Post subject: Splatterhouse 2
Former player
Joined: 4/8/2004
Posts: 82
Location: Majorca
Here's a movie of this game finished as fast as I could do it, the game is a side view beat'em up where you fight monsters with the help of a cursed mask in order to save your girl, besides this, the game will remind you to some megaman games XD. The play time is 16:02 and the rom used is the one that has the same name as the movie. http://usuarios.lycos.es/amstradpics/Splatter%20House%202%20%28U%29%20%5Bc%5D%5B%21%5D.zip Copy it and paste in your browser
Kage bunshin no jutsu!!!
Post subject: [WIP] Splatter House 2
Joined: 3/30/2005
Posts: 5
Location: Ottawa, Canada
Yeah, I know, I post way too many topics in a way too short span, but hey that's me. At least, my topics have a purpose. :P Anyway, on to the, well, topic of this topic. As most of you know by my low post count and other posts, I'm a newbie at superplays. I've done a few speedruns though, but nothing actually published or even finished. Partly because I'm too much of a perfectionnist and partly because I didn't have the dedication to finish any of them. Superplays give me the chance to do things to perfection however, and that's probably what makes me like them so much. So for the last 9 hours or so, I've been playing Splatter House 2 non-stop, finding ways to go faster and kill enemies as fast as possible, as well as find where collision boxes end. I'm starting to get the hang of it, and I manage to do some pretty good stuff by jumping around and abusing Rick's ridiculously small collision box, compared to his enemies at least. The game is pretty challenging, even at 50% speed, and some levels seem like obstacles are completely unavoidable (level 4-2 for example, features ghosts that hook up to Rick and makes your d-pad the opposite of what it originally is, those ghosts are almost indestructible and are not worth trying to kill in a run where speed is the focus). Bosses are a joke once you figure out their patterns however, and I can take out most of them without even breaking a sweat. The only exception to this would be the second boss, where I tend to do some reckless stuff to abuse his pattern and possibly make him a faster kill then when I take my time. Anyway, enough talking, here is the run, the AVI file does not have any sound due to some technical problems when encoding the audio file into the video file (desyncing, bad frame placement, etc.), however the .GMV file is clean of those problems and features the full sound. The ROM I used is Splatterhouse 2 (u) [c][!].bin, if you want to see the .GMV movie file, you'll have to find that ROM by yourself: GMV file for Gens (requires ROM, 38kb): Here AVI file (no sound due to technical problems, requires XviD codec, 6.7 mb): Here So far, these two levels have 13096 frames put together, for a total of 3min 38.27sec (my current replay stops at the level 3 opening scene, which is somewhat longer than the .AVI file I recorded, which itself is clocked at 3min 32secs). I had to rerecord over 114 times for those two levels only, and from what I can judge of the other levels I've played, I'll probably end up with around 1,400 rerecords when this will be finished. Hope you guys enjoy the run as much as I enjoyed making it so far. :D
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Maybe this may help you. http://tasvideos.org/queue.cgi?id=46 At least, try to make it less boring.
Player (57)
Joined: 6/15/2005
Posts: 312
Location: Sweden
I like your game choice! Splatter house games rocks! X D
Joined: 4/29/2005
Posts: 1212
Wish I could watch it. The link doesn't work, and I even copied and pasted into my browser. And Rapidshare won't let me download anything at all.
Player (57)
Joined: 6/15/2005
Posts: 312
Location: Sweden
I would love to see what Jackic have done, but the link doesn't work for me either. ; ( I guess I have to TAS it myself if someone isn't kind enough to help me..; P I'm goin' to post a WIP in the future to see if some people apart from us like this game choice, otherwise I don't think its worth it.
Former player
Joined: 4/8/2004
Posts: 82
Location: Majorca
http://usuarios.lycos.es/amstradpics/ this link should do the trick.
Kage bunshin no jutsu!!!
Player (57)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Thanks for the new link! That was awesome amigo! :P I didn't know you could slide on the ground the way you did. There's something wrong with my frameadvance function, it doesn't work. ; ( So I don't think I can beat your time...:P Ah well, good job! I hope you get more views so that you can put this TAS at the submission thread! : )
Twisted_Eye
He/Him
Active player (332)
Joined: 10/17/2005
Posts: 629
Location: Seattle, WA
I don't know, I don't think this particular movie would get published. You didn't slide as often as possible, your movements weren't as optimized as possible, the boss fights weren't done frame perfect. You could easily beat this movie by seconds, but the game is also somewhat boring and very repetitive. I'd call this a good test run; if it was remade frame-precise then it could be an alright movie. Good luck with it
Former player
Joined: 4/8/2004
Posts: 82
Location: Majorca
Twisted Eye wrote:
I don't know, I don't think this particular movie would get published. You didn't slide as often as possible, your movements weren't as optimized as possible, the boss fights weren't done frame perfect. You could easily beat this movie by seconds, but the game is also somewhat boring and very repetitive. I'd call this a good test run; if it was remade frame-precise then it could be an alright movie. Good luck with it
Did you see the date of the movie? There was no frame advance function back then IIRC.
Kage bunshin no jutsu!!!
Active player (278)
Joined: 5/29/2004
Posts: 5712
Well, it depends on how much you could slow the game down.
put yourself in my rocketpack if that poochie is one outrageous dude
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The speed trick familiar from Genesis Batman works in this game too. First slide and then release all directional buttons and jump precisely to maintain the slide speed while jumping. This method saved 4 seconds in the first level compared to Jackic's movie. http://dehacked.2y.net/microstorage.php/info/5223/sh2test.gmv
Editor, Expert player (2460)
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Oops, four levels done: http://dehacked.2y.net/microstorage.php/info/5248/sh2wip.gmv Any ideas how to make the autoscrolling parts more entertaining? They can be hex-edited at any time.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Overall I liked the autoscrollers, although I think if you're looking for ways to improve them you could alter the movement a little more often. Watching a few monsters fall into your outstretched arm is funny, as is seeing them fall on you and get trashed, but I think you could go back and forth between the two a couple times in the elevator (ie fall into punch, fall into slide, fall into punch, fall into slide, end level). For the second one, maybe move back and forth from right to left a little more, and not just stay in front of the tentacles. Just some thoughts, though. The rest looked good, and pretty gruesome (I've never played this before).
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Editor, Expert player (2460)
Joined: 4/8/2005
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Location: Gone for a year, just for varietyyyyyyyyy!!
Thanks for the tips mmbossman. By the way, I just finished the movie in 14m 15.55s. Need to add more style...
Editor, Expert player (2460)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
The current run misses a small trick. In the beginning of the game, hit punch as early as possible to skip the short animation where the player wakes up. The frame of opportunity is around frame 532. This punch should save about 30 frames. Anyone up to redoing the run?
EZGames69
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User movie #51891664838083251 unfortunately I cannot tell how much I saved to the current publication due to emulation differences but I have found some faster methods to speed up some rooms and such that SHOULD be faster than the publication. If anyone is willing to find some memory values for ingame time that would be appreciated. or just any method to compare gens to bizhawk. Link to video[/userfile]
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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EZGames69 wrote:
If anyone is willing to find some memory values for ingame time that would be appreciated. or just any method to compare gens to bizhawk.
Try to use 00FFE056 (4 byte; Signed). It is not exactly ingame timer, but this address is changed every in-game frame. So by counting amount of changes (Ram Search show it) you can have kind of in-game timer for this game.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
EZGames69
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Archanfel wrote:
EZGames69 wrote:
If anyone is willing to find some memory values for ingame time that would be appreciated. or just any method to compare gens to bizhawk.
Try to use 00FFE056 (4 byte; Signed). It is not exactly ingame timer, but this address is changed every in-game frame. So by counting amount of changes (Ram Search show it) you can have kind of in-game timer for this game.
I actually interestingly got the opposite effects with this value. instead of counting the ingame frames it counts the in game lag frames. but this made me figure that there should be a value that counts the very opposite. turns out it's the very first address (0000, but 00FF0000 on gens). this counts the ingame frames but ignores any frames for loading or lag during gameplay. I even tested to make sure the values would be the same at certain points before you got control of Rick, and they match the ones on gens. so I think it's safe to assume that address 0000 is the one I'll need. Thanks for the help anyway.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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EZGames69 wrote:
I actually interestingly got the opposite effects with this value. instead of counting the ingame frames it counts the in game lag frames. but this made me figure that there should be a value that counts the very opposite.
Strange, in Gens address which i proposed has changes every frame (including lags) at playing levels. It stops only between level is loading (and during menu). For example in the first level of Aqfaq's movie it has 2270 changes. I was supposed that for Biz it would have the same effect and it can be used for comparison.. But it is not! I tested it for your WIP and it always show 0 changes for me... Sorry for misinformation.
EZGames69 wrote:
turns out it's the very first address (0000, but 00FF0000 on gens). this counts the ingame frames but ignores any frames for loading or lag during gameplay. I even tested to make sure the values would be the same at certain points before you got control of Rick, and they match the ones on gens. so I think it's safe to assume that address 0000 is the one I'll need. Thanks for the help anyway.
Glad that you found solution. Fun fact - standard lag counter do almost exactly the same effect as you wanted.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
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What Gens shows as FFxxxx can be seen in bizhawk if you use 64K Bus memory domain. But 68K RAM domain shows the same stuff, just drops the FF part. This region starts at FF0000 of 68K Bus and is a mirror of it.
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.
EZGames69
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My tas has been submitted, this is not an April fools joke. http://tasvideos.org/6338S.html
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing