Posts for Spider-Waffle


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Joined: 5/11/2004
Posts: 1049
Gekikame Ninja Den.nes Teenage Mutant Hero Turtles (E) 143 kb Teenage Mutant Ninja Turtles (I) 143 kb Teenage Mutant Ninja Turtles (J) 254 kb Teenage Mutant Ninja Turtles (J) [b1] 256 kb Teenage Mutant Ninja Turtles (PC10) 147 kb Teenage Mutant Ninja Turtles (U) 143 kb Teenage Mutant Ninja Turtles (U) [b1] 143 kb Teenage Mutant Ninja Turtles (U) [b2] 143 kb Teenage Mutant Ninja Turtles (U) [b3] 143 kb Teenage Mutant Ninja Turtles (U) [b4] 143 kb Teenage Mutant Ninja Turtles (U) [b5] 143 kb Teenage Mutant Ninja Turtles (U) [b6] 143 kb Teenage Mutant Ninja Turtles (U) [b7] 143 kb Teenage Mutant Ninja Turtles (U) [b8] 143 kb Teenage Mutant Ninja Turtles (U) [b9] 143 kb Teenage Mutant Ninja Turtles (U) [ba] 143 kb Teenage Mutant Ninja Turtles (U) [h1] 143 kb Teenage Mutant Ninja Turtles (U) [o1] 143 kb Teenage Mutant Ninja Turtles (U) [T-SpanV1.0] 144 kb I've found all these roms, haven't got it to work with any of them. b1 just has grey screen when you load it and nothing happens. in b2 most of the enemies don't load and beebop disappears and can't be beat. I've found what makes the glitch work on the single block high platforms is that you actually move 2 more pixels in x direction into the platform, getting an extra 2 pixels in y direction from getting hit doesn't make a difference. On platforms more than 1 block high you can't move those extra 2 pixels into them by just moving into them at the top of a jump. Maybe a bisqbot could find a way to move 2 extra pixels in the x?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
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In reference to the level 2 shortcut jump many people seem to remember it being possible on the console
adelikat wrote:
I've definately made that jump on the actual console
Anon wrote:
Well like adelikat and I've stated, we've done it on the actual console
Gigafrost wrote:
I believe I've not only seen people jump up there on the actual console, but I thought it was done in the current TMNT TAS run?
Wren wrote:
I just wanted to confirm that the jump is possible to do. I've pulled it off many times... I got the game pretty much the day it came out and it's doable in that version.
Of these, Wren's stands out the most, saying he's done it many times, which would be hard to confabulate. And says he it was done on cartridge which was bought very early to the release. So I think it's very possible this was patched in a later version of the cartridge, maybe just a couple of months after the release and only the very early cartridges have it and a rom of these cartridges has never been made and distributed. If anyone thinks there's a chance they may have this cartridge It would be awesome if you could try to make a video of the trick working or confirm that it works.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
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Posts: 1049
Referring to the shortcut jump to the final door of level 2
kolechovski wrote:
I failed to make it happen, but it was listed in an old issue on Nintendo Power as doable. A neat thing, you can jump up with half of your body going through the wall at the top.
