Posts for KDEuserX


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Joined: 4/1/2011
Posts: 12
Ew genesis version. I Personally find snes versions music to be much better.
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Joined: 4/1/2011
Posts: 12
Overall 26 frame improvement New 3167 Old 3188 In first inside room, not using alarm is faster than using it. Im still not sure about RNG in the room with four shooting guys, but seems like when jumping they are less likely to shoot :\.
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Joined: 4/1/2011
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12 frame improvement in first selection of first level (just an quick test) New: 1218 Old: 1230 (On first frame when screen fades to black). So jumping is faster, and optimized double-jump glitch so that I can do it on first frame Hudson lands on the crate. @WhiteHat94 Im sure I did test throwing the ball and it was still in the way :\. As for shooting enemies, I did try to manipulate them but regadless what I did they always shoot first, but I wonder would dodging the bullet(by crawling which is slow, sadly its the only way) saves time so that I can take damage elsewhere. @MESHUGGAH Interesting, I'll keep these in my mind.
- (1-3) There's no need to kill any enemies in the game (maybe only at the very end?), and you shouldn't do it because of slowing down dramatically.
Problem is that health does not refill between stages or areas(and there isnt any other way to refill the health), only when you die, and sadly there is no death warps or ways to die quickly past first and only death warp in the first level. Another problem is how enemies work in this game, some pushes player around(cant run through them), which is the case before death-warp), others dont but reduces health down(one/two down while in-collision per frame), almost all enemies behave different way which why sometimes I have to either punch them, throw ball at them, stun them with ball first and then punch them etc.
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ktwo wrote:
Very nice to see work on a tas for this game! I just watched the full video. I have a few comments (time stamps from the youtube video): - At 3:03, is it really faster to go left and do the double-jump instead of taking out the enemy and climbing up behind him? - At 6:18, wouldn't a double-jump to the left be faster? - At 7:09 (second to last room), you stop to take out an enemy. That enemy is special and you can run straight through it without getting knocked back or losing speed. It will cost 1 or 2 health though from what I remember. These were just from top of my head. I haven't tested it out or anything (I can't get bizhawk working, so I don't think I could use your input file). It's also cool that you found several things that look useful in real time. Your solution for the last room is very elegant. I can't believe we overlooked that when whitehat and I worked on the routing.
Thanks! 1. To me upper route feels faster(and less enemies to deal with), but I can double check that later 2. I see what you mean, I'll test that too but it should be slightly faster 3. I know that, but at that point I literally dont have enough health left to run through it(running through it does ~12 damage) Once I have some time to work on this, I'll check those(and few other things Im aware of) and do more polished run.
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arandomgameTASer wrote:
the hexagon thingamaroo
Interesting, that should cut 26x frames off my test run, thanks.
Post subject: When to end input exactly?
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The movie must be complete Your movie should begin from the console power-on and end when the last decisive action has been delivered. There are no specific rules for an exact endpoint but it must adhere to the following rules: It must beat the game (1-level movies are rejected). It must be able to reach the credits or end screen without requiring any further interaction; all input must come solely from the input file (e.g. configuring the emulator to autofire after the end of playback is not allowed). An exception has been allowed for Rygar. It should end with the last input. Don't leave any blank input at the end of the movie.
So Im currently working on nes game called 'Hudson hawk', I have my test run done but Im wondering what is exactly consired to be an end screen in it, since it doesnt have any "the end" screen or credits. If I end input as soon as possible, game shows these two screens on its own: After that I have to press A to continue: And then after pressing A again it brings up high-score table: After inputting name(or skipping it by pressing start) it goes back to title-screen. So which one of these is considered to be the end screen?
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Wip xyz Whole thing in one video, 7:16. Alright, last level done, I completely forgot how short it was, and the double-jump glitch cuts even more along with better strat for the final room(in the end I found better way to grab the crystal thing, than doing double jump under it). So in first room, after first ladder its possible to double jump straight to platform above it, which save some time. In next room there isnt anything interesting. Room after that is probably most annoying one due the all the jumping, although it doesn't look nearly as bad I though and I was able to keep accel at 1(or 2) for most part. After that is one screen ladder part, nothing interesting there, and next part is straight forward. On next part there is one ball I have to avoid(insta-kill), some easy jumps and random kangaroo(where did they get these ideas for enemies? Then again I havent watched the movie so what I know) that pushes Hudson backwards even after its falling down, so I have wait until its out of the way, and while I was it I found out that if Hudson is at max accel and punches, if you stop during the punch animation accel stays at 2, which potentially can save time elsewhere where I have to turn around but I havent tested that yet or if its faster than jumping and turning around while in-air. Anyway, and for some reason in this very specific spot game forces players accel to 1: and I found out that if I punch in that spot it cancels that for some reason(it also cancels part of the animation which isnt possible normally), I dont know why it happens, but it works. In next screen there is just another set of jumps and another random kangaroo. After that in next room theres enemy I have to kill(insta-kill due low health), and thanks to the double-jump glitch Im able to skip stupid block pushing "puzzle". Now to the final room, there normally you have to push three switches in specific order(one to disable smoke thing in top right corner, one to open ( ) thing in the middle(which is insta-kill if you touch it) and top-right corner one ends the game) and grab the crystal, but all you need todo is hit top right switch, bottom right switch and grab the crystal, apparently order doesn't matter as long as those are done, so since entrance is on top, I hit top right one first, then grab the crystal and while Im falling down I throw ball to hit the last switch required, which seems most logical and fastest way to do it. I originally did double-jump to grab the crystal, but then realized that I could just jump in-between. Im sure there are few places I could save few frames(and maybe shave second or two off), and now that I know exactly where I need health, so Im redoing this from the beginning, so if anyone has any ideas or comments or anything, feel free to comment. EDIT: I found one more ram address, 02B8 which is timer for punch, when you press B it goes from 00 to 0B, if you are on ground then Hudson does the punch, if not it just loops from 0B to 00 etc, if you release B before it reaches 0B then Hudson throws the ball. As for double-jump glitch, when timer reaches 0A and player is on ground, press A on that exact frame and Hudson does the double jump. Also 005B is correct address for the X position, I think the other one is cameras position or something.
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Wip3, Rest of level2 Two previous wips+wip3 in same yt video Level2 sure was annoying, and of course two of the most annoying enemies appears most in this level(you have to stun them first with the ball and then b**** slap punch them), also that random red ball is also annoying one(it cannot be killed and Hudson takes 10 damage on direct hit, and less when running through it when it spawns) as it can kill Hudson in few(2-3) hits and there is few places elsewhere where taking damage is faster, so in areas with red ball I had to waste few frames to manipulate the red ball to go around Hudson instead of hitting him, if that makes sense. Other than that its pretty straightforward and annoying level, at least next(last one) is bit more interesting.
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Warp wrote:
Would further input make the game reach the end faster? (I'm still of the opinion that that's the only valid moment to end the input.)
Yes since then Barney starts to move faster(he doesn't idle at beginning of each level) and doesn't stop every five seconds, although for low% all you need todo is hold right, literally. But yeah, this was joke submission anyway :P.
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Rest of level 1 + first part of level2 Youtube of last wip+above in same video I found another use for the crawl-jump thing, those tiny blue/cyan blocks has terrible collision-box so it was annoying to pull off(they force player into crawl mode but you can cancel it by holding UP, but it still forces players accel to 1, but there is 1-2 frame window where it goes to 2, which allows me todo the crawl-jump thingy). Not much to say about the rest, other than in last part those white things are required to collect(all they do is increase score which does absolutely nothing) in order to beat the level. Their location is always the same and new ones appear as soon as old ones moves out of the screen, after last is collected and goes off-screen, painting starts to flash and after you hit it(it has to flash, otherwise hitting the painting it does nothing) level is over. zzz. Double-jump glitch makes first part of level2 much faster and less time wasted dealing with enemies, blocks and running back-and-forth. Too bad that last ladder is impossible to reach with the double-jump glitch(I tired it in different positions multiple times but no success :l ) but getting the block is not that slow.
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132 frame improvement Seems like when standing still, holding right/left and A on first possible frame is few frames faster than just holding left/right so that should save few frames. I also found few more RAM addresses: 02B5 Alarm timer, goes from E9 to 0 every frame when alarm is on, useless outside of first level. 006E Player Acceleration(? dunno what to call it) Basically when player starts to move, Hudson first walks slowly for around second and then goes to full speed, so 00 = not moving, 01 = slow, 02 = full speed 002A & 005D I think these are X and Y positions but Im not sure
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Holy crap has it really been seven years? ._. I recently got urge todo TAS and deiced to pick this again, and apparently someone has done RTA run recently, and found nice glitch that allows to jump slightly higher which is useful, but it has limited uses(even in TAS, I tested it just about everywhere with no success, just same areas that are already pointed out in SDA thread, but I think I found better route in very last room/puzzle in last level) but it should save some time, especially in final room/puzzle and in few random locations, so huge thanks to WhiteHat94 and ktwo for that :). Anyhow I made WIP: Bizhawk bk2 Youtube Random stuff I found: -On floor tiles that causes alarm to go off, you can do frame perfect jump to not take damage and alarm doesn't go off. -On places where you have to crawl, you can chain frame-perfect jumps to go a lot faster(might not work everywhere, but saves time in first level at least). I also found some useful RAM addresses, and found out that health isn't just 8 hearts, but it rather ranges from FF (full health/8 hearts) to 00 (death) and any tiles/things that causes alarm to go off (and few enemies that don't bump player around and few other enemies that go off-screen after killing them) gradually decreases health down by little(not that noticeable if you check in-game health meter) if player touches them. Its bit weird but its important to know as health only restores by dying(beating level doesn't restore health) so its important to manage health to some degree, as there isnt really any way to die on later levels without wasting time due them being linear. 00F3 = health (FF by default). 00F2 = Lives (5 by default, after using continue 3). 00F9 = Continues (3 by default).