Player (206)
Joined: 5/29/2004
Posts: 5712
Even if you can't improve on the current Super Contra run, the experience could help you make a run of a similar game, like... Contra Force?
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
The name of your ROM or your FCM is of little relevance. For the record, I played your movie using the same ROM that Genisto used, "Super C (U).nes" Looks pretty cool so far. These weapons fire such large spreads it's hard to tell if you're missing shots or not.
Do Not Talk About Feitclub http://www.feitclub.com
Joined: 11/30/2004
Posts: 20
Location: Neocron
on review of it I think I fired one too many shots on the last turret thingy oh yeah and contra force sucks :-) edit updates in a bit, need to remap my keys cause this keyboard cant handle my 1337 turbo skillz0rz *beep* ..... *beepbeepbeepbeepbeep* boss is done but really sloppy, need a new keyboard... O_o
Capitalism is where man exploits man, Communisim is, of course, the other way around.
Player (206)
Joined: 5/29/2004
Posts: 5712
FatDogg wrote:
oh yeah and contra force sucks :-)
Hey now.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/30/2004
Posts: 20
Location: Neocron
you know its true
Capitalism is where man exploits man, Communisim is, of course, the other way around.
Former player
Joined: 9/26/2004
Posts: 217
Didn't see you miss a shot - perhaps it was dead already and you shot it, but it goes so quick it's impossible to notice. Good job so far.
Joined: 11/30/2004
Posts: 20
Location: Neocron
I missed one powerup which I went back and got and I fired one additional shot against a turret, and I'm gonna record the boss frame by frame cause I fire a shitload of extra shots. Edit: level 1 complete up to boss, no misses till then, all power ups, 100% kills. if you notice anything wrong or anything that could be better please let me know
Capitalism is where man exploits man, Communisim is, of course, the other way around.
Former player
Joined: 9/26/2004
Posts: 217
Any progress? I'm really digging this run so far.
Joined: 11/30/2004
Posts: 20
Location: Neocron
I'm working on the perfect boss solution to the first level. I went allthe way up to the boss of level three but I went back because I know I can do the helicopter about a half second faster. This run is going to beat the old one man record btw.
Capitalism is where man exploits man, Communisim is, of course, the other way around.
Former player
Joined: 9/26/2004
Posts: 217
You give up on this idea? I hope not - it was looking solid.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yeah what you had so far was looking pretty good, I hope your just taking a break.
Former player
Joined: 6/28/2004
Posts: 219
Location: Raccoon City
Phil wrote:
Make sure it's faster than Genisto.
gooooooood luck with THAT
Joined: 12/7/2004
Posts: 69
any work on this lately?
Post subject: Super C (2-player simultaneous)
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Sorry I haven't post this before but I had so many other things to do right now. Future projects like Rockin' kats. But I'm going to give ya a link so you can write what ya think! (Cool rhyme)! Anyway have a nice show! http://dehacked.2y.net/microstorage.php/info/1048/Super%20C%20TAS%20by%20D.fcm (Can someone please help me fix the first boss? I think it looks sloppy.. If I get done with this movie I will of course write that I got help in that place-I'll write the person/persons name there as well. I will write that in the submissiontext.) Thanks in advance!
Joined: 3/23/2006
Posts: 15
Well, it looks like, from the single player run, that as soon as you nail those turrets, the goal on the helicopter appears. It seems the best spot to stand is on the left side to destroy the guns as soon as they come on screen.
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
as well as jumping most likely to hit the helicopter faster.... have both guys alternate jumps possibly? as they both shoot stright up?
Super Mario Bros. console speedrunner - Andrew Gardikis
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
architorture wrote:
It seems the best spot to stand is on the left side to destroy the guns as soon as they come on screen.
Yes I agree. I'm not so good in the boss fight. That's why I did a request of getting help. ; P If no one wants to help me I can try to stand is on the left side and nail the guns.
andrewg wrote:
Have both guys alternate jumps possibly? as they both shoot stright up?
Yes I played in that way cause I thought it looked kinda cool. : ) Sorry for the late replies. I have much to do... ; )
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Can you improve the time on this run by dying right before you get to the bosses? The bosses do not appear until you get a certain distance to forwards, so I would figure that if you hit an enemy and press left for 1 frame into it, it will send you forwards slightly making the boss appear quicker. I was just thinking of this looking at the run. I really dont know if it would be faster, to me it just seems like it would be.
Super Mario Bros. console speedrunner - Andrew Gardikis
Skilled player (1409)
Joined: 5/31/2004
Posts: 1821
andrewg wrote:
Can you improve the time on this run by dying right before you get to the bosses? The bosses do not appear until you get a certain distance to forwards, so I would figure that if you hit an enemy and press left for 1 frame into it, it will send you forwards slightly making the boss appear quicker.
We tried this, but it appeared to be impossible to save time with it.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
After searching for a bit, I found the thread to post this in. I do speed runs on console and this skip happens every so often. Like maybe 1/400 attempts. But it has happened like 4 times in a row. So this leads me to believe that it can be recreated some how. In stage 2, at the second set of tanks, after killing one, you can skip the second. I don't understand how it works but I would really really really really love to know how to recreate it. I don't see a way to post a video at first glance, so I will link to my post at SDA with the videos that can be downloaded to help out. If this is against the rules in any way, I am sorry. http://forum.speeddemosarchive.com/post/super_c_calling_for_any_one_who_can_help_see_page_22_540.html You do not need to be a member to view or download as far as I know.
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
Interesting, it seems like programming oversight. Basically, this right tank is doing "death cleanup" twice, because left tank shoots at the moment. As far as I understand, this game is programmed so that only one tank can switch its status during single frame. This is probably made to avoid lag, because initialization of new objects (bullets) may take considerable amount of CPU cycles, so it's better to distribute them to different frames. Details: At 0x9F there's tank_counter that must be zeroed to allow scrolling again. At 0x668-0x675 there's array of statuses (up to 14 objects on screen). At 0x6E6-0x6F3 there's array of animation_timers (measured in frames). Every tank enemy has following statuses: 01 - just created, increase tank_counter and switch status to 02 02 - intro, scroll screen closer, then switch status to 03 03 - wait for animation_timer to expire (btw, it's 96 frames), when it becomes 0 - then switch status to 04 04 - shoot -way projectiles, wait 9 frames, then switch status to 03 (so this is infinite loop) When player nullifies tank's HP, the enemy is forced to switch status to 05 (making break from infinite loop). 05 - init explosions timer, switch status to 06 06 - show explosions for some time, then switch status to 07 07 - decrease tank_counter, then switch status to 08 (if possible) 08 - finish stuff, free memory So, what it means for you, well, the only way to recreate this bug is to finish right tank at the very specific frame (using Memory Watch). This lucky frame repeats every 105 frames, so the probability is not 1/400 but 2/105. Yes, and other enemies don't affect this bug.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Ok... I am sorry if I don't understand it properly or not, but this is what I get out of it. For this bug to happen, one of the tanks (for my rout it will be the right one) needs to be destroyed on a frame that happens every 105 frames. So kill the tank on that frame, get the bug? Is this right?
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
Heidman wrote:
Ok... I am sorry if I don't understand it properly or not, but this is what I get out of it. For this bug to happen, one of the tanks (for my rout it will be the right one) needs to be destroyed on a frame that happens every 105 frames. So kill the tank on that frame, get the bug? Is this right?
Right, but there are two lucky frames within every 105 frames (one when tank switches from 03 to 04, and another one when it switches from 04 to 03).
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
So, assuming a console run and no precise time measurement, one would have to try killing one of the tanks roughly 1.5 seconds after it appears on the screen, correct?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
AnS
Emulator Coder, Experienced player (727)
Joined: 2/23/2006
Posts: 682
moozooh wrote:
So, assuming a console run and no precise time measurement, one would have to try killing one of the tanks roughly 1.5 seconds after it appears on the screen, correct?
Yes, about that. What's convenient speedrun-wise, these two lucky frames are not distributed evenly among those 105 frames. They are close to each other (first come 96 frames of nothing, then one lucky frame, then after 9 frames goes 2nd lucky frame). That's the reason this bug can happen many times in a row - while probability is rather low, player naturally kills first tank near that time (+/- 10 frames).