Posts for honorableJay

honorableJay
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The final fight during the credits simply determines which ending you get. The good ending, by defeating Catwoman, has her fall off the roof. The bad ending, by losing, is Batman falling off. I do understand the reason the movie ends after Penguin since technically no more input is needed, but it does feel a bit empty without the fight being played out. The rest of the run is a treat, especially for those that played through the game.
honorableJay
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Stage 5 was definitely a treat to watch. The ending was a bit weird, although I do understand nothing needs to be done once Penguin is taken down. How did you get Batman to grapple straight up so quickly? That's one of the more annoying parts of running the game because you have to hold up for so long. I only caught it in a few spots (stage 3 train mainly), but would you be able to save time in some of the Penguin fights by abusing attack canceling more?
honorableJay
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Didn't know someone was working on this, I'll have to get caught up. As for my finished run, it's up on SDA. http://speeddemosarchive.com/BatmanReturns.html There are so many areas that can be improved (especially the final Penguin fight) but hopefully it has something you can use. *edit* .......................sometimes I hate TAS :D
honorableJay
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Very nice improvement. Just one question: is there any way to replicate the glitch from stage 1 boss on other bosses?
honorableJay
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https://www.twitch.tv/videos/22646697?t=10m09s There's a glitch with the ship where you can destroy the front on a specific frame to skip the rest of the ship and go straight to the final boss.
honorableJay
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From the notes you can tell a lot of work went into this, but to me it's a bit on the monotonous side. Every level is grab the 1 remaining neighbor, then immediately exit. A few of the levels barely last 10 seconds. On a technical level it's solid, but I'm voting 'Meh' for entertainment.
honorableJay
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I tried watching this, and it's very boring. I was hoping for more in-race shenanigans to get 1st place, or just crazy ways to finish the races. Instead this looks exactly like a normal playthrough. Even loading another tab with the RR3 soundtrack didn't make this better.
honorableJay
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15:29 Well I found a few more tactics, and a new way to despawn. Apparently the game can only handle about 4 enemies on screen at a time. Get a few enemies to chase after you and it's possible to stop enemies from spawning as you advance. This really helps in Act 3 by keeping just in front of the flipping clowns since it has another unintended side effect: the flame spitting devil clowns can't always shoot fire if there are too many enemies on screen. Even though I still have to take a shot to get by them, it's from contact damage, not fire damage (so about 1/2 bar compared to 3 bars, nice trade). Too bad it only works for the first fire attack, but that's enough time to get by. I also figured out that in the right situations smoke bombs are really overpowered. Any enemy that gets caught in the blast is frozen in place and all collision boxes are disabled for 5 seconds. Any hurtboxes that aren't projectiles still stay active, so you'll have to avoid those. Most projectiles are immediately despawned, but I believe ONLY if they're also caught in the blast. Right now the biggest areas to abuse smoke bombs are 3-1, 3-4, and 5-1. There are other areas I could use them, but my current route doesn't leave too many extras to use.
honorableJay
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17:03 is my current best time, and I do believe I have every level mapped out. For a TAS there are definitely some major opportunities to cut down on the time, especially when it comes to abusing the swing mechanics (which just can't be done in real time consistently). Here's the twitch broadcast where I got the time. Skip ahead to 1:04:00. I would just highlight the run itself but twitch broke the highlight system, so anything I highlight has no audio.
honorableJay
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Well, this game is definitely a lot easier than I gave it credit for. It's possible to breeze through the game without going out of the way to get weapons. Avoiding fighting and just taking the damage constantly is also way faster than fighting in nearly every stage. http://ge.tt/7zkchzV New best time is 19:22. I still have a lot to clean up, but at least now I know shooting for 18 minutes is very doable.
