Posts for LSK

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LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
I had an interesting idea - a game that could only be beaten using TAS tools and memory viewing. However, it wouldn't be very fun...
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
Acmlm wrote:
And I took a look at the random encounters just now ... There's a 3 byte counter at $2000478-200047A (low byte first) that goes up while you walk on any area with monsters (per pixel), and causes a battle to start once the high byte ($200047A) reaches $10. It goes up at a varying rate, which changes at specific times (like entering any area), so you'd have to manipulate it to be as low as possible ... but the only way I found was to go in and out multiple times. Areas without monsters don't reset the counter, either ...
Two questions: - Will there always be a monster encounter after a given period of time or does the time between battles vary? In other words, does the amount the counter is incremented by stay the same per step? - How do I view the counter?
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
Okay. First of all, I don't think the encounters in the "3 years ago" intro are random(there are always 3), although I could be wrong, and I can run away from them anyways. So I used turbo to jump past the intro, and in Sol Sanctum, I can't find the place in memory that changes as I walk. I don't know what to search for. Also, I can't hold up and left simultaneously with frame skip on my keyboard. I think I need a new one. On the other hand, I know this game can be beaten with 100% Djinn and both secret bosses(Storm Lizard and Deadbeard) killed in under 10 hours without rushing, so this game should lend itself nicely to a ~2.5 hour TAS. One can even sequence break to skip the ability Force.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
When can we expect the run to finish processing?
Post subject: NEED HELP avoiding random battles in Golden Sun
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
I thought I'd amuse myself by making an unoptimized Golden Sun run. However, I have no idea how to avoid random battles. How can I look into memory and find what controls random battles?
Post subject: Wario Land II
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
I plan on redoing Wario Land II the next time I have a free week. I can definitely save at least 2 seconds. Would the movie still be weak enough to be rejected?
Post subject: Re: Super Monkey Ball Jr. demo run of Master difficulty.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
Atma wrote:
LSK wrote:
Is this worth turning into a full run?
Personally, I say no. The game is a pitiful excuse of a monkeyball game, as it's extremely slow paced and the controls are slow to respond. I suppose its because I own one of the GC versions of it that I think this way, but eh. I'd more than likely vote no or meh on a game like this if it was submitted, given how visually unappealing it can be.
Those are hardly the main issues. The game is dull, indeed, but the biggest gameplay problem is a lack of camera controls. It can be downright impossible to make a turn go exactly right in real play.
Post subject: Super Monkey Ball Jr. demo run of Master difficulty.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
http://dehacked.2y.net/microstorage.php/info/3238/0763%20-%20Super%20Monkey%20Ball%20Jr.%20%28U%29%28Venom%29.vbm I unlocked this using a cheat code, so this does not require save RAM. Is this worth turning into a full run?
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
I choose you! Weeweechu!
Post subject: Super Mario Bros. DX - You vs. Boo mode?
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
I know it has to be unlocked first, but the unlock process could go quickly(only 100k points in main mode). Is there any chance of seeing a run of this game mode?
Post subject: I have a webcomic!
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
Check it out. You probably want to start with #1. http://lskcomic.googlepages.com/home Also, there's a link in my signature.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
NrgSpoon wrote:
For me: Capture to (lossless) avi, import to Animation Shop, crop and optimize. Easy peasy. It's how I made these.
What's this image from? It was used in the OVER 9000 video, but I haven't seen it otherwise?
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
Excellent movie. Even though some stars are gotten with obsolete methods, it still is amazingly fun to watch. Only problem I had: Sometimes, it looks like FODA ran in the wrong direction when it didn't save time. I don't doubt that it did, but it looks weird.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
KennyMan666 wrote:
NrgSpoon wrote:
The bonus game for the map pieces isn't so bad once you beaten it once, since it changes from 50 coins per tile to 1 coin per [time unit]. So for a 100% run, after finishing the game once, you'd only need to collect enough coins for the hard treasure box.
Actually, in a TAS, you don't need to turn any tile at all. Just find the correct number by saving & loading and pick it immediately.
You need to pay 50 coins to even play the game. But 100% would take at least 3 hours, due to all the cutscenes and unskippable parts.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
AKA wrote:
Already I thought you only started doing this last night.
