Posts for Koh1fds


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Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
In "Life Force" (mostly on the second level) if there is to much objects on screen your ship can become invisible for the couple of seconds (not a couple of frames) instead of flickering or something. This is pretty annoying.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Japanese version not only allows you to skip cutscenece and it have BG animations. It also harder. I'm sure it starts on the same difficulty as the second loop of the USA Contra. So it better in every aspect. Also every time you jump on horizontal scrolling levels - you loose time. This is like one of the famous fact about Contra. And also you can do those ledge skips on level 3 on emulator. And because you can use memory watch and manipulate that value at 0094 as you want - you can do a lot of those skips, much more that RTA speedrunners can do.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
jlun2 wrote:
Nice. Were the improvements made by Alyosha implemented on FCEUX too? If not, any plans to?
Where I can find this improvement version by Alyosha? Or at least where I can read about it?
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
feos wrote:
Fantastic! It's probably not a game end glitch per se, but an enemy with some boss flags that ends the game after you kill him.
It's just fastes way i got it for now. I think game end can happen even without killing enemies. Just try to put random inputs after last dead. You can do what ever you want! It's crazy edit: If it counts here is faster version http://tasvideos.org/userfiles/info/32527139846450913 It cut another ~10 seconds. But only if you stop the time by the last input made and if glitched credits are ok.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I DID IT! http://tasvideos.org/userfiles/info/32522482851738219 I'm sure it is faster than current tas and it can be optimized further! Also after last dead i think you can do with memory what ever you want. Also i turn the level into top down view level edit: encoded video Link to video
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Heidman wrote:
Did you find the trigger points from a ram value or just from when the ceiling falls? (I am sure it is just visual)
Actually I don't know how exactly skip those triggers. I just die near that place where the ceiling goes down and hopes it doesn't go down. You don't have to throw you corpse trough the trigger or something like that. You can send corpse to the left and still skip it. So everything I know - you just die near the trigger and sometimes you can skip it. That's it I try to optimize the ceiling skips and managed to skip one unnecessary death. So now i think it's possible to save noticeable chunk of time if game end glitch exist. There is like 2000 frames to perform the glitch and still save time. I seats for 2 days trying to get it and failed. The best result i got - winning music So i give up. I think this type of work must be done by Lua bot or something like that and not by humans. If someone can setup the bot for me i can launch it 24/7 for very long time.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Heidman wrote:
Very unfortunate the boss cant be spawned (yet) to be able to end the game even if it does take longer I believe I can make the pacifist tas without damaging an enemy as I did is stage 7 with the purple pillars. I also feel there is not enough goofing around/dancing with the music witch would change the rng spawns... so it all needs to be redone. Koh1fds: How exactly is this set up? Have you timed to see if it is faster than the current ceiling glitch route?
It's done by skipping ceiling triggers by dying at certain moments. If you skip first trigger it moves like one screen further. So to skip it again you have to die more. You can actually do this all the way to the last boss, but when last boss spawns i can't find a way to skip ceiling trigger. So you would fight the last boss nearly without floor. You can kill the last boss and end the game, but it slower. Maybe there are another way to skip those triggers. I think it's possible to end the game without killing the last boss by memory corruption. I actually found this back in January by playing Super C romhack. In that hack you move really fast and can skip that triggers just by running. So I try to recreate this glitch in original Super C and only way i found to do this - by dying. At that time i skip triggers until last boss spawns and was thinking that this was completely boring and useless. I think the memory corruption happens because i triggers the ceiling near that place when you have to go down. So the game scrolls down much further than it supposed to. So the key to memory corruption - scrolling down with ceiling goes down and not to get far right as i think at first. Bad English There is some encoded results: Link to video Link to video
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I don't know if it useful or not http://tasvideos.org/userfiles/info/32413768386820830 With this you can make level 8 shorter and cause memory corruption and crash the game if you want. edit: I managed to get finale fanfares by messing around, but the game restarts at the level 8 with frame rate like 5 fps in 2 player mode instead of rolling credits ;D
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Enemy spawns position depends on the value of 00C0 address. It's actually was explained before by Alyosha so i deleted that post. 00C0 it is just a simple enemy counter. It counts only enemies that randomly spawns (zombies, ghost, flying knights, crows at the level 2). So you start the game with 00C0=0. If zombies spawns 00C0=0+3=3, because zombies spawns in pack of 3. If then ghost spawns 00C0=3+1=4 etc. It loops around after 16. So to change enemy spawns in the movie you have to get at least one extra random enemy spawn or one less spawn on any level before level 5 because 00C0 doesn't resets between levels. I was thinking, that killing the ghosts can force one extra ghost spawn. And yes, getting 1 extra spawn can dramatically change every spawns on the next levels so it can be really bad. As i think 00C0 affects only spawn position, but sometimes that blue flying thing at the level 5 can spawn near that wall and you can boost like with out waiting at all, so it definitely can save some time. And i think that flying knights at the level 1 is the best for getting 1 extra spawn. I think they requires minimum time lost. In current movie 00C0=10 at the level 4 and so at the beginning of level 5. It has to be something different to get different spawn. So at the middle of the level 3 you can already tell what spawn you will get at the level 5, because there is no random enemies from that point until the level 5. And also maybe killing this skeletons a better way to manipulate platform than picking money bag? http://i.imgur.com/Sw4PCey.png If you wait till enemies spawns anyway. Bad English
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
It's not like real clipping. Game have fixed jump height and doesn't have ceilings. So you can jump on top of the platform from below trough the platform. In that place collision geometry looks something like this (green lines): http://i.imgur.com/B7BbRko.png It has "holes" in vertical parts and some horizontal platforms. So by boosting of the enemy you can get high enough to land on that invisible platform trough holes in vertical geometry and then you just jump from one platform to another. But there is no such holes in vertical walls at the level 2. So you can't do this. You just land on the next floor
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
And so with my nickname. I didn't make even a single input for this movie. You can remove it
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Hello! Guy who found the boosts is here. Cmonnne guys. Why you don't even try? :CCC 1. There is different spawns possible at the beginning of the level 5. Do you try to loose some frames at the end of the level 4 and get different enemy spawn at the level 5 and possible faster boost? 2. The enemies and armor didn't spawns because there is a lot of object left at the beginning of the level. By taking extra money bag near the place of the boost (or by killing red arremer) you can make one enemy appear and then by killing it you can spawn another enemy etc. And then take the armor and then maybe use it for another boost. Because you must wait platform anyway it can save some time. 3. The boss of the level 5 pretty easy manipulatable. Just by messing around IN REAL TIME i can make him stay low and kill him faster. http://s000.tinyupload.com/?file_id=02785937255185794689 - here is the movie. Killing the boss 15 frames faster without any frame by frame optimization Sorry for bad english
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