I know what PAR codes are, I even have a section of PAR codes I've made on my page...
That's not what I was asking with my question. What I wanted to know is if there's a way to change the "Most opponents stay down for the count" GG code into PAR code. I think it would help to understand why some opponents stay down & some others don't...
If I only knew LUA I would gladly help you with this project as I'm interested in improvements of this game.
Looking at the memory addresses you mention on the script, seems that you found some useful ones, like where you can punch the enemy, though it seems you miss one where the opponent is dizzy, I think it was this code 7E0876 00. I also wanted to find more memory addresses but I currently don't have much free time to do so :(
There's also another one that is supposed to determine how long will the opponents will stay down (7E0B36), although I tried to modify it & got not noticeable results...
BTW, can something like this code be changed to PAR?
Most opponents stay down for the count:
DFAB-DDDD
AF6D-D190
DFAB-AFDD
Being one of the games I loved playing on the NES, I really liked the run.
IMO it has lots of variety, for example by playing whack-a-mole in some levels, rather than always finishing the level normally (although this only is because is faster in some occasions I think). There are levels where you have to use a vehicle rather than just walking (like the skateboard) which also add variety.
Although the waiting times where you had to wait for the enemy had to happen, I think making the pacifist run was the best choice for this game, specially when you mention that in 1 of the scenes you only had a single frame of margin to keep moving.
Again, I really liked the run & think it deserves to be published :D
There's cyberscore
http://cyberscore.net/game-meteos.php
Although there was a person who had some incredible records that decided to remove them, it was swifty. I heard he maxed most of the records, although I've never played this game, so I can't tell you more...
I remember seeing a GG code, but no PAR code for keeping the enemy down. I think it might be useful to you the Dizzy Meter. It increases each time you connect, & when it reaches certain #, it'll drop to 0 & the enemy will get dizzy...
Dizzy Meter: 7E092B XX
There's only pool games for what I know, and there are only 2 for this platform...: Side Pocket & Championship Pool.
I found 2 TAS'es of Side Pocket, but they are for another console... You can watch them on youtube here:
Trick Game1 Player Pocket Game
I would like to see a TAS run of either of the Advance Wars games for the DS (ans I'm still hoping for the GBA versions).
I wanna try the survival modes in Dual Strike, but for personal purposes...
I'll check later your file Johannes :)
As for JKT, I don't think he has time anymore to work on TASing this game, so I guess sadly no one is working on this game :(
Well, the only thing I know is the warp using the whip, which I mentioned some posts behind...
Anyway, I would like to see your run when you make it :)
With it, you can know important data you wouldn't normally be able to know about the game & how it behaves. This is really useful when you're doing a TAS. (You can also use them to create codes, but that's something not allowed to use here)
Mmm, I though that the strategy was a little different... (That's what I did on Devil's Forest I to get 2000 Km). I'd tried that before, but couldn't lean right & I always ended crashing into the wall when landing. Makes me want to play that game & try it again :D
I saw a video on youtube. I wonder, is it just the bosses fight, or do you also have to play a level?
I would like to see a TAS dodging all the attacks & beating all 8 robots :)
Haven't seen the video, but from your question & Derakon's answer is most likely the railslide technique. So I guess the answer is yes, it was necessary & no it wasn't a glitch, since even the staff ghost uses the slide technique...
There's a guide on MFO that explains this an other simple tricks. Just take into account that the file is heavy, so it will take some time to download...
Edit: Ok, I saw the video. Seems that the strat is the same as the WR...
There are a few things I probably would had tried (maybe you did), like falling off the loop when you're at the top & then go back (only for the 1st lap), but think I remember JKT mentioning it wasn't useful. The next thing, would be to fall off & go back to the track after passing the loop, if done correctly, it should give you a little more speed (only for the 1st lap). The last thing regards on the 2nd time you fly, I remember that you can keep more speed falling earlier, or am I wrong?
BTW, The bump at the beginning is actually the bump rail slide, though is barely used. There aren't many tracks where you can bump while railsliding & gain more speed than just railsliding, but yea is useful...
Oh, and I liked how you ended the track :)