Honesty, it wasn't a long game to run. There aren't any complex enemy manipulations, and two levels (the first and the fourth) are very short.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
Going in to fix it. EDIT: No option is presented to change the file. Help?
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
nitsuja wrote:
Writing most of it from scratch is probably a necessity anyway when you're going between such different hardware while both ends need to be written in assembly and emulation is impossible. You would think they would still have the source for one of the Sonic Advance games, but my guess is that they couldn't use it because it would be technically inadequate to handle the (ironically) more demanding Sonic 1.
I honestly wouldn't mind if this game had Sonic Advance graphics/engine - it would be better than the steaming hunk of fecal matter that he have now.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
comicalflop wrote:
I know... mostly because I currently for the life of me cannot find a solid run to work on... when I was doing DKC2 102% it was clear I was the only one doing it, and I had a goal that I could do it as my first submission, and that I wouldn't have any difficulties in making it. As of now, I've looked at a bunch of different runs- Kirby Dreamland 3, Majora's Mask, Yoshi's Island, Spiderman 64, Worms Armageddon, Rayman 2, Starcraft, DKC2 any%, the list goes on. the N64 runs are desynching like all hell, and the others are either being done or lost interest for me. I just need to find one (two max) runs to work on, and I'm trying to find which one(s) that is. whether it's this or invariably (and most likely) something else, I simply NEED to find something to work on, hence the ambitiousness and "taking on" and abandoning many different projects. I just noticed the popularity of the Megaman Quad run, and thought I'd mention that the Donkey Kong Country games have enough compatibility to possibly do the same.
The major pain in doing this will definitely be the levels that require movement in "the other direction".
Post subject: Re: Funny shit
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
Eww, hilarious feces. *rimshot*
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
This is freaking awesome. Yes vote. Ice Cap 1 had me laughing out loud.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
First of all, I voted yes. And you know what? If this game beats it so quickly, you probably have enough time to go into 8-4 with level select, win, and STILL obsolete the published run. Legit, right?
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
Ramzi wrote:
How many unique ENDINGS are there? 4? 1) Ages, non-linked. 2) Seasons, non-linked. 3) Ages, linked. 4) Seasons, linked.
The Ages and Seasons endings are 1 each; but the linked end is the same on either end AFAIK.
Post subject: Shakespeare edited to be readable.
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
2BR(0)2B=?4W2RS(!=BLR)NDMND2-)+<)FOTRGS42NER2TKRMS VS CFTRBLS+BI VS NDM2DYE2SLP(!=>)+BISLP2CENDD<3EGG+DKNTRLSHKSTHTFLSHSERR 2SAKONSUMATIONEVOUT2BWSHD2DYE2SLP2SLP4CHNC2DRMSTRB4NTSLPFDTHHTDRMSACUMNWEFSHUFLDFTHSMRTL --- MSTGIVS...STRSPCTTMAKSKALAMITYFOLON(1UP)4?WOODÖT--*+SCRNSF(18:49)TOPRSR=(1=2):)>:(</3...8|+TSPRNST...MRTOT :(TKSWHN<-:(MITE<-QUIET_USKBDKN?WOODFRDLSÖ2:/+[1UP/,:(]DRDX(...???CNTRYFRM?SEBOURN0TRVLReTURNS???TWLL+8K SRTHRÖDOSELSEFXLY2OTTERSENO(!=)FSJIMINYS8KCOWDSFSL+ST8VUF640BY480SX(/+TALECSTFTOT+NTRPPPRIZSF!PTCH+MOMNT +SEERDERR^^^>>>ORRY+?TNAMO'AACTNSFTU(18:49)TFUROPHELIANIMFINDYORRYSSUNSBLYINS=X Okay, so I lied.
Post subject: DDR 3 GBC "TAS"
LSK
Experienced Forum User
Joined: 4/17/2006
Posts: 159
I apoligize for the abbreviations in the title. But I decided to play through a DDR GB level as an example: http://dehacked.2y.net/microstorage.php/info/2210/Dance_Dance_Revolution_GB3.vbm You will need "DDR GB3", for the GBC, to play this. Good luck finding it.
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