Posts for ThunderAxe31


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Don't worry, your question is legit. The game is probably changing the addresses of DK depending on how many enemies are on screen. This seems pretty uncommon to me, maybe these are just some duplicate addresses. So first, check if there are other addresses showing the X and Y coordinates of DK. If not, then you will need to write a script in order to follow the values without having to watch a lot of addresses at the same time. By the way, you should probably delete your post in the The Newbie Corner, in order to avoid double posting. Edit: I just did a quick check, and found that DK's X and Y are also found at 7EAC and 7EB0 respectively. Also, I didn't encounter the problem you were talking about: all addresses did point to DK coordinates all the time. Are you using the USA version of the game?
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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Warp wrote:
ThunderAxe31 wrote:
Warp wrote:
I suppose Mahjong could perhaps be considered a "sport" game, which has certain requirements for being acceptable for publication: http://tasvideos.org/Vault.html
It looks more like a board game to me.
Do board games have their own section in the rules?
This should answer you question:
Vault wrote:
  • For the purposes of this tier, a game which is a board game, educational game or game show game is not defined as a serious game. Fighting games such as Street Fighter are however, eligible.
  • Examples of unacceptable board games for this tier are Chess and Monopoly.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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Warp wrote:
I suppose Mahjong could perhaps be considered a "sport" game, which has certain requirements for being acceptable for publication: http://tasvideos.org/Vault.html
It looks more like a board game to me.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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So! After about 10 months I'm finally back at working with my non-main skip run. Here are the news: First, here is improvement over my previous WIP, more than 3 seconds saved thanks better technique in the money farming part (and some minor optimizations in level 13): User movie #42827983717913109 Second, I've created a hitboxes and watches lua script. Third, I've found a glitch that freezes the game. It involves spamming the object enemy; if you stop before freezing the game, you will still be able to play and no enemies will spawn anymore for the rest of level. Fourth, I've written an actual bot for optimizing the experience grind in level 16. It's still in a very early alpha stage, but it can already be used. You need to launch it right before spawning the second group of enemies.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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Great TAS, mandatory Yes vote.
Ready Steady Yeti wrote:
Aglar wrote:
plus tasvideos.org as a whole - for being the objectively best Internet community :)
Well said, Aglar. Very well said!
I agree, too.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: Definition of a standard branch name for "demo" runs
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I've just noted that that it's beginning to pop out a new kind of runs: the ones that break the demo engine of the game in order to start from later game point. I currently have 4 examples: [984] NES Arkanoid "warps, demo glitch" by Baxter in 04:26.28 [2285] GBA Densetsu no Stafy "demo glitch" by jlun2 in 03:28.68 [3471] GBC Devil Island "demo glitch" by ThunderAxe31 in 02:10.27 #5671: Raelcun's Genesis Toki: Going Ape Spit in 07:09.89 And also note that #5701: droodbot's SNES Porky Pig's Haunted Holiday in 23:14.69 submission text mentions a "recently discovered Demo% Route". My point is that it would be important to have a standard branch name for such kind of runs. For example, we have "game end glitch", which usually is applicable to Vault runs, in order to distinguish them from non-major skip runs that get into Moons tier as a different branch. That's exactly for the same reason that concurring an appropriate branch name would be important. There are many possibilities, but in my opinion "demo glitch" would be the more appropriate, because it's the one that explains what's the run about without the risk of misinterpretations. Other possibilities would include: demo skip demo unlock demo warp demo start demo% game start glitch Apart from this, I don't exclude the possibility of having particular cases that could need to be named on a case-by-case basis. The only one that comes to mind is [984] NES Arkanoid "warps, demo glitch" by Baxter in 04:26.28, because it also abuses a built-in cheat in order to continue after game over, after having made the demo play to desync. What do you think about it?
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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You need to create a folder called "Firmware" inside BizHawk's folder. You put your bioses there.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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wesen wrote:
Thanks for encoding the run, I would provide an encode myself but my PC is not powerful enough to play back the TAS without stuttering.
That is not a problem. BizHawk is able to dump video without lag even if your pc is not able to run the game at full speed.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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Well done, though it still looks like a real-time attack. It's not your fault, it's just that the game isn't much TASable. Meh vote.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: YouTube encodes lacking the [Obsolete] tag in the title
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Today I've noticed there are a lot of obsolete movies that are lacking the appropriate "[Obsolete]" tag in the YouTube video title. Have here a quick list, but I'm afraid it's going to be very long... https://www.youtube.com/watch?v=9GRUMmNb0-g http://www.youtube.com/watch?v=obEKQk1noD8 (this one even has the wrong parenthesis type) https://www.youtube.com/watch?v=XiyPznKLcXU http://www.youtube.com/watch?v=__VZ9z19cSU http://www.youtube.com/watch?v=__VZ9z19cSU http://www.youtube.com/watch?v=J39pdsM4a3Q (this is very wrong) http://www.youtube.com/watch?v=4U9MftKv2hs http://www.youtube.com/watch?v=Kknzag1DRyU http://www.youtube.com/watch?v=ymfVLWo4QVQ Tell me if you want me to search for more...
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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Oh look it's Castlevania! And looks well executed. Yes vote.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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I'm sorry, but the glitch is taking away all the fun. No vote. I would really like to see a run that forgoes using it.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: My first non-typo misunderstable message
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<Masterjun>wait this is a 3D game <Spookstuff>No... it's 4D. <ThunderAxe31>are you counting the astral realm? <Spookstuff>Nah, that's 5D. <ThunderAxe31>more Ds, more fun <Spookstuff>^ Take that out of context <Masterjun>yeah I was just about to say that <ThunderAxe31>I'm not sure, did I just said something misunderstable?... <Spookstuff>I'll message you. * Spookstuff tells ThunderAxe31 <Spookstuff><ThunderAxe31> LOOOOOL <Spookstuff><ThunderAxe31> AHAHAHAH <ThunderAxe31>oh I see now. sorry for being such a pure soul. * ThunderAxe31 is still laughing
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Thanks for the explainations!
mPap wrote:
Do you guys think I should mention all these things in the author comments/explanations section. There is a lot I want to cover in the way of explaining these things which are not obvious at all if someone isnt familiar with the game. I dont want to flood this discussion with super long explanations, and I apologise for the long posts.
No, don't worry, we actually appreciate extremely detailed and exhaustive submission texts.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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mPap wrote:
Im finding the discussion quite interesting. I wasn't aware of such rules for score oriented TASes, so I'm sorry if this is causing controversy. I'm happy to answer any questions regarding the TAS; the author comments/explanations is quite brief and I could go more in-depth into the strategies I used for each fight.
Thanks, it's always useful to have more info. However, I would be more interested in understanding how much relevant is scoring in this game for the speedrunning community. Also, is aiming to a high score a challenging goal for real-time attack, or does it tend to have a random outcome?
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FatRatKnight wrote:
Just did a quick check on the Vault rules, and score is listed as a possible criteria. As long as you got the highest possible score, and got to such a score as quickly as you can, then that criteria is met.
Actually, it's not exactly like that. The Vault rules require the game to have a definite preset maximum:
Vault wrote:
  • The maximum score is easily defined and absolute - it must not be possible to gain a higher score, even theoretically. It must be definable without being dependent on precise time, speed, or similar requirements.
  • The maximum score is limited by not being able to gain any more points, not by hitting a score cap or overflow. If it is possible to score points infinitely, score cannot be used to define full completion.
Still, I think this run has a good chance to get in Moons. This is the only alternative to any% branch, it shows more of the game and the goal is challening.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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What about mGBA debug integration?
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Post subject: Submitting the run (not) very soon.
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Fixed the s15 door glitch, added s11 boss entertainment additions, and fixed sync problem at movie end (needed to add 1 frame...) I have nothing left to do with the movie, so I'm now preparing for submitting the run. In the meantime that MeGUI processes the video, I'm updating the submission text and checking if there are any chances to skip s8 miniboss. I think the movie file could still have some very minor time saves, like 3 frames maximum, so it's fine to submit it already; as long as it's not a major save, the movie file could be updated to the submission. Same goes for the submission text. So if anyone has any objection, please speak now. Edit: My netbook broke. Is not turning on anymore. And I can't use BizHawk while MeGUI is encoding on my main machine. So I'll have to delay the submitting, since I have at least two new skips to research on... Edit 2: Uhm... After some preliminary tests, it looks like it's feasible... Tough a lot of funny things happen. Have some fun: https://filebin.net/574a5ydink4y4vk8/ZM_remote_mine_test.tasproj Edit 3: looks like Zook is in a very bad position. We can kill the enemy from distance, but not enough. The bullets disappear because it gets too much further on the left, and if we face the right when shooting, it will run away before hitting. I'll explain about this Remote Mine. When swapping a Fire shot to Dirt, the middle bullet will get the huge Meteor hitbox and keep travelling, and when hits an enemy, instead of disappearing will become hitboxless and stationary. If we swap to Fire weapon again, it will mutate into a Flame Charge, remain stationary and continue hitting. If we swap again to dirt, it will mutate into a Meteor again, but this time stationary. You can see my failed attempts in this new .tasproj: https://filebin.net/6xw6rgmr6dypy1lk/ZM_remote_mine_test_3.tasproj Edit 4: No. There are no new skips available. The wheel enemy in Stage 8 should go through a lot of walls and stuff, and the glitched Fire-Dirt bullets are refusing to cooperate. I'll wait some hours before submitting the run.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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I was hoping to finally submit Zook run before this week end but in the end it's not going how I planned... Some touchups to s6 and s9 boss fights. On s6 I just changed the timing of the swaps during dialog in order to make the result similar to how was in the precedent, incomplete wip movie. In s9 I added some spinning in place because there wasn't much movement that could be done without having lag problems. About the lag glitch in s15. For some reasons, the boss door is invisible and the game lags a bit when the boss explodes. His fragments are invisible as well. After some checks, I've found nothing wrong with allocation memory, nor with objects memory, nor with VRAM. Everything is just as it's supposed to be, I don't even know what's going on. I've also tried suiciding in boss room, and Zook's fragments are displayed correctly instead. All of this started after implementing the extensive glitchy playaround in s6 boss. Could be caused by the intense spikeball swapping, I'm not sure because I didn't do many tests in there. The interesting thing, is that when we get to s16, it gets even worse, having multiple enemies invisible and a ton of lag. So I've tried doing a quick test with cheats, by starting a gameplay straight from s16. And no enemy was invisible there, not even the ceiling enemies. I've taken a look at the DTC6 movies, and in every single one of them the ceiling enemies are invisible; in some the boss projectiles are too, and in at least one even the boss sprite itself. But let's now get to the real bad new. While doing this quick test in s16, I've encountered a strage behaviour from one enemy... The round one with spikes, flying around perpendicularly, you know? It got inside a wall and kept going through, by playing a bit with the camera. The fact is... Remember about the level loading glitch I found some weeks ago? What if could be able to get that enemy to... Uhm... The miniboss?...
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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I'm so glad this TAS has been made! I played it a lot when I was a kid, since it was quite a famous title here in Italy. I never managed finishing it myself though. This run is astonishing. It broke the game by using very cool glitches and the select menu actually enhances the already dark atmosfere. Absolutely Yes vote. Edit: By the way, the resolution set in the submission is a bit tiny, you should set at least 480x360. Do this: [module:youtube|v=7XcS4IpWM7o|w=480|h=360]
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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Habreno wrote:
Considering, at the moment, it only works with TPHD, very, very unlikely.
Why? Not being able to run different games does not mean it isn't running TPHD correctly. I mean, it's pretty much like HourGlass, running TASes natively and self-console comfirmatory!
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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I still didn't watched this movie, but I suppose the glitch abuse is similar to the one used there: [3471] GBC Devil Island "demo glitch" by ThunderAxe31 in 02:10.27 I wanted to call the branch "demo glitch" because it's the more intuitive way to explain what's going on in few words. I also considered "demo unlock", but while it's a more accurate name, it could bring to misunderstandings. There is also another movie abusing the same glitch: [2285] GBA Densetsu no Stafy "demo glitch" by jlun2 in 03:28.68
FatRatKnight wrote:
Now that I actually viewed the run, I was reminded of this: [984] NES Arkanoid "warps, demo glitch" by Baxter in 04:26.28 Basically, the linked movie also uses the demo to skip ahead, giving us a lovely precedent to work with. "Warp glitch" is probably the ideal branch name.
Actually, the Arkanoid run also abuses a built-in cheat feature that allows to continue from a game over, after having generated a desync in the demo execution. So I'm not sure if it's exactly the same. Edit: Meh vote.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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This game is horrible in many aspects, but the most notable is the fact that it looks like there are no weapons beside the stock buster. Then there is really no reason to TAS such a thing.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: temp encode
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my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"