Posts for Highness


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Looks solid to me! BTW. Is it faster to use the high-jump special in level 5-1 rather than using those infinite jump techniques that you perform in earlier stages?
Experienced Forum User, Published Author, Player (71)
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I think it looks nice. Also good improvements. Not sure if you need to improve the entertainment level of the train level. It is not that boring and it is quickly over with. I was wondering though, in the highway level seen at ~6:08. Would it be possible to increase the entertainment by switching sides a bit to early and have the shinobi almost fall to his death, and save the jump by one of those mid-air jumps that you perform throughout the game? Also I think like the previous posters that one could skip on the 0 shurikens since it doesn't really matter for the run. It does not add any difficulty nor entertainment at all for the run in my opinion.
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Sorry. I should have posted these years ago. These are the WIP's that I have been working on since 2005 on and off. I hope that you can use it to improve the game as I have very little time to do so nowdays. Both WIP's show some nice shortcuts so I encourage you to watch through both of em'. WIP3 is the most optimal, but doesn't run as long. I have stopped and reset several times and in the end I just got demotivated. http://dehacked.2y.net/microstorage.php/info/1534512088/Ghostbusters_%28REV_00%29_%28JUE%29-V2.5_By-Highness.gmv http://dehacked.2y.net/microstorage.php/info/1644808285/Ghostbusters_%28REV_00%29_%28JUE%29-V3_By-Highness.gmv Enjoy! Edit: Congratulations on your publication Soig! Nice to see that! :) Edit 2: Found a more recent file on my harddrive. This one beats the first boss in hi-rise but stops at the second boss. http://dehacked.2y.net/microstorage.php/info/63169659/Ghostbusters_%28REV_00%29_%28JUE%29-V3_By-Highness.gmv Edit 3: Here's the RAM-addresses I've been using.
0
12
02A36	00FF0A36	b	s	0	Snowman HP
02C90	00FF0C90	b	s	0	Silk Hatton - Body
02D30	00FF0D30	b	s	0	Silk Hatton - Head
0E085	00FFC085	b	s	0	Silk Hatton - Hat
02A60	00FF0A60	b	s	0	Flower boss vulnerable / Siren HP / Shellbeast HP
02A88	00FF0A88	b	s	0	Flower boss HP
03075	00FF1075	b	s	0	Janna stage 1
03079	00FF1079	b	s	0	Scalon hp
02A0E	00FF0A0E	b	s	0	Wall man
02BF0	00FF0BF0	b	s	0	Fire Dragon HP
0ED60	00FFCD60	b	s	0	Flame Ninja / Crystalrobo HP
0E104	00FFC104	b	s	0	Siren - Vulnerable
0000C	00FF0A38	b	u	0	Marshmallow man
Experienced Forum User, Published Author, Player (71)
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That was a very nice run to watch! Big yes vote!
Experienced Forum User, Published Author, Player (71)
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Adding a yes. Funny stuff. :)
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The game does not have multiple endings, but multiple paths in the final stages. You have to pickup energy and health in order to advance the fastest if I remember correctly. Not sure what he could do more in the running stages. You can goof around by going up/down and left/right and jump. The enemies disappear quite fast after showing up on the screen so there's not much room for making something funny out of it I think. :)
Experienced Forum User, Published Author, Player (71)
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I'm going to give this a YES-vote. I've been following the progress pretty close on this one. In general I think this is very good for a 1p run, but there is little doubt that a 2p version will beat this time-wise and probably entertainment-wise too. I like the improvement at the final boss. Seems way faster to just go for the enemies.
mklip2001 wrote:
Also, this has only 61 rerecords? Beat-em-up's tend to be pretty complicated to optimize.
I think maybe he used the rewind button instead of load state? Improvements in a 2p run could have these benefits:
    * Not having to use special attacks, or at least not as often. * Vault attack with 2 players is probably faster than using specials * Better grouping of enemies could possibly be done in 2-player mode since one of the players can bounce an enemy into the other player's grenade attack for example. * At the boss fights you can take turns doing the vault attack. My guess is that it is faster, but I did not check this for real so don't jump to any conclusions yet. * Not sure how the score is measured but it would be cool to see it go higher if possible. * Better energy handling. No need to use a special attack on a lesser pack with creatures when there are bigger heaps to kill quicker.
Good job martandelus! Glad that you were patient enough to pull this off.
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Like you say it looks way better now that you handle the kangaroos differently. Another thing I just saw is that the brain dies when all the enemies are killed off. If you watch the RAM you can easily see this. So I was wondering if it is faster to only go for the enemies and not shoot the brain at all perhaps? Might be that it is only faster in a 2-player run that one goes for the brain itself and the other player goes for the enemies. I smell submission time. :)
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I wonder how much of an error this actually is though. I last week I verified your result of holding forward to pass through and release to get blocked. I verified it both on the Genesis version and one of the Arcade version, think it was the 3-player version. So maybe it was meant to be like this? Anyways. Good work on finding out the mechanism behind the roll-attack. Did you get any further on the run?
