Post subject: Avatar the Last Airbender - Burning Earth
Joined: 3/3/2007
Posts: 53
It looks like a good game to TAS, so I was wondering if someone wants to try this one out. There are a total of 13 levels. The 13th level is basically all previous levels glued together. You can only access this level by getting A-Rank on the first 12 levels.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
It seems the game was released pretty recently, which makes it very hard to find a ROM. Could you describe the gameplay a bit, please? What genre is it?
Joined: 3/3/2007
Posts: 53
You could say it is kinda the same as the previous Avatar GBA game. Only that they have improved the gameplay and system. It has puzzles, fighting and 2 minigames as levels(Flying with Appa) Sometimes you have to beat all enemies on the screen before you can advance. And you control 2 characters. You switch them with L and let your partner attack with R. I have a rom available if needed
Joined: 3/7/2006
Posts: 720
Location: UK
It's very cool. If I had a (working) machine right now, I'd try it out. It can be VERY VERY fast with some clever use of L/R and using Aang's dash.
Voted NO for NO reason
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Not going to lie, playing it for 5 minutes and it seems kinda interesting.
Homepage ☣ Retired
Active player (348)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
Here's your requested avatar:
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Joined: 3/3/2007
Posts: 53
theenglishman wrote:
Here's your requested avatar:
Omg, you are so funny >_>
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
Frankly, I didn't like it as much as the original A:TLA. I thought about speedrunning it. Maybe later.
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 2/26/2007
Posts: 1365
Location: Minnesota
dirk456 wrote:
Omg, you are so funny >_>
Dont worry, i still love you englishman
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
The gba is really dead... All the newer games are like this one... pure crap, looks like homebrew!
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
I wasn't sure whether to make a new topic for this game or not, but here is an old WIP (May 2011) I made of this game that I was planning to improve when VBA24-M came out, but I never did because I had other projects. If anyone wants to start running this game, I hope this helps them get started.
Experienced player (589)
Joined: 2/5/2011
Posts: 1417
Location: France
I alrady see"d the anime so let's try the game :P
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
Here's an encode of my short WIP, to make things easier for solarplex.
Active player (274)
Joined: 2/1/2014
Posts: 928
CoolKirby wrote:
Here's an encode of my short WIP, to make things easier for solarplex.
The game looks sooooooo much more interesting than the first one! Much more high speed with Aang's Wind Dash.. edit: after testing, Into the Inferno on NDS, it wouldnt be as entertaining as Burning Earth would be.
Active player (264)
Joined: 8/14/2014
Posts: 188
Location: North Kilttown
CoolKirby wrote:
Here's an encode of my short WIP, to make things easier for solarplex.
If you start boosting towards the crate at about 0:41 you can clip through it. Though, it would have to be timed so that the clip would be faster than having to wait for Katara to follow up behind Aang for the next switch. I have an example of it here. I hope CoolKirby doesn't mind I used his WIP file to show this off real quick. I started the edit just before the clip and didn't want to take forever with the fighting just before this. Also, there's a screen of enemies right at the end of Omashu with Aang and Sokka where they can kill one less enemy than intended and still be able to scroll to the next section of the stage.
Somewhat damaged.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
TehBerral wrote:
I have an example of it here. I hope CoolKirby doesn't mind I used his WIP file to show this off real quick.
That looks cool! I hope it turns out faster than my input. Maybe it could also be used to skip some puzzles later on. And I don't mind.
TehBerral wrote:
Also, there's a screen of enemies right at the end of Omashu with Aang and Sokka where they can kill one less enemy than intended and still be able to scroll to the next section of the stage.
Thanks for sharing that, I'll keep it in mind.
Active player (264)
Joined: 8/14/2014
Posts: 188
Location: North Kilttown
http://tasvideos.org/userfiles/info/17178710904764276 I actually forgot I made this WIP a while ago. It shows off a more optimal crate clip and the enemy skip I mentioned at about the 12000 frame mark. The WIP is faaar from optimal, as I really suck at TASing beat 'em ups, but hopefully those tricks will help later on in the run.
Somewhat damaged.
Joined: 2/15/2012
Posts: 5
I've been working on this TAS on and off for about a month. First actual attempt at one. I know there's a time save around the 18300 frame mark. Any criticism, opinions, help, etc is encouraged. http://tasvideos.org/userfiles/info/20410668883458214 As an aside, how do you guys normally go about finding glitches? I mean honestly. They seem like arbitrary actions that happen to work somehow. Is there like a list of common glitch mechanics that you work with? Also, after looking through the forums a bit, is it not normal to play a game 1 frame at a time when you're TASing it? I thought that's how you knew it was fastest is that every frame is perfect...
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
Really good work! It was cool to see you stack all those enemy combos, and make use of the partner's ability while attacking with Aang/Zuko (especially Dragon Breath!). You thought of plenty of surprising ways to use two attacks at once to save time. Is it possible, by waiting a few frames or entering different input, to make Azula throw more small fireballs instead of the huge ones? Or does she follow that same pattern every time? Also, in Level 2, around frame 15000, you held onto that charged fireball for a long time. Couldn't you have used it to help fill that red crystal or defeat the firs two enemies in the next room, and then started charging another one? Sometimes you stand still and wait for enemies to get into a certain position before attacking. You can skip this wait sometimes by changing your own character's position to make them move differently, into a position where they can get hit faster. I used to wonder how everyone found such cool glitches too. Basically, just play around with the game, while recording a movie so you have a record of whatever you find. Try things that the developers didn't expect you to do, and you just might find something useful. One common trick is making two things happen at once, which can lead to things like midair jumps and cutscene skips. Yes, frame advance is essential to making your TAS the fastest it can be, almost as important as savestates.
Active player (264)
Joined: 8/14/2014
Posts: 188
Location: North Kilttown
Man, that WIP looks tasty! So glad that clip find didn't go to waste (I honestly thought it would end up being sub-optimal in practice.) By the way, has anyone gathered some RAM data from this game yet; enemy HP, X, Y, attack charge / invincibility timers, crits (if they exist) etc? I think with that in hand this game could get pretty thoroughly wrecked. I could start poking around if no one's done that yet.
Somewhat damaged.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2241)
Joined: 11/13/2006
Posts: 2823
Location: Northern California
Skykingcst wrote:
As an aside, how do you guys normally go about finding glitches? I mean honestly. They seem like arbitrary actions that happen to work somehow. Is there like a list of common glitch mechanics that you work with?
Every glitch or speed trick I've found has been... pretty much by accident, just randomly trying things in different places and suddenly something new and weird happens. In my experience, the less you look for glitches at first, the more you'll find.
Also, after looking through the forums a bit, is it not normal to play a game 1 frame at a time when you're TASing it? I thought that's how you knew it was fastest is that every frame is perfect...
Generally, when you're finalizing a run, you'll want to do it one frame at a time. When you're route planning or making an initial unoptimized test run, it's less important to use frame advance as long as the final submitted run uses it extensively. Like CoolKirby said, it's essential for speed.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 2/15/2012
Posts: 5
CoolKirby wrote:
Is it possible, by waiting a few frames or entering different input, to make Azula throw more small fireballs instead of the huge ones? Or does she follow that same pattern every time?
She follows the same pattern every time regarding big fireballs. Best I could do with the little ones was get 2 shots in when possible, or get the hit on the second fireball to start her big attack animation sooner.
Also, in Level 2, around frame 15000, you held onto that charged fireball for a long time. Couldn't you have used it to help fill that red crystal or defeat the firs two enemies in the next room, and then started charging another one?
I'll try this out when I get home. [quote ="TehBerral']By the way, has anyone gathered some RAM data from this game yet[/quote] I'm not experienced with memory addresses but from what I've seen either I'm doing something wrong or x,y positions change every map. The most useful memory address to have would be the camera position to see where enemies are spawning off the screen. Thanks for the help guys. I look forward to making more progress!
Active player (264)
Joined: 8/14/2014
Posts: 188
Location: North Kilttown
Skykingcst wrote:
I'm not experienced with memory addresses but from what I've seen either I'm doing something wrong or x,y positions change every map. The most useful memory address to have would be the camera position to see where enemies are spawning off the screen.
Ughum, I was worried about that. That would explain why I've been having trouble trying to find the proper X, Y. Yeah, I guess the camera position would be the next best thing. I'm somewhat new to RAM watch stuff myself but if someone is able to find a pointer to correct addresses (or some bollocks) that might be an option. I only stress this because I think knowing X, Y and if subpixels are going to play a significant factor in this game will help with some of the puzzle sections (i.e. things like the crate clip).
Somewhat damaged.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2241)
Joined: 11/13/2006
Posts: 2823
Location: Northern California
I'm not that great with memory addresses, myself, but I can share what I've gathered about X/Y position. I'm assuming it's no different than NES or SNES. If it is, then disregard this post. Maps are more or less made up of several screens the size of the console's resolution. In the GBA's case, it's 240x160. Your X and Y coordinates refer to your character's position on a specific 240x160 screen within the map. An X/Y position of 0/0 is the center of that particular screen, so in theory X position should never be above 120 or below -120, and Y position should never be above 80 or below -80. Someone more knowledgeable of the subject should fact check me on all this, since I've never searched for addresses on GBA.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I just finished playing through this game and it was really awesome. It has really fast gameplay and I found a ton of glitches and tricks with one of them breaking the game completely. I've decided to make a TAS of this game since it should be pretty fun and the actual end time of the run should be decently short. One thing I've been wondering though is if I would be allowed to enter a password to get A ratings in the first 8 levels. Unlocking the last levels requires to get an A rating in those levels and actually getting them without the password doesn't add any entertainment value and actually would cut out of some cool skips I've found. I'd like to know if this is ok before I start the TAS because I would have to route each level completely different.