Post subject: Kid Icarus - Of Myths and Monsters
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
I had been working on it quietly and completed it, but I'm not satisfied with the result. I have uploaded my vbm of the result, the end result was unexpected - the game crash when final boss dies (or Pit dies), along with a few plan wasn't necessary didn't satisfy me as well. *Emulator version used is VBA 19.4 or older I'm going write everything I know / analyzed here. Someone else might do better job than me on this. ----------------------------------------- First, memories / analyzes: C2AF - hammer amount. I don't think it would help the speedrun, but someone might find it's use. C19E - heart digit #1 (use 8#, ie. 89 for 9) C1A2 - heart digit #2 (use 8#) C1A6 - heart digit #3 (use 8#) These hearts, I don't think it would help the speedrun, but someone might find it's use. C046 - Pit's health C05F - Zeus will grant arrow upgrade for Pit when this hex turns 10. Wouldn't help the speedrun, but someone might find it's use. C20A - Boss's health. C21A - *might be* boss's health, they will be using this one if C20A showing nothing. Their health counts up, here's bosses health: Minotaur - 64 (100) Skull Wing - A0 (160) Fire Serpent - C8 (200) Orcos - A0 (160) Giant Orcos - 84 (132) My analyzes: Arrow upgrades doesn't help hurt any more than 1 damage on bosses (I tried with up to 3 arrows, it only hit 1) The arrow weapon from 4-1 hit 4 (with 1 arrow, I didn't bother analyze to see if more arrow makes more damage.) Press U+D from ladder will allow Pit keep climbing up without ladder until next room. You can see maps at vgmaps ----------------------------------------- Second, improve plan / routes: 1-1 It can be improved from not killing these 2 skulls which I killed on my VBM. Killing them causing 30 points increase each, and that came up with 60 points at end of level. Each 10 decreasement cost 1 frame. Health pick up later on 1-3. 1-2 I think it's all fine, I would be surprised if someone managed to reach moving platform. 1-3 Can be improved from not killing skull, and timed jumping. I'm not sure about moving platform, I'll be also surprised if someone managed to jump and continue moving up without waiting. 1-4 I think it's all fine here. 2-1 I think it's all fine here. Waiting / Killing enemies was in order to reserve health for next boss. 2-2 I think it's all fine here. Waiting / Killing enemies was in order to reserve health for next boss. 2-3 I think it's all fine here. Waiting / Killing enemies was in order to reserve health for next boss. 2-4 I think it's all fine here, except the boss. Might be able to luck manip to stop him from doing "biting" animation to save more time. 3-1 Timing the jump, ignore health pick up. (or take health pickup and take hits in 3-2 to save time) 3-2 Take hit here to save time (if pick up health from 3-1), health pick up here. 3-3 Skip shop, hammer not necessary. Do more jump off solid floor / objects (during flying part) 3-4 Dungeon route was all fine, except I don't know how to kill fire serpent boss quicker than this. 4-1 Health pick up not necessary here, take bottom path. (if you do health pick up, take damage to save time in this level then) Little Orcos is improveable, Giant Orcos *can* be improveable. But I have no idea what causing this part went wacky / crashed. I think that's everything.
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
This game is very short and very easy.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Joined: 8/13/2005
Posts: 356
Location: Canada
...and very enjoyable. And would lend itself nicely to a TAS because of the variety of routes and items in some stages. I'll watch it and get back to you with input sometime soon (probably not today).
Joined: 8/13/2005
Posts: 356
Location: Canada
Hm, not bad. The run wasn't as interesting as I thought it might be because it uses so few of the items, but it still has a lot of routes and was fun to watch. I especially liked the glitch on ladders. In the end level, you get the arrow that does 4 damage and penetrates. It seems like the basic arrow could be faster against the two forms of the final boss because you can fire it so quickly, rather than waiting for the penetrating arrows to fly the whole length of the screen. I don't know that for sure though. I wondered during the first wait period for a platform why you'd wait and not kill monsters to qualify for more time-saving health... then I realized that (a) your score takes time to count at the end of the stage and (b) when you get your health, the guy talks for a very long time. Besides possibly the arrow in the last stage, I don't see anything major. It would be nice if it were possible to manipulate the bosses more effectively.
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
Thanks for opinion. Actually I was hoping someone else might pick up this game to TAS. I think I wouldn't redo TAS on this game until I understand why there was a crash at final boss and if I feel like it doing whole movie again.
S@G
Joined: 9/7/2006
Posts: 81
Location: Luxemburg
would it not be possibel to defeat this Snake faster ? the run is really good, but this snake... :S
I don't need a Signature
Joined: 3/17/2006
Posts: 243
Location: Back to good old Germany
Hmm...I don't know if it would be worthy to power up your arrow before. The boss fights (especially the snake) are quite long and boring to watch. At the final boss the lag reduction could be better I think. But that's just a minor point. In my opinion, you should sacrifice some frames at the end of each level and kill more enemies to raise the entertainment value... But all in all a good test run! I hope you will start a serious TAS of this game.
