == "ene5" then enh,env,enm = 5,95,"Enemy 5: "..v; end

gui.text(enh, env, enm)
	end
end

PlayerInput = joypad.get()
	for k,v in pairs(PlayerInput) do
		if v == true then
 if k == "P1 Right" then inp,hor,ver = ">",55,230; end
 if k == "P1 Left" then inp,hor,ver = "<",45,230; end
 if k == "P1 Up" then inp,hor,ver = "^",50,230; end
 if k == "P1 Down" then inp,hor,ver = "v",60,230; end
 if k == "P1 Fire 1" then inp,hor,ver = "P",65,230; end
 if k == "P1 Fire 2" then inp,hor,ver = "K",70,230; end
 if k == "Coin 1" then inp,hor,ver = "C",75,230; end
 if k == "Start 1" then inp,hor,ver = "S",80,230; end
 if k == "P2 Right" then inp,hor,ver = ">",55,220; end
 if k == "P2 Left" then inp,hor,ver = "<",45,220; end
 if k == "P2 Up" then inp,hor,ver = "^",50,220; end
 if k == "P2 Down" then inp,hor,ver = "v",60,220; end
 if k == "P2 Fire 1" then inp,hor,ver = "P",65,220; end
 if k == "P2 Fire 2" then inp,hor,ver = "K",70,220; end
 if k == "Coin 2" then inp,hor,ver = "C",75,220; end
 if k == "Start 2" then inp,hor,ver = "S",80,220; end
 if k == "P3 Right" then inp,hor,ver = ">",55,210; end
 if k == "P3 Left" then inp,hor,ver = "<",45,210; end
 if k == "P3 Up" then inp,hor,ver = "^",50,210; end
 if k == "P3 Down" then inp,hor,ver = "v",60,210; end
 if k == "P3 Fire 1" then inp,hor,ver = "P",65,210; end
 if k == "P3 Fire 2" then inp,hor,ver = "K",70,210; end
 if k == "Start 3" then inp,hor,ver = "S",80,210; end
 if ver == 230 then gui.text(5, ver, "Player 1:"); end
 if ver == 220 then gui.text(5, ver, "Player 2:"); end
 if ver == 210 then gui.text(5, ver, "Player 3:"); end
gui.text(hor,ver, inp)

