Posts for slamo


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Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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Back when I was screwing around with the mouse in this emulator I put together a really stupid simple script to help make mouse movement easier. Instead of using the menu to bump the mouse in weird increments you can instead type exactly how much you want to move it into the lua console. There's a display for button states as well, and if you use hotkeys for them you won't have to touch the mouse menu. Don't know if it will be helpful, but I'll throw it here: http://tasvideos.org/userfiles/info/26318138254340419 I've never played this game or have any other knowledge to add, but best of luck on the TAS!
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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For the first one, I think you might be screwed. I approached Ilari with a similar error after trying to run Descent and it's an error with emulation, there's nothing you can do. Pray for some other emulator I guess. As for the second one, have you set up the mouse? Make sure you run "ctmouse" on the boot disk before switching over to C: and running the game. If it's not that, I have no idea.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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MUGG wrote:
I regained interest again. I have a freedos image and I have a harddisk image with my game on it. I was told I need to run sinstall.exe in the game folder (the sound installer) before the game can run. How am I supposed to do that in JPC?
Just enter "sinstall" in the prompt like you would with "genie" and go through the setup within JPC.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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Just downloaded 1.9.4, works fine for me...
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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jlun2 wrote:
Hey, this suddenly popped into my mind, but is it possible to get a dump of the OoB sections of individual stages? Since different versions of this game have different OoB layouts, finding OoB applications for 100% manually would be rather taxing.
The main problem with this is that a certain section of OOB is mapped using the VRAM, which is constantly changing, so there would be no perfect static map to use.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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turska wrote:
Voting No for failing to beat real-time runs, here's a recording of beating Paddle War in real-time with a better score (21-15) using the same strategy in DOSBox: https://dl.dropboxusercontent.com/u/52397711/keen4e_003.avi Edit: after some more fun times watching Paddle War, here's an RTA that finishes faster (even with more time spent in the menu) and has a better score: https://dl.dropboxusercontent.com/u/52397711/keen4e_041.avi
I did try a couple hundred RTC times and didn't get anything like this. I dunno if it's a version difference or what, maybe I'll try that, but I maintain that the details of the resulting win are superficial. Of course they would be the tiebreaker if I were to get a better score or finish time, but I don't view it as that important. (Besides, people like the intensity and drama of this match...)
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kooz wrote:
Awesome. This was one of my childhood favorites. Quick question: On Level 11 (at 4:02) you jump off a ledge to tag the EPIC bonus and avoid a ball rolling back and forth. Wouldn't dropping off the ledge and taking damage from the ball be faster?
Jumping that distance allows me to chain another jump to get over the next ledge. Instead of landing and jumping at separate times, chaining it combines the animation into something shorter to save a few frames. Falling off a ledge also uses an animation so there's no advantage doing it.
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CoolKirby wrote:
How about Commander Keen: Episode 3? It's the last Keen game to be TASed, and the final time would be under two minutes. There's also Fallout 1, which would be longer but looks kind of fun to run and optimize.
I was thinking about getting Keen 3 out of the way, yeah. I never considered Fallout, I might have to look into that sometime...
fsvgm777 wrote:
I can safely confirm the run syncs just fine with a clean image (that is, without any save files, so without jn1save.0 and jn1savem.0). Its checksum is 7d0fb2bf206640d3db48973881a3e295 and contains all the files in the submission comments, bar the two files mentioned above. Here's the slightly edited movie file. (using the checksum of the HDD image mentioned above)
Ahh, good, I knew it was possible to swap in a different image but wasn't sure of all the steps. This should replace the current submission file.
Patashu wrote:
Does Duke Nukem 2 work? It has simple physics and a fun way to do sequence breaks with the flamethrower so should be easy to route.
IIRC Ilari has gotten it working. I saw Bonesaw running it at a GDQ a while back, another good game to consider.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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Patashu wrote:
Nice! Do you plan on TASing more DOS games?
I'd like to, yeah. It'll depend on whether they work or not in JPC though, some games I've tried to work on have major issues.
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Wario Land II navigation script v3 Small update here but it might be useful. It never occurred to me that secret exits might have a different tile property, but sure enough they do. These previously displayed as red blocks in the script but should now show up as doors. Hopefully you guys can find some useful ones. Also I changed the door color to green because quite a lot of OoB is black. I've listed the door types and their tile properties in the file description. I have no idea what would happen if you enter a secret exit in a level that isn't supposed to have one. Probably nothing interesting but worth checking out.
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Wario Land 1 navigation script As requested by vlack. The colors are a bit different here so be sure to read the description. There are probably some tiles I missed, but it's pretty usable right now. I haven't tested it in glitch space but it should work fine since this game is a lot simpler.
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Thevlackdemonn2294 wrote:
@Slamo: you can do a navigation script for Wario Land 1 GB because in this game also have OoB and possible wrong warp doors and glitched doors.
I'll take a look and post it in the appropriate thread. No guarantees it will be quick though, I don't know if it uses a similar engine to 2 and 3.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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So I did something really screwy. I don't know if any of this will turn out to be useful, but here it is: In W4 A Town in Chaos, I found a glitch room with VERY messed up tiles. Basically how tiles work in this game is that they each have a property found in a table that corresponds to the code to jump to upon contact with it - for example if a tile has the property "0x4032", which is a regular solid block, it jumps to 0x4032 in the code upon identification of the tile, which keeps Wario from moving inside of it. Finding a tile that would jump to the ending seems tempting but I couldn't get that to work through memory poking, it may require other conditions to work. In this new glitch room the tiles have properties outside of what's programmed into the game. A fun effect of this one is that it ran some code that disables RAM bank switching. The RAM banks are where the level data is stored, so the aftermath of this is that the game is stuck on RAM bank 4 (all FFs in this case). It might be possible other glitch rooms exist that get you stuck on different banks which have portions of the level data instead of junk. In this case, essentially entire levels will consist of the same tile, however glitch areas will be unchanged. Entering other levels in this state has mixed results depending on the tileset. Some levels are completely solid and you immediately get stuck while others are just empty space you fall through until you hit the glitch area. I was thinking things could get interesting if you were to save while falling through one of these "empty" levels, which resets the game and re-enables RAM bank switching, and places you at your previous coordinates, which should be within the normal level if done properly. The problem is that in-level saving doesn't want to work properly in this glitched state. I'm not sure why. Anyway here's a Bizhawk savestate with the RAM banks disabled and a few levels unlocked, play around with it if you wish: https://dl.dropboxusercontent.com/u/30177754/wl3severeglitch.state Keep in mind that the levels will not be displayed correctly in the navigation script. I might post a video later of how to get to the glitch room, but it's kind of grueling as it involves clipping OoB as a zombie and looking for a light tile in glitch space...
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Thevlackdemonn2294 wrote:
Hey guys there some cheat or .lua camera to follow wario when you did not see on screen
The best I can come up with is poking and freezing the camera X and Y values. The camera values track where Wario is relative to the edges of the screen. To do this in Bizhawk just pause emulation, go to RAM watch, set the domain to WRAM, and add the values 0xA87 and 0xA88. Poke them to be 72 and 80 respectively and then freeze both. The game will actually play roughly the same, but the navigation script will center on where Wario is instead of lining up with what's on the screen. The only problem is that you can't tell where Wario is, but I guess it's easy enough to add a marker for him in the script. EDIT: Updated the script with Wario's hitbox: http://tasvideos.org/userfiles/info/16626830733900897
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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Here's a fixed version Turns out I was using a wrong (but quite close) reference table. Should all be stable now although there are still unidentified tiles.
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jlun2 wrote:
slamo wrote:
EDIT: Yeah, I just got into a glitch hell and it's inaccurate. I'll need to find out what's wrong.
Thanks! Wait how did you manage to do this on console? 0_o
I mean I did it on emulator and the script doesn't work out of bounds.
Experienced Forum User, Published Author, Reviewer, Expert player (2392)
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Here is a navigation overlay for Wario Land II, as requested by jlun2 It works basically the same as the Wario Land 3 script I made. The only problem is that tiles are really wonky and will exhibit properties that they shouldn't (i.e. a solid block and platform having the same tile property). I also don't have a list of tile properties so it's incomplete. It's usable enough, though. I'll probably update it at some point. I haven't tried to do this yet, but entering glitch hell should be doable by finding a room with a Y sector of 0 (0x153A in the WRAM) and using the walljump glitch to clip through the top and underflow it. I have no idea what would be found in that mess. EDIT: Yeah, I just got into a glitch hell and it's inaccurate. I'll need to find out what's wrong.
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aztectornado wrote:
Kinda curious now after watching it and partway through the extra levels one. I saw you occasionally end a level with a TNT bomb when passing an otherwise inaccessible level end sign, but this makes me wonder how many milliseconds could be shaved off the ending if you used TNT right as the sign comes into view, rather than waiting for it to come into range of your gun? Obviously, it's not something that works for all levels since most of the time the game's kinda stingy with the stuff, but in some of them you end up with a surplus of TNT, and gut instinct is telling me there's probably optimizations that could come from that.
The scrolling towards the sign is very slow (much slower than running speed) so it's almost always best to get as close to the sign as possible before hitting it. The only exception is Lagunicus 1 in the extra run, where Jazz is swimming through a counter-current and scrolling is just a little bit faster. The timer in the HUD can be cheesed to be as low as possible by hitting it early but it's slower overall so we opted not to do that.
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Navigation script (see description for details) This should help a bit in figuring out glitch rooms. Most doors in glitch hell lock up the game, and some warp to normal areas of the level. The only opportunity for memory editing may be with breakable blocks, since glitch rooms access the game's RAM to map the room and breaking a block changes its ID. Will need to investigate further.
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I appreciate it! I did a quick look and it indeed behaves differently in time attack mode. The RAM banks are arranged in a different way for some reason. I believe the glitch is accurate now, although someone else verifying it on console (from a fresh file) should confirm it. I'll do some serious exploration of glitch rooms now and see if I can find anything interesting.
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Thevlackdemonn2294 wrote:
I remember test this glitch in real run but apparently the effect of this OoB is RNG of some way sometimes you not through the wall and sometimes yes as I show in the video I think that is because few chests are collected before of execute this glitch that's my theory but I'm not entirely sure about that.
I've been trying to figure out the OoB behavior the past few days and had some success. The level data is stored in the switchable RAM banks ("Cart RAM" in Gambatte), specifically in the 2nd and 3rd banks (there is assembly code to deal with the 4th bank but I don't think any levels are large enough?). Halfway through the 3rd bank the intended level data ends. The data after this is all 0xFF - I just don't know if this is actually written by the game or just Gambatte's default value for uninitialized RAM (could explain emulator/console differences?), or something else completely. This section of the memory is what Wario is falling through after he passes the bottom of this room. 0xFF actually corresponds to a door in this tileset, which would explain why the warp to glitch rooms is possible once he lands. One problem I have is that the cart that I'm using in my GBC has time attack unlocked, and I've been testing on emulator from fresh save files. This could make a difference, no idea. I really don't want to erase the save on my cart so if you or another runner have a save file left from an All Chests or 100% run I could have, that would be greatly appreciated and would narrow down the possibilities here. I've also been working on a Lua script that allows navigation of glitch rooms through an overlay since the actual tiles don't help. It displays solid blocks, breakable blocks, doors, etc. It should make the routing of paths through glitch rooms much easier and may lead to new discoveries as well. I just want to add a couple more things and I'll upload.
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I tried it on a GBA, same result as the GBC. I also just tried it on the BGB emulator and got different results from everything else. I wonder what's making this vary so much...
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Thevlackdemonn2294 wrote:
Hello actually I am speedrunner of Wario Land games and WL1 and WL3 are my main games in speedruns. Ok a few months ago me and becored(another WL3 speedrunner) we discovered OoB in WL3 in W1 and is possible get this OoB in another stages but this game have a potencial for glitched any% as Super Mario Land 2 manipulating the values or something. The problem with this OoB is it has different effects depending on the emulator i dont know why. This is a example in W1 for get green chest early: https://www.youtube.com/watch?v=CBE8SRU8Oec apparently in W1 when you enter in this OoB you can enter to many glitched rooms. Edit: and also ask them if is possible manipulate the values in the OoB for get the ending in this game or something.
I played around with this a bit and it does indeed act different on certain emulators and the actual console. The best I can understand this glitch from memory watching is that Wario's Y coordinate is underflowing since this sector is at the very top of the level map. My tests: VBA - Works as demonstrated in the video. Wrapping the screen around can make different glitch rooms available. Gambatte - After leaving the top of the screen, Wario warps back down to where he was hit and bounces in place for a bit. After recovery, he spazzes out and can move around very erratically, even through walls. Can't seem to do much of anything useful here. Works like VBA after trying it again...okay Console (GBC) - Works like in the video up until Wario starts falling back down. Wario continues to fall down just outside the right side of the room and never clips through the wall aside from a small cavity near the bottom. He keeps falling and eventually lands on a floor where a glitch room can be entered (this same glitch room can also be seen in VBA by falling straight down without clipping through the wall). The glitch room has an enemy and a couple music coins, but not a lot of space to move around. I'm pretty inexperienced at this and am not sure what determines the warp locations and the structure of the glitch rooms. No emulator I've tried has been accurate to the console though.
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This is a great game, and I didn't know that saving and loading could break it so badly. IIRC when you first enter a tower, the entrance/exit is open for a short while - maybe saving and loading on the right frame will leave it open, so you can just turn around and complete the tower?
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If you go into the /datafiles/ folder you'll see a file just called extramenu. This is essentially the menu commands. From left to right there's the actual menu text, the hotkey, the JPC-rr command, and then whatever arguments that command requires. You can edit the file to your liking, in this case you want to change some of the existing hotkeys. I haven't played around with mouse so I can't help you much there, although you can also edit the file to allow finer mouse movement.
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