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About the roll-attacking the kangaroos have a look at this movie http://tasvideos.org/userfiles/download/16184927821957045 In the first bunch they tend to block me because I'm not aligned properly. I don't exactly know the mechanics or how the pixel positions come into play. But it all works. Watch the movie to the end, and also check the RAM while watching. :) For some reason there is no cool-down on the kangaroos if you roll-attack them. Might work on other enemies too, just that I think I've never seen it myself.
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Well.. Space ship needs cool down between loosing every single part. Like you said you should watch RAM. You waste loads of energy without damaging the spaceship at all. Also, you can skip the last enemies when entering the crashed space ship. Check my movie http://tasvideos.org/userfiles/download/16159060767490638 The kangaroos can be bunched together and killed using a roll-attack. I think that should be faster at some points. In the final boss room I think you should ignore enemies which are not out to attack you. You only loose time going after them. Is this a no-damage run? If not you can take all the damage you want in this room and focus on dealing hits to the boss instead. So personally I would remake the part from the flying ship and implement the time-savers. Cheers!
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The stages plays very nice but I did notice something about the two bosses that might need some re-doing. In the first part of the boss (the crawling one in mission 6) you miss some shots because you shoot to much to fast. The boss needs a bit of cool down before he can be hit again. If you correct this you will save both time and energy. This can be spotted while watching the RAM-address D992. The second part, the hoovering boss. It looks pretty good in general, but you can also hit the boss when switching sides. It is possible to land vault attacks against it without being hit yourself for example, and if that fails you can allways roll-attack or make a running swing I suppose. Not much left of the game now so keep it up! Looking forward to the next WIP as always!
Experienced Forum User, Published Author, Player (71)
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Looks pretty solid
Experienced Forum User, Published Author, Player (71)
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I think you can save time in mission two by vault killing the alien chewing on the house before you kill the slugs. The slugs takes a while to spawn and are a bit invulnerable before they are fully out I think? I made an example found here
Experienced Forum User, Published Author, Player (71)
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Very good TAS. Nice piece of broken game. I also like the bad guy. Madness from beginning to end. Voting for screenshots at 3:19 (You persistant guy...), 5:17 (You are very dangerous..), or 5:63 (Come on, nice guy...).
Experienced Forum User, Published Author, Player (71)
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Poked some stuff together. Credits goes out to adelikat, scrimpy, FerretWarlord, and RGamma. Hope I did not forget someone. Sorry if I did. Here's some RAM-addresses Alien Storm (W)[!].wch
Domain 68K RAM
SystemID GEN
CE0C	w	u	0	68K RAM	Energy player1
CE0A	b	u	0	68K RAM	Health player 1
D872	b	u	0	68K RAM	Monsters 1
D992	b	u	0	68K RAM	Monsters 2
DAB2	b	u	0	68K RAM	Monsters 3
DBD2	b	u	0	68K RAM	Monsters 4
DE12	b	u	0	68K RAM	Monsters 5
DCF2	b	u	0	68K RAM	Monsters 6
DF32	b	u	0	68K RAM	Monsters 7
CE8A	b	u	0	68K RAM	Health player 2
CE8C	w	u	0	68K RAM	Energy player 2
Energy start levels depending on selected difficulty:
Start value easy = 12288
Start value normal = 8192
Start value hard = 4096
Health start levels depending on selected difficulty:
Start value easy: 128
Start value normal: 96
Start value hard: 64
Energy consumption:
Special attack = 3072
Vault shot = 28 energy
Rocket launcher = 40
Grenade = 40
Electric arc = 24
Normal shot = 4 energy
Pickups:
Energy refill adds 1024
Health refill adds 8
Damage:
Special attack 20
Vault shot 12
Grenade 6
Rocket 6
Flame 6
Pistol 6
Roll-attack 2
Normal attack 2
Run-and-hit 2
Hope this helps a bit. Also note that I played around with the different characters while doing this. That's why some of the weapon types might appear in the text. In general it seems that the different characters deal the exact same amount of damage, just that the animation look different.
Experienced Forum User, Published Author, Player (71)
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That WIP looks promising! In mission 2 I think you can kill the green alien chewing on the roof by somersault and shoot before you let it down from there. Not sure if that works on the aliens outside of the electronics store though. Also I think you missed a swing on one of the blue flying monsters right before the electronics store. Any reason to miss that energy pickup in the electronics store btw? You grabbed everything before that, just not that pickup. Other than that it looks very good so far!
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Would be interesting to see a 4 player run on this but I do understand that it takes a lot of effort to make that. Otherwise I can just agree with CoolKirby. Wasting shots is a big no-no unless it is in some way entertaining. In this case it does not look very funny at all but more like a normal speedrun. Not sure how it is in the arcade version, but in the genesis version you could for example slide under the bull stampede to make it look a bit more daring. Maybe play around a bit more when the opportunity is given to do so instead of just be at the right most end of the screen just running into it. Another thing of personal opinion is to try to kill all enemies, unless it costs time to do so. For me that adds value and entertainment. This might be easier to achieve while using at least two players. If you go for more than one player you can do more stunts, acting around, dividing score between players, and what ever else your fantasy can cook up. Looking forward to your next revision. Good luck and keep it up!
