Posts for Dromiceius


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I have only played SSB very briefly, but it managed to piss me off quite a bit, so I was impressed by the speed and ludicrous ease with which the game is beaten. Though, I would have preferred if the bonus rounds were completed, I.E, no big "FAILURE" screen. :p It's good, either way. Voting Yes.
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I've always been impressed by the diversity of attacks in this, compared to other games of the same genre. The run is downright sexy, showing off most of the arsenal, and it does so with the style of a Hongkong Kung-Fu movie. I'm not sure how well the performance will stand up to scrutiny, in terms of optimization. The final battle in particular seems to have a few seconds of theoretical improvement if the AI could be manipulated into cooperating a little better- it might just take a few hundred extra rerecords to squeeze all the frames out of it, or it might not. Notwithstanding, this is definitely going to be one of my favorite runs. PS: I updated the script just now to make it look moar good.
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Wow. I never found out about that extra 32 damage on the crotch-pummeling. Have fun violating everybody. :D
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Cool. That looks pretty good. The only suggestion I can make is to avoid knocking enemies down. For example, you threw a goon at the boss in the Easy mode WIP, which costs a fair bit of time, but only does 12 damage. It may be best to use infinite combos against stronger enemies, but that would require some testing to see if it's actually workable. Obviously, it would be easier to try that out if you had memory addresses, so here are the hitpoint values for the four enemies that can exist at once: 7e18a2 7e18a6 7e18aa 7e18ae Edit: this script will display hitpoints, but in a more intuitive way than what the memory watch can do. It'll also tell you how far away from the player-character each of the enemies is. You may need to get the latest version of the snes9x 1.43 branch in order to use scripting.
Unlike ninja kunoichi doesnt have a good way to move across the screen when there are no enemies nearby.
Did you try her blocking backflip? IIRC, it's faster than her walking speed (but still slower than Ninja's sliding kick.)
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Welcome to TASVideos, Sp00ky.
Sp00ky wrote:
I am wondering if anyone is still interested in this game? I was thinking of picking up from the WIP as it would at least give me something to start with for my first TAS.
For my part, I eventually decided this game wouldn't be as interesting to TAS as I thought it would when I started this thread, so I dropped it. Still, the game is awesome, and probably a good choice for a first-time TASer. If you decide to take this on, I'd be glad to help out with memory addresses, scripts, and such.
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I also noticed a lot of lag, but assumed that the runners had done everything they could given the limitations: limited number of lives and attack range. There's definitely theoretical improvement to be had, but I'll believe the practicability of lag reduction when I see it. It looks to be a thoughtfully designed TAS, which I definitely appreciate. My complaint is mainly that the game is slow by design. I do realize that this is more or less identical to the TMNT games, minus half a dimension, so maybe I'm just biased in favor of ninjas. I'm not sure if the game itself belongs in the catalogue, but I was entertained by the antics and such, so I give this run a weak Yes.
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Passcode, my ass. Robocop was depositing petrol into a trashcan via his main duct! Robocop's incontinence notwithstanding, this movie is dandy. Yes vote.
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Megaman-caliber brokenness. I'm not a big fan of this game, but this is definitely a great movie. I recommend using a screenshot of the hatchling "IJKYZ." around frame 15,900, or the fully grown "HGFEDXWVU" toward the end.
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I was disappointed that a game with the words "ultimate team" in the title didn't get a 2-player treatment. No love for Bimmy. The movie didn't wow me either technically or stylistically. Just seemed to go through the motions as if it weren't tool-assisted. I have to give it a meh.
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No one has mentioned it, and I can't find even a trace of it on Google, so maybe I just dreamt it but... wasn't there an N64 emulator that ran at 60 FPS? I remember the associated page listing requirements in the ballpark of a P4, 3 Ghz machine, which is a detail specific enough to make me think this did, in fact, exist. :P
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The TV show should be more like this. Two seconds of incomprehensible dialog, followed by ten seconds of Sasuke beating the living hell out of whoever he happens to be talking to. None of this three-episode-flashback garbage. I've played this, and was surprised that the AI was so readily abused. Yes vote.
Post subject: Chack Crackle Pop
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Taito's Rice Crappies! Maybe I lack the experience to appreciate the movie, but this seemed like a really dull game to TAS compared to others of its genre. I didn't enjoy it, but the precision seemed of publishable quality far as I could tell, so I'll give it a meh.
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It will, though just barely. I think you just need to be farther to the right so that the ball's trajectory isn't falling off when it reaches him.
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symbolic X wrote:
There is a good chance we can optimize this run, but it will take more brains! Class dismissed.
Ring the bell. School's back in, sucka! Eh... yeah. I noticed a few things that may be improved: *Near the start of the level, you need to shoot Todd when he's kicking the lockers. That'll scare him off early and save you a few seconds. *Shooting while on the ground costs frames. Only shoot in midair. *Using two players would almost certainly save time, particularly in the showers, where you have to coordinate B&B to do the two-player technique. It looks better, to boot. Break it down! Edit: checked something.
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Alden wrote:
That would be cool and I would steal said parser for other purposes ;)
So far so good: I have a function that can (theoretically) pull any given input stream from an SMV and return it as a table. Now I just need to add the bit checks for each button, support for 1.51, FCM, and unlikely cases... and then test it a little to make sure it actually works properly. More importantly, I ran into a really annoying problem that I couldn't figure out: lack of a Lua equivalent to fread. There's io.read, but this returns strings in all cases, except where the input is a number to begin with. So, at a complete loss for any other way of doing it, I wrote this delightful kludge, which I'm sure you will all enjoy:
function getint(moviedata, offset)
	local result = 0
	local powersoftwo = { 1, 256, 65536, 16777216 }
	for i=1,4 do
		result = result + powersoftwo[i]*moviedata:byte(offset+i)
	end
	return result
end
This really doesn't seem the way this task was meant to be done. Edit: Okay, maybe it is.
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Blublu wrote:
So if you have a magical way of making about 35 of these appear, please let me know. Maybe a memory address that can be easily manipulated or something.
I've updated the script to display enemy hit points, on the assumption that being able to detect enemies as they spawn (rather than waiting for them to appear onscreen) would make it easier to manipulate them. There are more scientific ways of dealing with randomness, but I hope that'll be sufficient.
Also, any tips on how I could spin the crystal with default thrusters would be welcome.
I have one idea: get the shields in level 1 and use enemy bullets for momentum.
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Alden wrote:
Don't know if it will work in this situation, but there's usually a memory address that reflects which buttons are being pressed.
That's true, and most games have bytes like that (usually for only players 1 and 2, I'd think), and you probably could read those bytes as input. My plan is to write a parser for the movie format, and read the pads that way.
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Wow. I was surprised by how much faster level 1 looks in the new WIP. Congrats on the discovery, Blublu. :)
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Haven't exactly tested it much, other than to make sure that it actually works, in general. I used to cheat like this all the time, just using ZSNES' PAR code window, though, and I don't believe this game ever actually crashed because of a weird party. I do recall having to use the item "chain reaction" in scripted fights, under certain circumstances... I think Rydia was supposed to drop in, but the party was full, or she was already in the party or something. And I don't imagine the game would be pleased if Tellah weren't around for his own death scene. Otherwise, it tends to let you do whatever you like.
Post subject: Automated hacking!
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I wrote a(nother) script for FF2(U). This one allows you to prevent changes to the party by pressing Start on player 2's gamepad. Basically, when a scripted event happens (like Kain being taken out of the party near the start of the game) you press Start (on pad 2) and the script saves an image of the party as it was when you pressed the button. It will then watch the RAM for any changes to the party lineup and undo anything that happens until this "cheatmode" is turned off. Anyway, here's the script. In theory it's fairly simple to record movies with a custom hack like this turned on, and have it play back the way it was recorded, but apparently joypad.read doesn't intercept movie inputs. :( Oh well- that's for next time. :)
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...Improvement? I'll try not to get my hopes up too high. ;) To help you in this (potential) endeavor, I've whipped up a Lua script to provide you velocity, fuel, and directional information in a human-readable fashion. The script is here. Please go to the FCEU thread to pick up the latest FCEU if you don't already have it. Let me know if there are any problems with the script, or if you want any other functionality.
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Warp wrote:
Two mans, two womans, their wifes, and a bunch of childs on the tips of their foots watched how the mouses, the deers, the sheeps, the wolfs and the gooses were separated into both halfs of the cage, showing their tooths, and cutting tomatos, cactuses and loafs of bread using knifes to solve the phenomenons caused by the many crisises, the focuses of all their attention.
These foods costed many golds, but they didn't have negative thoughts about it.
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Silent_Slayers wrote:
If someone decides to beat this, should it try and get the game timer lower?
To be clear, this is strictly a matter of preference since it has nothing to do with the run being published. I'm thinking people are going to be divided over whether the in-game timer matters or not. If you're thinking of doing an improvement, I suggest you plug your ears and do whichever you prefer.
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I tip my hat spiky hairdo to you, Deign. :)
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I do have Lua 5.1.3 installed and there's no comlaining previous to this point that the files in /usr/include were missing. Any idea on what's going wrong?
I think you need Lua to appear in your list of linked libraries, perhaps like so:
-lGL -lGLU -ldl -lLua -lz -L -lX11 -lXext -lXxf86dga -lXxf86vm -lnsl -lX11 -lXext -lXext -lX11 -lpthread -lm