Posts for Jungon


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Jungon
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I'm voting Yes, because 1- it's really fast and half the time, 2- 30 fps??? 60 fps is much more acceptable, and 3- I don't care for the game, but it looks technically good and is entertaining enough for its duration =P EDIT: BUT if it's the first Windows TAS to be accepted, I should upgrade my vote to Meh, because this really doesn't look special enough to be the first one ever on something +_+
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Jungon
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Vykan12 wrote:
Voting no. Perhaps I'm the only one out of the people who've posted that hasn't played the game, but that wasn't impressive to watch. The game looks like super mario bros meets MS paint, and we're treated to "run right for justice in a graphically abhorrent game".
I never played this game too, and found it ridiculous too, but I'm voting Yes, first because of the obvious technical value, and second because sometimes ridiculous is fun anyway =P But really, if this is just the first stage, a complete version should really obsolete this later..
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Jungon
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Not sure if I should post a WIP now, but .... I did it, went through the first practice room 4 seconds faster!! \o/\o/\o/ this and the new idea for the first stage saved 246 frames all together +D If I'm finding improvements on every stage, that probably means it's not perfect yet.. but it sure is much closer now.. xP EDIT: Ok, I'm finally close to the stage I was on the posted WIP, I"ll be checking what you said about the eyeball, but the two-headed worm, I think there is no other way, because the movement of its necks is not random, its a pre-defined route, so.... the last question on that is .. should I show off how I can get hit there and not lose any HP? =P Decided not to make the wasp turn around every time it gets hit, it was making more slugs fall and ruin the fight... >D and yes it would lose frames, not a good idea.. *actually found out I gained frames on this boss because of less HP refilling in the end, it costs frames too* o_o *new achievement: at the beginning I thought it would be impossible to gain frames on practice rooms, and now I finally gained frames on all of them* +D And the bad news is that I had to take 3 more enemies out on first stages, now the fruit is not coming on a practice room anymore ._. I hope I get better results with the second fruit x.x ... for now, 277 frames saved from my own WIP, weird that it got to a odd number, but I could shave 1 frame from a map screen at some point.. o_o EDIT2: Now I'm really close to finishing the TAS, 791 frames so far, need to rethink the new strategy for the final boss, and then submit it officially to be voted and probably accepted +D
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Jungon
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Well, I'm actually wondering how to do hex-editing yet, but I really think it could change all rocks' directions on waterfall stages, it doesn't look like a good idea right now... but as I decided to try something different for the end of stage 1, and finally succeeded, the final version will probably be different from what is already posted here... +D (I actually had a desync exactly on the next stage after this WIP, and I didn't even hex-edited O_o) For training stage 1: that's exactly my next point, since I found out another thing, ... the game accepts input only on half the frames, and it changes odd and even numbers every time you go to the next room... I'll be landing on a better position for this stage and getting a real better result for that first pike... >D~ So, our chances of landing in a good frame are about 12,5%, depending on how much I keep the jumping button pressed, it is like this: The floor is usually 127, or 143, ... and when Hayato is falling at maximum speed, the Y speed is set to 3 and the subpixel to 255 (making him fall 4 pixels per frame), .. if he is at 123 on the frame that accepts input, and the 127 is the floor, he will land for just 2 frames, but if he is on 127 when accepting inputs, he will go to 131 and be recalculated for 4 frames lost anyway.. (all other results, 124, 125 and 126, whatever frame, results in 4 frames lost) (and on rare cases the Y position change only 3, like in the first waterfall revisited, when I fall taking down that eye enemy) And I found out something when redoing the first boss fight: his left jumps are not the glitched ones,... his right jumps are, we can't change his speed on these jumps, only input that really counts is 2 for jumps and 1 (and up) for attacks, other arrows just aren't read @___@ Well, I'm polishing the results from the start and making sure my run is optimised, and redoing the first 2 stages made me gain 10 more frames, ... so I'll keep going like this instead of learning how to hex-edit for now, there are some parts that need to be studied again... xP But if I get lazy for the final boss, I'm thinking about simply using AngerFist's fight, just taking out the commands that aren't being read, like pressing right during a jump, hold 1 for too long, and of course the input will end 7 frames earlier (already tested that) o.o But first things first, anyway.. optimising is the current part of the work +D (oh and when I played Kenseiden on childhood, practice rooms were impossible, but I already knew that I could make arrows drop recovery items from time, ... so I used them like that, for recovery only) XD (actually it's the number of enemies you defeat that makes recovery items appear, and it can be anything you take down for any kind of score, including 0) (sometimes when I read what I post I feel like I'm being really confusing with writing/typing, .. I'll really have a better explanation for the glitches on the submission text, ... I hope so) +_+ EDIT: just fixed 2 little mistakes x.x made them italic =P
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Jungon
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I watched the tutorials and they helped me out a lot, now I know where I make mistakes on my TAS attempts and how memory addresses can help me find out what exactly is the maximum speed a character can achieve in-game time.. +D I would never have found the glitches I found in Kenseiden if it wasn't for Subpixels, Y speed, and of course, putting it all to the test =P (Not sure if I should point this out, but ... I thought "adelikat" was pronounced more like "a-delhi-cat" (with portuguese/japanese A at the beginning, well, it is the way to read it around here in Brazil, except people who don't know english would read it with 2 japanese A) (we in Brazil read TAS exactly like Taz) (....at least I do) XD
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Jungon
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Ok, a WIP, runs on Dega 1.16 MAME core, FM chip disabled This calculation is actually strange, depending on the platform I try it, Hayato just stops and fall to the floor losing all his speed, .. but on the first stage, he advanced, falling and saved 2 frames .. =P I'm thinking about redoing some parts, ... didn't include the last stages and the training one I got 30 frames faster (because I still did something that looks really not professional) .-. (and I'm exploiting this thing I did on the first waterfall stage walking with the snake) xP Well, other new tricks are the "snake-charmer", the "pling" and .. I'm trying to redo the wasp fight so it turn around every time it gets hit =P (the "pling" is that technique when you hold down+1, I actually call all of his techniques by their sounds, up+1 is the "tcheufa", helmet smasher is the "foish" and down+1 after the double-headed worm is the "kaoshi") ... XD (on a final note, I really got stuck on some parts and decided to see what AngerFist "would do", and did it like that, does this count as "co-authoring"?) o.o (and a new question: should I use the FM chip? I prefer the musics and sounds PSG, like I grew up listening) x.x
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Jungon
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I'm working on Kenseiden "All Stages", it's a 100% run mostly, but it doesn't miss any region .... and I'm about almost done, have to redo the final boss fight because it desynched, but .... before I submit it to voting and such ... should I really aim for this? Is it worth? Will it obsolete this movie? If it helps, look at the information: - I started working on Kenseiden because I have a shortcut that get 1300 frames faster to the end on stage 9 ... - Got to the memory watching and found out many ways to improve it.. - Did it with the region, and lost around 900 frames of the improvement because it is a longer level. - But the region in question is useless, and it's seen on the any% run... (IF my shorcut doesn't turn out worth obsoleting this one too) - So, which one is better? All Stages, or just 100%?? @____@ I really need to know what would be better .... ... or I could do both and make TASvideos accept 3 different videos of Kenseiden ..? \o/ But really, on the almost final count I'm 480 frames faster, .. that's 8 seconds, right? x.x
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Jungon
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FractalFusion wrote:
agwawaf, what method did you use to control all three inputs at the same time? I'm interested in knowing.
I'm interested too \o/ It could even make it as an article, I think.. xP
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Jungon
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I voted Meh (was even the first Meh vote (finally!) \o/ ) .. and although it was probably necessary, I didn't like the way you cleaned the screen and have to pull all the pieces up to the top in the end, ... it kind of looks like it could be improved ... at least to me o_o
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Jungon
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Noob Irdoh wrote:
Very impressive. Very impressive. Very impressive. The yes vote is one, but it is worth three.
Yeah, I want to vote Yes two more times +DDD --- And for the layout, I wouldn't mind seeing it: X1 -data X2 - X3 Or letting in the japanese style, it's working already. xP
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Jungon
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Yeah, I don't really know what I was doing with these 'Unsigned Long'.... thanks a lot XD
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Jungon
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Do we have simple instructions to Master System's memory addresses on this MHS? I'm not even finding the ones I already found before for Kenseiden.. @___@
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Jungon
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I'll probably sound really n00b now, but ... I didn't find the documentation for this, and when I put "MHS" and many related words, I still get a lot of non-related results on google ... ._.
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Jungon
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Ok, let me tell my story..: I started to mess up with memory addresses way before, back in 2002/2003 ... SMSPower, the (I believe so) official SMS site, was in need of a bigger and more complete music archive, and I was happy to start recording/dumping musics in VGM/VGZ format... But when we talk about music in video games, we usually have a soundtrack, some games on Mega Drive/Genesis had official OST, but on SMS, very few games have a sound test screen, the most basic feature for vgmusic lovers,... so I was a newbie, and started playing the games and recording a lot of save states, to get everything I needed to dump, places where I could start in any part of the game that has a unique music or jingle... (even the story of my nickname speculates around this word,.. jingle) I found out the biggest problem on SMS dumping, the SFX, they get in the way, they play when we don't want, and 99,99% of the games have no option to turn them off... I asked the guys on forum for help, and got the first tool ever to assist me: the Game Hanger hack. It consists on paralyzing the game with the pause button, and having the music keeps playing... it helped a lot, even with games that had awful lag issues and could paralyse even the music (I was the first one to dump Black Belt music without any bugs/glitches) The time passes, and my second tool assisting soon appeared, in 2005: Meka's RAM editor. I started to quickly check the in-game variables, and checked for the magic 80, the one you write 81, and plays the title screen music immediately.. (it was usually DE03, DD03, or D003, which made the quest real easy) ... this trick made most SMS games gain extra unknown or unused music tracks, some very interesting and related to other versions of the game... and when I finished working on all games I could, I got bored and went to do something else =P (the SMSPower archive was more than doubled around that time) In the middle of 2009, I discovered TASvideos, and was over-interested again, wanted to start working on SMS videos, and maybe other consoles, but I didn't know Dega yet, was using Meka for more than eight years.. (2000 to 2009), .. I saw that Dega was 1.15 and had no editor, no tools, only the frame advance and save states, but.. I was in the theory of 'just do it and polish it later, learn on the work' ... which doesn't consist on RAM searching, instead it consists on trial and error... x_x And so I lived my story in TASvideos, from the day I played all After Burner all in frame advance, to the day I gained 4700 frames improving my Master of Darkness WIP, and decided to submit it officially (I did it more because I kind of naturally get the need of feedback, I had a lot of it in my MIDI sequencer times, but wasn't receiving any in my TASer attempt... I kind of knew already that if we gain 4700 frames in one WIP version, it's probably just the start of optimization yet...) And now, I decided to change my approach by using more careful and precise tools, because the Y position managing on Kenseiden is really painful without exact numbers.... watched all tutorial videos on the site, and tried a little more RAM editing on Meka, and concluded that I should be watching my WIP's RAM instead of a different emulator.. I got a lot of RAM addresses for Kenseiden but just seeing them in frame advance would really help, in the same game ... got stuck. I really need a tool I don't have now.... +D (RAM editing is completely not allowed in a TAS, but... it kind of IS fun to do for playing/fooling around....) xP (subpixels are a little rare in SMS games, but I can think of some games with speed acceleration that would probably have it..) xP (I hope this is readable, my country language is not english, maybe I get hard to understand and don't really know how to explain better....) XD EDIT: wow, klmz's version already saved me from 2 big problems... 1: not being able to see the screen right after quick load, and 2: that awful green counter, hard to differ 3 and 8 =P
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Jungon
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My need for RAM watch and search is too increased right now, something like this is planned to Dega 1.17? +_+ (will videos on future Dega 1.17 desync if recorded on 1.15, 1.16 doze, 1.16 mame..?) +__+
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Jungon
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Sir VG wrote:
No Jill Sandwich? What kind of run is this? :P
If Jill was to get the shotgun, would the run be more interesting? I voted Meh because of the second half ... x.x
Banarak wrote:
I voted "Meh" because I encourage people to go faster then this. . . . . This must have some of the worst voice acting ever, but I remember being freaked out by this game when it came out! :D
Me too, Meh and encouraging \o/ The nostalgia wins on me, I know the voice acting is one of the worst ever, but.. I kind of like it, even when Richard is talking.. XD
Hoandjzj wrote:
feitclub wrote:
If you publish this, may I suggest "Only one zombie was harmed in the making of this film" as a tagline?
I think it's 2! The 1st one was hit with Bazoka in the beginning! The 2nd one is the last boss :P
One zombie shot, one exploded (both inside the dining room), one plant burned, one biological weapon bazooked,... I think that's the final count o_o
andypanther wrote:
Make runs for each character and version... and publish them all!
I would like to see the fastest Jill run saving Chris, and the fastest Chris run making Rebecca die in the library... xP
Slowking wrote:
DrJones wrote:
Playing with Jill is like playing the easy difficulty setting. I'll wait for the Chris version.
Yeah that's what we all want to see. Two less inventory slots and managing small keys. That is going to make for a lot of fun and interesting item managing!
I doubt it will be faster than this, but,... if Chris can bypass plants, get no small keys, and have Rebecca whipped on the butt to work faster, .. I would definitely watch the entire run.. +D
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Jungon
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I had this game and I even finished it once on hard mode... =P of course never tried to pull out a jump before the beginning of a level, so this is all very WTFy to me... XD I almost voted Meh for you guys not eat a bomb, but instead, voted Yes, it's a fast game, mostly known by its bad sfx that can be humorous (when not annoying) >.> But really, how come you didn't eat a bomb??
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Jungon
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Oh, I was searching for this thread, how did I miss it before?? @___@ Anyway, I'll give it a try, I'll WIPing (WingIP..? PingIW?? ..) this game and I hope the threads can be merged soon ._.' EDIT: couldn't find RAM watch or anything like that on Dega, but I was playing around with Meka, and could find some (probably not) useful addresses: C171: Boss HP C111: Our HP C112: Our Strength (can be set to monstruous values making inputs in memory but 01 means normal, 02 means with better sword, 03 means with dragon sword, and 04 means both.. putting 7F there, I could kill both final bosses in one hit each) C057: Our HP limit C05A to C05F: Your Powers, scroll techniques and the dragon sword. The game mark them as 06, 07, 08, 09, 0A, 0B as you defeat the bosses.. if they are set back to 00, you can confront the boss again by going through the level.. and the exit is closed of course xP C090: Number of lives C0A2 and C0A3: When I change the X screen position, I make rains of enemies =P C052 to C055: Scoring.. x_x I was searching for Y position and something that can make jump-landing easier to manage, because every time he fall on the floor, there is a chance he will pass through it by some pixels and lose 2 frames in this process of floor-recalculating... @___@ couldn't find it, but.... , I wouldn't be able to reproduce Meka's commands on Dega anyway >__> EDIT 2: Ok, that was a new way of saving frames! Ok, how can I explain it.. I have these new positions loaded all the time on MHS: 00D44153: X position subpixel 00D49F4C: Y position 00D44157: X speed subpixel 00D44158: X speed And every time I'm in floor that is not considered as platform, his X speed when jumping left is more than 1 pixel per frame! =P most jumps I tried made me gain 3 or 4 frames, even if he loses 2 frames landing, that's already saving 10 more frames on stage 2, so I'm around 18 frames faster than the current 100% video! \o/ It doesn't look THAT much now, because there aren't a lot of stages to run left, but... there is this other trick I found out holding 2 at random times in the air, when going down ... that makes me land for 2 frames of 0 speed, which is not the usual, the usual is 4 frames of 0 speed, so the game can recalculate your Y position, .. if I make him land exactly on the floor Y position, I can gain 2 frames on so many places, I'll be seconds and seconds faster and much more smooth on the.. hum.. "landing category" ...? XD I hated the X position subpixel before finding out how to use it.... @__@ EDIT 3: Well I'm sure this topic will be someday merged to the old one, because it is the same game, so I'm avoiding bumping at all times, while documenting my discovers and saving frames and more frames... +D New discover: actually his X speed is 1 pixel per frame on walking right, walking left, and jumping right, but jumping left bugs the game to a point he always gain pixels randomly, so his X speed is around 1,1 (probably jus 1,0625, but it's worth it especially in platforms) =P which means every time I'm going left, I should be jumping like a frog, all the time, and the more air time, the better \o/ I'm in the middle of the cave stage with 62 frames saved, that's more than 1 second already +DDD
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Jungon
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.....And I came here to make compliments about the '1 error' screenshot... >__> It is as WTF as the run, ... but this one with Ash x64, .. it's not worse. xP if he has 64 Ashes, it has only two possibilities: 1- He cloned himself 63 times.. or: 2- He smoked too much .. >D
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Jungon
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I was rewatching the 100% run, and then I found out that it's not using the shortcut on round 9, .. and it's not showing up the glitch where you can use your new powers, posing right after getting the manuscript.. especially on round 4 and 13 which are easy-to-use powers... how come no one comments on this game and there are already two published runs?? XD I only know there is definitely room for improvement on the 100% run and probably some more improvement for the fastest one..
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Jungon
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I was actually curious of what would be the optimal route with Chris, because I was replaying a little, and just happened to remember that Rebecca can be first found on Richard scene too, instead of the serum room, ... but the sword key is there, maybe I just don't have the tools to calculate, .. desmume is having a hard time playing on my PC, anyway x_x (And play1 emulation just won't happen here) x__x'
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Jungon
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I got desyncs on every version of snes9x I tried, so I'll wait for the encode, which shouldn't take long to show up ... +D
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Jungon
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I'm n00b too on this subject, .. one of my first doubts that lead me to try TASing by myself was the thought of controlling two or more characters at once.. And then it came ... the big problem ... I can't hit all those diagonals at the same time AND the frame advance button and have the emulator accept it .. I need to reconfigure the keys all the time, it's really annoying @__@ (that's the reason I left my Gain Ground WIP, stopped working on it, it's really hard to improve a video when we hardly can make it advance) +__+ Any better ideas for 2 player TASing? Or at least lag management? o_o --- Hey, it's very obvious that only 1 player is moving 3 or 4 characters at the same time, there is no team of 4 people behind it, they sync too well, there is no other possibility, it's one person synching with himself ... xP
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Jungon
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I would like to know the reason no one has tried to do a Chris run, (sub-optimal character?) ... and why is this topic still on the play1 section when the DS version can jump dialogues and door transitions, cutting 55% of the parts everyone knows and want to skip?
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Jungon
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Who is Khamfifon?? Why is Motaro the second fight? Was that a fatality?? How can anything of this be truth? I don't even know who I am anymore +_+ (Oh, it's Khameleon, not Khamfifon, luckily she won some round, ... I still blame it on who thought the lowest part of letters could be cut from the game) >_> Biggest Yes vote \o
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