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.
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.
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.
Did you try her blocking backflip? IIRC, it's faster than her walking speed (but still slower than Ninja's sliding kick.)
Welcome to TASVideos, Sp00ky.
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.
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.
Passcode, my ass. Robocop was depositing petrol into a trashcan via his main duct!
Robocop's incontinence notwithstanding, this movie is dandy. Yes vote.
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.
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.
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
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.
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.
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.
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.
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.
I have one idea: get the shields in level 1 and use enemy bullets for momentum.
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.
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.
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. :)
...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.
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.