Arc
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Joined: 3/8/2004
Posts: 534
Location: Arizona
9 frames faster on level 4. 406 frames faster overall.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Using the torch makes the movie more "whoa!". Keep it up.
Joined: 3/15/2007
Posts: 131
I'm looking forward to this any chance of getting a WIP?
Arc
Editor, Experienced player (813)
Joined: 3/8/2004
Posts: 534
Location: Arizona
Sorry, no WIP. I think I can finish and submit the movie by sometime next week.
Arc
Editor, Experienced player (813)
Joined: 3/8/2004
Posts: 534
Location: Arizona
150 frames faster on level 5. 556 frames (9.27 sec) faster overall. Also, I tested my strategy for level 6, and it worked. If it works when I do it frame perfectly, it will save 1.5 to 2 seconds.
Post subject: Ghost N' Goblins: find true ending
Banned User
Joined: 5/11/2004
Posts: 1049
I don't think anyone has ever beaten this game on it's highest difficulty. It was like the 5th time through were it becomes basically impossible, I think a TAS might be able to get through though. Then I wonder if it stops at a certain point and you get the true ending, or if it stops getting harder, or if doesn't ever stop getting harder, then going through until TAS can't even beat it. To go were no man has gone before, who accepts the challenge?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Use the existing thread http://tasvideos.org/forum/viewtopic.php?t=3623&postdays=0&postorder=asc&start=0 instead of creating a new one. Locking this.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Banned User
Joined: 5/11/2004
Posts: 1049
Well for some reason angerfist wants my separate challenge idea in this threat even though it's not about speed running the game; why aren't any of the other threads about separate challenges not locked, such these just to name a few: http://tasvideos.org/forum/viewtopic.php?t=7886 http://tasvideos.org/forum/viewtopic.php?t=7581 http://tasvideos.org/forum/viewtopic.php?t=7689 http://tasvideos.org/forum/viewtopic.php?t=7583 http://tasvideos.org/forum/viewtopic.php?t=6783 (one angerfist started) You really do a crack job of enforcing rules. Anyway, here is my post before it was locked, yes I know it should be in a separate topic, but that topic got closed, so please don't flame me for not following the rules: Ghost N' Goblins: find true ending I don't think anyone has ever beaten this game on it's highest difficulty. It was like the 5th time through were it becomes basically impossible, I think a TAS might be able to get through though. Then I wonder if it stops at a certain point and you get the true ending, or if it stops getting harder, or if doesn't ever stop getting harder, then going through until TAS can't even beat it. To go were no man has gone before, who accepts the challenge?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Yeah, after that someone should try to find the true ending of atari 2600's Pitfall.
"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.
Banned User
Joined: 5/11/2004
Posts: 1049
Well the great thing about gng is that you only have beat it 4 or 5 times before you start to do things no one's done before, which only takes like 20 minutes.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Shut the fuck up waffle boy. I don't keep track of all unnecessary created threads.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Banned User
Joined: 5/11/2004
Posts: 1049
Well aren't we a model admin/forum user... My point was it's much better to have the separate thread, like the one you started. One would assume that was expected since there's a number of them and they never get closed, well accept for the one you closed.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 2/26/2007
Posts: 1365
Location: Minnesota
Why are you complaining spider-waffle? There is no need to continue to bitch about angry fist doing his job.
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Banned User
Joined: 5/11/2004
Posts: 1049
His job is to make threads about separate TASes, then close my thread about seperate TAS, then insult and use profanity at the forums users?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 2/26/2007
Posts: 1365
Location: Minnesota
Fuck yeah, son!
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Spider-Waffle wrote:
His job is to make threads about separate TASes, then close my thread about seperate TAS, then insult and use profanity at the forums users?
It doesnt matter much what category your run is about, as long as its about a game that already has a topic, post there, period. I was well aware before I posted that it wouldn't look good using profanity, but, I am simply a human being, I react, sometimes in a negative way and sometimes in a positive way. Often positive. I am not Bisqwit or Adelikat, who are 10 times cooler and calmer than I am. I am different.
Sticky wrote:
Fuck yeah, son!
lol :)
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Arc
Editor, Experienced player (813)
Joined: 3/8/2004
Posts: 534
Location: Arizona
-- 8.5 years later --- I've been looking into improving this game one more time. There are perhaps another 5-10 seconds that I can cut off. I know for sure that I can improve stages 1 and 2. But those improvements aren't possible unless I get the "good zombie spawn" at the start of the game. I got the "good zombie spawn" using FCE Ultra 0.98.16. I haven't been able to get it in FCEUX 2.2.2. The converted .fcm to .fm2 doesn't sync. I've tried adding and removing frames. (In FCEU the screen changes from grey to black on frame 3, whereas in FCEUX it's on frame 8.) I've tried using different inputs and timing. But I always get the "bad zombie spawn." So I'm stuck until a solution is found.
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Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Arc wrote:
I got the "good zombie spawn" using FCE Ultra 0.98.16. I haven't been able to get it in FCEUX 2.2.2. The converted .fcm to .fm2 doesn't sync. I've tried adding and removing frames. (In FCEU the screen changes from grey to black on frame 3, whereas in FCEUX it's on frame 8.) I've tried using different inputs and timing. But I always get the "bad zombie spawn." So I'm stuck until a solution is found.
Does emulator timing affect RNG? Is that "good spawn" even possible in an actual console?
Alyosha
He/Him
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Joined: 11/30/2014
Posts: 2827
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Seems to me like its a memory issue in FCEU 98.16 Everything I tested so far has no impact on zombie spawn. I found only 2 ways to get the 'good' spawn. One is to start the game and let the first wave spawn in the normal 'bad' spot and then reset the game. The other is to wait on the title screen until the demo starts. If you reset at this point you will also get a 'good' spawn. All gameplay videos I see online also seem to have the usual 'bad' spawn. The one video that had a good spawn had a non-zero high score on the title screen, so clearly it started from a reset. DO you have the memory address of enemy position Arc? With that we can trace back to see where it is set and know for sure. but right now it looks like unless you can verify on console that you can get that 'good' spawn from power on, the spawn from FCEU 98.16 probably is an error.
Arc
Editor, Experienced player (813)
Joined: 3/8/2004
Posts: 534
Location: Arizona
I'm sorry but I don't know the memory address. Edit: 05B1-05B7 - Enemy X Position What probably happened is that, in FCEU, I may have let the demo screen come up at least once. And then I recorded from reset instead of power-on, and so I got the good spawn. So it seems that I should attempt this game again anyway, on the basis that the current run is illegitimate. The reason that I want the good spawn is that it changes the item drops. Bad spawn order: (1) statue, (2) statue, (3) statue, (4) flame, (5) statue, (6) statue, (7) statue, (8) knife. The good spawn order starts on the flame: (1) flame, (2) statue, (3) statue, (4) statue, (5) knife. So I could get the flame at the start of level 1 and the knife at the end of level 1, and I was thinking that the knife would be faster against the first two bosses.
Gay
Former player
Joined: 6/21/2015
Posts: 58
Arc wrote:
What probably happened is that, in FCEU, I may have let the demo screen come up at least once. And then I recorded from reset instead of power-on, and so I got the good spawn. So it seems that I should attempt this game again anyway, on the basis that the current run is illegitimate.
But if that's true, why would it not sync to the FCEUX Program? Converting to FM2 will keep it as starting from a reset. I think FCEU may just internalize the values differently.
Gay Dominguez Jr.
Alyosha
He/Him
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Joined: 11/30/2014
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version 3 emuVersion 9816 rerecordCount 7990 palFlag 0 romFilename Ghosts'n Goblins (U) romChecksum base64:jDybBBOS+O8G9rDHQyxYnA== guid 0A767817-53D4-B7F0-18BB-74FACB9C0DFB fourscore 0 microphone 0 port0 1 port1 1 port2 0 FDS 1 NewPPU 0 comment author Arc v9 |1|........|........|| |0|........|........|| |0|....T...|........|| Well, the published movie certainly does start with a reset. I see Gay's point though and am also not sure how starting from a reset wasn't noticed in the submission, and more importantly, the publication process. If the run relied on Arc's instance of FCEU already having existing values written to memory, I would think this would desync immediately when a publisher went to encode it. But maybe the fcm file contains a savestate or something, I'm not really familiar with it, but I'll look into it now, along with when the spawn is set. EDIT: well thankfully this site has really good movie file format documentation:
[1] Even if the header says "movie begins from reset", the file still contains a quicksave, and the quicksave is actually loaded. This flag can't therefore be trusted. To check if the movie actually begins from reset, one must analyze the controller data and see if the first non-idle command in the file is a Reset or Power Cycle type control command.
So it seems that is exactly what happened. EDIT 2: The key to enemy spawns seems to be at 00C0. It is used to set the X register which effects locations of enemy spawns. Here is enemy spawn being set at power on:

        $8468:BD A7 84  LDA $84A7,X @ $84AD = #$A0                   A:06 X:06 Y:03 S:37 P:nvUBdIzc 
        $846B:18        CLC                                          A:A0 X:06 Y:03 S:37 P:NvUBdIzc 
        $846C:6D AF 05  ADC $05AF = #$60                             A:A0 X:06 Y:03 S:37 P:NvUBdIzc 
        $846F:99 AF 05  STA $05AF,Y @ $05B2 = #$90                   A:00 X:06 Y:03 S:37 P:nvUBdIZC 

Here it is after reset.

        $8468:BD A7 84  LDA $84A7,X @ $84B6 = #$68                   A:0F X:0F Y:03 S:37 P:nvUBdIzc 
        $846B:18        CLC                                          A:68 X:0F Y:03 S:37 P:nvUBdIzc 
        $846C:6D AF 05  ADC $05AF = #$60                             A:68 X:0F Y:03 S:37 P:nvUBdIzc 
        $846F:99 AF 05  STA $05AF,Y @ $05B2 = #$90                   A:C8 X:0F Y:03 S:37 P:NVUBdIzc 

00C0 is 0 at power on, but after resetting the value does not get reset, it is at 3 at this point. So, it seems that the true enemy spawn at power on is the 'bad' one, oh well.
Arc
Editor, Experienced player (813)
Joined: 3/8/2004
Posts: 534
Location: Arizona
Thanks for looking into it. I tried getting three item drops and then hitting reset. As expected, the zombie spawns changed, and the first drop was a flame. So the item drop sequence survives the reset. The drop sequence is always the same. The flame comes up fourth and the knife comes up eighth. I must have sat through the demos until the first three drops happened, and then I recorded from a reset so that the flame came up first. I guess it's time to get started, then. Arthur's X position is at 05AF. -He moves 3 pixels every 3 frames. -Getting hit is a loss of 3 frames AND 2 pixels. -He moves after 6 frames instead of 3 after a jump (loss of 3 frames per jump). -He moves after 9 frames instead of 3 when firing while landing a jump (loss of 6 frames). -He moves after 12 frames instead of 3 when firing from the ground (loss of 9 frames). -Trying to jump immediately after firing from the ground still takes 12 frames. -He can fire immediately after jumping, but the javelin will travel over the zombies. That's why the flame is more useful generally, but it may or may not be slower on the first two bosses.
Arc
Editor, Experienced player (813)
Joined: 3/8/2004
Posts: 534
Location: Arizona
Graveyard notes There are 7 graves. The possible spots to 'take the 5' (damage boost) are Graves 1, 6, and 7. Grave 1: -Option 1 is to take the 5+6. -Option 2 is to do a 9+9+6 (2 jump attacks and jump). -Option 3 is a 12+6+6. -Although a 9+6+6 is possible, it leads to a bad spawn at Grave 4 (9+6+6). Grave 2: -Should be a 6+6. Grave 3: -Just a 6. Grave 4: -Ideally, a 6+6. Grave 5: -Should be just a 6. Grave 6: -Complicated. Could be a 5+6. -Possible 9+9+6 or 9+6+6. -Or 12+6+6. Grave 7: -Untested at this point. Another possible 5 spot. -Wishing for a 6+6. We can compare all of the previous movies easily by using this point system. I made all of mine in Famtasia... Arc v8 / GuanoBowl: 1: 12+6+6 2: 6+6 3: 6 4: 6+6 5: 6 6: 12+6+6 7: 5+6 Total: 95 Arc v7: 1: 5+6 2: 6+6 3: 6 4: 6+6+6 5: 6 6: 12+12+6+6 7: 6+6+6 Total: 107 Scoreboard Arc v8: 95 GuanoBowl: 95 Arc v7: 107 Arc v4: 123 Arc v5: 126 Arc v6: 126 Arc v3: 138 Arc v2: 180 Arc v1: 258 Morimoto: Climbed the ladder Arc v9: 93* (Disqualified cheater)
Arc
Editor, Experienced player (813)
Joined: 3/8/2004
Posts: 534
Location: Arizona
Option 1: 1: 5+6 2: 6+6 3. 6 4. 6+6+6 5. 6 6. 9+9+9 7. 6+Fail If I could get a successful 6 on the last jump, it would be a 92. I'm about one pixel away from clearing the trio of zombies that appear at the last grave. Grave 7 may be the spot to take the 5 after all.