Posts for maTO

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Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
EZGames69 wrote:
maTO, are you still working on this run?
Nope. I just wanted to do the test run.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Jumping is faster than just running there even if you hit the wall. And yes it makes bats fly higher and save one health to spend somewhere else.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
http://tasvideos.org/userfiles/info/51868193191962806 All of the improvements are from Future level (frames 15800 onwards): The lower route was 40 frames faster. Don't ask me why I initially took the upper route. To save health in test-run maybe, The jump glitches at 17,060 and 17,880 saved 20ish frames. Just alternating facing left and right pushes you forward. 81 frames saved before Demon boss was enough to get it come down a lot faster. I tested it and at least 17 frames improvement was needed to shorten the wait time by 214 frames. Saving at least 54 frames cuts the waiting for another 40 frames. 254 frames saved at this point. But because Demon's trajectory was different the same strategy would have been 59 frames slower so I had to try a different one, the simplest one: I take damage and then I can just spam attacks. 18 frames more gained. The Lizard boss in Heaven level was in different part of cycle, so I would have lost 32 frames unless I gained one frame to get a hit in before it's first attack. Luckily it was found in the wall glitch by pressing one more time left and right to get another push forward. So, in total 275 frames was saved.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
I can't remember why I didn't submit the improvement made one year after the submission. Maybe it was not optimal? I hope someone will beat this bad boy. It's not going to be me.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Yes, and I just finished Future level 81 frames faster and the Demon is descending a whole cycle earlier. If the fight goes according to plan the run will be improved by 254 frames. When I'm done should I post a userfile to replace the current run or is this submission a failure and I'm creating a new one?
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
I did some testing and while you save a lot of time for example in the Future level jumping up the stairs you will also lose even more time waiting the boss when your jump height isn't maxed. With jump power at 2/4 compared to 4/4 I lost 18 frames in Glen and 22 frames in Future. In harbor jump power at 3/4 compared to 4/4 saves only 11 frames but you probably had to max your jump before that because Harbor has to be one the last stages (boss cycle). However, in the Future level I tried the lower route and it seems to be faster. Hope this helps with the Demon boss. I'm sorry this has almost turned to a WIP rather than a finished product.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Good observation. I'll try to look at this in a few days. I thought about this in the harbor stage. The boss in that stage could still be the obstacle that prevents small improvements as I tried to explain in the submission text.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
A lot more entertaining than Genesis version! I would like to read the explanations of glitches in the submission text. Yes vote.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Memory wrote:
Why did you jump a lot even on flat ground? I think I saw a tiny bit of landing lag every time you landed.
Jumping is lot faster than walking. Even with that little landing lag.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
If you are asking me, yes it would. I'm just too lazy to make them myself.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Final version: http://dehacked.2y.net/microstorage.php/info/809129849/Alien3-complete-v2.gmv Killed the last three aliens in 15th level faster with critical flame thrower and pulse rifle combination and saved 28 frames there. 7 frames was saved by ending the input in jump. Had to redo the end of final boss battle because pulse rifle critical hit apprearance had changed. I could have improved the first boss by 3 frames but it changed the critical hit appearance in a certain tough alien in 5th level and made the run slower instead.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Completed the game: http://dehacked.2y.net/microstorage.php/info/1973551279/Alien3-complete-v1.gmv I will still test if the first boss fights without elevators are optimal. Some enemy hp addresses: 00FF1FD6 00FF1FD7 00FF2066 00FF2067
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
I wanted to test this game so I improved Apo123's run by 212 frames (after 1st boss): http://dehacked.2y.net/microstorage.php/info/182530969/Alien3-boss1-WIP.gmv Also, used 3 less grenade launcher ammo if it matters later.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Okay, test run is now completed in 37:38. This was still quite unoptimized. I didn't realize to save death bombs for cave in desert, where 20 seconds could have been saved by having a Shade and use bigger bombs to go through 3 pillars of fire. The techiques were discussed in SDA's forum. Any tips how to record the soft reset in the beginning on Gens. I can't get BizHawk to work on my computer.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
I think Batman is exhausted. He has nothing left in tank against catwoman :(
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
I would like to start from beginning and finish this game finally. It seems speedrunners have found some shortcuts: Link to video Just to name some: -Forest shortcut at 6:56 (saves maybe 4 minutes) -Killing snake boss in two cycles with stronger sword at 14:30 -Using a bomb at 17:28 (saves about 20 seconds) -Better strategy against dragon at 18:06 -Secret shortcut at 21:28 -Some shenanigans at 27:40 where you are "dead" and boss is frozen -Shortcutting again at 29:21 I don't have my testruns anymore, so if ars4326 comes back too, it could help a lot.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Sure, I thought about ending too, but it goes to credits. So why make the movie longer. To grapple up faster crouch first. Attack cancel doesn't help if enemy takes damage every 10-12 frames.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
That was impressive speedrun, honorableJay, Too bad Penquin was one or two hits short of being beaten in that cycle. Using homing batarang climbing Gotham mall was a nice technique for speedrunning. In 1.3, after the final climb, stay left and you don't have to destroy the other gargoyle statue. In 3.1 gliding over the first pit should be easy in speedrun. As for general info of the game, short jump is not as fast as longer jumps. Here is the complete run I have not yet submitted.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Third WIP where first four acts are completed. In circus robots (3-3) I went back to original kicking and saved the rope weapons for the 3-4 boss. Homing bats are not much slower in 4-1 clown than rope weapon so it was the best place for that.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Second WIP. Just before the boss of act 3 I kicked an enemy and jumped through its hitbox. Then I had to look if I had missed using this trick before. In 2-2 mall, at 12500, the bomb throwing guy can be passed 44 frames faster but not thanks to this trick. So, I'm redoing from there. Luckily didn't have to go any farther than halfway what I had done so far :)
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Here is my WIP1. Rom is Batman Returns (World) which could be same as (U)[!]. I really should stop using these obscure versions... Boss memory adresses: 00FFDEF6 00FFFE5D 00FFDF70 Two statue miniboss: Left statue normally releases a cog (4939) that will hit me. I was very lucky to find on my first try a movement pattern that prevented that happening. I couldn't replicate that or didn't want to spend too much time finding how it happened. Otherwise this part would be improvable by 10 frames (jumping over the first cog instead of dodging). After statues when jumping into house your last jump can't be a high jump or you will pick up batarangs and have to wait 60 frames for screen fading. Hastily done test run was finished in 11:59 so this will be close to 11:00. Would like to see honorableJay's run if there's something I have missed.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Sorry about this, but I found the improved file on my HDD. 34 frames at the "end battle". Didn't know if I can replace the file in submission.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
Thanks gyus! Felt good to TAS again after a while. A bit rusty though (stage 2).
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
http://dehacked.2y.net/microstorage.php/info/1078292583/Fantasia-wip1.gmv The rom is rev00 if you manage to get a desynch with a different version. I didn't research the differences between 00 and 01 revisions. Point multiplication is the trick that makes it possible to beat the game in under 10 minutes. It saves 21 seconds in the first level. It saves a few seconds in third level because it allows the use of a faster route. When you bounce from an enemy to item you can get 2-6 times the points and if the item is moving (star) even 7 times (31,500) the normal points. The healing effect of a star is also multiplied.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Experienced Forum User, Published Author, Skilled player (1509)
Joined: 4/28/2005
Posts: 240
Location: Finland
I'm doing an improvement which will, according to my calculations, complete the game in under 10 minutes. 65 seconds faster than my horrible test run :) I'll post a WIP in two weeks when I get back home from cat daycaring.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
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