There must be some people that have all the old issues of Nintendo Power, TMNT should have been between 1989 and 1990, it won game of the year for 1989. A picture of that would prove it, then we could try and track down an early release of the game.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
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So I figured out something special about this vertical scrolling glitch in room 7. It seems the laser shooters closest to this have 4 laser shooters stacked on each other on the top and bottom. You can kill them one at a time with the suriken. If you kill one the half-pizza will appear and glitch will no longer work. If you get the pizza and scroll the the screen away and come back exactly the same as before so the laser shooters reload the glitch will no longer work. If you get an item drop on the screen with 8 laser shooters it still doesn't work. So it seems it requires 8 laser shooters and a pizza. The only other place I know that's similar to this is room is the end of room 12 where there's 7 laser shooters and a full pizza.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
As other users have stated, I feel there needs to be adequate warning that banning is in the future for this type of behavior. You could issue temporary bans first. I feel xkeeper probably didn't release his behavior was so destructive or what exactly needed to change or that it had to change or banning would ensue. If this was done I bet he would have changed his ways. A temporary ban can go a long way to get the message across, this seems under-utilized.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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For extra space you could use the aid spray early. So I'm guessing the Jill run is done?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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I'm pretty sure I first discovered it with him since he can get hit by the tentacle quite a bit more than jill. I think it might have to do with the view changing right after you get hit and then running forward right away, I think the tentacle gets delayed more by the view change. Also try pressing start.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Probably need a crit script then to investigate this further. All crits vs normal amount of crits could likely be the difference between saving time and losing time over bazookoa. Those could be used but it'd faster to get both from the chest if getting the serum, since it takes a bit longer to pickup an item then access the chest, let alone two items. But those would be great if Richard dies and bazooka skip idea both turn out to save time.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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With all the moving around or getting hit I suppose it become a bit more. If you could manipulate 13 30dmg shots it'd only be 14 to kill, plus you'd save 1 inventory action between plant and yawn. I was saying the bazooka would have to save over 40s by using it on statue zombie, plant, and tyrant compared to not getting the bazooka. It's probably more like 36s when you factor in the moving or getting hit on yawn. It really seems likely though that skipping bazooka could save time, especially if you could just use the 2 clips in the storage chest. You save time by not having to pick up ammo since the bazooka way you have to pick up 1 round.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Oh, the first Richard door uses the shield key? (some map I found on gamefaqs showed it was armor) that makes it a bit less likely to save time. I was thinking you could use the 9mm to kill the plant and yawn. It only takes 3s to fire 11 bullets plus you would need to access the inventory 1 less time, so the actual savings for the yawn fight is about 2.5s. So that means it would have to save over 40s on statue zombie, plant and tyrant. I have my doubts about that. There's a good chance in a TAS some leet time saving strategy could done on the statue zombie. And if you can manipulate all the 9mm shots to deal 30dmg instead of 15 it seems like this should hold up.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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So I was trying to think of new routes. I was wondering about a few things: Is Jill's sequence B normally triggered by seeing the Barry bazooka scene before acid round scene? (It also seems to be triggered if you don't see bazooka or acid round scenes) And I read the acid round scene is triggered by returning to main hall with chemical, is it possible to avoid this normally by putting it in the storage chest and getting it later in the other storage chest? If you let Richard die do you ever have to get the serum? I've heard 6,7, and 15 minutes for Richard to die, is it version dependent or also vary on other things? If you let Richard die is there a cut scene there, if so how long is it? Then I read Barry will give a radio after killing yawn if you didn't get one from Richard, how much does this change the time of that cut scene? Richard dying scene takes 29s and entering serum room, getting serum and exiting takes about 18s. So I was thinking you could potentially save time by using a route which saw Richard before things such as: pushing statue off ledge, getting blue jewel, the crest behind the tiger, shield key. Then I was wondering how much time does the bazooka actually save? because it takes about 43s to get and potentially more by taking an extra inventory spot (this only 3s if going in the serum room but if you're skipping that it's more like 14s)
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Also, Spider-Waffle, last I checked, it took 3 Flame Rounds to kill Plant 42. Chris doesn't cause any more damage than Jill, either; the only differences between the two are the angle at which they swipe their combat knife, size, and overall health.
Maybe that's only if you V-jolt it then, but I'm pretty sure in some set of circumstances it dies in one hit. Does it take longer to avoid hearing that conversation through the door, or why was that done? Run looks a lot better now, things like running to the nearest corner of the 'open door' entities instead of the middle stand out a lot.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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I know it can matter where you hit certain enemies, like a direct flame round hit to the center of plant 42 will kill it, same with the giant spider boss, but hits to their 'limbs' don't. Chris might also do slightly more damage than Jill with his attacks in general. I'd time the differences between all plausible options to be sure. It's pretty easy to have a large over or under estimation.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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What's the fastest you've been able get by the tentacle? specifically timed pauses for this might help too. I thought I remembered there being a flame round in the guardhouse which was hardly out your way at all. In looking at speed guides on gamefaqs they seem to say to get a flame round in room 003 which is branched off the dormitory right before you fight plant 42. This cinema flow chart for jill may be of use: http://www.gamefaqs.com/ps/198454-resident-evil/faqs/62268
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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I know you can run past the tentacles you normally use the chemical on, it takes a lot of running into and getting pushed back in real time, but eventually it should work. It might be possible to do it one try with tool assistance though, I don't know the mechanics of it. Coming back the other way works easy.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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mind posting the planning ideas that are being tested and what has been worked out so far? What things are different now? Any new tricks discovered?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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When are you stopping the comparison? Because in your original run you did 1 hit on the last brown guy, but 2 hits in this wip, I think hit-stun time is like 8 frames or so. Also I think you could do it faster in both versions if you walked forward a little bit more so you can U+y over the grenade guy with no hits, as opposed to walking forward after that U+y. And maybe with some frame changes, like jumping sooner/later you could get the get the guy to hit you at a better time, as it is he could hit you sooner to speed it up if that's possible, or hit you when you're lower so you don't have as much to fall, would make you fall back less and get up sooner.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Which version of SF2? You can c-u multiple times but can you multiple times on consecutive frames, because that would be necessary. Still seems like normals would work if you can get up 29 frames of throw invulnerability. It shouldn't matter which way you dp if claw is close enough to throw you. Still doesn't seem like multiple c-u is possible unless your opponent is getting up next to a wall.
Quote: And are you sure the game perceives input as either forward or backward and not either L or R? yeah you can't do d,dl,l,p to do a fireball on the left side of the screen
But can you do d,dl,l,p and have your opponent c-u on the frame of the p and still do a fb left? There's just a lot that hasn't been confirmed yet, seems like there's more ways to get out of it and it's use is more limited. Before getting a kd though claw would have an advantage.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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I'm saying you could input 'L R, D, DL DR' not 'L, R, D, DL, DR So that's L and R on same frame, not 2 adjacent frames. And if you don't want to allow AIs to do L+R or U+D, you could input: L,R,L,R,D,DL,DR,DL,DR,L,R,L,R,lk lp and it'd be pretty hard not to get a hc or dp off. Also are you sure multiple c-us can occur on consecutive frames. And are you sure the game perceives input as either forward or backward and not either L or R? I don't think any of this is multiple c-u stuff is possible unless your opponent is against the wall. And because of throw invulnerability time don't you have enough time to get a normal or D+normal off?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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What versions can he change direction every frame? Also, are you sure if you input: L R, D, DL DR lp that the game won't extract either L, D, DL or R D, DR no matter what the c-u scenario is like?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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I think the AI would just have to input both sides at the same time, even if it crossed up during those 3 frames the game would still extract the correct input no matter what. The AI could also know which side vega is on and when he'll cross you up and input the direction something like 10 frames in advance before the cross-up occurs and then press the attack button during the 3 or so frame window (how many frames is it exactly?)
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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But isn't his throw countered by a lot of attacks? I know you can option select dp and hc but an ai could just know which side it will be on, and if you have have up 29 non-throwable frames you can uppercut or do another normal in that time.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Wouldn't the geif AI always stand outside normal throw range but inside SPD range, or do a meating c.hk that pushes them back to this range. The only problem would be vs geif; couldn't start with SPD at all, maybe a meating low splash or lighter attack with less knockback would be best, can that be countered with lariat or turbo lariat? If not then I think you're set up in an adventitious guessing game, you can either go for SPD or pummel right after block stun in which you win 50% of the time or a few combo attacks which end in KD, I think geif has quite a few links he can do which end in either c.hk or lariat/tl
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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No, some characters have higher constitution it's called, I think guile's is the highest, you need a 2-hit DP to stun him. meating c.hk would be very nice, because it would push them back further before you SPD, or KD if they don't block, in which case they get pushed back and you get to start from any range basically next time. But wouldn't work on anyone with a DP type move unless it wiffs right? I'm still a bit puzzled by o.selecting dp and throw. The throw has to be inputted after your animation recovers for it to work, at least in SNES hf it does. So I see so no benefit to starting with a meatty attack frist. The tech here basically just seems to be kara-cancling a throw wiff with a dp.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Interesting, So ball can be countering with a reactionary pp (it's just 2 in snes at least), but can you SPD from that range too? If so then blanka would have nothing, his best bet would be to get SPD if he's not too close to a wall be able to get away, but closer to a wall, if he is close enough to a wall it's check mate. With Ken there's probably too ranges that work, right next to him, or just far enough way he doesn't 2 hit ldp. I know geif has time to SPD after a blocked lp, but what about hp or hk? And when you piano a special attack don't you sometimes get a h when you want a l or vice versa no matter which way you piano? Guess it shouldn't matter much for trying to redizzy other than ldp won't redizzy guile very often if ever.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."