Posts for Uncle_Mario


Experienced Forum User
Joined: 7/30/2010
Posts: 8
Good job identifying these optimizations. Albeit I knew already up until Ruins 6F the TAS was a bit choppy(not anything major, the reason why I didn't restarted) because I was just starting TASing. I'd be surprised if you find any major optimizations past that. You are right I bought too many sledgehammers. I did a misscalculation when I looked at the maps I mentioned at the first post and did my route planning. You are free to use my TAS up until this last point I recorded: http://dehacked.2y.net/microstorage.php/info/13414374/Brandish%20TAS%28WIP6%29%20by%20Uncle%20Mario.smv I don't have problems sharing the credits as I really don't have time anymore to continue with this, even if I'm just a few levels from the final battle. If you do plan to start from scratch and do your own run then good luck. I'll check this some time from now to see what you decide. From the top of my head, I recall doing a test with blade of muramasa on the lobster bosses. It did start doing more than 2 dmg at the 60~65 arm strength mark. However, I don't think the time it takes going for the blade and the hardeners you'll need for it is less than it takes to kill the bosses at 1-2 hp for hit. When I wanted to test that I didn't have the time for it anymore.
Current project: Brandish (SNES) - Progress: Fortress 4F
Experienced Forum User
Joined: 7/30/2010
Posts: 8
Sincerely I haven't worked on it, since I got to mandatory bosses (3) each with 200 HP on the same room :/ Varik only hits 1-2 HP to them so... Realizing how painful it would be for the viewer I tried to glitch out of the room without result... I'll finish it sometime as I'm approaching 1st year anniversary of starting it :) yeah maybe that would be the perfect excuse :P
Current project: Brandish (SNES) - Progress: Fortress 4F
Experienced Forum User
Joined: 7/30/2010
Posts: 8
I applied the changes mentioned below and saved 2490 frames! Thanks zidanax for highlighting the battle was so long, I didn't think getting a better weapon would make a difference with the arm strenght I have. And it didn't, until I equip it on the current WIP, I could make it to do damage of 2+. Damage depends on the frame you input the attack, so I guess it has to do with the RNG too. Newest WIP, now it's completed until Fortress 1F: http://dehacked.2y.net/microstorage.php/info/1360382427/Brandish%20TAS%28WIP5%29%20by%20Uncle%20Mario.smv
Current project: Brandish (SNES) - Progress: Fortress 4F
Experienced Forum User
Joined: 7/30/2010
Posts: 8
zidanax wrote:
I haven't played the game in quite a while so I don't have any real input on saving time, although I must say that fight with the Cave boss took a while. I suppose that can't be helped?
Yeah, I'm sorry I forgot to clarify that. The ninja boss has 180 hp. To train the arm strenght to get decent hits on him, would be more time consuming and not to mention repetitive to the viewer. There's an sword with 24 more base atk and 30 uses 2 rooms before the boss tough, I'll go ahead and see if it's better to get it and edit the post with the result. Of course, the actions of the boss are manipulated as much as possible, sometimes I needed to wait a bit of time just so he turned and I get a free hit, others waiting a frame or two to hit him for 2 instead of 1. (There's a few times where I couldn't get the 2) edit: Actually my arm strenght is so low by this stage of the game I still keep hitting 1's and 2's with the better sword. Not to mention I'm just level 4 when I fight the boss too, my base strenght hasn't increased either. A shame. edit2: Further testing has shown me it might be worth getting it after all. I paused the game some few hits before the boss would be dead, went back to get the sword and hit him, managing to get a 22. I'll redo the boss fight considering that, and see if it's faster.
Current project: Brandish (SNES) - Progress: Fortress 4F
Experienced Forum User
Joined: 7/30/2010
Posts: 8
Winter break, good news! Finally I get to finish this. Now it's completed up to Dark Zone 1. No new glitches, besides if you walk 4 frames before you would get hit, you don't, works almost the same as jumping. This is applied to avoid some bats, shoriuken hits. WIP: http://dehacked.2y.net/microstorage.php/info/1378567032/Brandish%20TAS%28WIP4%29%20by%20Uncle%20Mario.smv
Current project: Brandish (SNES) - Progress: Fortress 4F
Experienced Forum User
Joined: 7/30/2010
Posts: 8
Hey guys, No new progress as of now still, but that's only because I should be really focusing on my studies now. However, winter break wil start soon (~1 month) and I'll most likely get to finish it at last.
Current project: Brandish (SNES) - Progress: Fortress 4F
Experienced Forum User
Joined: 7/30/2010
Posts: 8
Right, just to make it clear I'm making this TAS with no expectations as to wheter it will be published but rest assured I'll try. Will at least give me some experience. edit: 3 more areas completed, here's the WIP: http://dehacked.2y.net/microstorage.php/info/947571838/Brandish%20TAS%28WIP2%29%20by%20Uncle%20Mario.smv By the way, I'm using snes9x 1.51 rerecording v6 svn 113. I edited this on the post because I didn't see on the rules what's the policy for this type of threads (like, you may make a double post if you are posting new progress, or you edit it on the first post). Being considered as a spammer it's the least thing I want. As far as new glitches go, only thing I could figure out is that pressing ground switches induce lag too, most notably the ones that open a door. I took advantage of this fact at frame 22626, where being on "lag state" (the screen even went black for 2 frames) let me survive a spell. Also if you jump 4 frames before an arrow hits you, Varik (the main character) will be invulnerable to that arrow and even others as long as he's on the jumping animation. Important things to mention is that on area 5 the warp magic is banned, and on area 6 you can't rest (Pressing L+R will turn the screen black and heal hp & mana faster, but if you get hit while doing this you'll receive much more damage). edit 2: New WIP - I completed all Ruins (10 areas + foot of tower), now going to Tower: http://dehacked.2y.net/microstorage.php/info/345875341/Brandish%20TAS%28WIP3%29%20by%20Uncle%20Mario.smv Might as well not post any more WIPs until I complete the game unless someone be interested in progress. But if I encounter any new glitches I'll surely post them. For now I'm satisfied that I discovered a slight improvement on map movement optimization soon enough (when I use the warp magic). To optimize it, you need to change the direction the yellow arrow goes every 3 frames. edit 3: Sorry guys college being a bitch lately. Definitely gonna finish TAS but progress will be much slower than I've been doing so far. Current progress will be always shown on topic name.
Current project: Brandish (SNES) - Progress: Fortress 4F
Experienced Forum User
Joined: 7/30/2010
Posts: 8
Hello TASVideos, Here's a long time lurker (like 3 years or so) who decided to finally learn how to TAS and give back to the community. I must admit at first I was clueless as how to even enter frame advance mode, but thanks to the guides I made it through. So let's get on to bussiness, I'm such a fanboy of this game (and the secuels) I decided to start with this game. I beat it like 4 years ago but I'm familiar enough with it as I got the closest to 100% map completion I could get, and when you dedicate that much time to one particular game it's hard to forget. It helps though that there's this awesome fan page (on japanese, you guess it) that has all the maps and item locations for it (http://www2.oninet.ne.jp/t_sera/) that will serve me well for route planning. I think this game has potential for TASing, as this game on the fastest speed (changed conveniently as soon as the game stars) is not that slow. I have known of people who have thrown this game off just by its somewhat slow normal speed, without knowing you can change it. Also there's several decisions to be made involving resource management and route planning (eg. Which items to get, which monsters to kill) for optimal speed, aside from the standard first possible frame input and luck manipulation. Here's a WIP for the first 3 levels of the game (There are 40+ levels of increasing difficulty): http://dehacked.2y.net/microstorage.php/info/917768916/Brandish%20TAS%28WIP1%29%20by%20Uncle%20Mario.smv What do you think? By what you've seen, worth a shot? ***************************************** Some technical stuff Jumping (4 pixels/frame) is always better than walking (2 pixels/frame) as long the path is equal to 4 or more squares before you have to turn. This means: turn (takes 10 frames), jump, turn is not faster than strafe walking if there's 3 or less squares to be walked in a double turn on the map. Superjump Sadly, this is only a graphical bug as far as I've investigated it, because you're still on the same position on the map if you verify it. To do it, after using a sledgehammer on a weakened wall, there's a lag that will come from ~15 to ~31 (variable) frames after it, as anything you do as walking or jumping will delay the lag . Point is you have to be on jumping animation and value 24 (2 bytes) on address 7E42D2 when it comes, you'll notice it because the value will get stuck more frames than usual (2). If you done it right you will apparently jump 3 squares instead of 2 and can enter inside of walls you face front, however, as I said, this is only a graphical bug because your position on the map is the same and will turn off as soon as you turn. This bug is featured on the WIP around frame ~13780. It's a shame this didn't grant me abilty to pass through walls. Useful addresses so far (Data size: 2 bytes) 7E42D2 = Remaining pixels to walk/jump vertically. Y speed is figured from this. When jumping value 0 is the first possible frame to input again. When walking, 4 or 1020 (depending on direction). 7E42D0 = Remaining pixels to walk horizontally. X speed is figured from this. When walking value 4 or 1020 (depending on direction) is the first possible frame to input again. 7E0596 = Current exp. 7E0590 = Arm strenght. 7E058D = Luck (stat). Loops up/down, no apparent way to manipulate it until I get a certain item.
Current project: Brandish (SNES) - Progress: Fortress 4F