Posts for hanzou


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Experienced Forum User, Player, Published Author (18)
Joined: 10/14/2005
Posts: 317
Just saw this. Great work, Alyosha!
Experienced Forum User, Player, Published Author (18)
Joined: 10/14/2005
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Three years later these are easier to resolve. We just had to wait for technology to catch up, or at least come into more wide usage. The Google Goggles feature of the Google iPhone app was quick to identify The Eye, A Mighty Heart, and Bank Job. I'm not too surprised that none of us were able to identify the obscure frame of Alessandro Nivola in The Eye.
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Looks like there is very little chance of achieving consensus on the blue ring, 16 bombs, maps & compasses, enemy bait, the red potion, or even the 255th rupee. jprofit22 perhaps you could hold a formal poll? I know democracy isn't perfect and you don't have to adhere to majority rule, but since the purpose of a TAS is to entertain it always helps to better know your audience.
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Cool thanks for the explanations. Another option besides subtly hiding the wait would be to make it overt, swing the sword and spin in place. I'm sure there will be more Zelda runs in the future (as we already have a handful) so please do keep these ideas in mind for next time!
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Good job you two! Baxter, glad to see that you are keeping up with TASing after all these years. I saw the swordless run tonight as well. Comments / ideas for future runs: * I'm probably behind the times, but walking out half a square to reenter the gambling cave looked slower than what I recall from Phil's old run (press left, not up, to reenter). Did a test and it seems still able to save at least one frame while maintaining the same randomness result: zelda_cave_reenter.fm2 * I'm still hoping one of these days a Zelda run will show the window of opportunity (fcm from 2007) on Ganon in Mega Man 3 style. * Another idea for a useless style move came to me while watching level 7 in your movie: zelda_grumble_stab.fm2. Doesn't save time, but doesn't cost any frames either, right?
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Mukki wrote:
However, I monitored the Snorlax flag in the memory (D7D8) while doing the skip and it does not change.
Here's an experiment. Memory-watch D7D8 and the relevant D5** address while initiating a Snorlax fight the regular way (poke flute). See how many frames apart the updates happen. If not simultaneous (e.g. one changing in battle and one changing after), then the two updates are handled by different routines anyway and this would support p4wn3r's theory. If happening at the same time, that still wouldn't completely rule it out.
Experienced Forum User, Player, Published Author (18)
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Nice finish, again.
Experienced Forum User, Player, Published Author (18)
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Hey Zugzwang, I don't have a list of frame counts, but if that will help you benchmark I can set up a list. How do you prefer a level's frames counted? What I've typically used as the start frame is the one when Lolo appears, and the end frame the first to show the lights dimming.
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Hey p4wn3r, that's a nice simple theory that explains why Snorlax disappears. Now I'm wondering why none of us thought of it before. About the ZZAZZ analysis from three pages back, gia's memory map is good. However, since I don't know how to get the game put stats into the "10th pokemon", I was thinking of a different approach. The ZZAZZ demo I had shown a while back does somehow get the game to think there are many (maybe 255) pokemon in the party. At that point when one pokemon is deposited (i.e. the party count decremented), a whole chunk of memory shifts up by one byte. This may turn the item counter into FF, but it also shifts the pokedex "seen" info for pokemon #245-#252 into #237-#244, #237-#244 into #229-#236, and so on. Doing 64 shifts would overwrite all of the pokedex with what had been item data, but one shift alone already changes the whole pokedex, leading to a whole new route of the remaining pokemon to be caught with trainer-fly. Because each pokemon's stat data is a 44-byte struct, dropping one pokemon out of the party causes data in the bigger addresses to shift by 44 bytes. These regions contain data that marks progress in the game, including which trainers have been fought. If several trainers have been exhausted for trainer-fly, you could refresh them by moving this data. Furthermore, once the item-count is exploded, almost any item is available and all 8 badges can be created by item swapping. You can even teleport to different rooms using item swapping (as shown in gia's published run). Overall, using ZZAZZ could cut the length of a catch-'em-all run by hours, but it would definitely complicate the planning process. The end result would be a run that gets a pokedex of 152 without actually encountering most of these pokemon. There is little point in making such a movie because something like this already exists: gia's Pokemon Yellow run, which is only two minutes long. Thus, I think it's fine and sensible to set the catch-'em-all movie goals to avoid using ZZAZZ or any massive-corruption glitches. Carry on. Good luck!
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v1.0 vs v1.1 doesn't matter. You guys got me curious so I pulled it off on V1.1: Mega Man X (V1.1) (U) alucard glitch.fcm Reminds me, I don't think I've seen any MMX runs doing this runner's stance pose in waiting periods.
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That was great pulling a little hadouken combo on Sigma's 2nd form. There are also many other cool style moments.
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FWIW to add to the discussion on how to finish the swordless movie (a debate which has gone on for years)... I've come to believe this is the best way: zelda_swordless_ending.fcm Simple and fast. Link doesn't go back and grab the wooden or magical sword, but he doesn't die. This "technique" was discovered long ago by Sleepz, and was used in Phil's April Fools' submissions where it is labeled as beating the game.
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Hi Zugzwang. I've watched as you've kept these Lolo discoveries coming since last year, but I haven't said much on this forum in a while. Just wanted to say you've done an amazing job. The Lolo 1 TAS had already been tested through the eyes of many players, but your tenacity and Lolo puzzle IQ pushed it beyond what we could have expected. Keep up the good work.
Experienced Forum User, Player, Published Author (18)
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Back to USA Lolo 2, I'd like to invite anyone to go ahead and improve the currently published run. For the past year and a half I haven't had time to touch it myself, but by now we have several known improvements. Here's a list: 1-5: from AnS, save 8 frames by cutting half of a sand tile 2-2: from Nitrodon, change the path a bit to save at least one step of emerald pushing 3-5: from AnS, grab the heart near the jewel box early, dodge skulls at the end (the spare shot is handy). Unfortunately I can't find this fcm, but AnS demonstrated an improvement of at least 3 frames 4-1: from Nitrodon, Lolo2 4-1.fcm 5-4: from AnS, the published movie might be losing 1 frame due to sloppiness here 6-3: from BagOfMagicFood, go clockwise around the room 6-4: from AnS, swap the order of the last two hearts 6-5: from AnS, shoot Gol from the water to save 1 frame. Supposedly there's a similar improvement on 5-2 but I can't see what's missing there 9-3: from Nitrodon, see the published movie thread
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Hey dezbeast, Did you try taking out both the blue and red eyes of Rangda Bangda with one mid-air hadouken? That was the main reason I posted the demo of hadouken while charging in the other thread.
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Shinryuu's WIP from December 2007 does have it: rm2crash.fcm Nonetheless, congrats on discovering this technique independently.
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Great job guys! Incredible glitches, combat techniques, and route planning. Here are two points which relate only to style:
  • Why not have the glitched level 9 version as the main submission? It's awesome having the flying Impas, Moblin Patra, and Princess Zelda as a Pols Voice.
  • This doesn't save time, but in one of these Zelda movies I'd like to see a shot fired in the Ganon window of opportunity.
Experienced Forum User, Player, Published Author (18)
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Awesome discovery with the mid-air hadouken, FractalFusion. You may already be aware of this, but it is possible to keep the X-buster charge after doing a hadouken: Mega Man X (V1.1) (U) hadouken retain charge.smv. In some situations this could come for free as the mid-air hadouken requires pausing anyway. In general you can fire off any level1 weapon while retaining charge: Mega Man X (U) (V1.1) other retain charge.smv. Back when I played around with this I concluded it was never worthwhile due to the time lost from pausing, but looking at it again I wonder. It seems like retaining charge while firing to get out more full-charge shots might help on Armored Armadillo and other bosses. edit: The above could be summarized by saying that pausing applies to MegaManXTricks.html#ShootingWhileChargedAndRemainingChargedMmx1Mmx2.
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Thanks alden for identifying Bratz. Also thanks jspecakord for the Kate Hudson tip, as I found a matching bookshelf at 0:47 in the trailer for My Best Friend's Girl. Six more to go (well, until I add more movie stills). I've reorganized the list so that the unidentified ones are at the top. Update: Cloverfield
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The adult turns out to be Scarlet Johansson in The Nanny Diaries, a film based on the novel of the same name. There are eight movies left to be identified. Big thanks to erokky, moozooh, Kyrsimys, Warp, jspecakord, and others for the help so far.
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This is one way to waste a good deal of time on a Comp USA catalog. I probably won't be buying these notebooks, monitors, or flat-screen televisions anytime soon, but I am very curious as to which recent movies the frames were taken from. Here are pieces from last month's and this month's catalog. I apologize that all of these shots were taken on a cell phone camera. That was out of convenience, but if necessary I can scan at high resolution. If you can identify any of these movies, please post here or let me know.
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This afternoon I got around to sitting down and watching this in full. I also tried playing a few rooms again, and have not managed to find any new strategies faster than those used in the run. Great job on heavily optimizing this, Nitrodon. My favorite levels are when glitches come into play: 2-5, 12-4, 14-1, 14-2, and 14-5. Yes vote.
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gia wrote:
where and why does it pull the garbage data all over the place
No idea why, but I don't see unpredictable garbage. It is consistently a lot of 0x99 values written in various places. You always retain the third letter of your character's name. Some pokemon in your party will retain skills in certain positions.
why is pewter safe
I don't know, but it is not the only working location even if it is the earliest.
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gia wrote:
Now i'll take it you knew about this but never explained!
Sorry for not explaining the details earlier, but your experimental results and analysis are entirely correct. Now what we need is a demo of C8 giving infinite items in battle, to make the apparent differences between R/B vs Yellow a non-issue. If that doesn't pan out, there must be some way to prevent the character from getting trapped on R/B, so that the computer can be reached in time to complete the technique.
Post subject: Re: Snorlax?
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Zowayix wrote:
How exactly do you make Snorlax dissappear?
Here are instructions with screenshots that might help.
Not sure if you know about this already, but the method shown on GCL about skipping the 1st gym isn't the fastest. I tried it on my red version (cartridge) and I found that after reseting the game after saving, when the boy walks in from the left, you can hold the right button and you'll walk onto route 3 without having to have the boy repeat his dialogue and walk you to the gym in a funny way.
Thomaz recently found the faster technique on Netherlands Youtube. This video is dated June 2007, so it turns out TASvideos wasn't the first to find the trick either. I'll edit my page accordingly, and someone may update this brief section of the Pokemon Tricks wiki.
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