Posts for nesrocks


nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
It is not in my short term plans to release it on mobile, though I have ideas on how it could work very well for touch devices. Maybe in the future? Anyway, the game has been released today! Be sure to check it out, it feels great for speedrunning!
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I do plan to release it for linux and mac! Not on the 18th, but I think that's my top priority post launch. The biggest hurdle for that will probably be to setup the machines, since I don't have either. I do though already have pause, frame advance and slowdown built into my debugging tools. Not savestates though. But it's a hard game to TAS because of the elastic rope's nature.
Post subject: Shameless plug: FODA made a game! (Released Now!)
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I've made a game! \:D/ It's been released today!!! https://store.steampowered.com/app/915850/Super_Hiking_League/ The game is about competitive 2D platforming. It even features a timeattack mode (non-assisted) with up to 5 localy recorded ghosts. I figured you guys may be interested. Trailer: Link to video I'm very active on twitter: https://twitter.com/bitinkstudios/
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
hopper wrote:
a boss level where we couldn't hit the boss without power-ups, but there were no power-ups in the level.
You're talking about the ceiling boss with falling red goo. You just need to wait for the goo to stack and then you jump on the goo pile and now you can reach him. I agree with you, this is a really good game! And I'm not saying "for an obscure title", I think it's one the best NES games. Excellent graphics, music, controls, gameplay, programming. Its curse is its name. Some backfired marketing decision, that. About the run, I may not be qualified to speak about it, but I may be on board with a lot of the comments here. I know it has already been published, but I would really like to see an improved run of the US version of the game. My TAS was very unoptimized.
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Patashu wrote:
The music is good! Too bad there's only one track.
You'll be glad to know the SNES version has this song and many others. https://www.youtube.com/watch?v=vm9eUj33D0E Composed by Dean Evans.
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Great improvement! I found that skip level design oversight when making a hack for this game. Where did you hear about it? Yes vote, of course. I still have a few runs as old as this that can be improved. Good to see this one is not one of those anymore.
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Wow nice. Could be an interesting feature to replace this old run. ps.: Damn, I used to write horribly in 2004.
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Thanks for the reply! The problem is that I have a hard time programming the AI to find paths, considering it is not a top-down game like gauntlet. It is a game like super mario bros, and it can get quite complex to find the path because there are physics to consider. Maybe in the end I'll still use waypoints generated by me playing the level so the AI can know that those represent a valid path, but the AI will know how to traverse it instead of blindly following the input. I guess I'll have to do a lot of programming and testing... By the way, the input is not desyncing currently. It plays back my gameplay 100% of the time. What I wanted to do was to make the AI decide to stop following the input briefly, but then go back to it.
Post subject: Movie Resync (game development)
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
So, I'm making a game for PC. The game is a tile based vertical platformer with intertia physics. It has ladders and enemies. For the purposes of this thread, think resyncing a game like NES Ice Climber. It has proven to be very difficult to program an AI that can play the level optimally, or even find the right path to the end (there may be dead ends). So I implemented input sequence recording for my own use. I play the level once, so the AI has at least one valid solution as to how to reach the end of the level. This is working perfectly. Now for the next step, I want to program some simple terrain movement algorhythms so the AI can get off track and do some stuff that would be different on each playthrough (mainly fight enemies). It is a multiplayer game, so the other player causes unpredictable things to happen. I'm now thinking how to make it resync to the input sequence. For each keyframe (that is, a frame where a difference in input has been detected), I save not only each button state, but also x, y, xspeed, yspeed and frame difference from the last keyframe. I'm thinking this may prove to be very difficult to resync, but there are some points that I can consider: - Some waypoints are easier to sync than others. Those waypoints where xspeed and yspeed are zero are really easy to resync to. The waypoints where at least one of these is zero may be hard to sync, and those where neither is 0 may be very difficult to sync. - This may be prone to programming oversights where some situations were not foreseen and the AI can't sync. I hope can debug and refine this if it happens. - Slight variations on x, y, xspeed or yspeed may be rounded if it is close enough, so the AI can resync without the user noticing (the character "snaps" into place on resync). Does anyone have any ideas?
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I have found myself disliking their videos a lot lately, maybe I'll just unsub. There was a SNES game the AVGN character complained about an impossible to reach platform, but when I tried the game there was a run button (traditional Y), so the plataform was easy to reach. That's really stupid. About FPGAs and emulation, it's impressive how they claim so much accuracy over emulators but on reviews audio was completely different than real hardware and emulation. As if audio wasn't really part of the experience, just a bonus. As for byuu's frustration, we live in the age of youtube based marketing. I would strongly advise making a well produced video to showcase his dedication.
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
When I saw the android TAS I thought "I need to see a TAS of enigma!". I loved to play this table, but it is so hard. Now that I watched the TAS I know I got to round 4, but I can't be sure if I got to the end. Nice video though, yes vote!
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
When displaying Ram Watch addresses on screen on NES game it cuts the value, and displays only ": 0" because it's too the left of the screen. I tried finding some option to not cut the left side of the screen but couldn't find any... edit: found it under NES options, but the box is ticked off. edit2: figured it out, it does not display the address, but the "note". Thanks for the tip!
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
nesrocks
He/Him
Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Water with high concentration of salt (see sea water) makes it very easy to float on. Maybe THIS water is normal and the other pools you are used to were high on salt or chemicals.
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
One thing that'd be interesting to know is how many times each address changed since you started logging and maybe give the last 10 values for each address could be nice too.
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I had a much better time with the NES ones. Like waaaay better.
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Super Pitfall is now 30 years old! I have finished the hack. I'll post it on my site in a few hours. I'm really proud of it, specially since I had to learn quite a bit of assembly to do it. Be sure to check it out. http://nesrocks.com
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Lol I remember asking him if he was you and he neither confirmed nor denied, he just answered my other questions, so that's what that was. Okay then!
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Aren't you Ti? If not, my bad then! But there are credits for Ti on the read me.
nesrocks
He/Him
Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Alright, I changed to a smaller one. By the way, I'm eager to find some time to play your newest battletoads hack, it seems incredible.
Post subject: My Super Pitfall hack
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Hey guys, I'm not as active here as I used to be (last submitted TAS was 9 years ago). But I lurk and there's always something new to see here. This is one of my favorite boards. Anyway, I'm pretty sure some of you are already aware, but I've been making a Super Pitfall hack for the past 5 months and it's going to be out in 2 weeks, on the day the game celebrates its 30th anniversary (from the japanese release date). I have completely remade everything that I thought was bad about the game, within my limitations. Nonetheless, I kept learning as I went with it (man I learned a lot about asm and nes debugging), so what started with a simple idea to hack it and make all items visible turned into a complete remake. I kept the basic gameplay and level layout intact, but everything else I changed (hopefully popular opinion will agree to call the changes improvements!). What's new: - All new graphics - Improved performance - Game Design improvements - New songs - New hud - A lot less bugs and overall polish (too many small changes to count) So head over to the thread and see the changes. I recommend going from the last page and back. I hope the hack motivates people to play the game. It's a strange case of a really badly executed, otherwise good game and a lot of people like it despite its flaws (including me), so I saw that as an opportunity to fix it. I have also made a website for my projects: http://nesrocks.com When the hack is finished I'll update this post with a link to download the patch.
nesrocks
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Joined: 5/1/2004
Posts: 4096
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You just made me want to play ZEN IN. I never knew it was actually a sidescroller. Why not make a hack that replaces that strange first level with a side scroller?
nesrocks
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Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I lol'ed at the last text. The dark queen was no match for the glitchness and retreated in shame.
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Great video. People love to whine how they want minimum wages and regulations for their passion professions. As a society that's an artificial way of giving value to an unnecessary profession and it's inefficient as a whole in the grand scheme of increasing a country's wealth. Just let life take its course, the law of demand and offer is very good at that.
nesrocks
He/Him
Experienced Forum User, Player, Published Author (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil