Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
My favorite part of ACII was finding the hidden areas. The one that takes you way the hell up in a cathedral was great!
Agreeing with GTA4 sucking though.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Not quite. There will be the same amount of fish of each type in each spot, but they will appear in different parts of the area depending on which frame you enter. If you're interested in getting the right amount of fish in an area that're close to the shore, you could use lua similarly to specify which fish you want to appear close (by using the x and y pos of the fish, and the fish type) and the script would keep trying and reloading until you have what you want.
Oh also, in other news, the 9,999 points TAS is done. It's not very interesting, but I'll encode and upload it regardless.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I think the best type of script would be something that utilized the RNG (after determining how it works) and predicted which fish appeared when.
However, I also have a script that frame advances, saves state, enters the fishing spot, checks what I want it to check for, and reloads if it doesn't find it (effectively checking the spot on consecutive frames for what I want). If I find what I want, it pauses, so I can leave it running and come back when that happens. You could tailor it to what you need for the run.
Another interesting note, utilizing the format of the lua script's list: If you enter on one frame (e.g. frame 1234) and you have this...
FLY 15
FLY 16
FLY* 21
FLY 19
FLY 17
BAR 134
BAR 187
BAR* 200
... entering that fishing spot a frame later will "shift" the list up, dropping the top and adding a new one at the bottom (of course, discriminating between types of fish):
FLY 16
FLY* 21
FLY 19
FLY 17
FLY 17
BAR 187
BAR* 200
BAR 100
The benefit of this is that you can change the positions of the fish while mostly keeping what you want in there. Your wiggle room here would be the amount of that particular fish.
Actually, after typing all that, I'm not sure I answered your question. Are you just looking for fish to buy something from Manillo? The same amount of fish appear in each spot no matter when you enter.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
It's cool. I've had a lot of stuff going on so I haven't really had a chance to do anything with the maps... I haven't looked in a while, but that address I was using seemed to be the correct one (I think it cycled every four frames, counting by 2s), but lua and the cheats wouldn't do much. I'll keep checking and if I can't figure out anything I can just wait until each has spun enough and paste them in after.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Yo dudes, just stopping in to throw out a lua fishing script that I worked on, to aid in a casual fishing TAS (going for 9,999 points). I'm definitely not planning on submitting, this is mostly to fuel research for my Fishing Guide.
I'll be using janus' file as a base (or a confirmation movie), though it looks like I'll have to get a Coin, buy some bait, get the Spanner, and give myself easy access to the Urkan region.
The script can be found here.
Link to video
From the video description:
"This draws the length of each fish over the respective shadows. Also, the list on the left is a quick reference to what is left in the water, including names, lengths, and an asterisk if a fish gives max points.
Notice also that a fish will disappear from the list on the right if it's caught.
Sorry about the use of frame-skip, and the low quality of the video."
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I didn't mean to make a serious debate about it. I didn't mean to imply that everyone would like it, it just seems like something I would watch in segments over the course of a while.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I've actually thought of this as well. I feel like it would be a fun watch, but as it's been mentioned, many of the subtleties might be lost on a more casual player. Of course, this could be remedied with a descriptive write-up for a submission.
Also, how about an All Trophies run! =X
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Awesome, I'll totally have to check that program out!
As for freezing the spots, I tried that with lua:
memory.writebyte(0xFF0813,30)
but all that seems to do is make the desirable sprite appear a tiny bit longer. Did you have a way of getting this to work?
Finally, I haven't used the program yet, but I've been forcing the sprite layer to always appear on top when I make the maps. I'm assuming this should continue working when I use the program? It would prevent me from having to go back and paste in the items that are behind things, which happens a lot.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
It's not as technical as you might think... I'm using print screen and MSPaint. I'm sure there are better ways though. I recall someone showing me a lua script that does it automatically, and I might be able to come up with one if I worked on it long enough.
I'm not 100% sure, but I seem to recall not having any more bonus levels after the sixth, at least in the Genesis version. But yeah, if I end up having to enter a seventh repeatedly, suiciding would probably be the way to go.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I had a crack at improving dez's run about a year ago. He did a really good job... I was only able to squeeze out a couple frames in the first couple levels, so I'd be curious to see where the 75 came from.
