I got a pirated version of this game which pissed me off, so I decided to TAS it. This run uses the "b1" rom because the normal rom is unbeatable due to probably being a bad rom.

Game objectives

  • Emulator used: vba-v24m-svn422
  • Fastest Time
  • Abuses Special Attack(s)

Comments

This run is 134 frames faster than my test run that I posted on the forums. It could've been more, but the conveyor belt was stubborn.

Tricks

Luck Manipulation

Pressing any button affects when enemies attack, what attack they do, and probably other things. In the run, I often press "up" to manipulate enemies since it doesn't affect my speed.

Maintaining Speed

When jumping with any character other than the fourth one, you automatically slow down. Attacking in mid air corrects this; it also allows you to prepare another sprint without losing speed.

Special Attack

When you use a special attack, you can inflict more damage as long as you spam the attack button. You can spam the attack button sooner if the special attack misses its target at the first hit - see the last boss battle for an example.

Preventing Knockback

Usually, enemies get knocked back after you spam the attack button ~4 times. You can avoid this by pressing up/down every now and then to simply punch enemies without becoming a combo, therefore preventing enemies from flying away.

Important Addresses

AddressFunction
FF92X. Pos
FFA0Current Character HP
FFA2Current Character SP
F474Current Boss HP
F636Overworld Area
F67DOverworld Y. Pos
F66COverworld X. Pos

FractalFusion: Replaced movie file with one that clears the ending scene to reach the credits.

turska: Judging.

turska: The overworld sections and cutscenes are no fun, but the platforming sections and boss fights make up for it. Accepting for publication.

Guga: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #3679: jlun2's GB Yuu Yuu Hakusho: Makai no Tobira in 16:53.05
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Oh yea, I forgot to mention this, but... The submission file ends input at the last hit of the boss. The ending screen cannot be reached until I press "A" after a bunch of un"fast-forward-able" dialogue goes away, which will then lead to more text, until the end screen is reached. If the judges demand it, I could extend the input file until the point I press "A" (So the end screen could be viewed). Edit: Here's the extended input file.
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Regarding the movie that failed to clear the ending scene, the ending was perfectly scrolling by itself, but then it stopped when it reached "本当か…?!". No clue what was wrong with that. jlun2, what is wrong with the "normal ROM" that makes it unbeatable? Is there a ROM which is not (b) and is beatable? By the way, VBA v24 might have inflated the rerecord count.
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FractalFusion wrote:
Regarding the movie that failed to clear the ending scene, the ending was perfectly scrolling by itself, but then it stopped when it reached "本当か…?!". No clue what was wrong with that. jlun2, what is wrong with the "normal ROM" that makes it unbeatable? Is there a ROM which is not (b) and is beatable? By the way, VBA v24 might have inflated the rerecord count.
This is what happens during the second room of the construction site if the normal rom is used. I can't seem to login to photobucket atm, sorry!
Joined: 8/7/2011
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Run kept me interested through the change of character and variety of level design and the notes are good. I don't feel I know enough about the game to vote though.
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Cutscenes and overworld segments seem all too frequent and the game is quite slow even during levels. The painful music doesn't help, either.
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turska wrote:
Cutscenes and overworld segments seem all too frequent and the game is quite slow even during levels. The painful music doesn't help, either.
Well, at least it has some..."TAS-like" qualities? For example, the boss fights (such as the final boss) are normally much harder to do in real time. Also, at least it got 8 yes votes? Edit: Worse games have been accepted before. I'm not sure if its a good reason though. Edit 2: I've seen runs like the recent World of Goo run (no offence to the author) that is mostly loading and cutscenes.
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It was a decent run. A bit slow, but the platforming sections were worth it. It appears there's enough TAS-relevant things in it to make it count, so here's a small to medium-sized yes vote.
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jlun2 wrote:
I've seen runs like the recent World of Goo run (no offence to the author) that is mostly loading and cutscenes.
Say that again... Say THAT again ! I dare you ! >:-( Seriously, I watched the run and even if I never played this game, I liked it. The levels parts are optimized and I really loked the boss fight humiliation and the minigames... So yeah, yes vote :)
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2099] GB Yu Yu Hakusho: Makai no Tobira by jlun2 in 16:53.05
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Nice run, jlun2. The platforming stages and boss fights were fast-paced and kept the entertainment level fairly high throughout the run.
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From youtube:
自訂密碼﹕ 你也可以自訂遊戲模式,當遊戲角色是Q版人物而且要在室外或洞穴外,按START,會有牡丹[Botan][在學校附近,森林入口,洞穴入口]和小閻王[Koenma][蟲寄巿,即醫院附近]出現,在PASSWORD把最下列日文字記下,下次再玩時把日文字按出,這樣可以回到去過的分數和關卡,按A+B+START+SELECT同時按=遊戲重新開始。遊戲一開始有二行日文字,選第二行就可以輸入PASSWORD,選完就按END。 密碼﹕PASSWORD 解密碼開始,最右下角的日文是Japanese characters[h]=6.5,horizontal=6 Vertical=5 由左數向右,再由上數到下,這時才按A,記得是按十四個不同日文字。 幽助由打桑原開始升 LV2﹕1.5-2.4-5.4-5.1-10.2&1.2-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV3﹕8.4-8.2-7.3-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV4﹕3.5-6.4-5.4-5.1-10.2&1.2-8.3-2.2-4.2-2.4&3.4-9.3-6.1-7.2 LV5﹕2.5-6.3-7.3-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-9.3-6.1-7.2 LV6﹕5.5-4.4-3.5-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV7﹕1.1-2.4-6.4-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV8﹕1.5-1.3-6.1-5.1-10.2&1.2-8.3-2.2-4.2-2.4&3.4-9.3-6.1-7.2 LV9﹕1.1-4.4-5.5-5.1-10.2&3.1-8.3-2.2-6.1-2.4&3.4-9.3-6.1-7.2 LV10﹕7.4-2.4-6.5-5.1-10.2&1.2-8.3-2.2-6.1-2.4&3.4-7.4-6.1-7.2 LV10,而且EXP是9999﹕5.1-8.3-9.1-5.1-10.2&1.2-8.3-2.2-4.2-2.4&3.4-7.4-6.1-7.2 幽助和桑原是LV10,EXP是9999,要找藏馬和飛影,3.5-3.4-10.4-5.1-2.1&3.3-8.3-2.2-6.1-2.4&3.4-9.3-8.1-7.2 幽助,桑原和藏馬是LV10,EXP是9999,要找飛影﹕9.4-9.2-2.4-1.2-3.1&3.3-9.4-5.3-4.4-2.4&3.4-9.3-4.3-7.2 其他人全是LV10,EXP是9999,可以用一人做主角慢慢打玩升LV﹕ 幽助,1.5-1.4-5.4-5.1-4.1&1.4-3.5-1.5-4.4-5.5&6.2-3.1-9.1-7.2 桑原,3.1-4.4-2.4-5.1-10.2&1.2-3.5-5.3-4.4-6.5&5.2-1.2-9.1-7.2 藏馬,5.5-5.4-10.4-7.1-10.2&8.1-8.3-2.2-6.1-9.4&6.2-1.2-9.1-7.2 飛影,9.4-9.2-10.4-1.2-3.1&3.3-9.4-5.3-4.4-2.4&3.4-9.3-9.1-7.2 四人全升LV,由模仿開始打﹕ LV2,1.5-2.4-5.4-5.2-10.2&1.2-7.4-8.3-4.2-4.4&4.1-7.4-9.1-7.2 LV3,8.4-8.2-7.3-7.1-7.4&3.1-9.4-4.2-6.1-5.5&6.1-9.3-9.1-7.2 LV4,3.5-6.4-5.4-6.2-2.3&1.2-1.5-1.4-6.1-2.5&10.1-7.4-9.1-7.2 LV5,2.5-6.3-5.4-1.2-10.4&3.1-8.4-5.4-4.2-6.4&8.2-9.3-9.1-7.2 LV6,5.5-4.4-5.1-9.1-5.1&1.2-2.5-9.2-10.3-2.5&3.1-10.3-9.1-7.2 LV7,1.1-2.4-6.4-9.2-7.3&9.2-6.4-7.3-2.3&4.4-6.1-8.1-10.1-7.2 LV8,1.5-1.3-6.1-7.2-2.3&4.1-10.4-2.5-5.2-4.5&10.1-9.4-9.1-7.2 LV9,1.1-4.4-7.1-9.1-5.3&8.3-2.4-6.3-8.1-10.4&6.2-1.1-9.1-7.2 LV10,7.4-2.4-6.5-7.2-6.4&6.1-10.4-5.3-7.2-8.4&8.4-2.1-9.1-7.2 LV10,而且四人EXP全是9999﹕1.1-8.3-1.1-3.2-2.4&1.4-6.4-4.3-6.3-1.5&5.5-3.1-9.1-7.2 四人全升LV,不用打模仿人至美食家﹕ LV4﹕3.5-6.4-5.4-6.2-2.3&3.1-1.5-1.4-6.1-2.5&10.1-7.4-6.2-7.2 LV5﹕2.5-6.3-5.4-1.2-10.4&1.2-8.4-5.4-6.1-6.4&8.2-9.3-6.2-7.2 LV6﹕5.5-4.4-5.1-9.1-5.1&3.1-2.5-9.2-10.3-2.5&3.1-10.3-6.2-7.2 LV7﹕1.1-2.4-6.4-9.2-7.3&9.2-6.4-7.3-10.3-4.4&6.1-6.5-6.2-7.2 LV8﹕1.5-1.3-6.1-7.2-2.3&2.2-10.4-2.5-7.1-4.5&10.1-9.4-6.2-7.2 LV9﹕1.1-4.4-7.1-9.1-5.3&10.2-2.4-6.3-8.1-10.4&6.2-1.1-6.2-7.2 LV10﹕7.4-2.4-6.5-7.2-6.4&4.2-10.4-5.3-9.1-8.4&8.4-2.1-6.2-7.2 LV10,而且四人EXP全是9999﹕2.2-2.5-2.4-9.2-6.4&8.1-4.1-10.4-4.4-1.5&4.4-4.4-6.2-7.2
If anyone wants to mess around.
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I made a display script for this game: Download yuuyuu3.lua
Language: lua

memory.usememorydomain("System Bus") local Addresses = { Player = { stage_x = 0xFF93, stage_y = 0xFF96, char1_HP = 0xD3F5, char1_XP = 0xD3F7, char2_HP = 0xD3FD, char2_XP = 0xD3FF, char3_HP = 0xD405, char3_XP = 0xD407, char4_HP = 0xD40D, char4_XP = 0xD40F, overworld_y = 0xD66C, overworld_x = 0xD67D, current_HP = 0xFFA0, --hp of current character current_XP = 0xFFA4, stage_x_real = 0xFF92, --3 bytes stage_y_real = 0xFF95 }, head_sprite_x = 0xFF43, --Use this as cam x head_sprite_y = 0xFFBD, --Use this as cam y game_state = 0xD398, --[[ 1 Overworld 2 3 Stats screen 4 Fade to stage 5 Password screen 6 Minigame 7 Stage 9 End cutscene ]]-- pause = 0xD410, npc_start = 0xD46E, --x, +3 y, +6 hp cam_x = 0xFFB9, cam_y = 0xFFBD, } function text(x, y, message, color) gui.drawText(x+1, y+1, message, "black", nil, 12) gui.drawText(x, y, message, color,nil, 12) end offset = 0x18 while true do game_state = memory.read_u8(Addresses.game_state) cam_x = memory.read_u16_le(Addresses.cam_x) cam_y = memory.read_u16_le(Addresses.cam_y) x = memory.read_u16_le(Addresses.Player.stage_x) y = memory.read_u16_le(Addresses.Player.stage_y) hp = memory.read_u8(Addresses.Player.current_HP) text(0,60,game_state,"red") if game_state == 7 then text(x - cam_x, y - cam_y, hp, "red") text(0, 40, cam_x, "red") text(0, 50, cam_y, "red") for i = 0, 10 do e_x = memory.read_u16_le(Addresses.npc_start + offset * i) e_y = memory.read_u16_le(Addresses.npc_start + 3 + offset * i) e_hp = memory.read_u8(Addresses.npc_start + 6 + offset * i) e_cam_x = (e_x - cam_x) e_cam_y = (e_y - cam_y) -- console.log(e_cam_y) text(e_cam_x, e_cam_y, e_hp, "red") end end emu.frameadvance() end