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Sounds great. Keep posting WIP's so that we can follow the progress and maybe point out stuff along the way.
Experienced Forum User, Published Author, Player (71)
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Hehe. That was entertaining. Good job!
Experienced Forum User, Published Author, Player (71)
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First of all let me just say that I'm very happy to see that someone is picking this game up! It's an awesome game and it deserves a place here. Second of all I want to apologies beforehand that I might sound a bit negative without much constructiveness. Read through the post entirely though, there will be some nice time savers included! I really encourage you to complete this and I hope that you make something awesome out of this. Let's get started! Menu handling: -Not sure if energy level hard is a requirement as it is most likley won't change anything as recource handling will be dealt with anyway. Probably it is a good thing to keep it at hard just to show the most extreme settings of the game. -Changing to rapid fire ON is a big no-no in my opinion as you can input a shot every second frame anyway. So in the case of TAS you loose time to set that option. -Not using two players? The game will be faster with two players and it allows for more entertaining combos! Mission 1: -A lot of hits missed (looks sloppy) and you loose time -Isn't it also stronger to vault and shoot from above? Stun + vault kills enemies much faster if I recall correctly, but I can be wrong. Attach a RAM watch to check what attacks deal most damage over time! -Bad manipulation of enemies positions -Keeping enemies off screen. Might be better to allow them further in so that you can deal damage more rapidly Barn (there are chickens in there, yes)/storage autoscroller: -Loosing time in the scrolling scenes, also not destroying everything (which is a must of course! ;) ) -Missing shots -Bad positioning of the aim -Going after crates before killing enemies = loosing time Mission 2: -Missing hits -Positions enemies half outside of the screen loosing time -Boss can be dealt with faster I think, you look a bit passive at some times. Running fast as hell - Level 1: -Missing shots Mission 3: -Bad positioning -Bad manipulation of enemies Supermarket: -Missing energy pickups in supermarket autoscroller in level 2, perhaps not needed in the later levels anyway. -Bad positioning not killing enemies as fast as possible -Again not destroying anything, but thats just my taste. You can do whatever of course. Mission 4: -Not destroying everything in the electronics shop -Missing energy pickup in electronics shop -Better movement and enemy prediction could be used Mission 5: -Not destroying everything in the science lab -Going off target of the enemy in the back to pickup energy instead of finishing the enemy first and progress the auto scrolling -Going off target at the end of the science lab to kill the flying monster a bit to early it looks. Mission 6: -Kills the enemy carrying energy tank to quickly making the enemy stage 2 spawn outside of the picture loosing time. -Bad manipulation of the blue flying things keeping it stuck half way outside of screen not dealing damage fast enough. -Bad boss manipulation -Bad manipulation of the flies carrying the energy tanks Running fast as hell level 2: -Missing shots looking sloppy -Could it be faster jumping over the obstacles to allow fire for a sustained time? Mission 7: -Running around a lot to keep two enemies stunned instead of packing them all together. -Entering the space ship too late? - As far as I can recall there is a way to enter the spaceship a bit sooner, but I might be remembering wrong on that. Just checked and indeed, if you stand at the door to the spaceship as the creatures come out of it, you can gain early access. Space ship auto scroller: -Not destroying everything -Going off target to destroy the last part of the wall in the left section -Not posititioned with the aim to kill the enemies first frame possible in the right section -Pausing fire against the last enemy in the right section Mission 8: Corridor 1: -Close to stacking all enemies but avoids it instead -Uses special attack so that the enemy bounces outside of the screen thus loosing time Autoscroller 1: -Bad positioning not killing the enemies on the first possible frame -Missed shots - Looking sloppy -Hits the last enemy in the right section very late -Waiting for plenty frames before killing the last enemy before exiting the autoscroller Corridor 2: -As far as I know it is way quicker to roll-attack the kangoroos. It takes a bit of positioning so that they don't block the attack but instead allowing you to pass through them during the entire attack. Autoscroller 2: -Bad positioning -Missing shots -Taking much time to kill some of the enemies letting them go off screen -Not destroying everything Edit: Also, there is already a topic for Alien Storm Edit 2: Another tip is to use the Microstorage for uploading your input files also. That way you don't have to use other random upload sites. Edit 3: Special attacks sorted by fastest time Man: 81 frames Woman: 93 frames Robot: 135 frames (No matter where he is positioned)
Experienced Forum User, Published Author, Player (71)
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I'm gonna hit yes on this as it is a very nice improvement.
Experienced Forum User, Published Author, Player (71)
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Going to throw a yes on this too, but I was wondering, for example in level 6 would it be more optimal to also send the peasants down in order to destroy the enemy base faster? Thank you!
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Nice. Also what I wondered is if it would be possible to get all gaps etc in a single go for a real 100% run. Or maybe that should have its own category? :)
Experienced Forum User, Published Author, Player (71)
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Is the audio bug fixed yet? Last time I checked there were horrible stutterings, echoes, and noise.