Post subject: Wario Blast: Featuring Bomberman!
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
I've noticed that the Wario series is not very popular so I am trying to boost its popularity. A good place to begin (after the Wario Land 3 run i'm doing) is Wario Blast. Anyone actually heard of this game?
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
Player (206)
Joined: 5/29/2004
Posts: 5712
I dunno, how do you go about the Bomberman games where the walls are randomly generated? Just try a thousand different set-ups for each level?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
I better start re-recording...
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
There certain set of the walls where the enemy sucides! Would the enemy constantly suiciding be entertaining?
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
Player (206)
Joined: 5/29/2004
Posts: 5712
Heh, if you can get it to happen fast, go for it! I mean, you still have to fight the bosses normally anyway, right? Then you could find funny ways to goof around while the enemies start to suicide. Maybe even ALMOST suicide yourself!
put yourself in my rocketpack if that poochie is one outrageous dude
Skilled player (1742)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I was playing through the Japanese version and noticed sometimes the npcs blow themselves up. I decided to make a script: Download bombermangb.lua
Language: lua

memory.usememorydomain("System Bus") local screen_width = 180 local screen_height = 144 local read8 = memory.read_u8 client.SetGameExtraPadding(0,0,screen_width,screen_height) console.clear() local address = { camx = 0xC366, camy = 0xC367, npc1x = 0xC106, npc1y = 0xC109, npc2x = 0xC206, npc2y = 0xC209, npc3x = 0xC306, npc3y = 0xC309, bomb1_timer = 0xDC05, map_start = 0xDD00, map_start2 = 0xDE00 } local colors = { [0] = "darkpink", --walkable [1] = "red", --wall [2] = "silver", --breakable [3] = "yellow", --bomb [4] = "purple", --fire blast [5] = "green", --explosion from bomb [6] = "gray", -- [7] = "orange", --teleporter 1 [8] = "brown", --teleporter 2 [9] = "DARKGREEN", --teleporter 3 [10] = "LIGHTGREEN", --teleporter 4 [11] = "GOLD", -- [12] = "CYAN", --up arrow [13] = "PINK", --Smiley Fire; firepower? [14] = "DEEPPINK", --bomb; extra bomb [15] = "DARKRED", --skull [21] = "white", --left arrow [22] = "white", --right arrow [23] = "white", --down arrow [25] = "DARKRED" --powerup on fire } while true do -- for i = 0, 16 do -- for j = 0, 16 do -- gui.drawRectangle(0+16*i-read8(address.camx), 0+16*j-read8(address.camy), 16, 16, "red") -- end -- end local camx = read8(address.camx) local camy = read8(address.camy) gui.pixelText(read8(address.npc1x)-8, read8(address.npc1y)-8, "NPC1") gui.drawRectangle(read8(address.npc1x)-8, read8(address.npc1y)-8, 16,16,"red") gui.pixelText(read8(address.npc2x)-8, read8(address.npc2y)-8, "NPC2") gui.drawRectangle(read8(address.npc2x)-8, read8(address.npc2y)-8, 16,16,"red") gui.pixelText(read8(address.npc3x)-8, read8(address.npc3y)-8, "NPC3") gui.drawRectangle(read8(address.npc3x)-8, read8(address.npc3y)-8, 16,16,"red") for i = 0, 15 do for j = 0, 15 do local tile2 = read8(address.map_start2+ j + (i*16)) local tile1 = read8(address.map_start+ j + (i*16)) gui.drawRectangle(0+16*j-camx, 0+16*i-camy, 16, 16, colors[tile2]) if tile2 > 2 then gui.pixelText(0+16*j-camx, 0+16*i-camy, tile2) end if tile1 > 2 then gui.pixelText(0+16*j-camx, 0+16*i-camy, tile1) end -- console.log(bizstring.hex(address.map_start+ j + (i*16))) end end emu.frameadvance() end
Just posting it here in case anyone finds something useful. Stage ID is C3F0, with 31 being the final stage. There's an existing thread for Bomberman GB as well, but that's also a different game, so I decided to use this thread. Edit: If they blew up off screen, they won't die. https://tasvideos.org/UserFiles/Info/638548905365916192 At the last input, make it 1 frame earlier would've allowed the npc to survive their explosion. C3E3, C3E4 seems to be RNG. It rerolls every frame at the start menu, but not during game for either pausing nor in between stages.