Posts for Highness


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ballgnm wrote:
Hi all How can this hidden big heart be obtained? It seems this one has a certain condition.
Is it even supposed to be a hidden item? To me it looks like it's sort of jammed into / overlapping with other graphics. Could it be that this is some sort of camera scroll / wrapping bug or glitch? Maybe the item is supposed to spawn somewhere else, but by manipulation it appears in the flamethrower like shown in your screenshot. You mention that you backtrack both in stages 1-1 and 1-2 to make those items appear. Is the condition similar for the big heart in 4-2? Do you wiggle around somehow? Left-Right-Left-Right for example?
Post subject: Yuzu (Nintendo Switch)
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Yuzu now reports that it has TAS capabilities in the latest report. https://yuzu-emu.org/entry/yuzu-progress-report-sep-2021/
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Nice improvement there! Well done! I was wondering if it is faster to break more of the bricks in Nemo's house before even heading to the right toward the monkey, as you have to backtrack a little bit further to the left before you can start to break the rest of the bricks and drop down? Could it be faster to break them all before heading right, to be able to drop down sooner, or would that loose time due to the forward momentum crawling to a halt? Section I'm referring to: https://youtu.be/dGt--P2Ffl0?t=633 Either way I think it looks neat. Yes vote from me! :)
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This made me laugh out loud. Thanks! :)
Experienced Forum User, Published Author, Player (70)
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This was nice to see. Cool demo glitch and well executed bosses. I'll put in yes vote for this. I think that two runs could co-exist. One full run, and one demo glitch warp run. Back in 2013 me, Diman, and RandomPie were working on an improved full run. Lack of time and loss of interest lead to not completing the run. We only made it to stage 2-2. We did find a lot of improvements over both my submission, and Diman's submission. I'll upload the old movie and post it in the Toki thread. Edit: The old movie was already uploaded there. Need to select CPU -> Country -> USA for it to sync.
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Sorry for the lack of response on my behalf. I've been working a lot recently and I didn't have time to check it out yet. I'll see when I get around to test it out. Thank you for the update meanwhile!
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Thanks Truncated, That looks much better. For some reason I'm not allowed to edit the page any more, and I spotted some minor details that needs fixing: Välkommen TASVideos -> Välkommen till TASVideos det att se ut som att spelen inte -> det att se ut som att spelen inte
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Wow! Seems that you have a lot planned for this script. Keep up the great work! Regarding the AI resources - I thought that the AI didn't need resources in order to build things at all? It's more or less just for show. I guess we could try to set the AI's money to 0 and see what happens if they try to build units or buildings. The death hand seems to be RNG based somehow. I did some tests yesterday, and depending on what frame I launch the death hand it would target different things. Some times missing by a full screen or more, some times hitting something I didn't point at. Some times I even had better results than I first intended. :D Location of the cursor also seems to affect where it lands in the end. Also, dropping it next to my own palace resulted in some unexpected quirks. It seems that it get's confused, looses its trajectory because it is to close, and then it decides a different trajectory and wobbled around for a bit before exploding in my base. Much fun. And yeah, you will own big credits for all the help provided! If I manage to produce a final TAS of all of this I would even add you as a co-player for the sheer amount of work you have put into this. Without the script I feel that a TAS would be unreasonable to handle almost.
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Wow! Thank you r57shell. This is a really cool script. It will help a lot while working on this. I tried it in BizHawk 2.2 and it works great. I played around using it for little over an hour now. Cool that the waypoint of the sandworm and death hand was in there too. The various timers are great too. For example the super weapon timeout timer. Health bars on all the buildings. Some questions. The green line that renders is the final target of a moving unit or? And the red line is the movement queue or attack target or something? Is it possible to predict the exact spot a death hand will land? I could of course see its waypoint after launch, but some times it's tricky to know exactly where to drop it in order for it to land on the building you actually want to destroy. If a helper script for death hand would be possible I would simply love it. An additional feature I thought of would be to see the sight and range of a selected unit, maybe drawn around the in-game cursor. This would help a lot when moving units so that I know exactly where to place a unit so that it can auto-attack a turret or or unit. If this needs to be hard-coded somehow I would be happy to help with a list or something as long as you show me how to do it. I was thinking of drawing maybe two different circles around the in-game cursor. One red circle that symbolizes the attack range, and one blue circle that symbolizes the vision range. At least I think the vision and attack range are slightly different, but I'm not sure if I remember that correctly. Secondly it could be an idea to draw all units vision/attack range around themselves. I'm not sure if this equals the aggressor zone where an enemy unit will move and attack/defend the region. Another feature I was wondering about - Is it possible to see a waypoint to an idle unit? In late game it will be hard to check all units over and over to see what they are up to. If a script could keep track of it, the TAS production time would be reduced by a lot I think. :) Regarding the strategies - Thank you for the pointers! To win quickly I think we should first target the construction yard, then the vehicle factories, and lastly the barracks. The enemy death hands should be possible to manipulate so that it either hits themselves or in a place where it doesn't hit us at least. We'll see in the future how it turns out. Again - A big thank you for providing the script!
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Since no serious attempt has been made before, I think that Bizhawk would be the best option here. I recently tried Bizhawk 2.2 and it should be good!
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Thank you for your tip Yeti, I'm an avid user of wiktionary too. In this case, however, the translation at wiktionary is a bit too formal I feel, and it doesn't fit. It's more suited in a court or something like that. :) I could try to re-write some parts so that it better fits in the Swedish language. It could lead to a less 1:1 translation, but perhaps the flow would be better. There is also an emergency escape by borrowing more English words. It is hard to keep this in a good 100% Swedish translation as many technical terms lack a good Swedish counterpart. It could even obfuscate more than it helps in some sense.
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r57shell wrote:
This game is too long for being TASed.
Not sure if it will be that long, besides, there are other long movies already submitted to the site.
r57shell wrote:
if you want this so badly, why not to start it yourself?
Mainly lack of time really. But I have actually already started to play around with the game again. There is much testing to be done, and also we're not sure if we should tackle this game level-by-level or make one big massive TAS to cover all levels.
r57shell wrote:
I can provide all scripts you need.
That would be very nice! I take all I can get. Currently we only have one RAM-address when I looked through the forum quickly. I would need help to find more. Regarding scripts I'd be happy to see what you can provide. A nice one would be to have a Lua script that points to where the computer player is going. Not sure how hard it is to find needed addresses and to make such a script. Other things that could prove useful is some kind of HUD that displays good to have information. Ranges and distances etc comes to mind. If you can think of more stuff, feel free to add them.
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I have collected some of the knowledge from this forum topic and put it on a game resource page at http://tasvideos.org/GameResources/Genesis/DuneTheBattleForArrakis.html I still hope to see a full run produced some day.
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Ready Steady Yeti wrote:
In light of http://tasvideos.org/forum/viewtopic.php?t=19444 this topic (I ask that you please read it before posting here), I am announcing to all users familiar enough with the Swedish language to please help out with translating site pages from English to Swedish. I am creating this topic as discussion for this language specifically. Swedish is one of the 10 non-English languages that Mothrayas thinks would be significant enough for translations of pages on this site. By "pages", I'm referring to the HTML pages on the main TASVideos site, like http://tasvideos.org/WelcomeToTASVideos.html . Please help out with translating pages from English to Swedish if you can. The site, at the time of posting, really badly needs page translations, as a lot of Swedish speakers visit this site. All help and discussion will be much appreciated.
I have made a first translation to the Swedish language now. I would encourage Swedish readers to check it out and help improve on it. You'll find the page here: http://tasvideos.org/WelcomeToTASVideos/SE.html I tried to use as many native Swedish words as possible, instead of taking the easy escape and use Swenglish counterparts that are so common nowdays. In the IRC channel, me and Warpire were talking about the word "Submission" which in this case can be a bit hard to translate 1 to 1. The translation for now can seem a bit awkward, hence the posting of it here. Feel free to improve on it!
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WOW! I did not expect this when I came home from my night shift. I thought I was going to calm down, but seeing this run you got me all hyped! :D I love how you incorporate the tricks found throughout the game, and also brought along some of your own additions. I never thought of letting a ghost escape to be honest, but it sure was a nice time saver. Also I like how you have some frame-optimizers in the stages. Particularly I noticed in the last stage that you alternate walking and crawling under the spiky things hanging from the ceiling to save some frames. The bouncing ball skip before the last mini-boss in Hi-rise building was a nice addition too that saves a lot of time. It really pleases me to see this submission after so many years. I knew at the time I submitted my first Ghostbusters run in 2005 that there were improvements to be made, but I would never have guessed that a whooping 11+ 10+ minutes could be saved. A huge congratulation to this run Soig! Thank you for making it. Edit: Here's a table of the time comparison between our versions.
Split nameStage name
Home Sweet Home
Highness V3Soig V2Total time savedIndividual split comparison
Time in framesSoig Vs. HighnessHighness splitsSoig SplitsGain/Loss
First encounter201820117000
Stage 1 dies24242313111406302104
Body dies254923871621257451
Head dies256624641021777-60
Ghost is sucked in2634253110368671
Entering boss room3279312415564559352
Boss dialog fade in338532301551061060
Boss dies577155931782386236323
First tablet received656663871797957941
Woody House
Encounter 1 (Flame dragon)9308913117727422744-2
Flame dragon dies96599341318351210141
Ghost is sucked in9750942832291874
Encounter two (Flame ninja)125281210442427782676102
Flame ninja dies129901250748346240359
Ghost is sucked in13093125825111037528
Boss dialog fade in15851152865652758270454
Boss dies18891182935983040300733
Grabs the third tablet198971933456310061041-35
Appartment
Encounter 1 (Flying boss)221032155255122062218-12
Flying boss dies2237521828547272276-4
Ghost is sucked in224342188754759590
Encounter 2 (Ice Robot)2448823935553205420486
Ice robot dies247702418658428225131
Ghost is sucked in248512430254981116-35
Boss dialog fade in255212494857367064624
Boss dies26463258835809429357
Grabs the second tablet26942263625804794790
High-rise building
Encounter 1 (Eye-worm)28604279956091662163329
Boss dies2887428284590270289-19
Ghost is sucked in28932283475855863-5
Encounter 2 (Eye-ball)33171313121859423929651274
Boss dies33415315591856244247-3
Ghost is sucked in335823172618561671670
Boss dialog fade in342393237918606576534
Boss dies354173346619511178108791
Grabs the fourh tablet356633371019532462442
Castle
Boss dialog fade in385143650620082851279655
Boss dies4118039259192126662753-87
Grabs the skeleton41307393871920127128-1
Deep hole
Encounter 1 (Scaley)4343741542189521302155-25
Scaley dies4539843279211919611737224
Ghost is sucked in / escapes46341440462295943767176
Encounter 2 (Mr.Frosty)47312448722440971826145
Frosty dies4822745750247791587837
Ghost is sucked in48753463812372526631-105
Encounter 3 (Venus trap)5021547864235114621483-21
Venus dies00
Ghost is sucked in00
Encounter 4 (Flame face)00
Flame face dies00
Ghost is sucked in00
Boss dialog fade in00
Final boss - Jenna00
Jenna part 200
Jenna part 2 dies00
Grabs the last tablet00
Movie stops00
*I ended the comparison at the Venus death trap in the deep hole as I have no data in my video from that fight.
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On the whole this run was pretty good, and I like to see this game published. I did notice some stuff that is questionable regarding speed however. Please feel free to debunk or argue if you feel that it is wrong. I don't mean to demotivate you. Here goes... Early in stage 1-1 you tend to use the sword to hit the enemies. That is slower than jumping forward throwing shurikens or kicking the enemies. In stage 1-2 you wait a long time before you jump kick the disc-throwing npc. You bump into the wall, loosing a bit of time it looks like. Is it possible to jump over the second disc thrower and give the gunner a shuriken in the face instead? At the boss of stage 1 you use magic to finish him off. If I calculated this correctly the magic takes 78 frames per hp dealt, while shurikens only take 75 frames per hit. Skipping magic could be better unless it is possible to execute the magic sooner. In stage 2-1 you jump over the first fence in order to dodge a bullet, and thus you land on the disc thrower before you disarm the bomb. Could it be quicker to early on throw another shuriken to hit the gunner in the face before he can shoot at you and thus giving you a better spot to jump over the fence? Right before the SEGA oil truck you wait long before you jump against the disc thrower to kill him. It looks like a bit of wasted time as you should be able to jump sooner in order to kill him and then making it up to the wall. Finishing level 2-1 looks cool though. Level 2-2, the skipping down the stairs look a bit sub-optimal. You should be able to jump sooner instead of walking down the stairs to give you a better position at jumping up onto the train waggon. Using shurikens on the way down instead of making an extra jump to take out your enemies. After the first train waggon you stop to hit an enemy with the sword. You stop while using the sword. Same goes for the disc thrower. At the next disc thrower you bump into him instead of dealing him a foot to the face. When you take the third last bomb you turn around for a split moment. Would it be possible to clear the jumps earlier to have a better position and land on the bomb instead? Level 2-3 you stop to hit the purple ninja with the sword. Can it be done in a quicker fashion? Also, right before the exit of the level you turn around to kill an enemy. Might be unavoidable, not sure. Stage 2 Boss - Not sure if shurikens or magic are faster as I did not clock it. Stage 3-1 - Would it be possible to jump earlier and clear the first box smoother? It looks like you hog the corner of it slightly. At the molotov throwing guy you wait for the gunman's shot to clear over your head, but you could have thrown a shuriken at him on the way down from the box you jump from. That way he could never have fired the shot in the first place. At the disc thrower you wait a while, then hit him with the sword. Why? Also you could have taken down the gunman with a shuriken at the same time as the knife man behind him. The purple ninjas I'm not sure about. Maybe it is possible to clear them without bumping into one of them an loosing time. Shortly after the ninjas you take out three guys with the sword. At the next disc thrower there is a gunman laying on the ground. Is it possible to manipulate him to stand up so you don't bounce back before grabbing the bomb and make your way up? Towards the end of the stage you use magic. Are you sure it's not clearable with shurikens and jump kicks instead? Stage 3-2 - Is it possible to jump over the gunman at 4:20 instead of bounce against him, or is the molotov in the way? Stage 3-3 - While it is cool and all to dodge bullets and knives it looks a bit sub-optimal. Shurikens could be used to clear the enemies a bit swifter. Stage 3 Boss - Magic again... (Wobling is OK in my opinion.) Stage 4-1 - Jump kick the first purple ninja instead of using the sword. Stage 4-2 - Is it necessary to wait that long for the first ninja to spawn before you kill it? It looks spawned and ready for a while before you decide to kill it. After you kill the disc thrower, you stand still while throwing a shuriken to kill a gunman that is laying on the next platform. You should be able to jump and throw at the same time. You wait and wobble before you kill the disc thrower. Isn't it possible to jump right away and kick him in the face? Same goes for the next one too. Stage 4-3 - You slash the purple ninja with the sword. After you disarm the bomb at 7:15 you jump down and bounce a lot between enemies. The crouching gunman could have been taken out earlier with a shuriken it looks like. Stage 4 Boss - Magic again. Edit: Actually - This is a good place to use magic as you can end the input as soon as you trigger it. Edit 2: So you should probably replace the submitted file as you clearly can end input over 2k frames earlier. You could keep the submitted file for the encoders later as you want to input your name etc.
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Semi-same trick works against other characters as well. You can have the CPU character crouch down while zipping towards you in the down-sitting position, and when they reach you they will upper-cut or throw you. This is executed by the same technique of throwing a bunch of high punches or low punches, or alternating between the two.
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Um... So now the Super Mario 64 run is shorter than the SMB run for NES? Heh...
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I did not watch most of this run. Got bored after watching the first race. Then I skipped to about 1:2x:xx something where the music started again. Watched for two more minutes before I skipped to the very end. I liked how you crossed the goal line, which was probably the most entertaining way of ending the run. This might not be the most entertaining game for a TAS, and I would have preferred a video collage of the highlights of the run. Sorry, but I'm going for a no-vote on this.
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Thanks for clearing that up. Just watched the submission. Looks really good. Would you mind sharing the RAM-watch table btw?
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Wow! I knew that my old movie could be improved, but maybe not this much. I'm quite happy to see this. Also it was a warm fuzzy feeling when I saw that someone was working on it again. While it is a crappy game I really enjoyed playing it as a kid for some reason, not that it was most inserted cartridge in my Mega Drive, anyway. Congrats on the accomplishment and good luck with future runs! Yes-vote for sure!
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I was wondering why you stop to punch the guy at 7 seconds into the video. Wouldn't it be quicker to jump over it and land at the bottom of the next building, or is the delay in the jump itself more of a time loss? I don't remember much of the mechanics of the game since I haven't played it since about 2005. :)
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Wow! Nice to see that this game gets some attention after so long time. Looking forward to see the final run!
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Looks great! Keep it up!
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Sounds great. Waiting for the final results. I could not find anything more obvious to improve. Not that 5-1 was obvious. Was just a question. Glad it turned into an improvement. :)