Posts for qFox


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Hm nice. I may spend my weekend on this :)
qfox.nl
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Well probably so. I think you did boss 6 (sword) faster then JXQ there muncher :) But are you able to get UFO? Cos the double-star is much stronger (although I don't know the strength of the 4th and subsequent Mikes).
qfox.nl
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Wild guess. Also, you need to switch skills more (like stone and hammer). Make (long) detours, that sort of stuff. Maybe not twice, but close enough. Don't underestimate the number of "secrets" in kirby :) A run of that boss-marathon-bonus would be nice as well.
qfox.nl
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I'm going to guess 100% is about twice as long though. Be warned.
qfox.nl
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Also. No powers will probably make it very frustrating. The UFO has another plus side, there's no more minor optimization by dashing of edges and stuff. That probably contributed to the sudden speed of finishing this run. You can try a 100% run muncher :)
qfox.nl
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Finaly! So all you needed was a big push ;) But for the sake of fair play I suggest we wait until muncher is done to see what his final score will be like. Perhaps his run will beat yours? Voted yes anwyays, but won't make bold statements anymore like "Oh yeah, UFO def. beats all" :p
qfox.nl
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Or was it lose? ;)
qfox.nl
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You're kicking all our framef*cking butts here :p Oh, fun fact: if you get iced as UFO, you get a white UFO (and remain white). May just be worth it the delay for the fun of it :) You'll loose it in the cutscene though.
qfox.nl
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Lol, ok that explains. Be sure to mention that in your comments as well :) Keep it up
qfox.nl
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Hm lol. I always discarded the UFO because it's not the fastest and more because you loose it at the end of each level. I did hear of the select trick but somehow never bothered. Make sure to mention this is the reason you get hit by enemies after you mix. I was wondering why at first. Also, I like that you try to show other skills (wheel, hi-jump), but I'm not so sure whether taking the wheel and doing the parts after the wheel is faster then just keeping UFO (and all that is gained by not getting mix again). But I'm not sure whether there will ever be any completed run after a new one is made now so just keep on going :) I don't mind the UFO-spam. I just want this game done properly :) Oh and wasnt it possible to double-star both of the bosses when triggered properly? (Perhaps starting at the sun's side, since he's going up) Or is only one of them vulnerable at start?
qfox.nl
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Funny you should mention it, I watched that run this week as well. I've played that game so many times on my NES and the other day I just wanted to see what actually happened when you reached the 8th (or w/e) table. It was kind of disappointing to find out what, but whatever. You get the creditlist for reaching a lower score I believe, but maybe it's just beating the #1 score (and curse Nintendo for not saving the highscores on that cardridge...). Anyways, the rejected pinbot movie, although a little sloppy, was indeed rather boring. Especially since there was no real ending. I'm not sure whether a much better one will be any more interesting. You can obviously keep on playing forever in a TAS. It's a good game though. Perhaps reaching the last world is best. Has anyone checked what comes when you go through the entire cycle twice? (so once with the triangle balls)
qfox.nl
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have you used babelfish?
qfox.nl
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there's a sf project, feel free to join it.
qfox.nl
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Well there are at least some rom maps. And now I know what to google for, I didn't know the proper terms :)
qfox.nl
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Excellent!
qfox.nl
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awesome! thats what i meant :D thanks!
qfox.nl
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Yes well, this is more the rom-hacking part. It's nice and all, and google kills me with romhacking replies, but I'm talking about running info. I think GameGenie or Gameshark or something like that does the same thing. I'll give some examples... In SMB1, 0x0057 contains the current running speed 0x001D indicates your falling state 0x009F is your vertical speed 0x0002 is your height 0x0500-0x05CF is a map layout 0x07F8-0x07FA is the time 0x075E continains your coin-count 0x07DE-0x07E2 is your score 0x07D8-0x07DC is the hi-score In 3D worldrunner (blatant copy/paste coming ;), 0024 - 0025 = input flags? 002E = horizontal position (proving the game is 255 units or positions wide) 0035 = direction. 00 = forward. FF = backward 005D = how high up in the air... offsets at 0 when on the ground, moves up/down by 2. you can fire when this value <= 2 going or staying down. once jumping, you have one frame to fire. 0065 = airborne (0=no, 1=yes) 007c = 0A means uncontrollable... 0083 = some kind of count down when fired, doesnt seem to impact gameplay... start at 28 every shot 0092 = new life state: 0 = starting game (reset) / nothing (just alive), 224 = gameover, 128 = unmoveable (like coming onscreen new game) until 0, 112 = dying until 128 00A8 = some kind of forward position 00C0 = see 00A8 00D0 = distance of current shot. you can not fire when this is >0, and it reaches 0 before the last shot leaves the visual range. gets reset immediately when hitting an enemy. 00D9 = something about height as well, but offsets at 181 when on the ground and decreases as you go up. there are more addresses like this one in the 02xx range 00E0 = number of lifes 0603 - 0608 = (value-0x30) is score, xxxxxx, where 100's = 0606, 1000's = 0604 etc. when the counter ticks at 999900, 0607's lowbyte turns to 9 as well (only time ever). after that no increments are possible. game doesn't use the 0608 lowbyte, but you can set them all to 9 to get the game to show 999999 as score :) what the 0x30 represents I can't tell. 06C0 - 070F = indicates land, where "you" seem to be on 070D E or F and 06C0 is at the horizon. only lowbytes are used, E means land, 4 means gap. And finally Excitebike (another paste from my own docs), 0408-040f = timer (f=low 8=high). counts 0 to 10 each 03d4 = some kind of vert pos, not quite though 00b0 = which track you are in, 1-4 (0 means sand etc). luke says "when in the air" :s 049x-04fx = track picture, use for collision stuff 03e3 = motor temp. starts at 08. stables at 17 when holding A. overheats at 32. running over "speedup" actually just resets your temp (kind of misleading...) 03ac = 2=down, 1 moves towards the moter a little bit (how much?), 0 doesnt move towards the motor/on the motor/... 037c = 0:ok, 1:puddle, 2:top/bottom of track (1 and 2 = slowdown) 0627 - 062C = score (low nibbles make up score) 08f3 = speed. starting at 0, maxes at 46/47. pressing B gets you there faster (increments by 2, where A adds just one), but 47/49 seems the max speed. seems to be a cap somewhere, poking it higher doesnt give you more speed. 0090 = vertical position (out of context of game) 000e = i think this is 1 when your standing still and are ready to go, 0 else 0024 & 0034 = count down at start. 0034 starts at 5 counts down every 11 frames then 0024 starts to count down once per frame, when 0024 is at 2, it means go (why 2?) Its stuff like this I'm looking for. This is usefull for a bot. Romhacks are generally not. So...
qfox.nl
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Looked good, but half of the games have "empty" pages, and none I randomly looked at had any rom info.
qfox.nl
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Well in case anyone is about to tackle it in the old code, may I redirect your attention to the sourceforge project instead? There's a live project that always welcomes help :)
qfox.nl
Post subject: RAM locations of games?
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Does anyone have a site or something that lists interesting addresses of games? And I don't mean the rom addresses, google spams a lot of sites listing locations of stuff inside a rom. I need addresses of data when the game is running. I'm sure there are sites with a database about this stuff and I need some to test my bot more properly give some examples of it's strength. If there's no such site, please consider this the "spam the RAM findings of your game here" thread... :)
qfox.nl
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If 50 levels or so of bubblebobble is allowed, then so should pong, simcity and pacman... :) Oh and Myra, if you can pause the ingame timer, the realtime timer counts as far as the speedrun is concerned ;)
qfox.nl
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I'm not so thrilled about it. For one it's a race-game without weapons or items. It's virtually a scroller. You're crashing into cars and hitting the dirt a lot. Sure you don't break a lot, but this is the same. I'd say, you have the power of slowdown and premonition at your command... use it. If at some point you hit the dirt in a corner, rerecord and slow down until you don't hit the dirt. If you bump into a car, rerecord and don't. This of course not for the kisses you seem to make on purpose (but only if these dont slow you down either, if that's the case, more kisses are a pre ;) and the crashing at the end. I'm voting no because the beginning is rather sloppy and since this game doesn't have a lot of things to take care of I think not slowing down unless absolutely required should be one of them.
qfox.nl
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yeah... sorry i dont know how the commenting system works, but since this post was talking about this comment, i asumed that the warning there was read as well ;)
qfox.nl
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Spite? No warning? The guy makes clear that the run is made using an emulator, savestates and slowdowns. I'd say he tried to explain it. And I don't really see how spite comes into play. Looks more like a mistake in giving credits then something on purpose. The nick spellingerror is bad though :p
qfox.nl
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Oh, if that's the case, you need to extract the files from those zips to the library part of your compiler (just like the tutorial tells you...)
qfox.nl
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