Post subject: Duke nukem advance (wip)
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
So, I wanted todo tas of my favorite FPS game on gba, duke nukem advance.. Heres wip of first level: (played on 'damn I'm good') http://up.servut.us/10856 Note that duke dosent move always when I press up/down/etc for some reason (and thats reason why gba dont have much good 3D games), this mostly happens after 'cut-scenes' for some reason :\. some feedpack plz[/i] EDIT: also controlls sucks in this game, because jump and open is same button, so somtimes duke jumps when he should open door etc
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Mitjitsu
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I have difficulty obtaining the rom so I sadly can't watch it, you could always make an AVI if you want feedback.
Joined: 4/29/2005
Posts: 1212
I played this, it's really quite good, for a handheld game.
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
My rom is "Duke Nukem Advance (USA).gba" , and I'll upload wip today.. Uploading... (393216 / 22354944) 2%... Uploaded (processing, please wait) EDIT: It is just smarter todo this tas on 'lets rock', just because there are more lag on 'damn I'm good"? edit2: http://www.youtube.com/watch?v=wtz8rjjA6CA EDIT3: I made new wip of level 1, using 'lets rock' http://www.youtube.com/watch?v=YGAjKALWLuM
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Joined: 9/1/2005
Posts: 803
L337 wrote:
It is just smarter todo this tas on 'lets rock', just because there are more lag on 'damn I'm good"?
I just finished watching both videos, personally, I can't say I like the game if only for the poor quality sound it has, but of the two, I liked the first one, as more stuff died.
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
Atma wrote:
L337 wrote:
It is just smarter todo this tas on 'lets rock', just because there are more lag on 'damn I'm good"?
I just finished watching both videos, personally, I can't say I like the game if only for the poor quality sound it has, but of the two, I liked the first one, as more stuff died.
OK, I'll do this run on 'damn I'm good', also I agree with that music/sound qualitly is poor :\ another WIP of level1a; http://www.youtube.com/watch?v=v4ziUv5Ze9w
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Joined: 11/18/2006
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Heh, it already looks better than the N64 run. Do you have a projected total time?
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Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
mmbossman wrote:
Do you have a projected total time?
<onewordpost> Nope </onewordpost> EDIT: I made test tas of level1b, but still it will be difficult todo, because I only have 45hp when I start level, and on 'damn I'm good' mode there are just too many enemies, so it will be challenging(because shotgun is slow, duke are hard to controll with d-pad/gba buttons/in frame-advance etc) >_> (on my test tas, I completed 80% of level, and re-record count was about 300, mostly by message "press A to restart level", so I have to pick-up (almost) every power-up/healt pack) , I'm redoning level 1b maybe today, if I have free time EDIT: heres failed wip of level 1b: ( Uploaded (processing, please wait) ) http://www.youtube.com/watch?v=JHdI7kbbiJs
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Joined: 12/25/2004
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This looks fast paced, I liked it :)
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Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
Level 1b WIP: http://www.youtube.com/watch?v=u3hS_ZYY4T8 damn I hate those pigcop's
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XTREMAL93
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WIP?
NitroGenesis
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Please stop needlessly bumping these old threads, plz.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Dimon12321
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It's disappointing nobody picked this game in 16 years. Well, let's see what I can do. The whole game looks relatively easy. Just movement optimization and occasional shooting distinct enemies. Movement nuances - You switch weapons by holding Select and pressing L and R bar keys. While you do this, you can't strafe. Select, Select + L - that's two render cycles needed to change the weapon. - You can't jump over stairs railings or over enemies. - To activate switches or doors, you just have to be close to them. You don't have to face them. Alien switches have kinda weird hitboxes and may not get activated that easily. - To grab an item, you must be at the same height or above it. You can't bump into items using your momentum, like in Doom. - When you turn, you increase the camera speed. If you hold Left, then switch it to Right, you turn in the opposite direction at the same speed. - The framerate doesn't affect the speed. Speed units RAM addresses work only in scope of the current level. You have to perform a new search again. Run forward (RF) = 1568 Run backward (RB) = 874 (55.7%) Strafe Left (SL) = 868 Strafe Right (SR) = 875 RF-strafing (either left or right) = 1793 RB-SL = 1231 RB-SR = 1237 To have a perfect angle for RF-strafing, you need to turn left/right by 21 degrees away from the direction you want to run towards. For RB-strafing - by 32 degrees. Optimization The framerate is uncapped, which makes it harder to optimize the movement because you have to redo the input every time you try a different way of movement and luck manipulation. You can't just copy or delete unnecessary frames. You gotta follow for how many non-lagged frames you kept each button pressed before doing progress in a different way, and it still doesn't guarantee you will do the same what you used to do. The enemies often stand dead on their tracks when you see them. I think it has something to do with performance optimization to spend less time on AI logic. Enemies The following list is determined by doing RAW Search. GBAHawk, WRAM memory domain, unsigned int. HP cannot be negative (if an enemy is dead, its HP is zero)
EnemyHealth (HP)
Assault General (Trooper)40
Pig Cop60
Hybrid Gray Alien50
Spiderlord (boss 1, 02BF18, 2 bytes)1100
Octabrain100
Enforcer120
Cyber Alien (boss 3, 0194C8, 2 bytes)2000
Alien Egg50
Alien Crab80
Alien Lord (boss 4, 027D78, 2 bytes)5000
It's not clear how much health does Boss 2 actually have. First, you need to hit it 9 times to get a call from the general. Then, you must make the boss walk under the crusher and it dies instantly. The crusher deals 4 damage. One smash cycle takes 64 hp away. Weapons
WeaponDamage
Mighty Foot40
Desert Eagle (Pistol)12
Shotgun50 (5 pallets, each one deals 10 damage)
Lead Cannon147 (7 pallets, each one deals 21 damage)
MP510
RPG200 (80 = direct hit, 0...120 = splash damage)
Pipe Bombs0...255 = splash damage
Freezethrower0
Shrink Ray0
Boss 1 rocket0...40 = splash damage
Shrink Ray and Freezethrower cannot do anything to bosses. Here is a TAS test which passes first 2 levels (1A and 1B). The encode is included there.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
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I made a 100% walkthrough (loTAd), just for fun. However, it will help in planning an Any% TAS on the hardest difficulty. User movie #638510452607262334 Link to video
TASing is like making a film: only the best takes are shown in the final movie.