Posts for zidanax


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Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Once again I'm impressed how with how quickly you were able to beat an RPG. I remember this game being rather open-ended, but still, there's the matter of beating the final bosses, and you seem to have handled that quite well. Voting yes.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
The run isn't something I'd want to watch again and again, but I did find it entertaining enough to vote yes. Liked watching those chains of explosions.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Location: Oregon
Just want to mention that it would be a good idea to use this site to upload your input files. It's kind of the standard here. Easy to upload and download, and it gives some info about the input file, such as number of frames and rerecords.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
I think it's good this run started at a later level, otherwise it would get too boring.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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No, I haven't been working on this, but I'm wondering: Is anybody else even interested in seeing a TAS of this game? That fact that there wasn't a thread until I made one is perhaps a bad sign...
Experienced Forum User, Published Author, Player (215)
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Maybe I'm misunderstanding, but could you use Geiger's SNES9x Debugger and set watches to see when those values are loaded and where they eventually end up in memory?
Experienced Forum User, Published Author, Player (215)
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I thought you managed to keep things mildly interesting, which is definitely a compliment given how little there is to work with in comparison to other fighting games, including MK2 and 3.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Location: Oregon
One of those times where a "WTF" option in the poll would be good. Voting yes.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
How long did it take you to figure out something so obscure?! I'm always amazed when people notice stuff like that. I'm not sure I'd want to be a game tester :).
Experienced Forum User, Published Author, Player (215)
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Would it be possible to adapt this for Snes9x? Or does Snes9x already have multi-track recording, and I just haven't noticed?
Experienced Forum User, Published Author, Player (215)
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Location: Oregon
The level layouts are different, but nevertheless I did see more flaws than that. -It seems they didn't take advantage of pre-jump boosting as much as they could have. -Although I'd have to test it myself to be sure, I was uneasy about some of their decisions on which branches to land on and jump from. -Again I'd have to test it, but I was unsure about their strategy for passing the enemies at the bottom of the pit in Fillmore Act 2 -They didn't always jump to meet the Minotaur, which is generally faster when done right. -They might've been able to go through the water area in Bloodpool Act 2 faster by taking some hits. -Sometimes they jumped with their back to the enemy when they could've just turned around while walking, which is generally faster. Blah,blah,blah. But overall, though, it wasn't too bad, and I'll be comparing my levels with the TAS as I go in case they have better strategies for certain sections. How often I can do that will be limited by different level layouts, different monster HP and God's maxed out HP but nevertheless I may find some timesavers. For the curious, the same person who uploaded the SP Mode TAS also uploaded a no damage version which I put on Megaupload: http://www.megaupload.com/?d=4LKC8XO1
Experienced Forum User, Published Author, Player (215)
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Try it a whole ton and see if you can manage it, I guess. Practicing in an emulator so you can use savestates would be a good idea, I think. I actually managed to do that fall off the ledge in Fillmore in realtime, though I also failed a few times. Perhaps with a lot of practice you could do it consistently. It's not easy since you have to be right at the edge or even slightly off of it--this game has Taz-like physics: depending on the value of the "Boost" memory location you may walk over nothing but air for a few frames before finally falling. Pressing Y during that time should work. Basically just press Y as close to the edge as possible. As for the walljump, it's easy to maintain once you've started it. It's getting embedded in the wall in the first place that's hard. As you probably noticed you jump with your back facing the wall. You want to be touching the wall (or very close to it?) when you get hit. At this point I generally let go of B then start holding it down again, though I don't know whether or not that's strictly necessary. During the fall you might "catch" onto the wall. I don't know the specifics, though I personally don't have to worry too much about that since I can just rerecord until I trigger it :). It's possible that there's something else to it like God's Y position when you get hit since it was harder to trigger the bug in Fillmore than in Bloodpool.
Experienced Forum User, Published Author, Player (215)
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I put the TAS from nicovideo on Megaupload: http://www.megaupload.com/?d=CHI043I1 There's also a no-damage TAS on nicovideo which I'll look at in case there's any other tricks there. EDIT: I also manged to activate the jump trick in Fillmore, just like in the above TAS: http://www.youtube.com/watch?v=_0zTpPpOr8U I didn't remember to start recording until partway through jumping up the shaft but rest assured that I activated the glitch at the bottom just like in the TAS on nicovideo. EDIT: Found the profile of the person who uploaded the TAS to nicovideo. 大根さん apparently. http://www.nicovideo.jp/user/8038556 Pretty much all of their profile stuff is private.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Here's the two tricks put together: http://www.youtube.com/watch?v=w1FtCbTAEy8 Forgot to record with sound on, but whatever.
Experienced Forum User, Published Author, Player (215)
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Location: Oregon
We've been working some on the subtitles but... http://www.nicovideo.jp/watch/sm3944699 Holy shit... I've only seen Fillmore and part of Bloodpool and already noticed at least one possible major timesaver. I was skeptical, but.. I've managed to duplicate the trick in Bloodpool so far. http://dehacked.2y.net/microstorage.php/info/1050661024/ActRaiserTrick.smv When I saw it in the video, I realized that it was the same as what I once managed to trigger in Kasandora Act 2, but for some reason I didn't think further of it. I can tell you now that the complete run I posted before is not going to be the final one... I'll be watching the rest of it closely tomorrow. EDIT: I also managed to duplicate that crazy fall in Fillmore Act 2: http://dehacked.2y.net/microstorage.php/info/1848517308/ActRaisertrick2.smv The key is to press Y at the right time before falling off the ledge.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
On another note: I noticed that it's possible to set hotkeys for loading, reloading and stopping lua scripts. It's under Config->Hotkeys->Tools. Sped things way up for me. Would just ctrl+s to save changes to the script in notepad++, alt-tab over to SNES9x, then ctrl+s to reload the script, and possibly shift+[something] to reload a state.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
I added some subs of my own up to the beginning of the Bloodpool sim (I didn't have any for Bloodpool Act 1). http://lua.pastey.net/127323 I wonder if you might want to save some of the stuff you mention in the Fillmore sim for later. We want to have stuff to mention for the other 5 sims. Anyway, to encourage people to look at what we have so far for the subs, here is an encode up to partway through Fillmore Act 2 (where my last subtitle is). http://www.youtube.com/watch?v=VBFp_349uss
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
When I checked to see whether using the last scroll on the Marahna boss would be faster, it did save 25 frames, but I couldn't manipulate the Northwall Boss to come straight down rather than swoop down. So I decided I might as well try using the last scroll on the Northwall boss instead. Well what do you know, the boss gave me a perfect pattern for using a scroll: first comes straight down then swoops down the second time. I was able to kill the Northwall boss in a little less than half the time it took in OgreSlayeR's run. Overall, the run is now 105 frames less, bringing it to a little under 54 minutes and 50 seconds. http://dehacked.2y.net/microstorage.php/info/1320456877/ActRaiser_%28U%29_Zidanax_and_Dunnius.smv EDIT: oh, and Volume Envelope Height Reading is now on in the SMV.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
The problem with the Bloodpool boss is that if I don't cast that stardust his second spawn is on the ground, then he disappears rather quickly, then he spawns on the third level, where I can't get in many hits. Casting Stardust can, depending on when (and I think where) I cast it change where the boss will spawn to somewhere else. I probably should still use magic against the Fillmore boss because I managed to save a full 477 frames over your no-star attempt. I think I'll try, however, seeing how things go if I use the last stardust on the Marahna boss instead of the Kasandora boss.
Experienced Forum User, Published Author, Player (215)
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It's done! But before we submit it, I want you guys to look at Death Heim and see if you notice any possible improvements. Also, we'll want the subtitles finished and polished before we finally submit. When the subtitles are done, see if the timing and content are good, text placement is reasonable, etc. Dunnius and I are kind of biased since we already know about the stuff in the subtitles, etc. So we may make (a lot of) mistakes and need outsiders to tell us whether things like the timing are good. Here it is: http://dehacked.2y.net/microstorage.php/info/1613152846/ActRaiser_%28U%29_Zidanax_and_Dunnius.smv EDIT: Just a note that it ended up being a 745 frame improvement overall in Death Heim. Both phases of Tanzra were slightly faster. The Fillmore boss was much faster. The Marahna and Northwall bosses were both faster. The other three bosses were somewhat slower. It seems there was generally 9 frames or so more lag between each boss. Probably a result of using SNES9x 1.51. It doesn't really matter, since it only adds up to a little less than a second. EDIT #2: I forgot to enable Volume Envelope Height Reading when I started this SMV. But interestingly enough when I force it to enabled by hex editing the SMV, the entire run still syncs. Since Volume Envelope Height Reading improves sound effects in some games, maybe we should submit the run with it enabled.
Experienced Forum User, Published Author, Player (215)
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FatRatKnight created a separate thread in the Tool-Assisted Laboratory forum. That has the latest version of the script :). If you're talking about subtitles I came up with, here are some: http://pastey.net/127175 Incomplete, and as mentioned in the text, there are some I don't think we'll use. There may be some others we shouldn't use either. EDIT: yes, I'm intentionally making these subs public. I think once we've done the subs we'll want to get feedback on things like timing and content anyhow. EDIT #2: OK, coming in for the home stretch, here's Northwall Act 2: http://dehacked.2y.net/microstorage.php/info/1435242060/ActRaiser_%28U%29_Zidanax_and_Dunnius_Northwall_Act_2_Done.smv Saved 7 frames up to the boss over my previous WIP, and several hundred frames on the boss. I managed to kill the boss the second time he swoops down instead of the third like on OgreSlayeR's. See anything that could be improved?
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Dunnius: Would you be willing to send me the things you thought of subtitling, then maybe I could try to incorporate them into FatRatKnight's script? Or if you're almost done with the Northwall sim, then maybe the other way around while I finish the run. EDIT: Nice find, OgreSlayeR. Looks really funny seeing God move up that fast.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Yeah, I'll probably use the stardust on other bosses in Death Heim. On another note, Death Heim may take a while since the last time I tested the time saved by stardust on each boss, I didn't have lua scripting. EDIT: Here's Northwall Act 1 completed. http://dehacked.2y.net/microstorage.php/info/1953132213/ActRaiser_%28U%29_Zidanax_and_Dunnius_Northwall_Act1_Done.smv I saved 25 frames up to the boss. I also got a scroll since it was right in my path anyway. Thanks to the third scroll and lua I was able to beat the boss 135 frames faster than in Ogreslayer's run. Time from boss death to crystallization is 3 frames faster than in my WIP.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Actually, your attempt wasn't bad at all. I only managed to save 7 frames off your attempt. http://dehacked.2y.net/microstorage.php/info/384277651/ActRaiser_%28U%29_Zidanax_and_Dunnius_Marahna_Act_2_Done.smv
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