Jixie-poo: the bosses always reappear, no matter how/how many times you defeat them. The only thing that changes is their intro/death speech.
If you throw Moose down the hole and he says "here we go again!" next time you see him, then you've effectively defeated him.
Though I agree that an easy victory would be a waste of a boss, it would be funny to make Thor accidentally kill himself...
I'm not exactly satisfied with that explanation. I can't remember the boss order... Mojo -> Thor -> Ivan?
Anyway, you'd need to make certain that Ivan appears if you chuck Thor down the hole. I'd test this myself, but I just crawled out of bed and need to get moving till later tonight.
I mis-labeled the movie... and the link. I actually fought Turk.
You're positive about that? I thought you had to wait for the coin to appear...
Anyway, I can't run this- I have a couple other projects going that I shouldn't have committed to.
Personally, I like the acrobatic stuff.
The Turk fight, for instance: Alex and Ryan run in. Alex stops and fights Turk toe-to-toe while Ryan bounces high off the wall to jumpkick Turk in the back of the head. Just before Ryan lands, Alex backs off to do something else, like grabbing a trashcan, or whatever.
Slow way to get through the game, but the result is really cool if you know what you're doing.
Edit: Here are three boss fights I whipped up in an hour:
RoccoBladeThor
Style counts in this game. :)
A good run of one of those weird games by Human I've never heard of. Kinda repetitive, so 15 minutes is a bit long, but it's got some novelty to it.
Yes vote.
I haven't forgotten about this. TO was actually the original inspiration for the thread about botting I made in the TAS Labs section a few months ago.
Not sure how good TO would be for botting, but I'd rather try that approach (assuming I ever get my hands on some decent hardware) rather than run the entire thing by hand.
Any info you could give would be of great help, methinks. Reason being, the purpose of the bot would be to decide where to move and what/when to attack, but things like which items need to drop from certain enemies, buying stuff, managing equipment- that stuff is going to take a lot of know-how about actually playing through the game, and not random guessing.
I actually got a new job lined up this morning, so if no one else picks this project up in the meantime... *crosses fingers*
I suppose most of the "rules" would involve much calculation and reading of the level data. But, thinking about it that way, it's less prescriptive and more deductive.
The way I figure it, the rules would consider, per frame, Mario's current speed and acceleration, the closest pit(s), and the locations and directions of any enemies on the screen, so that making a mistake (that is, getting killed) is a mathematical impossibility.
Maybe this is just the logical extension of your original idea? I mean, it would break down to numbers and equations eventually- that's just how the game is stored in the ROM.
Ha. No doubt. I rented this damn thing 5 times and never beat it, so I'll definitely be looking forward to seeing the game get trounced. I can't even run Mupen, so I haven't been following the thread.
Good luck, though. :)
*wanders off*
IIRC, BisqBot, being part of the emulator code, makes calls to frame_advance() (or whatever it's actually called in FCEU) and other functions that the emulator normally uses.
Regarding the audio problem, I once used cheats to make the music stop without killing the SFX. I think it was MM5... no idea what the address was.
It also caused desyncs whenever music was supposed to load, meaning that you'd have to dump the audio level by level.
It's probably a pretty useless suggestion, but no one else seems to have brought it up yet, so there you have it.
Ha. Moonwalking.
Aside from being broken and ridiculously poor, it isn't entirely boring. Not sure if I would give a yes-vote if the movie were polished, but it's possible.
Perfectly. But I believe her throw does 12 damage on collisions (as most collisions do) and probably 16 or 24 to the enemy himself. Ninja's thruster-kick does 18- I didn't add the kick in the video I posted, but I think it also gets him around quicker.
I'll finish up my notes and post the Kunoichi video tomorrow, if I can get snes9x to stay in sync. I don't know why it's being such a bastard all of a sudden.
I did a fully frame-advanced version of level 1 with Ninja. Came to about 7500 frames on the fadeout.
Basically, he does more damage, requires fewer knockdowns, and his jet-slide makes him go about as fast as Kunoichi. Kumaitachi got through level 1 in about 8500.
I should probably get around to doing a frame-advanced test with Kunoichi, but I expect her to be about as fast as Kumaitachi.
It looks like the new version of SNES9X emulates this game perfectly. I've been messing around with it all weekend without any desyncs.
Anyone planning to give it a shot?
Also, some sage advice:
A game of the side scrolling beat-the-kuck-outta-everyone genre. Like Final Fight, but better in every way.
I'm doing exploratory runs to see which character is the fastest and gathering other information, such as memory addresses and attack power. Here's a test run using "Ninja". I'm guessing the finished version will look much better than this test, and run ~20 minutes altogether.
Go Ninja, go Ninja, go!
I use the Japanese version. It contains Japanese alongside Engrish, not that there's actually anything to read in the movie. The J version is better because it features the kunoichi enemy type. Other versions replace the girls with more of those pain in the ass dwarves. I'm guessing they were removed in the localizations because... well, it's a bit masochistic to have small women being pulverized by a giant robot.
Anyone keen on seeing a proper TAS of this game, or is it too boring?
Beetlejuice
Cabal: With 2 players. Tailz' one-player submission awhile back didn't fare too well, but it's a good game.
Contra Force
Chase HQ
Eliminator Boat Duel (boobies!)
Faria (maybe?)
Faxanadu (improvement)
Heh. That was pretty good.
1. Inventor
Any non-repetitive task is fine, as long as it involves using some tool you have designed yourself.
2. Monk
Your willpower is strong, and you do not need weapons to prove it.
Fo' shizzle.
Like quietkane, if life were an RPG, I'd be an NPC.
I caused a glitch in (NES) Smash TV a while back. Didn't record it, but executing it is simple: when fighting Mutoid Man/Evil MC, run into him and die while simultaneously firing the killing blow.
His torso disappears while the heads are flying around, and then when it explodes, it's made of graphical garbage.
I couldn't spot any problems in the TAS so far... which is not unexpected. :)
The game's an evil bastard. I'll be looking forward to seeing the rest of the run.