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Joined: 2/25/2006
Posts: 407
Yeah sorry, I noticed it a few days ago that they finally approved the new speedrun of the game :) I've yet to actually watch it too. I have no experience with TAS'ing or Speedrunning but I'm happy to review and/or look over sample/progress videos for any flaws/mistakes or wrong assumptions made. Will you use the Sub Menu glitch in the shops that allow you to buy multiple things from the store? While in a shop, open the sub menu where you see the map as well as weapon selection stuff then exit the sub menu via either holding down the select or start button (I forget which), while continuing to hold down the button, walk over the shop items and the other shop items should not vanish. Leaving the shop after purchasing something or after releasing the button should result in the shop closing/no more items to buy. Edit: So 100% will include the optional vertical corridor levels? Level 11, 12, 13, 14 etc.?
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
franpa wrote:
Edit: So 100% will include the optional vertical corridor levels? Level 11, 12, 13, 14 etc.?
Of course! My definition of 100% is whatever affects the password. Except for score (by extension, life bonus derived from score), current EE count, and location we save at. Corridors affect the password. They need to be cleared, right? I will also be collecting items which have no effect on the password other than mark the fact they were collected. In particular, the full life restoring items scattered in a few places. As it stands right now, I'm having a very difficult time remaining focused on this. I still made a small amount of progress, but I am convinced I need someone willing to TAS this alongside me.
Joined: 2/25/2006
Posts: 407
Would you take death as a shortcut like in the Speed Demos Archive run? (I'm personally indifferent to this)
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
FatRatKnight wrote:
As it stands right now, I'm having a very difficult time remaining focused on this. I still made a small amount of progress, but I am convinced I need someone willing to TAS this alongside me.
I would like to help you but I have zero experience playing this game. I played it when I was 13-14 years old and that's about it. Edit: and I also knew something would come up to halt your progress. P.S. I am not judging, all I am saying is, this was expected.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
franpa wrote:
Would you take death as a shortcut like in the Speed Demos Archive run? (I'm personally indifferent to this)
Most likely. Although I would take the time to show off the various weapons, that's no reason to avoid shortcuts. Deaths don't take a long time, so why not? AngerFist: So far, I'm also having trouble sinking time into Sorcerer's Maze at this moment. This should change soon, I hope. But my mention that I want a partner still stands. I'm hoping Sonikkustar's offer still stands.
Post subject: Just updating my current script. Yay for research!
Editor, Skilled player (1202)
Joined: 9/27/2008
Posts: 1085
Well, I've produced a script to paint hitboxes. That might be worth something. Download TGL.lua
Language: lua

R1u= memory.readbyte local function R2u(a) return R1u(a) + R1u(a+1)*0x100 end local lastkeys, keys= input.get(), input.get() --***************************************************************************** local function UpdateKeys() lastkeys= keys; keys= input.get() end local function Press(k) return keys[k] and not lastkeys[k] end --***************************************************************************** local function Limits(V,l,h) return math.max(math.min(V,h),l) end --***************************************************************************** --***************************************************************************** Draw= {} --Draw[button]( x , y , c ) --***************************************************************************** --Coordinates is the top-left pixel of the 3x5 digit. --Used for drawing compact, colored numbers. local Px,Li= gui.pixel, gui.line Draw[0]= function(x,y,c) -- ### Li(x ,y ,x ,y+4,c)-- # # Li(x+2,y ,x+2,y+4,c)-- # # Px(x+1,y ,c) -- # # Px(x+1,y+4,c) -- ### end Draw[1]= function(x,y,c) -- # Li(x ,y+4,x+2,y+4,c)-- ## Li(x+1,y ,x+1,y+3,c)-- # Px(x ,y+1,c) -- # end -- ### Draw[2]= function(x,y,c) -- ### Li(x ,y ,x+2,y ,c)-- # Li(x ,y+3,x+2,y+1,c)-- ### Li(x ,y+4,x+2,y+4,c)-- # Px(x ,y+2,c) -- ### Px(x+2,y+2,c) end Draw[3]= function(x,y,c) -- ### Li(x ,y ,x+1,y ,c)-- # Li(x ,y+2,x+1,y+2,c)-- ### Li(x ,y+4,x+1,y+4,c)-- # Li(x+2,y ,x+2,y+4,c)-- ### end Draw[4]= function(x,y,c) -- # # Li(x ,y ,x ,y+2,c)-- # # Li(x+2,y ,x+2,y+4,c)-- ### Px(x+1,y+2,c) -- # end -- # Draw[5]= function(x,y,c) -- ### Li(x ,y ,x+2,y ,c)-- # Li(x ,y+1,x+2,y+3,c)-- ### Li(x ,y+4,x+2,y+4,c)-- # Px(x ,y+2,c) -- ### Px(x+2,y+2,c) end Draw[6]= function(x,y,c) -- ### Li(x ,y ,x+2,y ,c)-- # Li(x ,y+1,x ,y+4,c)-- ### Li(x+2,y+2,x+2,y+4,c)-- # # Px(x+1,y+2,c) -- ### Px(x+1,y+4,c) end -- ### Draw[7]= function(x,y,c) -- # Li(x ,y ,x+1,y ,c)-- ## Li(x+2,y ,x+1,y+4,c)-- # end -- # Draw[8]= function(x,y,c) -- ### Li(x ,y ,x ,y+4,c)-- # # Li(x+2,y ,x+2,y+4,c)-- ### Px(x+1,y ,c) -- # # Px(x+1,y+2,c) -- ### Px(x+1,y+4,c) end Draw[9]= function(x,y,c) -- ### Li(x ,y ,x ,y+2,c)-- # # Li(x+2,y ,x+2,y+3,c)-- ### Li(x ,y+4,x+2,y+4,c)-- # Px(x+1,y ,c) -- ### Px(x+1,y+2,c) end Draw[10]=function(x,y,c) -- # Li(x ,y+1,x ,y+4,c)-- # # Li(x+2,y+1,x+2,y+4,c)-- # # Px(x+1,y ,c) -- ### Px(x+1,y+3,c) -- # # end Draw[11]=function(x,y,c) -- ## Li(x ,y ,x ,y+4,c)-- # # Li(x+1,y ,x+2,y+1,c)-- ## Li(x+1,y+4,x+2,y+3,c)-- # # Px(x+1,y+2,c) -- ## end Draw[12]=function(x,y,c) -- # Li(x ,y+1,x ,y+3,c)-- # # Li(x+1,y ,x+2,y+1,c)-- # Li(x+1,y+4,x+2,y+3,c)-- # # end -- # Draw[13]=function(x,y,c) -- ## Li(x ,y ,x ,y+4,c)-- # # Li(x+2,y+1,x+2,y+3,c)-- # # Px(x+1,y ,c) -- # # Px(x+1,y+4,c) -- ## end Draw[14]=function(x,y,c) -- ### Li(x ,y ,x ,y+4,c)-- # Li(x+1,y ,x+2,y ,c)-- ## Li(x+1,y+4,x+2,y+4,c)-- # Px(x+1,y+2,c) -- ### end Draw[15]=function(x,y,c) -- ### Li(x ,y ,x ,y+4,c)-- # Li(x+1,y ,x+2,y ,c)-- ## Px(x+1,y+2,c) -- # end -- # --***************************************************************************** local function __DN_AnyBase(right, y, Number, c, bkgnd, div) --***************************************************************************** -- Works with any base from 2 to 16. Paints the input number. -- Returns the x position where it would paint another digit. -- It only works with integers. Rounds fractions toward zero. if div < 2 then return end -- Prevents the function from never returning. local Digit= {} local Negative= false if Number < 0 then Number= -Number Negative= true end Number= math.floor(Number) c= c or "white" bkgnd= bkgnd or "clear" local i= 0 if Number < 1 then Digit[1]= 0 i= 1 end while (Number >= 1) do i= i+1 Digit[i]= Number % div Number= math.floor(Number/div) end if Negative then i= i+1 end local x= right - i*4 gui.box(x+1, y-1, right+1, y+5,bkgnd,bkgnd) i= 1 while Draw[Digit[i]] do Draw[Digit[i]](right-2,y,c) right= right-4 i=i+1 end if Negative then gui.line(right, y+2,right-2,y+2,c) right= right-4 end return right end --***************************************************************************** local function DrawNum(right, y, Number, c, bkgnd) --***************************************************************************** -- Paints the input number as right-aligned. Decimal version. return __DN_AnyBase(right, y, Number, c, bkgnd, 10) end --***************************************************************************** local function DrawNumx(right, y, Number, c, bkgnd) --***************************************************************************** -- Paints the input number as right-aligned. Hexadecimal version. return __DN_AnyBase(right, y, Number, c, bkgnd, 16) end --############################################################################# --############################################################################# -- Finally, to the core of my code! --***************************************************************************** local function DumpObjInfo() --***************************************************************************** for i=0x00, 0x17 do local Ypos= 12+8*i local addr= 0x0500 + i local color= "white" if R1u(addr) == 0 then color= "grey" end for j= 0, 24 do DrawNumx( 9+10*j,Ypos,R1u(addr + (j+7)*0x18),color,"black") end end end --***************************************************************************** local function GetBox(ObjIndex) --***************************************************************************** end --***************************************************************************** local function PaintHitBox(ObjIndex) --***************************************************************************** gui.box( R1u(ObjIndex + 20*0x18), math.min(R1u(ObjIndex + 22*0x18),R1u(ObjIndex + 23*0x18)), R1u(ObjIndex + 21*0x18), R1u(ObjIndex + 23*0x18), "clear","white" ) DrawNumx(R1u(ObjIndex + 21*0x18),R1u(ObjIndex + 23*0x18)+2, R1u(ObjIndex + 6*0x18),"white","black") DrawNum(R1u(ObjIndex + 21*0x18),R1u(ObjIndex + 23*0x18)+9, R1u(ObjIndex + 7*0x18),"yellow","black") end --***************************************************************************** local function SimpleStat() --***************************************************************************** local count= 19 for i=0x05, 0x17 do local x= 12*(i-4) local color= "white" if R1u(0x0500+i) == 0 then color= "grey"; count= count-1 end DrawNumx(x,191,R1u(0x0500+i),color,"black") end DrawNum(250,191,count,"yellow","black") count= 0 for i=0x01, 0x04 do if R1u(0x0500+i) ~= 0 then count= count+1 end end DrawNum(250,200,count) end --***************************************************************************** local function ScanObjs() --***************************************************************************** -- local count= 0 for i= 0, 0x17 do local addr= 0x0500 + i if R1u(addr) ~= 0 then -- count= count+1 if R1u(addr) == 0xA9 then -- Spawner object? else PaintHitBox(addr) end -- Spawner or else end -- Exist? end -- for end -- Function local Dr= {0x00, 0x32, 0x50, 0x64, 0x8C, 0xB4, 0xDC, 0xE6} -- Thresholds --***************************************************************************** local function ItemHUD() --***************************************************************************** -- For showing item drop information. DrawNumx(222,216,R1u(0x0043)) --Counter for enemy kills DrawNumx(214,216,R1u(0x0044),"grey") --Increments when $0043 overflows for i= 1, #Dr do local color= "white" local IMO= (i-2) % #Dr +1 --IMO is Index Minus One local tVal, tHigh= (R1u(0x0043)-Dr[IMO])%256, (Dr[i]-Dr[IMO])%256 if (tVal < tHigh) then color= "green" -- Mark next threshold we're hitting. DrawNum(202,216,tHigh - tVal,"yellow") -- How much until next item end DrawNumx(142+10*i,224,Dr[i],color) -- Show threshold list end end --***************************************************************************** local function BasicHUD() --***************************************************************************** -- Odds and ends, mostly. A variety of general information. -- Position. Address 0x0500, object count 0x18 (24), Offset 0 (player) DrawNumx(134,224,R1u(0x0518)) -- i01: Y position DrawNumx(142,224,R1u(0x0500 + 0x19*0x18),"yellow") -- i19: Y sub-pos DrawNumx(102,224,R1u(0x0530)) -- i02: X position DrawNumx(110,224,R1u(0x0500 + 0x1A*0x18),"yellow") -- i1A: X sub-pos -- Player health. Interestingly, at zero HP, our hitbox shrinks a bit. DrawNum(34,212,R1u(0x0048),"white","black") -- $0048: Immediate HP local t= R1u(0x0048) - R1u(0x0049) -- $0049: Delayed HP(blue bar) if t ~= 0 then -- If these don't match, then DrawNum(34,204,t,"green","black") -- we took damage or healed. end t= bit.band(R1u(0x0788),0x3F) -- Inv timer (player obj stats, if t ~= 0 then -- has other info packed in...) DrawNum(46,212,t,"grey","black") end end --***************************************************************************** local function Gui() --***************************************************************************** ScanObjs() SimpleStat() BasicHUD() ItemHUD() -- UpdateKeys() -- if Press("pageup") then Off= (Off+1)%32 end -- if Press("pagedown") then Off= (Off-1)%32 end -- DrawNumx(248,220,Off) -- DrawNum(248,210,count) end gui.register(Gui)
EDIT: Now it shows more stuff! See if you can figure those out!
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