Posts for morningpee


Experienced Forum User, Published Author, Player (55)
Joined: 11/28/2013
Posts: 118
Great improvement, yes vote! I wish you used a new playaround while waiting for Ridley to steal the larva. Given the consensus on double obsoletion, I think this is the hardest I've seen someone work to lower their own player rank.
Mr. Kelly R. Flewin wrote:
Could not watch the run in Bizhawk and that cutscene free encode was just... Why spend all that time on a game and put up a shoddy encode.
If a 2160p encode is shoddy, your monitor must be huge. He uploaded an unedited encode here.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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CoolKirby wrote:
Nice work figuring out the RNG. Does this mean you could theoretically avoid spawning any divers for the length of the run?
Yeah, you can pretty much kill fish and avoid divers forever if you want to.
jlun2 wrote:
The video you showed seems to increase the score at a faster rate than yours. If that was replicated as soon as possible, would it be faster than a TAS that doesn't do it?
Yes. He glitches on level 5, though, and I am sure it's fastest to glitch on level 8. I know that the RTA increases the score faster than mine did. My goal in the last submission was just to end input as soon as possible, which seems like a pointless goal in retrospect. Here is a WIP of mine that reaches 999999 in 5:25, 1:37 faster than the RTA. Link to video I made it before I found the RNG, so I've made improvements (to only the first level, so far). Link to video I think improving all the levels will shave another minute off of the 5:25 WIP.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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The game has a 217-index RNG at address 0x02. When it reaches the end, it cycles back to the beginning. Here are the RNG values, in order:
8, 66, 18, 148, 161, 13, 107, 89, 204, 101, 42, 83, 158, 243, 155, 218, 208, 130, 20, 165, 44, 98, 19, 156, 227, 31, 255, 248, 193, 14, 115, 159, 251, 217, 200, 68, 35, 25, 206, 117, 174, 118, 182, 176, 129, 12, 99, 27, 222, 241, 139, 94, 245, 170, 87, 191, 250, 209, 138, 86, 183, 184, 195, 30, 247, 186, 211, 154, 210, 146, 144, 128, 4, 33, 9, 74, 80, 134, 53, 172, 102, 50, 149, 169, 79, 121, 205, 109, 104, 65, 10, 82, 150, 177, 137, 78, 113, 143, 127, 252, 224, 7, 57, 207, 125, 236, 100, 34, 17, 140, 103, 58, 215, 187, 219, 216, 192, 6, 49, 141, 111, 120, 197, 47, 122, 213, 171, 95, 253, 232, 69, 43, 91, 220, 225, 15, 123, 221, 233, 77, 105, 73, 72, 64, 2, 16, 132, 37, 40, 67, 26, 214, 179, 153, 202, 84, 167, 60, 230, 54, 180, 160, 5, 41, 75, 88, 196, 39, 56, 199, 63, 254, 240, 131, 28, 231, 62, 246, 178, 145, 136, 70, 51, 157, 235, 93, 237, 108, 96, 3, 24, 198, 55, 188, 226, 23, 189, 234, 85, 175, 126, 244, 162, 21, 173, 110, 112, 135, 61, 238, 116, 166, 52, 164, 36, 32, 1
These numbers are not used in the RNG:
0, 11, 22, 29, 38, 45, 46, 48, 59, 71, 76, 81, 90, 92, 97, 106, 114, 119, 124, 133, 142, 147, 151, 152, 163, 168, 181, 185, 190, 194, 201, 203, 212, 223, 228, 229, 239, 242, 249
The RNG starts at frame 2 and advances once every 8 frames. The RNG affects what happens when you shoot an enemy, and the game checks it at the frame when your torpedo collides with a fish or sub. Divers sometimes are spawned when you kill an enemy. By paying attention to RNG values, you can control whether the diver spawns, and which side of the screen they spawn from, which saves a lot of time. Thank you CoolKirby for adding my RAM watch file to the address list for Seaquest.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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Okay, it looks like people are put off by the length of the movie, especially because an RTA exists that reaches 999999 much sooner. I was aiming for ending input as soon as possible, with the secondary goal of max score, like Virtual Pinball. But, if the goal is to reach the max score as soon as possible, it becomes like NES Tetris, where it is important to minimize completion time. I am making a new movie now that reaches 999999 as soon as possible, and it will presumably beat the RTA. However, since that would be a different goal from this submission, I will cancel this one if it turns out that the new one is better.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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arandomgameTASer wrote:
Voting No. Nobody wants to sit there listening to buzzing noises for 22 minutes.
After 9 minutes and 15 seconds, it starts changing colors. Entertaining colors.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Haha, I'm hosting it myself for now.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Post subject: Uploader does not accept savestates
Experienced Forum User, Published Author, Player (55)
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For the comments of a submission, I want to upload a ".State" file from BizHawk, but the WIP uploader won't accept it. It also won't accept a ZIP containing the .State file.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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Not "SeaQuest" or "seaQuest". I'm having trouble duplicating the max score glitch, which was apparently discovered 10 days ago. Link to video Anyone have ideas? Edit: I've explained the details of the glitch here.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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A 43:26 RTA came out today. In the stream, the runner talks about how his strats and techniques differ from Upthorn's TAS.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
Joined: 11/28/2013
Posts: 118
Yes vote! An Atlas encode like this would be amazing.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
Joined: 11/28/2013
Posts: 118
Any% RTA is down to 9:38.35. Turn down the volume.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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Nach wrote:
CoolKirby wrote:
Whaaaaaat? This is awesome!! And now that Memorable IRC Quotes post makes sense... Obvious yes vote.
Post #373953
Clicking indefinitely between the two threads was very entertaining. Yes vote.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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Quick encode (removed because arandomgameTASer has provided his own)
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
Joined: 11/28/2013
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Here's a final 19-frame improvement. Video/comments updated.
mklip2001 wrote:
You look like you jump around lanes a lot more than desired in the last couple rounds, but I don't know the game well enough to tell.
You were definitely right.
Mothrayas wrote:
Done so now. (I have sleep times too, y'know)
scahfy wrote:
I calculated the time in as Math.round(3215 * 100 / 60) / 100 = 53.58. Now that you mention it, it looks like the time is 1.5 seconds off, however. Fixed.
The exact framerate of Atari 2600 is 59.9227510135505. That number is used for timing by the site, instead of simply 60. Calculating with that number leads to a time of 00:53.65.
Sleep is good. My mistake with the timings, thanks for letting me know.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
Joined: 11/28/2013
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No one has yet replaced the submission file with our latest improvements. I calculated the time in as Math.round(3215 * 100 / 60) / 100 = 53.58. Now that you mention it, it looks like the time is 1.5 seconds off, however. Fixed.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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yep2yel wrote:
More improvements found, and updated submission details with new glitch information.
The routes for accelerators 2, 4, and 5 have been replanned. The run looks significantly different from before, especially with the glitch usage.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Improved by 3 frames. The submission now reflects the improvements. Mothrayas, would you please replace the current movie file with this? Edit: Mothrayas updated the submission file in the OP.
mklip2001 wrote:
You look like you jump around lanes a lot more than desired in the last couple rounds
The clones in accelerators 4 and 5 move more quickly, so you're faced with the decision of taking an extra lap or moving 2 lanes over in order to throw them off. Of the combinations we tried, we went with the most efficient.
mklip2001 wrote:
I still can't say this is an entertaining enough game for me to vote Yes
Spikestuff wrote:
I was a bit more entertained but pushing an A2600 TAS to a Moon is hard.
Luckily, the vault goes like this.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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If a game posted here is TASable, I'll add it to the list.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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Let's keep a list of known TASable games. I've updated the first post to list the games I've tested so far. I'll update the list when people post other ones.
pirohiko wrote:
Unfortunately, it does not carry out the right operation.
That's a shame. I wonder why that is.
pirohiko wrote:
I want to do button input by TAB like normal FlashPlayer. (T_T)
Yeah, that would open a lot more possibilities if Gnash let you "tab" between input objects like Flash does. It's an open source project, so if anyone has the inclination, they could try adding the functionality.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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got4n wrote:
Is there a way to know if the game is incompatible? I tried with CMD basic and it works but with hourglass it doesn't work (The world hardest game)
Because Hourglass does not accept any mouse input, the game selection is limited to those where you can start the game exclusively with keyboard input. That rules out World's Hardest Game, until Hourglass gets an update. Also, there's probably a way, but I don't know how to run games in Gnash that require external resources (such as level data or a second SWF). If anyone knows how, that's great and please share.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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got4n wrote:
Succesfully works for me! Congrats man! Edit: Lemme test on W7 now :p
Thanks for testing. In case anyone is skeptical of the low frame rate, I was dumb and chose 6 FPS the first time. Here is a file recorded at 60 FPS. Link to video
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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Games that work:Disco CubesGamma Bros.Metro SiberiaRetro Pixel Jump --- I've done some testing today, and I think it may finally be possible to TAS at least some Flash games in Hourglass. Gnash is an open-source SWF player. A fork of the project supports a significant portion of Flash games games out there, and it runs under Hourglass without crashing. I've made a trivial TAS of a small snake game, and it plays back successfully. I'd appreciate it if someone could verify the movie on another system to make sure it's reproducible. WTF is here Setup details: • Install Gnash 0.8.10devHourglass r81, of course • Windows XP • Use sdl-gnash as the executable • Download the game, rename it to "snake.swf", and use the entire filename of the SWF as a command-line argument. Now, here's the thing: Under Hourglass, Gnash will only successfully show the Flash container about 3% of the time (usually, you just see the empty command prompt). If it shows up, it will happen within 3 seconds of pressing the "Run and Play Existing Movie" button. Otherwise, press "Stop Running" and try again. And again. If the Flash container shows up, the replay should look like this: Link to video
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Scepheo wrote:
scahfy wrote:
Function('a','a&&a["\x5fjumpToNthLevel"](22)')(map["\x5fdisplay"].game)
Well, if we're going that route... Function('a','a&&a.\x5fstart(22)')(map["\x5fdisplay"].game)
Even dumber: (a=map['\x5fdisplay'].game)?a['\x5fstart'](22):
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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Function('a','a&&a["\x5fjumpToNthLevel"](22)')(map["\x5fdisplay"].game)
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Experienced Forum User, Published Author, Player (55)
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Also known as "Toys: Let the Toy Wars Begin!". There was both a Genesis and SNES release, the SNES version being significantly easier. To contrast, the Genesis version is a beautiful QA mess of levels just begging to be TASed due to their high level of difficulty. The Genesis version also has better-sounding music. For hilarity, see this review by members of Something Awful. A strategy overview, using terminology from the manual: The peanut gun (default) and bowling ball are the only items necessary to complete the game. The bowling ball 1-shots everything it hits. For efficiency, the bowling ball can ricochet after hitting the first target and hit additional target. Airborne targets require special consideration. There are 3: • From the frame when they spawn off-screen, helicopters count down from 20 (1 tick every 4 frames) and then lift off. They can be hit when their elevation is less or equal to 9 but are only vulnerable on-screen, unlike other enemies. • Pogo bears are vulnerable for a few frames when they hit the ground. Due to their erratic behavior, RAM watching is necessary for consistent results. • Time bomb balloons have 1 HP and can be popped using the peanut gun. Bowling balls can be fired once every 16 frames, or once every 17 frames if you change directions. Because walking diagonally doesn't slow down X velocity at all, diagonal walking is always preferable unless you need to walk vertically. In the camera-shooting minigame, you can press B at any time to set your crosshair's coordinates to the middle of the camera target. This is useful for slower cameras especially. I've made a BizHawk RAM Watch List that covers all addresses needed to TAS the game efficiently.
00AA	w	u	0	68K RAM	Leslie X
00AC	w	u	0	68K RAM	Leslie Y
00BC	b	u	0	68K RAM	Action
00EA	b	u	0	68K RAM	Lives
00EC	b	u	0	68K RAM	Power
025C	b	u	0	68K RAM	Bowling Balls Left

036A	b	u	0	68K RAM	Camera 1 Defenders
036C	b	u	0	68K RAM	Camera 2 Defenders
036E	b	u	0	68K RAM	Camera 3 Defenders
0370	b	u	0	68K RAM	Camera 4 Defenders
0372	b	u	0	68K RAM	Camera 5 Defenders
0374	b	u	0	68K RAM	Camera 6 Defenders
0348	b	u	0	68K RAM	# Cameras Destroyed
0392	b	u	0	68K RAM	18 - NumObjects

AC12	w	u	0	68K RAM	Object 1 Type
AC14	w	u	0	68K RAM	Object 1 X
AC16	w	u	0	68K RAM	Object 1 Y
AC76	w	u	0	68K RAM	Object 1 Countdown
ACAA	w	s	0	68K RAM	Object 1 Height

ACBE	w	u	0	68K RAM	Object 2 Type
ACC0	w	u	0	68K RAM	Object 2 X
ACC2	w	u	0	68K RAM	Object 2 Y
AD22	w	u	0	68K RAM	Object 2 Countdown
AD56	w	s	0	68K RAM	Object 2 Height

AD6A	w	u	0	68K RAM	Object 3 Type
AD6C	w	u	0	68K RAM	Object 3 X
AD6E	w	u	0	68K RAM	Object 3 Y
ADCE	w	u	0	68K RAM	Object 3 Countdown
AE02	w	s	0	68K RAM	Object 3 Height

AE16	w	u	0	68K RAM	Object 4 Type
AE18	w	u	0	68K RAM	Object 4 X
AE1A	w	u	0	68K RAM	Object 4 Y
AE7A	w	u	0	68K RAM	Object 4 Countdown
AEAE	w	s	0	68K RAM	Object 4 Height

AEC2	w	u	0	68K RAM	Object 5 Type
AEC4	w	u	0	68K RAM	Object 5 X
AEC6	w	u	0	68K RAM	Object 5 Y
AF26	w	u	0	68K RAM	Object 5 Countdown
AF5A	w	s	0	68K RAM	Object 5 Height

AF6E	w	u	0	68K RAM	Object 6 Type
AF70	w	u	0	68K RAM	Object 6 X
AF72	w	u	0	68K RAM	Object 6 Y
AFD2	w	u	0	68K RAM	Object 6 Countdown
B006	w	s	0	68K RAM	Object 6 Height

B01A	w	u	0	68K RAM	Object 7 Type
B01C	w	u	0	68K RAM	Object 7 X
B01E	w	u	0	68K RAM	Object 7 Y
B07E	w	u	0	68K RAM	Object 7 Countdown
B0B2	w	s	0	68K RAM	Object 7 Height

B0C6	w	u	0	68K RAM	Object 8 Type
B0C8	w	u	0	68K RAM	Object 8 X
B0CA	w	u	0	68K RAM	Object 8 Y
B12A	w	u	0	68K RAM	Object 8 Countdown
B15E	w	s	0	68K RAM	Object 8 Height

B172	w	u	0	68K RAM	Object 9 Type
B174	w	u	0	68K RAM	Object 9 X
B176	w	u	0	68K RAM	Object 9 Y
B1D6	w	u	0	68K RAM	Object 9 Countdown
B20A	w	s	0	68K RAM	Object 9 Height

B21E	w	u	0	68K RAM	Object 10 Type
B220	w	u	0	68K RAM	Object 10 X
B222	w	u	0	68K RAM	Object 10 Y
B282	w	u	0	68K RAM	Object 10 Countdown
B2B6	w	s	0	68K RAM	Object 10 Height

B2CA	w	u	0	68K RAM	Object 11 Type
B2CC	w	u	0	68K RAM	Object 11 X
B2CE	w	u	0	68K RAM	Object 11 Y
B32E	w	u	0	68K RAM	Object 11 Countdown
ACAA	w	s	0	68K RAM	Object 11 Height

B376	w	u	0	68K RAM	Object 12 Type
B378	w	u	0	68K RAM	Object 12 X
B37A	w	u	0	68K RAM	Object 12 Y
B3DA	w	u	0	68K RAM	Object 12 Countdown
B40E	w	s	0	68K RAM	Object 12 Height

B422	w	u	0	68K RAM	Object 13 Type
B424	w	u	0	68K RAM	Object 13 X
B426	w	u	0	68K RAM	Object 13 Y
B486	w	u	0	68K RAM	Object 13 Countdown
B4BA	w	s	0	68K RAM	Object 13 Height

B4CE	w	u	0	68K RAM	Object 14 Type
B4D0	w	u	0	68K RAM	Object 14 X
B4D2	w	u	0	68K RAM	Object 14 Y
B532	w	u	0	68K RAM	Object 14 Countdown
B566	w	s	0	68K RAM	Object 14 Height

B57A	w	u	0	68K RAM	Object 15 Type
B57C	w	u	0	68K RAM	Object 15 X
B57E	w	u	0	68K RAM	Object 15 Y
B5DE	w	u	0	68K RAM	Object 15 Countdown
B612	w	s	0	68K RAM	Object 15 Height