Post subject: Batman Returns
honorableJay
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After watching mikwyuama attempt to play this game at AGDQ (and getting frustrated enough to toss the remote) I've taken it upon myself to do an actual speedrun of this game. While I'm not going to TAS this game, mainly because I don't have the patience, I will be posting my progress here just in case someone else needs a good reference to start a TAS. I did search the forums before posting and could not find any topic for this game yet. My current best real time is about 21m56s, so pushing under 20 mins should be pretty easy. Most of the levels consist of running by as many enemies as possible, tanking tons of damage, and abusing death to refill health at key points. Despawning Certain enemies can be despawned (mainly the flipping clowns) by colliding with them at the top of your jump. The trick works due to the screen scrolling up after taking a hit. The enemy will fall down off the screen and immediately disappear. This can probably be done to many other enemies, but the flippers are the only ones I've figured out how to consistently do it with. Movement Normal walking is the slowest form of movement. Jumping seems to be the second fastest, with grapple swinging being the fastest. I'm not sure where gliding should be ranked though. It appears to be slightly slower than jumping but still way faster than walking. Jumping really becomes a good movement tool in Act 4 due to the sloped pipes. Quite a few areas can be passed quickly by jump spamming up a pipe. The boss fights can range from trivial to super cheap. The best example is the mini-boss in 2-1, the cheapest boss in the game hands down. He walks faster than you, his punch range is about 1.5x your own punch range, all of his attacks take away 2-4 health bars, and all of his attacks knock you backwards (which makes tanking damage just to hit him impossible). The only way I've figured out how to beat him is to use up all of the batclaws and homing batarangs I have when I reach him. If I die after using up all of my weapons there's no way to actually beat him. Smoke bombs don't stun him, batarangs don't deal enough damage, and the batswarm has too much of a delay to be used properly. Speakin of attacks, Batman has 4 normal attacks: standing punch, standing kick, ducking kick, and an air punch. Standing punch: very quick attack speeds, stuns enemies Standing kick: moderate attack speeds, can hit twice if timed right, each hit deals slightly more damage than the punch Ducking kick: same damage as punch, fairly quick attack speed, but higher delay between attacks than standing punch/kick Air punch: same as standing punch, but cannot be used until after the apex of Batman's jump Other Bat-isms with combat Batarang/Homing batarang/Batclaw can all destroy bullets fired by enemies. I believe the homing batarang can destroy a bullet and keep on going, but I haven't fully tested it yet. Bullets can also be blocked with a standing kick. When swinging, your extended foot can be used as a standing kick, i.e. it will hit enemies with the same damage as a standing kick and can block bullets. I'll post more once I've completely dug through the game. By the way, does anybody know how to dump the game's level graphics from the rom? I was hoping to make some maps to plot the fastest ways through certain levels, like 5-1, but I'm not sure where to begin.
honorableJay
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That was just insane to watch. Aside from the extra speed tricks, the overall precision is very evident throughout the entire run. Just one question: can Wolverine's regen be manipulated to happen almost at will or is it on a global timer? I seem to recall having the regen give me yellow health when I used to play the game as a kid.
honorableJay
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Well I was gonna watch this, too bad my copy of BtB (ripped from the cd) doesn't load in pcsx :(
honorableJay
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So how does mashing X affect the outcome? Does it cycle the RNG in set increments or some other way? Btw have you figured out how the RNG works yet?
honorableJay
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It's been years since I've played this game, and I never was able to beat it so I'm looking forward to this one. Just wondering, does mashing the X key (or whatever key is used for selecting) right before a character attacks increase the chances for a critical? I always thought it did while I played it (actually it gave the impression that it increased the chances for criticals and blocks/counterattacks) but I could never 100% confirm it.
honorableJay
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Brandon wrote:
While I'm here, much props, janus. I'm struggling to TAS a level less than 2 minutes long, and you made a 7 hour+ run...amazing.
Not to mention that he did it about 4 times in a row.
honorableJay
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Pasky13 wrote:
I can't seem to watch it, I tried playing it, the SLUS on the cd matched, I used pcsx-rr 1.3, but right at the beginning it desyncs after frying the two guys after ryu breaks out of the crystal =/.
I had the same problem initially. It's the MD5 you need to check for, not the SLUS. You'll need to find another copy to watch it properly. This run is definitely getting a yes vote from me. Very well planned. For those that think 7h is a long time for this game, the last official speedrun of this that I know of clocked in over the 9 hour mark.
honorableJay
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Ya know, I really wish you could load a replay on the fly while watching an earlier version of it if the newer one is simply longer. Holding fast forward for almost 30 mins to catch up to where I left off sux :( Other than that, awesome run so far.
honorableJay
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Checked out the encodes on youtube, very nice work so far. It's funny how quick the boss fights have been so far. Btw, is there any reason that the youtube encode switched to a lower quality sound plugin halfway through? As for leveling, I was wondering if you've looked into the King Goo (green goo, found in the same area as Meryleep). If you kill off everyone except the main person to level up, you can get a nice chunk in a short-ish time. It's definitely not the largest chunk of exp but it could be useful for gaining a few levels early on (so long as you don't plan on power-leveling before you get Meryleep).
honorableJay
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It would be even better if youtube just started supporting 60fps movies.
honorableJay
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Another childhood game destroyed. Only downside to the run was the lack of moves available (or at least lack of moves shown, been too long for me to remember them all). Still deserves a yes vote. Btw, anybody notice that they made Chad look like a certain banned Warner Bros. character?
honorableJay
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Looks optimized, nice glitch abuse. Pretty funny how badly the bosses got owned. Avoiding the lag in this game must've been a bitch. This is definitely a game where you wish you could "overclock" the emulator to completely eliminate it.
honorableJay
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Rofl I got a desync on the very last frame :) I'm assuming he was supposed to switch to another weapon then immediately fire, but instead he goes into the inventory and immediately the movie ends :-/ From what I saw though, it was very nice. Yes vote.
honorableJay
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arflech wrote:
someone should run duke nukem forever
That physically can't be completed. First off, the human body expires after a given time period. Second, this would require the proper hardware to automate eating, sleeping, and excreting waste. Also, the term "forever" has no true beginning and no true ending. You can't run duke nukem "forever," that's just silly.
honorableJay
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No matter where you go with this debate, you're always going to be treading in gray territory. With a standard game console, things are very cut and dry. Those machines are designed to simply play games using the same hardware. As such, you are only provided with the tools to play games: power, reset, and a controller for input. DOS was designed to run a varying range of programs on a varying range of hardware. As such, it has tools that allow a user to not only run programs but to modify the environment to support programs and different pieces of hardware. So now the debate is what do we allow? For the most part, nearly every game will have to be looked at case-by-case. Let's run through a few possible scenarios with one game as an example. Game A requires the DOS environment setup with certain memory settings, otherwise it refuses to load due to lack of memory. Being that there were a multitude of sound devices available at the time, it has support for 8 of the most popular models. The user is allowed to save/load a game from anywhere. Scenario 1.) The game is loaded with the DOS environment variables required for normal play. During testing, it's found that by issuing a game save then resetting 3 frames into the save, it is possible to put garbage data into memory which can then be used to manipulate the best weapon at the start of the game and unlock characters required to immediately jump to the ending. Scenario 2.) By choosing a certain sound device, the game becomes unstable and allows the user to pass through walls and obtain items seemingly out of thin-air. Apparently the sound device accesses areas of memory that are mapped for the game engine itself. Using this knowledge, the runner can manipulate his items by entering certain areas so the game loads a specific music file, writing the item in question directly to his inventory. Scenario 3.) It is also found that a brute force method can be used to force the game to load without the correct DOS environment memory settings. Since the programmers never thought this could happen, and there are no in-game checks, the game barely plays like it was intended. Levels don't work as they should, walls can be passed through, the screen can be scrolled from one level to another and back again, enemies die seemingly from nothing. The ending is reached and the game completed in record time, being the only spot that plays like it normally would. Yeah I know, these are some real oddball setups, but this is what we could run into with DOS games. Which one of these setups do we allow and which ones don't we allow? How's this for another oddball scenario: Game A can be run only temporarily with certain DOS memory settings or it'll crash. However, in that time the user can bypass nearly half of the game (due to a bug in memory management) in a few seconds and has time to save/reset before the inevitable crash. Upon reloading with the correct DOS memory settings, the game plays like normal from the originally used save file. Again, completely off the wall and it might not ever happen, but considering the huge library of games for DOS along with the never-ending list of crap programmers and even buggy hardware this *could* happen. We could say that all games must be played in a "one session" style from start to finish, but that removes the ability to save-abuse. We could even say that all games can only run with certain hardware chosen from setup, but that stops us from using all of the tools provided with the game. We could say that the DOS environment can't be customized, which would solve some problems while creating others (endless situational rule clauses are one). Like I said, huge gray area.