Posts for Odongdong


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Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
7E1856: HP (Max) 7E1858: HP 7E185C: MP 7E1860: SP 7E1864: Sword charging counter; increases by 2 per frame, max at 127 7E1AB4(2 byte): Aura Blade counter 7E1997: Current Partner 7E1C12(2 byte): Earth Gurdian Shield counter All other RAM addresses that isn't marked is 1 byte. On second thought, I may try it on lsnes this time. I'm not used to its interface, though. But first, I should test further on this robot helper glitch and air sword skip possibility PJ & Omnigamer mentioned. It'll be a big time saver if it works.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Bizhawk counts every frame as lag frame in version 1.7.0. Didn't check with version 1.7.1 yet. Edit: Same thing occurs in 1.7.1. Fun fact: In version 1.6.1, it doesn't count any of lag frame. I'll post the RAM addresses I found when I'm back.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
So I skimmed the game on pro difficulty. Apparently, the gameplay differs by difficulty - not only the items, but the bosses' behavior too. For instance, there were two lizardmans in first mid-boss fight on normal, but there are four on pro. Thankfully, as far as I know, damages taken from any enemies don't change, so there's still enough room for damage boosting. Unfortunately, I also found a bug on Bizhawk when running this game. It doesn't affect the game itself but I'm afraid it might mess the movie up later. So till this is fixed, I think the project is on hold.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Ah, too bad it's slower. So it looks like wall-kicking slash is the fastest, which however depends a lot on RNG. I hope the game cooperates well with luck manipulation and am anticipating lofs of sequence break in later part.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Yes, that's the thing, I couldn't find the word to describe. The double hit takes some make-ready time as in your WIP, while vault attack can be triggered easily by luck manipulation (theorically you can make enemy to be in the next).
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Finally this game gets on working, I'll keep following your progress. By the way, wouldn't it be faster to jump hit on every enemy and finishing him with dagger than seeking double kill? Luck manipulation for better position is pretty easy too as enemies always try to approach you.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
I decided to take this up as the game's concept intrigued me. Every speedrun relevant informations are welcome as I couldn't find much of them on the internet. Correct me if I'm wrong here: - On my knowledge, difficulty setting on the option menu only affects the number of continues. Therefore I'm going to follow the default setting (Normal). - The game's basically straightforward, except that there're collectable items that increase maximum of VI (health) and MP point. Since there're few places where damage boost is desirable and lots of way to get healed, getting VI upgrade looks unnecessary. However, MP upgrade may be good as some boss fights can be beaten faster by using skills. I'll come back after making some progress. It wouldn't be too soon as I'm occupied with other works now.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Nope, I think this is it. You can make decision anytime.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
http://dehacked.2y.net/microstorage.php/info/940504907/MJmoonwalker042414update1.gmv Requesting this to replace the current movie. I cleaned up the final battle a bit.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
http://darkon360.weebly.com/metal-sonic-hyperdrive.html I happened to find this hack, called Metal Sonic Hyperdrive. The final version was released just a month ago. I think this can make a great TAS. Have someone taken a look at this?
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Finally got time to fill up the form. The improved time was 3m 50s, not 3m 20s, stupid of me. I appreciate all the supports from you guys. andrew207: Thanks, I was having trouble making one. I think the emulator doesn't like me, brrr.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
It's been a while, I should refer to the current progress. The run is still on work, slow but gradually proceeding. Most of the works I did recently was to restart some stages due to new trick & unnoticed shortcut, so I actually didn't go much further from last WIP. I'll post when I feel enough to show something; maybe that can be the day I submit. Lastly, thanks for all the comments. I'll do my best not to disappoint you guys.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
It's a solid speedrun, but wasn't there an agreement that VBA-rr is no more acceptable for GB/GBC?
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Changed the mind. I think much better option is to let people choose whether they watch it sooner or later. Feedbacks are welcomed because I wanna make sure the movie is fun enough for audience. Anyway, here's the latest WIP. It completes the game until 3-1.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Minimal damage seems too arbitrary branch to be on this site. Besides, currently I lost interest in this game because it took much more time than I expected. Routing this game was really laborious.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
I'm glad that you like it. Referring to current progress, I'm now working on 3-1 boss fight. Well, this time I decided to conceal the rest until I submit it for a surprise.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Street Fighter 2 game and yet no Guile's theme? These developers have no soul. About the run, it wasn't interesting because every fight looks almost same, but within 3 minutes it's quite tolerable. I don't know what to vote either, maybe I should spare vote this time. Edit: If you're looking for fighting games, Gouketsuji Ichizoku for SNES/MD (a.k.a. Power Instinct) may interest you.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
I don't know why, I can't help but relate every music to Castlevania ones. Just one question, you suddenly dropped through the platform on 7:50 in encode. Any chance if this trick works elsewhere? Otherwise, I find this enough to be accepted.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
I'm afraid no damage isn't possible because some levels (like 1-6, 2-10) require the player to kick or push. Either action causes a little health drain.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Saved some frames on 2-1, did some work on 2-2. Stuck again on another boss fight, though. http://dehacked.2y.net/microstorage.php/info/1513904976/Michael%20Jackson%27s%20Moonwalker%20%28REV%2000%29%20%28JUE%29%20%5B%21%5D.gmv
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
My personal best is [2350] N64 Bomberman 64 "100%" by zvsp in 1:01:36.02. Too sad it didn't make it.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
http://dehacked.2y.net/microstorage.php/info/620081309/Michael%20Jackson%27s%20Moonwalker%2020140115.gmv Having been grappled with 2-1 boss fight. I managed to cut another 2 seconds on last WIP (once posted here but deleted to redo). Since all other plans ended up being slower, I guess this is the best I can do.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Bump. World 1 preview: http://tasvideos.org/userfiles/info/11862526728082619 About 40 seconds improvement.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
Oh well, I hope my next one will satisfy more people.
Experienced Forum User, Published Author, Active player (267)
Joined: 9/14/2011
Posts: 349
I like various fly-into-walls glitches in this run, which makes a good entertainment different from Sonic's. These improvements are amazing.
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