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
spockybiemmichab wrote:
Hmm...I don't know if it would be worthy to power up your arrow before. The boss fights (especially the snake) are quite long and boring to watch. ... In my opinion, you should sacrifice some frames at the end of each level and kill more enemies to raise the entertainment value...
I know =/. In order to get more arrow power up, I have to kill a lot enemies (I mean, a lot!). I don't know how many but the address C05F has to arrive to 10, then I can go to Zeus room and he will give me arrow power up. Plus, I tested with 3 arrows powered up, it only hurt boss by 1 point. Plus, after many enemies killed, they add up points to end of level, costing even more frames.
spockybiemmichab wrote:
But all in all a good test run! I hope you will start a serious TAS of this game.
Maybe. Before that I need to figure out how to make snake boss look more fun or faster. And figure out why final boss crashes. *edit - fix point of view.
Joined: 3/17/2006
Posts: 243
Location: Back to good old Germany
ventuz wrote:
Plus, I tested with 3 arrows powered up, it only hurt boss by 1 point.
That's a pity :( But thanks for the test run. Now I can't stop playing this game ;) Edit: Just finished the game and it crashed as well. I have no idea why...
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
Could be VBA emulation problem, this same rom played fine at final boss on BGB.
Joined: 1/27/2008
Posts: 236
Location: Somewhere
The project seems to not been picked up for about a year and a half, and people on IRC think that it should be picked up again. I'll post up something in a while. EDIT: Nevermind. The game seems to desych for me alot and crash between levels.
See Youtube page (GIRfanaticTAS) for all runs and stuff.
Post subject: Kid Icarus: Of Myths and Monsters [WIP]
Joined: 6/15/2011
Posts: 21
Location: United Kingdom
Okay, so, this is my first post made here. Might at well make it worthwhile. I've been an anonymous viewer of TASVideos for quite some time (6-8 months approx, I know that's not actually that long, but it feels it. :P) and have always wanted to see how TASing is done and hos difficult it is. So here today I decided "I'll try TASing a game that's not listed on the main site" to try and get to grips with TASing and just having fun. I've worked out how many frames I need per jump to go certain heights and distances so I can attempt to perfect my jumping and the likes. Below is a video showing my current progress! Link to video
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
Check at existing topic - http://tasvideos.org/forum/viewtopic.php?t=4892&highlight= Plus, before you bother doing whole TAS, see if you can beat game without game crashing on latest emu?
Joined: 6/15/2011
Posts: 21
Location: United Kingdom
hm. Well I guess I'm glad I didnt get very far with it then I suppose I shouldn't dabble with this particular game.. :P Ehm, with your vbm, what version of VBA did you use? It's a total mess in the latest release it seems.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
Version 19.4 at http://code.google.com/p/vba-rerecording/downloads/detail?name=VBA%201.7.2%20v19.4.zip&can=2&q= Go ahead TAS this game, but make sure game is beatable on latest emu and faster than my run ;)
Joined: 4/21/2011
Posts: 91
This looks like a good game to TAS, but I don't know whether it's just me, but it just doesn't looked optimised to me. However I've never played this game, and I'm not an experienced TASer, but sometimes you seem to jump higher than you need to (not sure if jumping is horizontally slower than walking), hitting the edges of platforms and travelling only vertically for a short while, and also taking damage seemingly unnecessarily in some places, as well as a long wait. Please feel free to correct me if I'm totally and utterly wrong, and please don't take offence if I was wrong please ;)
Joined: 6/15/2011
Posts: 21
Location: United Kingdom
@ Ventaz - alright. I'm playing through now non-TAS (well, a little to ensure I survive) on v23.5, here's hoping! Also, can you post your frame count or times for each stage? :3 @ hutch, very true that it's unoptimised, it's simply me learning if I'm honest. I did jump higher than eneded because it was faster than clipping the edge due to under-cutting the height. I'll have to test somehow what's faster, walking or jumping, or if they're the same (which is how it appears at normal speed). I took the one damage you saw due to laziness, if I'm honest. :P
Player (200)
Joined: 1/24/2011
Posts: 108
So this one STILL isn't emulated properly? I can understand getting desyncs with Perfect Dark or Metroid Prime, but Kid Icarus on Gameboy? Come on! Regarding the short WIP: Killing enemies ultimately wastes time, since you have to count up points at the end of the level. If I was doing this run, I'd go for as few kills as possible. It may make the wait for the moving platform less visually interesting, but every single frame is precious and must be saved. Having to wait for the floating platform is lame. Is there no way to get to it more quickly, or better yet, get up there without it? Have you found the memory addresses for screen position, velocity, subpixels, etc? Those could be a big help in determining the fastest method of movement.
Rayas wrote:
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adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.