Also, I love seeing the game's routines broken down like this--and it reinforces the fact that the movie is technically well-done. If it ends up saving time by figuring out Kuwanger's AI, don't give up! I know that's easy for me to say since I'm not volunteering to do it (I've read some disassembly with Geiger's snes9x for Demon's Crest and Secret of Mana; I know how complicated it can get), but it will make it that much more satisfying to watch.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Yeah, this was hands-down the worst part of the WIP; it needs a lot of work. I would bet heavily on the SNES version being faster. Jumping off ropes is faster and you can shoot four bubbles instead of three. If the mice still have four HP in the SNES version (something I haven't checked), the SNES version should be faster. However, I can think of only four levels that would be faster on SNES: The two "wall" levels and the two "pier" levels. The Genesis time saved in the rest of the levels should make up for that... I think.
I make maps of the level before completing them. I would eventually like to upload them in full-quality, but I'm not sure how I would do that. I have a photobucket account, but I'm sure that it's not worth it to even try uploading them to that.
In the Genesis version, you can only ever shoot three bubbles at a time, and there's a considerable and unfortunate waiting period even after the bubbles are gone before you can shoot again.
And thanks to both of you for the encouragement!
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
My exact words to my mom when she bought this for me with my Sega.
Having played the game to death regardless, I can actually watch the movie and appreciate it!
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Yeah, 2-1 was great. Navigation of the falling stone blocks towards the end was also very impressive, as was the 2-4 skip. Keep up the good work, guys!
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Yes, good luck with this. I feel that there's a lot to show off with this game! I'm also curious as to whether the story will be intact. IIRC you can scroll through text really, really fast.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Well, I wouldn't want to shrug away any suggestions. I'll quickly try to sum up the major mistakes that I know of:
First bonus level:
- Near the beginning I jump at two bubbles for apparently no reason. I did this to remind myself later that I should slightly change the route
- Soon after this there's another minor route change needed
Pier Pressure:
- There can definitely be better health management, meaning I can run through some of the later enemies and save some time
- I can pick up those final spots a bit differently at the end near the cage and save some time
Second bonus level:
- It might be faster to change the route up a little, specifically, picking up the bottom right spot first, or changing things up a little up at the top
Off the Wall
- This is easily the worst level I've TASed so far, and I'm not looking forward to polishing it up or doing the second wall level; there's some obvious real-time play at the end because of poor health management. I may end up just killing Spot halfway through and see if that saves time. There's not much to say of the route, it's pretty linear.
Fourth bonus level:
- This has already been mentioned, but it most likely saves time to grab the 7up in the bottom left as soon as the level begins
Toying Around
- I feel the route is pretty solid up until the flagpole near the ribbon and the stupid little ball thing. I'm planning on taking the very top route as soon as I reach this ribbon and then I'll kill off Spot to return to the flagpole and take the slightly lower route which leads to the cage.
Also, to increase speed in this game, you have to make Spot walk a bit first, which is slow. You can jump immediately without walking to gain speed and you'll immediately go as fast as his fastest walking speed. This chart should make a little more sense:
GROUND JUMP
256 768
512 1024
768 1280
There are countless times in the run where I walk a tiny bit before jumping. Plenty of these can be omitted, I'm sure, but I haven't tested any yet.
So basically, if there's anything else anyone feels worth mentioning, please let me know! It would be appreciated.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Definitely agreed. I actually forgot about it at the beginning and just picked it up at the end. There are all sorts of errors of this sort in the WIP, but again this is a really rough draft.
Yes, that was real-time. This level was hard to plan a route for and right at the end I realized that it would have been faster to take the top-most route, die, and then take the route right under that one, starting from the flag pole but I was too lazy to fix it before posting it.
Experienced Forum User, Published Author, Player
(244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Here is what I've been working on. It's a really rough run at this point, I basically was doing it for route planning purposes. There are some glaring errors that I'm well aware of, as well as parts that I played in real-time because I got frustrated with health management.
I'm having issues deciding between which version to TAS, however (SNES vs. Genesis):
Genesis pros:
- Spot's max speed is 50% 66.66% faster than the SNES version
- You can keep your speed when changing direction, which is a HUGE advantage over the SNES
- ... and I prefer the music of the Genesis version.
SNES pros:
- Graphics
- Can shoot 4 bubbles instead of 3. Many enemies have 4 HP, and in the Genesis version you have to shoot these enemies 3 times and wait a considerable amount of time to shoot the final bubble. In most cases this means you'll get damaged before being able to kill the enemy, which totally sucks, making the SNES version far superior in this aspect.
- Spot moves 50% faster when jumping off a rope (or shoelace or whatever)
- In Toying Around, certain floors don't randomly kill your speed like in the Genesis version
I feel that in the end it might be a good idea to do a rough TAS of both once routes are solidified and see which one is actually faster and / or more entertaining.
EDIT: Changed max speed