upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
maTO wrote:
sub-levels with all blue orbs or aiming fastest time?
Whichever is harder.
How fleeting are all human passions compared with the massive continuity of ducks.
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
i was thinking of starting an EWJ run when i finish my current project :P (I still might, or maybe ill compete on SNES version :P, or just to the sequel) anyway GL
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Joined: 4/28/2005
Posts: 240
Location: Finland
upthorn wrote:
Whichever is harder.
:( And I though I could have a break between asteroids. I fear I'll go where the fence is the lowest, like always.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Joined: 7/2/2007
Posts: 3960
From what I remember of the asteroids levels, even if it's hard it's not gonna look very entertaining, so forget difficulty as a rubrick for entertainment. Just try to be funny/amusing without losing time.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
Derakon wrote:
From what I remember of the asteroids levels ... it's not gonna look very entertaining.
I strongly disagree. In my opinion, the asteroid levels are the most entertaining part to watch.
How fleeting are all human passions compared with the massive continuity of ducks.
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Location: The Netherlands
If you lose you will be forced to fight Psycrow. If you lose, just shoot him till he's dizzy then whip him.
I haven't played EWJ for a *long* time but from this text I'd start to think that 'losing' and then fighting him is faster....?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Surely losing ends the level faster but the fight against PsyCrow takes the gained time back with an interest.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Skilled player (1651)
Joined: 7/25/2007
Posts: 299
Location: UK
Nah, Jim travels faster through the levels than Psycrow does, it'd be much faster to just complete it yourself. To my knowledge there's no way of instantly losing, the only way to end the level is to cross the finish line. And in regards to collecting all the bubbles, skip 'em. No real point in collecting them, since it's totally boring. Instead you should try doing some entertaining manoevers to avoid them all, kinda like avoiding the apple quarters on Rug Ride on the (old) Aladdin run.
Joined: 12/27/2007
Posts: 50
Location: UK
Flip wrote:
And in regards to collecting all the bubbles, skip 'em. No real point in collecting them, since it's totally boring. Instead you should try doing some entertaining manoevers to avoid them all, kinda like avoiding the apple quarters on Rug Ride on the (old) Aladdin run.
Agreed. As long as it's made interesting enough, the asteroid levels are definitely bearable to watch as part of a tas. I really enjoyed the current run, so I'm looking forward to a possible improvement. Good luck guys :)
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An Youtube user found a nice glitch in 2nd level in Snes version [@1:13+]. http://www.youtube.com/watch?v=sd3QsUjX0hs I just can't duplicate it in Genesis version. http://www.freewebs.com/suklaalevy/files/megadrive/EarthwormJim%2DWIP.gmv This makes Snes version faster and it would obsolete my Genesis run in future :( Well, Snes has better graphics and sound too, but...
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
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Location: UK
http://dehacked.2y.net/microstorage.php/info/891076499/Earthworm%20Jim%201.gmv Dunno where Mato has got to in his run, but I've started one of my own. Level 1 complete, currently 600 frames faster than current run, and 74 frames faster than Mato's Wip. More coming soon
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Location: Finland
I stopped my run after I couldn't do the glitch in 2nd level.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Emulator Coder, Former player
Joined: 8/12/2007
Posts: 102
I happen to have some ram addresses for this game: FFA676 - 2 bytes - X Position FFA678 - 2 bytes - Y Position
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
maTO wrote:
I stopped my run after I couldn't do the glitch in 2nd level.
The author of the glitch video says that it works in the genesis version too...
How fleeting are all human passions compared with the massive continuity of ducks.
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Location: UK
http://dehacked.2y.net/microstorage.php/info/610243085/Earthworm%20Jim%201.gmv First 3 levels done. A couple of improvements on level 2, like a boost off the ramp, damage boost from spikes, jumping over a gate, running across emeralds properly and a faster boss fight. Still unsatisfied with the boss though, and gonna have to redo it. It's far from perfect, I've yet to determine how the timing of Evil's gunshots work, I just tried random jumping so it's far from perfect.
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Location: Finland
Very nice work Flip! But I have to ask, did you watch my run: http://dehacked.2y.net/microstorage.php/info/303028715/EarthwormJim.gmv First level can be ended 1 frame faster if you stand more right when Jim takes a rocket from his pocket. 4:13 - 45 frames When you make a jump you should whip the wheel once. Then run down and jumpwhip the wheel again to open the gate. Run under the gate and then jump left on top of it's spikes and you can reach the platform without grabbing. 7:38 - 27 frames Press up and right when you are swinging and you are sucked into tube. 8:38 - 2 frames You can blast the enemy a couple of frames earlier. This was hardest to spot since I didn't have a blaster and got my ass spanked here :)
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
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I need to check these forums more often. I think this one is faster: CLICK ME NOW HOEHOE , I haven't looked into any details but yeah I guess it's my miniboss which is faster despite getting to it later. Credz to upthorn.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Skilled player (1513)
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Posts: 240
Location: Finland
C'mon, somebody continue Upthorn's run. It would kick ass!
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Can anyone happen to find the x Speed address for Jim? I'm starting to think that it's impossible to find x Speed in just about any Genesis game. I found the y Speed no problem (00FFA6EC) but no luck with the x.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Also, something interesting: usually, when swinging from a hook, holding up and the direction you're facing will cause Jim to swing much faster and for longer. Sometimes holding jump will cause him to jump after the swing, even when not touching the ground. I demonstrate this at the end of this SMV of the first level. If the jump started just a TINY bit higher, I'd hit that spring and skip to the boss. I can't seem to make it though... (I have tested by changing Jim's gravity; a tiny bit will let me hit the spring, bringing me through the floor). HERE it is. MORE stuff that I did. This WIP goes up to the junk mini boss, and is 138 frames faster than Cardboard's WIP (which I'm assuming is the WIP to try to improve at this point?). - Better tire bouncing I guess. - I can save around 15-20 frames right off the bat that I know of (my mini-boss strategy doesn't require as many Plasmas, and I can skip the one on the far right). - The first half of the boss fight was improved as the closer diagonal whips do double damage (despite the actual whips being a bit slower). - Second half of the boss fight was a bit different. I can't really figure out why the boss doesn't get harmed sometimes, but it seems to be mostly vulnerable when it turns around. Whipping was more effective in some cases, and not in other cases. I could probably have squeezed in a plasma shot here and there, but it's surprising how typically ineffective a whip/plasma combo is (plasma usually doing no damage).
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Funny Wip, I liked the the new miniboss strat, but have you checked out all of the old test runs on this? Sadly there is no 1 movie to compare your run to, since everybody seems to have come up with their own unique improvements; but there are certainly ones you've missed. I believe mine has the fastest opening, it's 22 frames faster crossing the first chain, and 4 frames faster on the tyre bounce.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Ok, here's a new WIP of NEW JUNK CITY. It's 868 frames (14.47 seconds) faster than the published version so far. I'm having major trouble with the boss of the level. I believe a few of these other WIPs (Cardboard, Flip, maTO) have a faster boss... I'm behind Carboard's boss fight by around 20 frames (I lost the actual number). I'm basically trying to figure out how to manipulate his movements and the appearance of the crates, since both seem available to manipulate... Anyone have any advice?
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Location: UK
The only thing you're missing from the boss fight is shooting the Tuba out of the Magnet. The sooner you do that, the sooner the magnet turns around, and the sooner it brings back a crate for the boss. You let it reach halfway along the line at the moment, ought to get it as soon as it enters the screen.
Player (246)
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::facepalm:: Here I was trying out all sorts of different incarnations of crate shooting and fat man whipping, and I didn't even think that the magnet can only carry one object at a time. Me shooting the tuba was even incidental, I had no other intentions other than shooting it for fun.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
NEW JUNK CITY WIP again. Not only did I manage to save that aforementioned ~20 frames, I was able to kill the boss one pass sooner thanks to Flip's advice, saving another ~180 frames. Currently 1068 frames (17.8 seconds) faster than the published run. Enjoy!