Posts for Mr._Kelly_R._Flewin

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http://www.twitch.tv/jc583/c/3195369 This may prove to be of some help. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Hey William, welcome to TASVideos. While you have provided an interesting concept, unfortunately it's something that can be done a lot faster then this. [HappyLee, one of the supreme SMB TAS'ers will attest] It's not a bad first try, but unfortunately it warrants a No vote. But please don't be discouraged, as this is the 1st step in a positive direction. Please feel free to check through the resource pages for this title and other future ideas as they will prove to be invaluable on how to implement tactics to their fullest. Also, please don't be afraid to post WIP's in the forums to get feedback and suggestions on how to make the most of your TAS and experience. Afterall, despite our quirks, this is a community who is happy to help one another for the all common goal of success and happiness to all who view. Best of luck in your future endeavours. You definitely got the spark :) Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Definitely an improvement over the other submissions, but this one leaves me with more questions... Is there any frame difference between picking up a hostage and not? [IE. Does the message that pops up in the corner when you collect a hostage cost any frames as opposed to avoiding them?] Since you get so many Life Ups and Life Maxes, were there not more places you could have taken a hit/bump to save time? Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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The hell did I just watch? Thank you for taking the time to explain everything out so neatly. It made understanding a lot easier... even if it still illicited a wtf. Also, thanks creaothceann for being so kind as to have an encode available for download. I was definitely entertained, if not confused a bit... but definite Yes vote. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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So development continues hard on this title with floor drops becoming very easy to set up apparently. http://www.twitch.tv/jc583/c/5249504 This is just a simple Concept TAS in 31m40s, so no insane luck manipulation... but it shows how far things have gone.. and brings forth ideas for someone to potentially obsolete the current TAS. No Morning Star needed anymore... as a matter of fact, this is a bit faster in the end. http://www.twitch.tv/kissmyafrocard/c/5250360 This is a 33m30s speedrun as well to show off the more human aspect. Hopefully this will inspire someone to take it up. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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20, November Yep. Like the DDR Song. Some interesting celebrities with the same birthday as well, but doubtful I will find a Birthday Buddy... but why the heck not. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Alright, this was a LOT better. It didn't seem so epileptic... it went with the music and worked well. The fact everything is described in detail in the original post also made it easier to digest for someone seeing it for the first time. [My Wife came downstairs as I queued it up and watched along with me. The info in the post made it all come to life and answered her questions.. outside of "How the hell do people find this stuff?!" Definite Yes Vote! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Derakon wrote:
Bereft of redeeming qualities; flying over the world was interesting only once, and the game is bad enough that it's just bad, instead of entertainingly bad. I guess it's vault-worthy but I didn't find it entertaining, despite true's efforts to inject some interest into the game.
I have to agree with these sentiments. I kinda expected more insane close to the ground, bounce the shit off every enemy kinda insanity during some of those levels... not SMW cape tactics. Granted it was an amusing hack... the timer counting down while you save the Princess, all whilst she pats Sonic. "Who's a good Sonic? You! Yes you! Good Boy!!" I voted meh. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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http://www.twitch.tv/jc583/c/5125755 About 9:20, whilst going for the heart, JC shows off an interesting spin on the block glitch that works a bit faster... then later shows a different exit via the same glitch concept. Not sure if either of these could save time in a TAS, but if so, might be time to pull this one from the closet and give it some new life. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Sure this is faster and all... but the constant scrolling of Jellybeans totally took away from the entertainment factor and made it annoying to watch. Congrats on the improvement and all, but... meh. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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keylie wrote:
A little heads-up on the current situation. We discovered that getting a Sleeping Bag can save us about 500 frames. I won't tell you why :) The thing is that we get 2 Sleeping Bags at the beginning of the game and we happen to sell them at South Figaro. So starting over from there, about 1h45 to do again... :((. We may improve a bit other things in the meantime, but not much (a Genji Glove strat for Ultros 1 maybe)
That sucks, but totally understandable as 500 frames is a lot... but damn do you ever got me curious about how the heck the sleeping bag saves so much, other then a quick save n' reset combo like you mentioned later in the post. Sucks you had to redo it all, but definitely will be waiting with great anticipation! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Sweet Zombie Jesus on a Pogo Stick.. that was mindblowing! I mean that looks ABSURDLY easy to pull off in real time... and without the precociousness of the last TAS with holes a plenty. This definitely has destroyed a childhood game in ways never thought imaginable. Definite Yes vote!! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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scrimpeh wrote:
I'm not sure whether there is a consistent set up for real time speedruns, there's a good chance you may die if your timing or positioning isn't right.
This is definitely an incredible find, and if it can be executed real time reasonably, this is a LOT safer looking then the current skip where a secondary bat and mistimed weapon can ruin a run. Thanks for the awesome find! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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ENCORE!!!! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Keep the good stuff coming! Mind you, it'd be awesome if there would be subtitles to explain some of the stuff you're doing. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Very nicely done so far Keylie. Looking forward to more WIP's! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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I was totally amused how much was actual gameplay compared to the insane amounts of load time. That's the only reason it kept it just past meh. And um? Thank you? I didn't think I contributed that much... but the thanks is awesome. [Yay! 2nd TAS I've been thanked in!] Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Voted no. I was incredibly bored after the 2nd temple... not entertaining at all... sorry. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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I voted no... seriously... boring as heck... and the strobe migraine didn't help. At least I am being honest. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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This was definitely a nice run and was entertaining outside of the game not allowing for damage boosting like SCIV. I definitely enjoyed what I watched and have given a yes vote. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Swords and Serpents So much information brought to the table, but I can't work the magic like the younger crowd can. x.x;; Really hope someone is up for this RNG Mania title. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Final post from Gyre ---- Finally, some of the combat mechanics. The basic turn order uses an initiative system. Each of your characters has a starting initiative = random[0,9] + agility + intelligence + weapon initiative + currentHP - maxHP. Monsters have a simpler formula replacing the non-random components with a value in the monster record. The current turn is based on the highest initiative. In case of ties, monsters (in their order 1, 2, ...) go first followed by player characters (in their order). Taking a turn drops your initiative by 5 (set to 0 if you had a positive score but less than 5 points left). When everyone's initiative reaches 0, the initiative round is over and the numbers are all rerolled. Monsters can choose to pass their turn which deducts from initiative without taking an action. There are 2 major bugs with how initiative works. The first bug is the initiative underflow glitch. This is a really good bug. You'll notice that your initiative is penalized by the amount of damage you've taken. If all of the other factors are bad you can underflow to 255 initiative. Since each turn costs 5 initiative this often gives you 30+ turns of action in a row before anyone else gets to go. Unfortunately your bad stats will make the character suck so it requires careful building. The best way to exploit it is using a warrior at 2 intelligence with a low-initiative weapon that has high to-hit (luckily the Ruby Sword fits this) and with as much agility as you can get away with safely. The second bug is the zombie attack glitch. This is a really bad bug. When a monster gets killed, it's initiative gets set to 0 to take it out of combat. Monster HP is never checked again so when the initiative round ends dead monsters get a new initiative value just like everyone else. This lets all of the dead monsters rejoin combat and start attacking again. Since they're already dead there's no way to kill them again to stop it from happening. For party members the basic combat formulas are: to-hit = random[0,9] + agility + weapon to-hit evade = agility + AC Your attack is successful if player to-hit >= monster's evade. The other way around it's monster to-hit roll > player's evade. When calculating to-hit monsters roll a random[2,12] choice. If 2 <= random < 11 then to-hit = random + monster base to-hit if random >= 11 then to-hit = 128 + monster base to-hit This gives monsters a devastating ability to bypass your evade. It's basically impossible to build an invulnerable tank warrior because better armor stops making a difference once you're 10 points over the monster's base to-hit. Pushing buttons in combat has been a long-standing debate. The only code I can find is when you're pushing up while attacking. That gives the monster +4 to their evade but does an extra die of damage if the attack hits. The best way to use this is against monsters that have crummy evade so you're always hitting them anyway. Outside of a TAS it's probably not a good idea for most encounters.
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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2nd post from Gyre --- I'm not a LUA expert but I've got a WIP script for displaying the raw combat stats. function PlayerStats() for curplayer = 0, 3, 1 do local initiative = memory.readbyte(0x64 + curplayer) local hp = memory.readbyte(0x609 + 0x20 * curplayer) local ypos = 1 + 10 * curplayer local stats = string.format("P%u Initiative %u HP %u", curplayer, initiative, hp) gui.text(1, ypos, stats) end end function MonsterStats() local maxmonster = memory.readbyte(0x83) if maxmonster > 8 then maxmonster = 8 end for curmonster = 0, maxmonster - 1, 1 do local initiative = memory.readbyte(0x68 + curmonster) local hp = memory.readbyte(0x684 + 0x10 * curmonster) local ypos = 1 + 10 * curmonster local stats = string.format("M%u Initiative %u HP %u", curmonster, initiative, hp) gui.text(140, ypos, stats) end end function CombatResults() local ypos = 91 for i,str in ipairs(combatstrs) do gui.text(1, ypos, str) ypos = ypos + 10 end end amonster = -1 function ActiveMonster() amonster = memory.readbyte(0x85) end function UpdateCombatResults() local n = table.getn(combatstrs) local aplayer = memory.readbyte(0x87) local tohit = memory.readbyte(0x70 + 3 * lastcombat) local evade = memory.readbyte(0x71 + 3 * (1 - lastcombat)) local damage = memory.readbyte(0x72 + 3 * lastcombat) local hit = false if lastcombat == 0 then hit = tohit >= evade attacker = string.format("P%u", aplayer) defender = string.format("M%u", amonster) elseif lastcombat == 1 then hit = tohit > evade attacker = string.format("M%u", amonster) defender = string.format("P%u", aplayer) end damagestr = string.format("%s To Hit %u vs %s Evade %u", attacker, tohit, defender, evade) if hit then damagestr = damagestr .. string.format(" (%u damage)", damage) else damagestr = damagestr .. " (miss)" end combatstrs[n] = damagestr end memory.registerwrite(0x75, UpdateCombatResults) function NewCombatResult() table.insert(combatstrs, "") if table.getn(combatstrs) > 6 then table.remove(combatstrs, 1) end end function PlayerAttack() ActiveMonster() end memory.registerwrite(0x70, PlayerAttack) function PlayerEvade() if not incombat then lastcombat = 1 incombat = true ActiveMonster() NewCombatResult() end UpdateCombatResults() end memory.registerwrite(0x71, PlayerEvade) function PlayerDamage() ActiveMonster() UpdateCombatResults() end memory.registerwrite(0x72, PlayerDamage) function MonsterAttack() ActiveMonster() end memory.registerwrite(0x73, MonsterAttack) function MonsterEvade() if not incombat then lastcombat = 0 incombat = true ActiveMonster() NewCombatResult() end UpdateCombatResults() end memory.registerwrite(0x74, MonsterEvade) function PlayerInitiativeChange(address, size) incombat = false end memory.registerwrite(0x64, 4, PlayerInitiativeChange) minitiative = {} function MonsterInitiativeChange(address, size) local initiative = memory.readbyte(address) if minitiative[address] == nil then minitiative[address] = initiative return end local initiativechange = initiative - minitiative[address] if ((not incombat) or (lastcombat ~= 1)) and initiativechange >= -5 and initiativechange < 0 then NewCombatResult() local n = table.getn(combatstrs) combatstrs[n] = string.format("M%u passed", address - 0x68) end incombat = false minitiative[address] = initiative end memory.registerwrite(0x68, MonsterInitiativeChange) memory.registerwrite(0x69, MonsterInitiativeChange) memory.registerwrite(0x6A, MonsterInitiativeChange) memory.registerwrite(0x6B, MonsterInitiativeChange) memory.registerwrite(0x6C, MonsterInitiativeChange) memory.registerwrite(0x6D, MonsterInitiativeChange) memory.registerwrite(0x6E, MonsterInitiativeChange) memory.registerwrite(0x6F, MonsterInitiativeChange) lastcombat = -1 incombat = false combatstrs = {} emu.speedmode("normal") while true do if lastcombat == -1 and memory.readbyte(0x15) == 2 then lastcombat = 2 end if memory.readbyte(0x86) > 0 then combatstrs = {} lastcombat = -1 end if lastcombat >= 0 then PlayerStats() MonsterStats() CombatResults() end emu.frameadvance() end