		end
	end
end
gui.register(ctribe)
anyway, I'm not working on the SNES version anymore so I don't think it make sense to keep editing this post. I also don't want to create another topic on the Arcade section even though I'm working on it. But I'll post the finished run here as soon as it's done, it will not be too long I think.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Well, I think I can't go against audience preferences, so, I'll give the Arcade version a try then. But I'll have to find another method to TAS; I'm using an Xbox360 controller on Snes9x to control each character with an analog stick, saving and loading with the digital pad and advancing frames with the shoulder buttons. On the Arcade, there's three characters to control, so I'm still confused on how it will work out, but I can use the keyboard or another controller, so I think it's no big deal. anyway, I made a little progress on the SNES version yesterday; I'm fighting against the first boss, 745 frames ahead.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you guys, all of you :) It would be really insane if I could TAS, accept and give it a Star, even before submit it! but seriously, my goal is only obsolete the 2004 movie, also, I'm not familiar with the arcade emulator, so, I'll have to stick with the SNES version, sorry about that.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
One of the few games from 2004 is about to be thrown to the ground! There's only two on the SNES now; Combatribes and Umihara Kawase, but since my attempt at Umihara failed miserably, I'm taking a crack at this game. It will be my last Snes9x 1.43 run, if I succeed that is... and maybe my last SNES run, so, I better do it right. Phil and Genisto's run is played on Hard but I'm playing on Super. There's no difference between the two difficulties, but it's faster to activate the Super Difficulty Level.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
You guys are amazing! I wish I have your motivation to be in those frame wars, but I'm kinda lazy... Well, the movie itself is short enough to not kill me with boredom and is an improvement, so, I'm voting Yes.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Sorry to dig such an old topic, but I was planning an improvement on this game when I saw your signature, are you still working on it? anyway, they say we should protect our runs at all costs, so, good luck on your improvement! I'm still working on it though, but just as a pastime to see if I can find some new glitch or time saver.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I'm admittedly a SNES fanboy, but the Genesis version of this game was a good choice on your part. Also, nice use of your waiting moments, my vote is Yes.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I found it quite entertaining, I'm voting Yes too.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Oh, I forgot to mention; the file used to show the trick is xeno's most recent TAS, it's basically the coin collection trick from DKC2. As soon as the coin (I mean, balloon) is collected press Start and choose "Return to Lobby", it skips the winning fanfare and Taj's cutscene. Unfortunately, it doesn't work on Boss Races, you won't receive the Piece of the Amulet if you do this trick. edit: the Pause Trick can also be used to skip the track's intro; pause as soon as you can and choose "Restart Race". edit2: well, well... I'm giving up on this one, these 3D games are out of my league.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Hey, I still have a Game Pack of this game here and its checksum is "4F9DAC86,113110640" with the Magic Code "DODGYROMMER", coincidentally the same ROM used in the published run. So I did some tests using Banjo on Ancient Lake, Tracks Mode, on Car, with TT On: Top Speed Starting Blue Turbo While Sliding and Releasing A; Console = 70 Emulator = 100 Top Speed Without Turbo, Zero Bananas, not Sliding and Holding A; Console = 60 Emulator = 60 Top Speed Sliding With 10 Bananas and Tapping A; Console = 90 Emulator = 90 Top Speed Zippers Green Turbo Releasing A; Console = 145 Emulator = 145 (estimated values as the speedometer is analog) About the staff's ghost mentioned by xenos or the player's ghost mentioned by ALAKTORN, it seems to be saved as "player's position" and not "player's input". Save a ghost wobbling your character and then follow it from behind to see what I mean; it won't wobble any more but instead will follow a smooth line along the track. Also, with an empty Controller Pack you can save a ghost up to 3 minutes long, no matter how many inputs there are, after that a message "Can't Save Ghost" is displayed over TT's face, so the player's position theory seems accurate. So, the ghost will probably sync if created on emulator and played back on console, but the TAS won't sync given the turbo speed differences between emu and a real N64. I just found a small trick that can save more time than those turbo inaccuracies, but it require frame precision so I doubt you'll see it done on console anyway :) http://dehacked.2y.net/microstorage.php/info/622124192/DKRtas20.m64
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I'm disassembling my N64 controller right now, and yeah, it's possible to turn its gears indefinitely without the stick, like a mouse's wheel, so it may be possible to reproduce the mentioned run on a real N64... ...but here's a rule quote that makes one wonder if it should be allowed or not; "The emulator should be set to emulate the system as closely as possible" We are not competing with real time players of course, but playing a game with "disassembled" controllers, or pressing "left+right+up" at the same time is something only doable (fast enough, that is) on emulators. I think our main goal is to make entertaining runs, if it's possible to reproduce it on real hardware is something far from being a reality and would require to remove a lot of runs from the site, even the "console verified" runs that have to be tweaked to play properly. That being said, even with my lack of skills on this emulator, I'll give this game another try, if it will be reproducible on a real N64, well, maybe not but I'll try to make it a lot more entertaining than it would be possible on a real console :)
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Yeah, I know, but recently a run was submitted and accepted that uses a trick only possible on emulators to steer beyond the point a normal N64 controller would allow...
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
andypanther wrote:
I did test this game a bit some months ago. I used the same character as the published run and managed to save some frames here and there, like talking to Taj faster and choosing the driver at the first frame possible. I lost my motivation on the flying part on the island, which is very annoying to TAS. But if your interested and could provide me some help (like memory addresses and strategies), I could give it a try again. I did think about a "bad ending" run, which would be siginicantly shorter and less repetitive.
Same here, but my testing was done a week ago. I found some memory addresses, and although they seem to be the correct addresses, they did not help much. Better stick with the speedometer. The lack of skills with 3D games, and mupen64 emulator in general, made me lost the interest in the run. Anyway, I also think the published run needs an update since mupen64 is now capable of recording resets, even if it have some emulation inaccuracies.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I downloaded a newer version of MHS and it's working fine now. man, it's really hard to use, but I managed to find most of the speed addresses that I need, thanks.
I am old enough to know better, but not enough to do it.
Experienced Forum User, Published Author, Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you, I have the lua version here, but I know nothing about how to write lua scripts :( Is there a "generic" lua script that I can use to watch those addresses? oh, and I couldn't use MHS because it either says the address is unobtainable or it's always "0".
I am old enough to know better, but not enough to do it.