Post subject: Bio Force Ape
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
This game looks pretty short and seems to have som Potential for a TAS. I think I'm gonna check it out once I get the time.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I made a test run: http://dehacked.2y.net/microstorage.php/info/1916406553/bio%20force%20ape%20testrun.fm2 In-game times are: Stage 1: 2:31 Stage 2: 2:13 Stage 3: 2:08 Total: 6:52 Notes: - You accumulate/retain speed even when rubbing against a wall/enemy. - You retain all your speed when attacking. - You can stop on a dime. - If you jump off ledges the last frame possible, you'll jump lower/not as far. For optimal distance, jump the frame before this. - I might have been able to skip one more fight in Stage 2. - You jump higher when in the white blocks in the Stage 3 (why?). - It seems to take a couple of seconds for the final boss to be damageable. I think the time of an optimized run would be between 6:20-6:30
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
Very nice work, and pretty nice to see the game doesn't take long to complete. If nothing else, I'd like to find out if there's a faster way to gain momentum than by simply running.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Well, jumping off the rope-swings launches you at full-speed even you were perfectly still the frame prior. L+R/U+D seems to do nothing. :( I still need to figure out how the combat works. For the testrun I just fudged it by alternating between high and low kicks repeatedly. I didn't bother finding out any of the frame intervals, damage values, or how the finishers compare/are activated.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Neat game. I look foward to seeing your progress.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
One more thing that I need to look into before I start in earnest is to find out if it's possible to roll through this gap: I'm looking into this because this roll in the final level is possible. I need to figure out if the limiting factor is horizontal speed, that fact that the final stage's gap has a passable block below it, or vertical positioning. The end of the semester/finals are coming up soon so I'll be putting this run on hiatus for a couple weeks.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Memwatch file:
0486 X-Screen
0485 X-Pos
0484 X-Subpixel
0489 Y-Screen
0488 Y-Pos
0487 Y-Subpixel
| |
| |
| |
| |
| |
| |
048C XSpd-Screen
048B XSpd-Pixel
048A XSpd-Sub
048F YSpd-Screen
048E YSpd-Pixel
048D YSpd-Sub
| |
| |
| |
| |
| |
| |
(yes, the game really has an address that determines how many screens you are traveling per frame) General game notes:
Y-Speed
  Gravity
   - No buttons - 144 (subpx/fr)/fr
   - Holding A  - 48 (subpx/fr)/fr

  Terminal Velocity - 8px/fr
   - goes back to 7px/fr once reached
   - thus, hold A on certain frames to fall slightly faster

  Jumping
   - Initial speed - -(5px + 64subpx)/fr
   - Ceiling hit - y-speed = gravity

X-Speed
  Acceleration - 16 (subpx/fr)/fr
  Deceleration - 40 (subpx/fr)/fr
  - Pressing backwards - x-speed = acceleration
  - Same on air, ground, or against a wall

  Max Speed - 6px/fr + some (8? 16?) subpx
  - Gets rolled back to 5px + (224subpx or 216subpx) once reached

General Notes
  - Shuttle-platforms and minecarts override the speed addresses (they don't use them).
  - Shuttle-platforms "snap" your position to a certain coordinate.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Woohoo! now back to my schoolwork >_>
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
Very nice work right there, I'm looking forward to the finished run.
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
As am I. I predict the run will be around 3-4 minutes now with all these new tricks. They really help make the game interesting.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I was going to say something like "the final run will be more like 5 minutes", but then my brain got working for a bit and this happened: I suspect that this is the only TNT barrier I can skip this way, but this alone is like a 25 second timesaver. My new ETA is about 4:30. EDIT: Also, for those who are curious, here's some (objectless) maps of the game xkeeper made: Stage 1 Stage 2 Stage 3
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Any news?
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Using the 2/2 falling trick I saved 33 frames on the first two parts where you fall (about ~25 screens of falling total). Then I somehow lost a few frames on the next section for some reason. I think I should figure out how to use macros/turbo so the falling trick doesn't kill me out of boredom. It feels like so much effort for something that will probably save only 3 seconds (at best). Currently the run on hold until I finish my programming final/pack everything up/fly back home. And by that I mean I'll start working on it again sometime around Friday/Saturday/Monday.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
In light of the new tricks and stuff I decided to make a new testrun so I'd have something better to compare the proper run against: Link Stage 1: 2:22 Stage 2: 0:33 Stage 3: 1:31 Total: 4:26 For stage 3 I discovered that every TNT barrier is skippable, though in one case it might be (though probably isn't) faster to not skip it. Also, it seems that the timer doesn't stop until the fadeout begins, so for the last stage I run to the right so the little ape scurries offscreen quicker, even though I could have ended input earlier ("Aims for fastest in-game time", I guess). EDIT: I found the memory addresses for the in-game timers:
Stage 1:  8532fr  2:22.2
Stage 2:  1999fr  0:33.3
Stage 3:  5433fr  1:30.5
Total:   15934fr  4:25.56
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (120)
Joined: 2/11/2007
Posts: 1522
Awesome. It almost seems like the skips in level two are intentional? If this is only a test run I'm really looking forward to an optimized version.
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Judging from the position of the TNTs, I dont think it would be faster. Looks amazing! I cant wait for the final movie.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Stage 1 WIP I saved 241 frames (224 in-game frames). The savings come from the falling trick, lag reduction (rolling = less lag), a couple new strategies, and general frame-savers.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Stage 2 WIP 73 frames saved in this level (71 in-game). Biggest timesaver was skipping one of the ceiling glitches in favor of going directly onto the minecart (~40 frames). Another 7 were saved by jumping on a piece of minecart track (technically not, but that's what it looks like). The rest came from optimization. Total savings so far: 314 frames (5.23s)
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Nice work so far! I really look foward to the publication.
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I just finished working on Stage 3. Total savings: 478 frames. Submission forthcoming!
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.