Emulator Coder, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
xcpleprechaun wrote:
How do I attach a WIP?
Upload it to microstorage and post the link.
Joined: 11/20/2009
Posts: 21
When trying to upload the .smv (72KB), I get the following error: "Error: unrecognized format." I'm using Snes9X v1.52-rr (svn184) for Windows for the recordings. I can play/rerecord the file fine and it loads up in TASEditor with no problem.
Joined: 11/20/2009
Posts: 21
Here is a WIP of Battle Clash as I've done so far. I've tried uploading it to microstorage but that is not working for me for some reason. http://bit.ly/mTLGK8 The ROM is "Battle Clash (U) [!].smc" and I'm using Snes9X v1.52-rr (svn184) for Windows. You must have the Super Scope input enabled as this is a Super Scope game. To my knowledge, this would be the first publication of a Super Scope game if I were to continue working on it. My concerns are as follows: 1)The bosses can be boring, so to add entertainment value should I just move the cursor around between shots? 2) Luck manipulation of the bosses is beyond my expertise. This has the potential of being my first publication, so in terms of Luck manipulation (like having the bosses remain on-screen when I fire the gun) I would need some help. 3) I have the RAM address of the player life, boss life, and the gun charge. The x- and y-positions of the camera/screen/enemy are not really needed as there are very few inputs necessary to fire the gun/bomb at the right position/frame. Are there any others that might be helpful?
Joined: 11/20/2009
Posts: 21
There are some differences between normal and advanced mode: 1. Bosses attack more often and do more damage. 2. Bosses move around a lot more, usually off-screen. 3. There is no dialogue before and after each fight. 4. Stage select is enabled, whereas in normal mode you just fight boss after boss. I'll entertain the idea of Advanced mode, but "normal mode" is more like the story mode of the game...thoughts as to which I should use?
Post subject: Battle Clash
Joined: 11/20/2009
Posts: 21
(This is my first attempt at a TAS) Here is a WIP of Battle Clash (it's only up to beating the first boss). I've tried uploading it to microstorage but that is not working for me for some reason. http://bit.ly/mTLGK8 The ROM is "Battle Clash (U) [!].smc" and I'm using Snes9X v1.52-rr (svn184) for Windows. You must have the Super Scope input enabled as this is a Super Scope game. To my knowledge, this would be the first publication of a Super Scope game if I were to continue working on it. My concerns are as follows: 1)The bosses can be boring, so to add entertainment value should I just move the cursor around between shots? 2) Luck manipulation of the bosses is beyond my expertise, but I assume that there may be a way to manipulate their movement so they are on-screen when timing is optimal to attack them? I would need some help with this. 3) I have the RAM address of the player life (7E15C0), boss life (7E15A0), and the gun charge (7E14B8). The x- and y-positions of the camera/screen/enemy are not really needed (in my opinion) as there are very few inputs necessary to fire the gun/bomb at the right position/frame. Are there any others that might be helpful? 4) Should I play using Advanced Mode? There are some differences between normal and advanced mode: 1. Bosses attack more often and do more damage. 2. Bosses move around a lot more, usually off-screen. 3. There is no dialogue before and after each fight. 4. Stage select is enabled, whereas in normal mode you just fight boss after boss. I'll entertain the idea of Advanced mode, but "Normal mode" is more like the story mode of the game...thoughts as to which I should use?
Joined: 11/20/2009
Posts: 21
n/m, i'm moving this discussion to the SNES thread.
Joined: 11/20/2009
Posts: 21
So I've completed the first boss in a similar fashion on Advanced mode. Again, microstorage isn't letting me upload files, so I'll post the .smv through bit.ly http://bit.ly/rnVClA I have made a LQ encode (.avi) in case people would rather view that here: http://bit.ly/oUUeZt Overall, I would like some feedback as to whether or not this game meets entertainment standards for a publication. I can try to add entertainment via moving the cursor around, but I would assume this would get repetitive. I would appreciate any feedback anyone is willing to give!
Player (136)
Joined: 9/18/2007
Posts: 389
I haven't ever played this game, but it looks quite colorful. How long is this game? I think it can be entertaining if it's short enough. If it is possible, you may try a no-damage version. That might look much more impressive. If you need some inspiration for cursor movement, watch the NES Gradius movie. One thing you can see there is that adelikat writes his name with the spaceship. You might write some comments with your cursor. If you're going to create a complete movie, you should aim on best ingame time. [offtopic start] And if you just like defeating bosses really fast, you might help me with my Plok movie. The bosses are quite difficult to optimize, and I hate to do boss fights... And another good thing is that it will for sure be published when it is finished. It will be several minutes faster than the current movie. [offtopic end]
Joined: 11/20/2009
Posts: 21
The game is pretty short. Each boss fight is about a minute and a half and there are 9 bosses. I wouldn't expect the entire run to be more than 15 minutes from beginning to end. Since my goal is best in-game time, I have to take damage. Otherwise, the only way to avoid damage is to shoot at the bullets as they approach me (each one individually). This would reset the gun charge and make the boss fights much longer since the gun takes about 5 frames to reset and full damage only occurs when the gauge is full. I've watched the Gradius TAS many times and I agree with you that doing some sky-writing with the cursor could provide subtle entertainment value. As for Plok, I am 100% unfamiliar with it. However, I would be happy to entertain some dialogue regarding optimization issues.
Joined: 11/20/2009
Posts: 21
So I was able to find previous forum topics regarding someone thinking about doing a TAS of Battle Clash 5 years ago. Would it be safe to assume that it's no longer being worked on? I couldn't find any history of it being submitted for publication before. Some people argued that a point-and-shoot type game wouldn't be entertaining enough for a TAS. I would appreciate additional feedback before putting more effort into this TAS. I want to make sure that this is a game that people would want to published if I continue.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
We do have this movie already which is basically a point-n-click shooter: [1586] GBA Silent Scope by jlun2 in 03:41.98 I will watch your WIP in a few hours.
Joined: 11/20/2009
Posts: 21
Great! Let me know if it desyncs or if you have any problems with the ROM.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
I checked the encode as I am too lazy to go find the ROM. To me it didn't look like TASing the game really adds anything compared to playing it normally. Try playing around with the cursor more. For example: writing things that would taunt the opponent if he could read it. Also see if you can find any way to mess around with the games palette when shooting.
Joined: 11/20/2009
Posts: 21
I'll see what I can come up with this weekend. Thanks for your input ^_^
Post subject: Stopping for a while
Joined: 11/20/2009
Posts: 21
I really wanted to see this run completed, but I just don't have the time to work on it anymore. If someone else wants to pick it up, it shouldn't be a very long project since not many inputs are actually required and their implementation is quite simple. PLUS this would be the first Super Scope game TAS'd as far as I know. If someone else wants to pick it up, here are some things I found useful: 7E15C0 - Player Health 7E15A0 - Boss Health 7E14B8 - Gun Charge -At the title screen, press L and Select on a second controller to activate Advanced mode (you must have the Super Scope controller and a second normal controller active). -You can fire the gun before it's completely charged since there is a 3-frame delay. -Shooting off limbs/legs knock off huge chunks of boss health. -Fire your specials while the boss is stationary to get the most damage. -Firing a special does the same damage regardless of charge, but will reduce your charge to zero. -Machine gun is worthless unless there are a bunch of weak shots coming towards you that you must destroy if your health is too low. -Charged enemy fire requires a charge shot to destroy, but the amount of charge needed to destroy it may not be 100% -For precise/quick firing: (1)Determine when you need to fire your gun and make a save state, (2)Frame advance by 26 frames and determine the exact position of your shot and move the cursor to that position, (3)Reload the savestate and fire at that position