B626	w	u	0	68K RAM	Object 16 Type
B628	w	u	0	68K RAM	Object 16 X
B62A	w	u	0	68K RAM	Object 16 Y
B68A	w	u	0	68K RAM	Object 16 Countdown
B6BE	w	s	0	68K RAM	Object 16 Height

B6D2	w	u	0	68K RAM	Object 17 Type
B6D4	w	u	0	68K RAM	Object 17 X
B6D6	w	u	0	68K RAM	Object 17 Y
B736	w	u	0	68K RAM	Object 17 Countdown
B76A	w	s	0	68K RAM	Object 17 Height

0076	w	u	0	68K RAM	Elephant X
007A	w	u	0	68K RAM	Elephant Y
AD6C	w	u	0	68K RAM	Crosshair X
AD6E	w	u	0	68K RAM	Crosshair Y
BC7E	w	u	0	68K RAM	Water Left
BC86	b	u	0	68K RAM	Elephant HP

0270	b	u	0	68K RAM	Airplane Health
AABC	w	u	0	68K RAM	Airplane X
AACB	b	s	0	68K RAM	Airplane X Velocity
0782	w	u	0	68K RAM	Camera X
BA70	w	u	0	68K RAM	Collision X
Here's a breakdown of the addresses listed in the watch file. • Leslie X, Leslie Y: The character is Leslie. When moving left/right, X changes by 2. When moving up/down, Y changes by 2. When moving diagonally, X changes by 2 and Y by 1. • Action: Holds a unique number for everything Leslie does. When moving, it is 2. When using an item, it is 8. When taking damage, it is 12. When dying, it is 14. When stationary, it is 0. Items cannot be used unless Action = 0. • Lives: Max lives is 5. • Power: Max power is 5, decrements each time Leslie is damaged. • Bowling Balls Left: Starts out at 16 when you get the bowling ball item. If you pick up a special gift box, Bowling Balls Left increases by 24. Max value is 40. • Camera X Defenders: The same numbers as in the "Active Defenders" list on the pause screen. • # Cameras Destroyed: Must be equal to total cameras on the level for the exit door to open. There are 6 on the first level, 4 on the second, and 6 on the third. Most of the game involves interactions with dynamic objects. There are 17, 172-byte regions allocated for these objects. Objects include carousel gift boxes, special gift boxes (the ones on the floor), enemies, enemy shadows (for flying enemies), deployed weapons (e.g., bowling balls currently rolling), and weapon shadows, in the case of airborne weapons. NumObjects: The number of objects currently active. Note that rather than counting up from 0, it counts down from 18. For example, if 4 objects are active, NumObjects will be 14. Each object has 5 values that interest us. • Type: The current sprite displayed for the object. A particular enemy will have a certain numeric range of sprites, so we can discern the type of enemy from this. • X, Y: Self-explanatory. • Countdown: Applicable to helicopters only. Once it spawns, Countdown will decrement from 20, once every 4 frames, and the helicopter will lift off when Countdown = 1. • Height: Applicable to airborne objects only. Even if the object is flying, if Height <= 9, the object can still be hit by a bowling ball. Once all active defenders for a particular (elephant-shaped) camera have been destroyed, you can collide with the camera to start a minigame. • Elephant X, Y: The camera's coordinates. • Crosshair X/Y: Your crosshair's coordinates. X changes by 2, Y changes by 2. • Water Left: The elephant goes crazy when it reaches 0. But this never happens unless you're really bad. • Elephant HP: Has a different initial value for each camera. You beat the camera when when it is 0. The fourth level (Manhattan Model) is a pacifist Gradius knockoff. Objects are all helicopters in this level. • Airplane Health: Max value is 20. • Airplane X: Initial value is 406. When it reaches 28632, the level ends. • Airplane X Velocity: Max velocity is 3. It gets set to a negative value (usually -4) if you collide with anything. • Camera X: Initial value is 210. The screen stops scrolling when Camera X = 28415. • Collision X: Without modification, this number is always equal to Camera X. It scrolls the collision detection map. Anyway, no RTA records exist of this game. I will probably TAS it once I dump the tilemaps to image format. Help or partnership with anything at all would be appreciated.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin