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Joined: 5/12/2009
Posts: 748
Location: Brazil
In frame 68728 (Ice stage) you're about to enter a room where there's some ice blocks and you have to go over them to the other side to collect a health extension, so you pause the screen to change from the Tornado to the other fire power to break the blocks. Isn't it possible to keep using the tornado to go over all blocks and back? So you could avoid one pause screen. Btw, Great tornado climb everywhere.
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Eye Of The Beholder wrote:
In frame 68728 (Ice stage) you're about to enter a room where there's some ice blocks and you have to go over them to the other side to collect a health extension, so you pause the screen to change from the Tornado to the other fire power to break the blocks. Isn't it possible to keep using the tornado to go over all blocks and back? So you could avoid one pause screen. Btw, Great tornado climb everywhere.
While you can get over those blocks easily with the tornado, I don't think you can break the urn with it, as the shot is too high. So the next fastest method would be the buster shot.
Joined: 5/12/2009
Posts: 748
Location: Brazil
I see. It's a shame that the tornado doesn't break the Urn. Thanks.
Joined: 3/17/2011
Posts: 20
I don't think the tornado shot has an attack hitbox at all.
Joined: 3/17/2011
Posts: 20
been too busy to continue work but . . . i am going over some of my numbers from earlier, ES stage V1 = 1866 not 1766, so my stage V1 is faster by ~65 frames. So I just need to work on the return to stage I. If anything I guess I'll just use the blue bird, although I really prefer the tornado - the main loss in stage 1 is having to switch from the ground gargoyle earlier than ES so I have time to make the platform before I reach the peak of my jump.
Joined: 3/17/2011
Posts: 20
I think I'm going to have enough free time this week to crank out a couple edits!!
Joined: 5/12/2009
Posts: 748
Location: Brazil
Can't wait to watch this TAS. Great work so far! Go! Go! Go!
Joined: 3/17/2011
Posts: 20
Dear ES, How did you discover you could hit the first hyppogriff twice in one frame??? How often did you try to reproduce this against the other bosses??
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
You mean the last two hits, right? I just stumbled upon that. You could also do the trial and error thing... but there's probably a memory address that acts as a countdown until you can hit the enemy again. In fact, I'm 99% sure there is. Though finding and watching it may not actually help, some programming error may allow you to do this double hit thing even if there's a countdown still going on. Good luck though! I'm doing some serious moving in the next couple days but I do have a lua script I've been working on that's almost done and should help out.
Joined: 3/17/2011
Posts: 20
Ya, the part where you ignore his invulnerability. I'm really not familiar with the intricacies of Lua/hex address location so . . . ya :] I have been too busy/tired/lazy to work on this in a minute. I've been spending basically all my time practicing guitar but I think I'm gona go make dinner and take a night and dedicate it to the TAS.
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I just checked and the address that handles that timer has nothing to do with it. It has something to do with the fact that it has one hit left... I'd chalk it up to sloppy programming. I think I tried it on every subsequent boss, but it wouldn't hurt to check again. I'll paste the lua script once I'm done. It might help you out a bit!
Joined: 3/17/2011
Posts: 20
Hello everybody!! long time no see. Sorry I fell off the TAS train here but I've been very busy. Anyway, my computer broke and I drove across the country to California. I'm back home now but still without my main computer. as it stands I'll have to postpone this till I get my computer back on line (seeing as how the public library is now my main source of internet).
Joined: 12/30/2011
Posts: 3
I maaaaay be back in business. Let me seeeee
Ambassador, Experienced player (697)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
Boss hp is at 7E1336 for most bosses. Memwatch that to learn a lot. I checked out the tracelog on this. When your shot connects, it always takes the damage off the boss's hp. Then it checks to see if it was too soon and restores it if so. But if that shot was the finishing blow, that check never happens and the fight is over. It looks like that boss may be a special case. I checked on Arma and it turns out there is a check before the hit. It checks to see if the high bit of that hp address is set (with a bpl instruction). In other words, the invulnerability flag is packed into the same byte as the hp. For some reason that flag is never set for hippogriff. Memwatch that hp and you'll see that several other bosses are vulnerable. In most cases this just means that a ground gargoyle shot hits twice. Somulo doesn't set that bit but there is something else going on because he dies at 1 hp instead of 0. Arma's invulnerability timer is at 7E1DD5, but that doesn't seem to be the case for other bosses.
Joined: 3/17/2011
Posts: 20
Thanks again for the good work axeman. Been very busy lately but definitely haven't forgotten about this TAS. I'm settling in and hopefully going to be geared up to get some work in on this TAS soon. Been in contact with ES and things are looking good for publishing the updated TAS before the world ends.
Joined: 6/23/2009
Posts: 150
I'm eagerly awaiting it.
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
The run can be much improved if boss patterns and the RNG are properly analyzed. I'm not particularly good at tracking a game's programming (i.e. reading disassembly). Evidence of this can be found in this thread where I try to get Ovnunu out of his slime faster than I end up doing in the published run. Though I was able to locate where the "stuff" was "going on" in the code, I was not able to trace it back to the RNG. Additionally, even if I had done so, I don't know how the RNG is generated. So basically, I'd like to have help. I'm earnestly requesting the assistance of someone who is adept at the aforementioned tasks to help Jeeves and I with this run. The major problems / questions I have are: • How the RNG is generated (perhaps represented by a mathematical formula?) • How certain bosses react to the RNG (I'm assuming there are tables in the game's code that will determine a boss's next attack based on the RNG) • How the RNG affects the skull-bashing game • If there's some sort of lua script I can use to make boss fights easier (the lua script for EarthBound is a good example of increasing the utility of the analyzed RNG) I'm not asking for immediate, direct answers to all these problems... I'm really just wondering if anyone will work with me even a tiny bit.
Player (181)
Joined: 10/8/2006
Posts: 145
I'm bumping this, cause I think it's time. Are we going to have to move up to snes9x1.5x?? or bizhawk/lsnes?? I know the last run I was working on was in 1.43rr
Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I would still be happy to work on this game after all these years, but I still have issues with the RNG, as mentioned above. Haven't used any new emulators yet though, so it would take some getting used to.
Player (53)
Joined: 11/20/2013
Posts: 103
I'm certainly not as skilled as some around here but I'd be willing to take a look for you. I recently finished investigating the source of RNG in Dragon View, maybe if I'm really lucky it'll be something similar here. I'm not familiar with the game at all though so some relevant savestates or movies or directions or whatever to get me to the right spot would help. As for emulators I've been working on Bizhawk for the last year or so and as of version 1.7.3 I think I can safely recommend it. Last few versions just had some bad bugs for SNES.
Player (33)
Joined: 2/16/2012
Posts: 282
If it's anything like some other late-era Capcom games, the RNG will be per-frame but easily predictable. I can try looking into it when I get back from my vacation.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
IIRC the RNG for this game is set per frame, but the resolution of that RNG occurs much later on. Boss patterns are determined well before the patterns actually go into effect.
hi nitrodon streamline: cyn-chine
Player (181)
Joined: 10/8/2006
Posts: 145
Long time no see. I'm back and I've got a TAS in the works on BizHawk. I'm looking for help with the RNG. https://www.youtube.com/watch?v=6jRpNpq5ip8 Here is my rough draft and a (potentially) optimized stage I (hippogryph is not optimized because I could not manipulate him per ES's strategy. After trying for . . .the last 4 days. . . I was able to save ONE extra frame in the stage section that allowed me to headbutt him one frame early. HOWEVER, it appears that there is a subpixel coming into play that throws off the fight still. frame 82xx: http://imgur.com/bl7ny4E frame 84xx: http://imgur.com/ogCO9K7 these images are ten frames apart but are even in terms of the boss fight. I think this is all I have for now. P.S. If anyone can find me the X/Y speed/position that would be enormously helpful.
Player (53)
Joined: 11/20/2013
Posts: 103
You mean the X/Y position/speed of the boss, or of the player? If you meant player I can tell you that right now: $001030 is your X position (2 bytes), and $001034 is your Y position (1 byte I think? I don't know what it's doing with your fine-Y-position honestly).
Player (181)
Joined: 10/8/2006
Posts: 145
Yes, I was referring to the position/speed of my character, sorry. I just figure it can help Identify if I'm gaining/losing frames anywhere.
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