Posts for link_7777


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Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
Good job, and impressive new glitches.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
Voting yes. I remember attempting to play this game somewhat recently, and the controls are awful. Nice to see Indy give an ass kicking despite the technical difficulties. My first thought when you got to the stones was 'JEHOVA' starts with an 'I'. Looks like the developers failed to pay attention when (if?) they watched the movie.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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There's a good reason you might think of Battletoads. This game was published by Milton Bradley, but developed by Rare. It was released in September 1990. Rare went on to develop Battletoads which was published by Tradewest and released in June of 1991 (Source Wikipedia). I would guess they probably re-used a bunch of the same game engine. On a couple of other topics I know I've seen orbs be in different locations, but I'm not sure how to luck manipulate that. I know I've seen level 2 orb 3 floating instead of on the pillar, but I'm sure that one would be slower. I realize I didn't need to put in my initials, but since it didn't make or break a milestone (I was shooting for 10 min) I figured I may as well. On graphics I stated that you might call this a 2.5D platformer. I'm not sure what else to call it. The graphics are decidedly 2D, and the view is a fixed side view that scrolls. There is decidedly a Z plane though(rendered on a fixed diagonal), and hit detection is decidedly 3D.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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I didn't spend tons of time optimizing the mushrooms. I got it to where I don't have to do too much backtracking though, so I'd be surprised if you could save more than a few frames.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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Looks like previous runs on this game have been abandoned, but I'm interested in picking it up. I feel like this is a terrible game with a fairly good engine, which is what attracted me to it I think. I did a quick and dirty run through just to get to the end and try it out. It came out around 27 minutes, but I think a real run would be closer to 10 minutes. If anyone has any info on tips, abuses or glitches please let me know. About the only thing I've found so far is that the hit detection is abandoned when you attack, meaning you can use attack to avoid getting hit.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
I remember playing the first one for PC as well. Looked like a pretty good run. I imagine the game mechanics don't lend themselves well to finding big shortcuts. Fun to see some fast hops and some close calls though.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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Spinal, you got credited twice. I didn't realize you were the same one that did the maps until you voted and posted here. Good work. I also posted this in the thread for the game, but here it is again. 0xCA Health 0xCB Force 0x4F Major X coordinate 0x4E Minor X coordinate 0x51 Major Y coordinate 0x50 Minor Y coordinate 0x5A3 Taun Taun Major X coordinate 0x58C Taun Taun Minor X coordinate 0x5E8 Taun Taun Major Y coordinate 0x5D1 Taun Taun Minor Y coordinate 0x531 May be X velocity related? 0x680 - 0x6A0 Enemy Health 0x59 Jump allowed when value is 2 0x51E Charged Jump available when value is 110 Note that bosses have 2 bytes for health, a lower byte in the 0x68X range and an upper byte in the 0x69X range. Note the on screen health bar doesn't follow it perfectly.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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Actually if you watch the credits I think the music is actually pretty well done. I think there are 2 problems during the run. I think some of the music has a silent intro, I also think some of my actions make the background music reset.
Experienced Forum User, Published Author, Experienced player (852)
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I put this together without sound, and didn't actually listen until just before I submitted it. As far as I recall the sound is like this in the original, though admittedly it's been a while since I played on the real console. Based on what I see I think part of the problem is that certain actions seem to reset the sound track. It seems to me like encountering boss fights, and "death" (which I abuse my way out of) reset the music. Since those things happen quite a bit you seem to hear the first part of the music over and over.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
I used TASEdit along with Lua scripting so I could be precise. Also It makes more sense for me. I don't have a real number, but I can probably make an educated guess. My tweak count shows 45726, which I'm guessing doesn't include the lua scripting portion. Looking at areas I used scripting I probably used it for around 800 frames worth of the boss fight using 2000 retries per about 5 frames. That puts the count for the scripts around 1,600,000. Bringing the grand total to 1,645,726. I guess I can put that or 0 on the submit, whichever is better.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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I've spent quite a bit of time on this recently, and I've finally put together a full run. I figured I should post it here and get some feedback before I submit it. This will be a first submission for me. I also have yet to prepare a submission text, but I should have a reasonable amount of stuff to say about the game. My full run is here.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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I had dropped this run for a while, but now I've picked it back up again. This time I sniffed out some RAM addresses, and did some lua scripting to optimize a boss fight. I abandoned my old WIP, but have a new one here. I saw Spinal posted a few ram addresses in game resources, but I have a few more. 0xCA Health 0xCB Force 0x4F Major X coordinate 0x4E Minor X coordinate 0x51 Major Y coordinate 0x50 Minor Y coordinate 0x5A3 Taun Taun Major X coordinate 0x58C Taun Taun Minor X coordinate 0x5E8 Taun Taun Major Y coordinate 0x5D1 Taun Taun Minor Y coordinate 0x531 May be X velocity related? 0x68B Enemy 0x68C Enemy 0x68D Enemy 0x68E Enemy 0x68F Enemy 0x690 Enemy 0x691 Enemy 0x692 Enemy 0x699 Enemy<<8 (Boss MSB) 0x59 Jump allowed when value is 2 0x51E Charged Jump available when value is 110 There could still be more enemy values in the 0x680-0x6A0 range.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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I've now posted a WIP here. Let me know what you think so far. Note that by jumping through the water I skip part of the level, you're intended to go up in the middle, fight a boss, then come back down.
Post subject: Star Wars: The Empire Strikes Back
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
I was a bit surprised not to see an existing TAS or even a topic for this game yet. I think it's a fairly good platformer and would be pretty fun to watch. I started making a TAS and did the first level in around 90 seconds. It seems like it's going alright so far. I've tried to look up as much info as I could. The best things I've found are the FAQ and a youtube walkthrough here Anyone have any other information or know of any glitches? Is there a lot of interest in seeing a video of this?
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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I did see that tip, but I didn't come across much in the game that would be considered amusing. I don't know of any bird thing like you see in the Track and Field I TAS or anything like that. Speed makes sense in some of the events: Fencing, Swimming, Taekwondo, Canoeing, Hurdles I don't know of any other interesting things in Triple Jump, High Dive, Clay Pigeon Shooting, Pole Vault, Archery, Horizontal Bar, or Hang Gliding. Doing other stuff probably wouldn't be interesting, and would only serve to make a long video longer. I do show the well known glitch in hammer throw, and it is interesting to see the score glitch in gun firing, it is essentially fixed time though. It's a bit unfortunate that the Pole Vault event makes the movie so long, but I think it's important to max out the height. I still think it deserves to be published because it is interesting to see some of the events pushed to the limit.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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I put together a video for Track and Field 2 using FCEUX 2.4.1a. the ROM was named TRACKFIE.nes, I think this is the (U) version probably? Since this is my first TAS I figure I should post on the forums for people to take a look before I submit it. You can see it here or in zip format here. You may want to fast forward through some of the pole vault, unfortunately maxing out the height was repetitive and took a lot of time. Here are some notes: Fencing - There may be a few frames to be saved here. I wait a few extra frames at the beginning to get the Korean guy as an Opponant. If I begin soon I get the Russian who seems to run away and takes longer to kill. Triple Jump - I try to max out the distance on the first jump. I foul the other 2 jumps to save time. Swimming - I found the butterfly to be faster, and it seemed that coming up for air at a time that minimized the number of frames at lower power was best. More experimentation might yield a better time here. High Dive - Scoring here seemed very touchy, entering the water at the correct angle seemed critical to a high score. I lucked upon a combination that gave me 10.0 on all 4 dives, though it could be possible to get 10.0 from all judges. Clay Pigeon Shooting - More manipulation of where the clay pigeons are thrown could save some frames here. Hammer Throw - The first throw I max out the distance with a normal throw. The second throw I show off a fairly well known bug where if you max out the angle with low power the hammer goes nowhere, but records a large distance. The third I foul for time. Taekwondo - The roundhouse kick is more effective playing frame by frame than I remember as a kid, three kicks does him in. Pole Vault - Unfortunately you can only start the bar at a max of 6m, and it only goes up at set small amounts when you're successful. This adds a fair amount of length to the movie. I foul out on the one I can't make it over, more experimentation could find a way over the next height. Canoeing - The first run I go for score hitting all gates correctly at high speed, though there may be ways to make the run faster. The second run I speed through, but ignore the gates. Archery - Maxed out score, not much to say here. Hurdles - Strangely a perfect run doesn't get you a win, but manipulating the start by a few frames gets you a tie/win and you keep the same time. Horizontal Bar - Based on always scoring in increments of 1.1 I'd say my score of 9.9 is the max. I didn't try too hard to save frames here, so some time could be saved. Gun Firing - Turns out this glitches out at 200 kills and continues counting at 101, I end up with a total of 202. Hang Gliding - Could save a few frames by waiting slightly longer before slowing down, but I imagine the score is stored in a byte and maxes out at 255. I crash the 2nd run to save time.
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
I loved this game as a kid too, and figured it would be cool to see it pushed to its limits. I wasn't able to find a whole lot on it either, so I've decided to start creating a TAS myself. This will be a first TAS for me, so we'll see how it goes.
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