Posts for Tterraj42


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Joined: 11/1/2013
Posts: 13
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Post subject: Satisfying
Experienced Forum User
Joined: 11/1/2013
Posts: 13
Being familiar with the RTA, I see no mistakes here. Many times during the run I was impressed or amused with what Mothrayas was able to do. Poor ColorMan.
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Joined: 11/1/2013
Posts: 13
Nice! It's so satisfying seeing these stages beat so optimally. Been doing some offline RTA recordings. Got a 13:13, but had some mistakes I'm not happy with, so I may try to improve it. 13:0X is definitely doable. It's just so easy to make small mistakes that kill the run. I look forward to the next stage, it's going to be an interesting one. Here's the 13:13 run, though there's nothing new in it I think: https://youtu.be/i4IwC4auVpg
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Joined: 11/1/2013
Posts: 13
I see. I'm trying to find a good start time to increase the odds of getting an Invis drop, since RTA doesn't start till you start the game. Those Flappy are annoying. I don't know any health or damage values, so it's neat to see how things will change when you can kill them instead of having to dodge / burner them all. Oh nice, looking forward to the redone stages! The final stage definitely has opportunities for Atk+40's. I think the Puffy and Fishy2 enemies both drop them. So you could end up with quite a few. Do you think ElecMan would be faster than ColorMan? Kid was talking to me about it early and wondered if it would be in a TAS setting. I doubt it'd be much of a difference, and I'd hate to see another restart. Just curious if it was tested.
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Joined: 11/1/2013
Posts: 13
Do you know how the RNG works in this game? Is it purely frame based? Looking forward to that Life Virus fight. Nice stage. Love all the backwards damage boosts. Watching these is giving me ideas for RTA as well. Cutting out sword for WideSwrd would be pretty cool. Between BombMan, FireManV2, ProtoMan, and Life Virus, the extra menu should be made back? One small question, why equip both Atk+40's? If you have multiples of the same chip, using one won't clear it from your buttons, it'll keep using them from your pack until you run out.
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Joined: 11/1/2013
Posts: 13
Very nice WIP so far. Don't see any obvious improvements. Did you try getting Invis from the Spookys in FireMan's stage? We use it for LifeVirus, a TAS might have another option. Though even then that opens up the possibility to use Invis elsewhere. Also, kid found a thing for the SMB3 screws in FireManV2's stage: https://www.twitch.tv/lilxxfatkidxx/v/85571213 not consistent for RTA, but should look good in a TAS. If you have any questions, or want to discuss strats for a stage. Let me know. Looks like you've got a good handle on everything so far though. Keep it up :)
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Joined: 11/1/2013
Posts: 13
Jokaah wrote:
Well! I guess I'm redoing IceMan stage! I didn't actually know that Repair worked on yoku-blocks. I thought it was only on permanently disappearing terrain. Silly me. -_-'
I'm telling you, we should do a full game review to go over these things :P Better to redo now than later though, I guess. Regardless, good work so far :)
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Joined: 11/1/2013
Posts: 13
Nice. Though it hurts watching you go through the vanishing blocks without repair. There has to be a way to fully manipulate chips. Worst case scenario is to edit the folder before each stage. If editing the folder doesn't affect what you draw, and it's only frame based, then pick a target frame, edit your folder, then wait for that frame. This could save a lot of time in some stages, and would mean you can cut the RegUPs. The energy thing I don't think can be helped outside of, as you said, redoing the stage.
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Joined: 11/1/2013
Posts: 13
Jokaah wrote:
Here's the best I've got for the mini boss fight so far: https://www.youtube.com/watch?v=m6TYmJCx4xs
Nice fight. Given what we have I don't see doing much better.
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Joined: 11/1/2013
Posts: 13
PowerUPs are just like BN 1, though I'd say the buster in NT is way more powerful and useful. There's no zips or OoB that I've found. There's a few chips that could maybe trigger it: Dash FootStomp Double Jump RockCube / IceCube Jazz and I did light testing of this on the English version a long time ago. I wonder if there are any in the JP version that got patched? Oh, Joka. If you could cheat for infinite double jump, there are a few places we could maybe try to get OoB, depending on where the kill planes are.
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Experienced Forum User
Joined: 11/1/2013
Posts: 13
Always wanted to see a TAS of this. Here's my RTA notes, not sure how useful they'll be though: https://docs.google.com/spreadsheets/d/1UQ6XlHpkKIzaHl8UlZNdOjFoyT8iDAdv4RxvUdO8vtU/pubhtml Can't wait to watch you open draw Z-Canon in Undernet :)
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Experienced Forum User
Joined: 11/1/2013
Posts: 13
TASeditor wrote:
Maybe you should put savestate.save(asdf) into your script.
But the save state already exists, and I want the script to load it.
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Post subject: Easy question about LUA scripting
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Joined: 11/1/2013
Posts: 13
Trying to make my script load a save state when it starts. Looking at the notes here: https://code.google.com/p/vba-rerecording/wiki/LuaScriptingFunctions I tried this: local asdf savestate.create(1) savestate.load(asdf) Which gave me this: ..\VisualBoyAdvance\lua\mmbn 3 blue flashman.lua:40: object not a savestate object Very new to TAS and LUA. What obvious mistake am I making? Thanks, Tterraj42
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