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Updating this thread with information that will hopefully intrigue someone to TAS the shit out of this RNG Insane game. Thanks to Gyre on the SDA forums for this information! --- First post is data on how the game memory is laid out. Like most NES games zero-page memory is used heavily especially in the combat routines. Here are some offsets I found useful (locations in hex): 01E Frame counter (0-60) 01F Second counter (0-60, increments when 01E flips) 020 Minute counter (0-60, increments when 01F flips) 021 Hour counter (0-23, increments when 020 flips) 022 Counter (increments when 01E flips) 064 Player1 Initiative 065 Player2 Initiative 066 Player3 Initiative 067 Player4 Initiative 068 Monster1 Initiative 069 Monster2 Initiative 06A Monster3 Initiative 06B Monster4 Initiative 06C Monster5 Initiative 06D Monster6 Initiative 06E Monster7 Initiative 06F Monster8 Initiative 070 Party Hit Roll 071 Party Evade Roll 072 Party Damage Roll 073 Monster Hit Roll 074 Monster Evade Roll 075 Monster Damage Roll 083 Number enemies 085 Active Monster 087 Active Player 09C-09D Treasury 09E-09F Experience 0A0 Exp. Level 0A2-0A5 RNG scrambling bytes 0E0-0EF Scratch space 0F0-0FF Temporary table pointers Character data is stored at 600 with 20 offset between each record: 00-05 Name 06 Strength 07 Intelligence 08 Agility 09 Health 0A Spell Points 0B Profession (00- Magician) (01- Warrior) (02- Thieft) 0C-11 Inventory (| 80- Equipped) (00- Jewel) (01- Sword) (02- Dagger) (03- Broadsword) (04- Axe) (05- Staff) (06- Leather) (07- Shield) (08- Halberd) (09- Plus 2 Sword) (0A- Long Sword) (0B- Great Sword) (0C- Great Axe) (0D- Wizards Wand) (0E- Scale) (0F- Helmet) (10- Ruby Glasses) (11- Plus 2 Sword) (12- Horseshoe) (13- Gold Key) (14- Mirror Shld) (15- Silver Sword) (16- Red Staff) (17- Death Dagger) (18- Silver Helm) (19- Chain) (1A- Glow Cloak) (1B- Glow Sword) (1C- Mage Staff) (1D- Plate) (1E- Mage Cloak) (1F- Ruby Ring) (20- Ruby Shield) (21- Ruby Helmet) (22- Mithril Chn.) (23- Brass Key) (24- Ruby Crown) (25- Blood Dagger) (26- Rope) (27- Spell Staff) (28- Quickblade) (29- Plus 3 Sword) (2A- Mithril Shld) (2B- Crush Mace) (2C- Magic Plate) (2D- Mage Ring) (30- Shovel) (31- Fire Sword) (32- Fire Shield) (33- Ruby Sword) (3A- Blk Crystal) (3B- Ruby Amulet) (3C- Plus 1 Sword) 12-13 Spells Known (| 0100- Heal) (| 0200- Flash Fire) (| 0400- Sting) (| 0800- Shield) (| 1000- Deadeye) (| 2000- Death Mist) (| 4000- Strength) (| 8000- Passwall) (| 0001- Thunder) (| 0002- Viper) (| 0004- Phalanx) (| 0008- Stun) (| 0010- Major Heal) (| 0020- Flight) (| 0040- Regenerate) (| 0080- Crystallize) 14 AC 15 Maximum Health 16 Maximum Spell Points In combat monster data is stored at 680 with 16 offset between each record. Don't have the record layout typed up yet. When mapped item data is stored at 8000 with 16 offset between each record. This is paged from ROM so isn't always available. 00-0B Item Name 0C Initiative 0D To-Hit 0E Damage1 0F Damage2 10-11 Cost 12 Armor Class 13 Foes Hit Min 14 Usable By (| 01- Magician) (| 02- Warrior) (| 04- Thief) 15 Foes Hit Max Efficiency = Initiative + To-Hit Damage Class = Damage1 * Damage2
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Some questions. Why didn't you pick Gus? Best top speed, no slow down over terrain.. serious air time? I mean Gina is great as an all rounder and all but still. Now I am thinking from my time on an actual machine where a TAS isn't a thing to worry about, but I am wondering if it'd be beneficial to try and cycle the entire city. There is a path of customers who will allow you to literally in 1 almost unbroken motion, and the underpass is absolute MURDER for traffic but could provide some sick bonuses. Same thing with the Fire Hall. Oi does it get insane for jams there, which means a shit ton more vehicles and bonuses. I know during a long scoring run, going across the freeway to the PD or Hospital on the alternate side is AWESOME for bonuses... but I always found going at a normal speed that you get the chance to pass a lot more semis and cars for large bonuses. Since the in game timer is a bit of a fussy thing for this, would that might not have yielded better bonuses in the end or more... or would it be slower. Forgive me.. trying to rap my head around the TAS and not let my Arcade experience totally derail it.. but if even the tiniest idea can improve the speed to nail the License then yay. Looked a lot of fun regardless! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.