sugarfoot
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Player (73)
Joined: 3/6/2018
Posts: 42
TAS Submissions http://tasvideos.org/5849S.html (Completion time 8:03) http://tasvideos.org/5869S.html (Completion time 6:58) http://tasvideos.org/5957S.html (Completion time 6:17) Basic Attack Damage ===================== Punch: 2 Uppercut: 6 Knee Smash: 2 Kick: 3 Roundhouse: 4 Headbutt: 3 Spinning Back Kick: 3 Throw: 4 Elbow: 5 Combos Kick, Uppercut: 9 Punch, Punch, Uppercut: 10: Kick, Knee, Knee, Throw: 11 Kick, Knee, Knee, Grapple-Release, Elbow: 12 Punch, Punch, Knee, Knee, Throw: 12 Punch, Punch, Knee, Knee, Release-Grapple, Elbow: 13 Punch, Punch, Knee, Knee, Release-Grapple, Punch, Elbow: 15 Punch, Punch, Knee, Knee, Release-Grapple, Punch, Uppercut: 16 Infinite Series: Punch, Punch, Knee, Knee, Release-Grapple, [Punch, Knee, Knee, Release-Grapple, repeat...] This can be repeated forever, or ended with an elbow, punch/Uppercut or kick/Uppercut finisher - totally up to you. Weapon Damage ========== Whip: 5 Bat: 5 Barrel: 6 Box: 5. 10 or 11 damage Kicked Box: 5, 10 or 11 damage Kicked Barrel: 6 Boulder: 6 Kicked Boulder: 6 Knife: 16 Dynamite: Instant Death (Dmg > 53) Dynamite (Glancing Blow): 34 Environmental Hazard Damage ======================== Stage 4 Cinderblock Wall: 30 or 40 Gargoyle Spears: 32 damage or Instant death (Dmg > 53) RAM Addresses Of Interest ===================== 000003C1: Player 1 Health 0000041F: Player 2 Health 0000047D: Enemy 1 Health 000004D2: Enemy 2 Health 00000527: Enemy 3 Health 0000057C: Enemy 4 Health 000005D1: Enemy 5 Health 00000626: Enemy 6 Health 0000067B: Enemy 7 Health 000006D0: Enemy 8 Health 00000725: Boss Health 000003DC: Player 1 Y-Offset Full Breakdown of Enemy HP - for all 4 Stages ================================= Enemies gain an extra 4 HP of Health per difficulty level, as you go from Easy to Extra Hard. Please see Google Spreadsheet for HP amounts for every enemy in game: https://docs.google.com/spreadsheets/d/1rrCgVNUCvbQ-CbDxKYcOKLS3B7h4YxN6liTRHngzw10/edit#gid=0 Memory Quirks ============== When an enemy is thrown off a ledge, the value is not cleared from memory immediately - unlike a normal kill Common Desync Spots =================== Stage 1: Start of level as Billy and Jimmy exit garage Stage 1: Transition from Adobo fight to Bolo fight Stage 3: Bridge Gap (Where Adobo is on left side of bridge, and Bolo is on the right) Stage 4: Sequence between girlfriend falling off rope and kissing the victor (happened several times) TAS Environment ===============
    Windows 10 64-bit MAME-RR 0.139-v.0.1-beta
Is a sub 6 minute run possible? I'm gonna go out on a limb here and say no. It's impossible unless someone finds a way to realize the savings I think are blocked by some built-in game mechanics That being said - here are some theoretical areas where time could be saved Stage 3 Bridge area - throwing mobs into pit with elbow if someone figures out how to get all enemies to fall immediately into pit with single elbow in both fights, 7 seconds of time could be saved Stage 3 - Double Bolo fight If the glitch I discovered in 6:17 run can be used on both Bolos at same time, 8 seconds could be saved. Again - not sure if possible. The game would have to allow both Bolo's to try and throw Player at exact time time, AND prevent that second Bolo from trying to pick up a boulder. Stage 3 - Green Bolo fight If someone figures out how to guide him off cliff immediately - 4 seconds of savings could be possible Stage 4 - Double Bolo fight If someone figures how to immediately knock Bolos off bottom edge with elbow - 16 seconds of savings could be realized. This alone would make a sub 6 minute run possible. This would require someone to work-around the game's built in edge detection. These two mobs have a built in protection to not hit the Y-coordinate necessary to knock them into the pit with an elbow. This video from demonstrates the built-in protection https://www.youtube.com/watch?v=LQu8zlqi0SY The other way to make this happen would be to trigger the Double Bolo fight while still leaving room to fight in bottom left chunk of walkway. This is also impossible (even if you use 2P as well). The X-width of screen prevents you from hitting battle activation point - even when 1p sits back and 2p attempts to reach battle activation point That's discouraging! Do you really want someone else to hit sub 6 run? Hells Ya! I would love to see someone hit sub 6 - hence the notes I captured above. I don't think it's possible, but I would love to see it done (I'm still trying myself), and those are the areas that could make a sub-6 a reality
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Joined: 4/17/2010
Posts: 11323
Location: RU
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
sugarfoot
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Player (73)
Joined: 3/6/2018
Posts: 42
feos wrote:
Try mame-rr: http://tasvideos.org/EmulatorResources/Mamerr.html
No dice. I tried the build you linked me to, this one also goes out of sync even faster than FBA-RR I've been testing with ddragonb2: Double Dragon Bootleg ddrabonb: Double Dragon Bootleg with HD6309 I'll tinker with US, World and Japan sets to see if I get different results.
GJTASer2018
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Joined: 1/24/2018
Posts: 267
Location: Stafford, NY
Sugarfoot, I'm curious why you're using a bootleg Double Dragon set to TAS with in the first place, when bootlegs are more likely to cause problems than "official" releases. The parent ROM in MAME is the Japan version, why not just use that?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
sugarfoot
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Player (73)
Joined: 3/6/2018
Posts: 42
GJTASer2018 wrote:
Sugarfoot, I'm curious why you're using a bootleg Double Dragon set to TAS with in the first place, when bootlegs are more likely to cause problems than "official" releases. The parent ROM in MAME is the Japan version, why not just use that?
No technical reason - A) I'm brand new to TAS'ing, and B) it just so happens to be the ROM I've been using since 2005. I wasn't aware the bootleg ROMs would cause emulation problems. I'll switch over to the parent ROMs from now on. Thanks!
sugarfoot
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Player (73)
Joined: 3/6/2018
Posts: 42
Got a work in progress video up through Stage 1 (first successful recording past immediate failure :) ): https://www.youtube.com/watch?v=3UO1OJ-s3Dw
sugarfoot
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Player (73)
Joined: 3/6/2018
Posts: 42
Got a submission completed! Thanks everyone for the pointers (Huge thanks to Feos for pointing me to Mame-RR). http://tasvideos.org/5849S.html
sugarfoot
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Player (73)
Joined: 3/6/2018
Posts: 42
Now that I've finished a 6:17 run of this game, I don't know if a sub 6 minute run is possible (outside of using some game ending glitch) :( There's not a lot of places left in the game where timing can be saved - unless someone finds a way to get the throw all the bolos off the cliffs immediately - throughout the entire game.