Posts for samurai_goroh

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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I like the idea of having a real-time run on the normal mode & in-game time on the time attack mode. I'm looking forward to both of the runs diggidoyo :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Do you happen to know the reason why the first screen takes longer to dismiss? It looks like it waits for the enemy shots to disappear before moving into the next level (though it is the only level that does that, so maybe that's just how it behaves...) As for using the shield, I think is nice, it shows more of the game's functionality :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Suppose that since you haven't posted in quite some time Tseralith, there hasn't been any progress, right? Hope you get into this game again, this is one of the games in my wishlist to see it TASed :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I would like to see that, but not sure how many people would like it. Maybe playing in Advanced Campaign would be more appealing?!
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I like best the F-ZERO X Guitar Arrange Edition: Ryuichi Katsumata & Taro Bando - Crazy Call at Cry (Port Town) Link to video
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
This run in particular aims first to minimize the in-game timer. This is, as Nach mentions, to break world records, since these times are saved on a record list. The 2nd objective is to minimize the length of the movie, this is where the real time applies (as long as the first goal is met prior to this one). And that is why the pause glitch is only used once, as even if it helps getting the power meter fill sooner, it will length the overall time of the movie w/o actually being faster in-game.
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Truncated wrote:
I can get 9 out of 10 in place, different ones if needed, but not all 10. Need some way to get blocks back on the conveyor after they have been used to place the other blocks...
I'm on the same boat: [URL=http://smg.photobucket.com/albums/v205/SamuraiGoroh/Others/Ice_Sokoban/?action=view&current=01.png][/URL] [URL=http://smg.photobucket.com/albums/v205/SamuraiGoroh/Others/Ice_Sokoban/?action=view&current=02.png][/URL] [URL=http://smg.photobucket.com/albums/v205/SamuraiGoroh/Others/Ice_Sokoban/?action=view&current=03.png][/URL] [URL=http://smg.photobucket.com/albums/v205/SamuraiGoroh/Others/Ice_Sokoban/?action=view&current=04.png][/URL]
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I really liked these videos & wouldn't mind at all seeing a run that uses the keyboard rather than a mouse. This game is fun (I spent tons of time playing it over an over) & despite having just a few parts where you can save time (e.g. when screen stops for killing bosses/mid bosses), I don't think is a bad choice of game. Getting a high % of destruction is something to entertain the public. It also has a nice music :) As for the particular level, it was nice to see that you attacked with the Sonic Wave sideways in a few parts where it was useful :) This is one game I'd loved to see TASed, so even in the unlikely event that it doesn't get published, I would be delighted with the run :D
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Tseralith wrote:
Finished the level now and almost managed to get 100% destruction. Almost as I probably missed out on a few slugs some enemies shoot which you can destroy, or maybe there might be targets you can't destroy, but still counts towards destruction %
I don't quite remember, but I think that maybe that map started to move again after you fight the enemy for a while & then there were more targets to destroy. If that was it, then it would go against your goal to finish the levels ASAP. When you're short of money you can always downgrade your front & rear weapons. I used to do that to buy things that only appeared on specific levels (like the Carrot ship)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Something I was wondering is that since you've chosen to use the Sonic Wave as your rear gun, would it be useful to switch attacking upwards to sideways in some parts of the game? As for skipping or not the extra levels, I'm fine either way. Of course, I would also like to see a longest path TAS, so making this the fastest one would make more sense to skip them (that's it if both TASes are made eventually)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Los bugs se encuentran haciendo algo inesperado para el programador. Cosas como presionar ambos lados al mismo tiempo es algo que usualmente el programador ignora, debido a que no es común presionar ambos lados, por lo que si no manejan esta situación se puede llegar a causar efectos inesperados (Como en Zelda, por mencionar un ejemplo) Otras veces es por no seguir las cosas como ellos (los programadores) pensaron al hacer los niveles. Pongamos de ejemplo Castlevania cuando diseñan que no puedas llegar a una plataforma por muy poco margen, pero al ser impulsado por el daño de un enemigo, te da el empujón para llegar a dicha plataforma. Se dice que los juegos con mas bugs son los que mas gente los prueba, por eso juegos clásicos como los de Mario Bros, Zelda, Metroid, etc. se conocen muchos bugs... Si tienes un juego en mente, sólo dinos y tal vez alguno de nosotros sepamos de algo que pueda ayudar ;)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I watched already the 3 levels & can't wait to see this game getting TASed :D If you don't have all the information, this page has quite some good information regarding the game: http://members.iinet.net.au/~vannevar/tyrian/guide.html BTW, you can escape from extra levels by getting yourself killed, though that would be against a goal you have in mind. Just mentioning in case you want to buy something that only appears on secret levels & don't want to finish it...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I really liked this last run, thumbs up :) Although I have a question. What are going to be your goals? There are several paths you can take & considering you grabbed an orb to warp to a secret level, I would assume that you'll take the longest route. Is that right? An advice I can give you is that in levels where you can get an upgrade (or more), sometimes is beneficial to change the type of weapon just to upgrade it to a higher level & then change it back later winning some money for other purposes. Just be sure that the store sells the weapon or you'll get stuck with an inferior one...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
So, which emulator are we talking about? If emu.frameadvance() isn't recognized (like that) then it won't run the WHILE statement once per frame. So, if you remove it, it will run indefinitely when you open the script & that's likely the reason it floods the dialog & crashes...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I like using modulo best
local timer = 0
while true
  timer = (timer + 1) % 60
  emu.frameadvance()

  if timer == 0 then
    print(memory.readdword(0x80000048))
  end

end
I'm not sure, but normally don't you place the frame advance at the end of the 'while' statement?
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I'm not going to vote, but I had a good laugh watching this video XD
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
wicked wrote:
i didnt get how the game ends so fast
Added detailed information into the submission (is due to a password sequence).
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Well, JKT mentioned that he has some time to do some tracks again. However, he wants to aim on the DD tracks first, and also in no particular order... Here's a video of Devil's Forest 4: Link to video
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I'm the best in the Universe! Remember that!
Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I had the same idea of having a place to hosts every LUA script there has been, but stumbled with the issue of what would be the way to manage uploads & updates of the scripts, so I discarded it. I would be interested on supporting this cause :)
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
There was a discussion long time ago About the rule regarding usage of fan translations and as boct1584 mentions, using patches are usually not allowed (there has been exception on some hacks). I'm just playing this game & if you set the dialog speed to the fastest, you wouldn't really have time to read, so it doesn't matter much if is in Japanese or not.
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
There are some codes here: http://shrines.rpgclassics.com/snes/ranma/par.shtml I was looking for some codes in the RAM, though most of them where covered there right now, except for Enemies data: 7E1ECC XX 1e Current Hp 7E1ECF XX 1e Total Hp 7E1F19 XX 2e Current Hp 7E1F1C XX 2e Total Hp 7E1F66 XX 3e Current Hp 7E1F69 XX 3e Total Hp 7E1FB3 XX 4e Current Hp 7E1FB6 XX 4e Total Hp Edit: I uploaded the codes at my page: Ranma ½ - Akanekodan no Hihou
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
This is one of the games I had as a child, so seeing it beaten is nice enough for me to give a yes vote :) (I remember I could barely reach a boss, at much...) I guess not many played this game. Though to be fair there's no much action to see, no wonder why it gets so many no's...
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Editor, Experienced Forum User, Published Author, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
A game that immediately comes in mind is Super Punch-Out!! Getting a high score not necessary means that you must KO your opponent as fast as possible, so it would be different enough from the existing movie. There are some scores & strats on Jarboo's page which can be reached at: http://membres.multimania.fr/jarboo/IndexGB.html
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