Baka94
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Joined: 2/17/2014
Posts: 39
Location: Finland
feos wrote:
Go triple merge! http://tasvideos.org/forum/viewtopic.php?t=4834 http://tasvideos.org/forum/viewtopic.php?t=2314
What there was already a thread of this? I didn't see it when I used search. Oh well...
feos wrote:
I see no reason to disallow Recca, even if you mean the hard mode cheat code. Also, enemies not spawning looks more like a limit on concurrent objects in memory. Finally, Randil posted some cool scripts in the first thread.
I meant just in general. Aren't shooters usually rejected because there is so little you can do to speed things up? Inverse Stages can be unlocked without cheats. So I see no reason to use them. Or if you mean the thing where enemies split into four pieces when you kill them, that would be Zanki Attack mode and can be unlocked without cheats too.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Joined: 7/2/2007
Posts: 3960
Shooters used to get rejected if the run was boring, e.g. because the author made no special attempt to be entertaining. But now we have the Vault category, so even a boringly-played shooter can be accepted as long as it's optimal. But I think a decent Recca TAS would easily make the "moons" category, which means it gets accepted on the basis of its entertainment. I do strongly recommend playing the Zanki Attack mode for added insanity though. The WIPs I did earlier in the thread managed to make it through the first two stages without missing any kills, but I'm not certain that's possible for the rest of the game. I'd love to be proved wrong though! And I made no special effort to avoid lag, I must admit.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Patashu
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Joined: 10/2/2005
Posts: 4043
Recca TAS sounds great. This is one of the most notable shmups of its era, and on the NES period. It has scoring and speedkill systems worth showing off and a bunch of different modes. There should be a lot of high level play videos on youtube and nicovideo if you poke around.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Baka94
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Joined: 2/17/2014
Posts: 39
Location: Finland
Has anyone done any RAM mapping yet? If so, can someone let me know what addresses have been figured out. Here is what I have found (some of them are useless for a TAS):
$001F = Joy 1 press (on that frame only)
$0020 = Joy 1 hold
$0021 = Joy 1 press temp (on that frame only)
$0022 = Joy 1 hold temp
$0031 = Demo timer high (main menu)
$0032 = Demo timer low (main menu)
$0039 = Horizontal scroll
$003A = Vertical scroll
$003E = Lower byte for IRQ's indirect JMP
$003F = Higher byte for IRQ's indirect JMP
$004C = The amount of times the screen has been split on that frame
$0052 = Frame roll
$0060 = Some IRQ related value that I'm not sure what it does
$007F = Timer minutes high
$0080 = Timer minutes low
$0081 = Timer seconds high
$0082 = Timer seconds low
$0083 = Timer milliseconds high
$0084 = Timer milliseconds low
$0086 = Lives
$0089 = Main weapon type
$008D = Speed setting
$008E = Bomb charge timer #$80 is fully charged
$008F = Despawn timer for the bomb

$0200 - $02FF = "Shadow" OAM
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Baka94
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Joined: 2/17/2014
Posts: 39
Location: Finland
I think I just found a glitch in Recca. I somehow managed to spawn the orange big ship that comes from the bottom left in the first stage (it is supposed to spawns in second stage first time). I have no idea what caused this, but if we'd found the way to make this happen again, we might be able to spawn bosses early and possibly cut large amounts of time from the TAS. This happened before the first mini-boss by the way.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop