Script Updated: http://pastebin.com/GK5Wnjxv
Now it shows red rect when weapon will check collision.
And, you know...
It's amazing! First boss. How did you do that?
I don't know how to improve it. May be you can shoot him once with blue&red combo or in end... or yellow&red... But, it is just awesome.
We need to improve Mansion next time... there is some mistakes.
It was fun to see how you slip through that wall in lava level. (when you fall between two walls after taking red bugs)
Also, you don't use turn backwards to gain speed bug, that I discribed a long time ago. It makes me sad. And you wait too much before shoot skull boss in first state.
Hmm, and in air you can get 3.063 speed :) interesting.
Keep going!
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
My bad, I forgot it. Let's abuse it on the final run then.
This boss came from hell, literally!
1) The first hit depends on Donald's position. I mean, a left or right approach is different.
2) You can only hit him in the face. I mean, you can't kick his ass.
3) He loves to go off screen. I mean, he is some kind of shy guy.
but it's not a thorough tested boss fight, I just wanted to show the new strategy.
Don't know how it happened there, I was just having trouble to do the clip glitch.
Yeah, I know. But most important; we need to add lots of playaround, don't forget it!
Great, but, do you remember the "On Screen Commentary" idea?
Well, I have some new plans now. But it's a surprise for our final run.
You bet! Thank you.
I am old enough to know better, but not enough to do it.
There is always two half of screen, he will fly according half that you stay in. (half is NOT just by X coord)
But your projectiles can slip through ass :D (each one frame collisions turned off)
:D
0.063 it is 0:10 in hex. when you press same direction that you fly, your X speed increased by 0.125 it is 0:20 in hex. There is cap 3.000 (3:00), but if you get 2.938 (2:F0) you can increase by 0.125 (0:20) and get 3.063 (3:10).
We must abuse it through all levels, because it can be useful in any jumps.
jump: 3.000 start speed.
release direction for one frame: 2.938
hold direction again: 3.063.
Profit: 1 pixel each 16 frames.
Where?
Problem that is playaround can be only:
1) shoots in air. but if you land during animation, you will loose speed.
2) change weapon. you can use it almost any time, but it is not so fun.
3) any crazy stuff when you not busy: there are very few places to do that.
Take a look:
http://tasvideos.org/userfiles/info/11888984651109733
About "projectiles can slip through ass" just watch with sync turned on in script.
Spent some hours...
Edit: another attempt
http://tasvideos.org/userfiles/info/11891090037126920
more optimized. 30 frames before limit = one bad shot + time to transform.
But, if we can shot him 2 bullets at once, it would be much faster. (both bullets hits at same time, and his life must be 8, otherwise it's useless)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I didn't see it yet, but sounds great!
(the speed increase)
The last clip of Ninja Training Grounds, I thought you were talking about that place, don't remember it happening anywhere else.
I am old enough to know better, but not enough to do it.
It is just my own observation...
Best:
http://tasvideos.org/userfiles/info/11899541353310548
WHY?!
http://tasvideos.org/userfiles/info/11899554802455166
But, I think first two shoots I can take from "WHY?!"
When I was making it, I many times remade whole boss run from first two shoots, to make better positioning, but nope.... He is shy guy.
I think, it will be better to not use last double shoot. Just need to use shoot one by one. It was really hard to make 3 double hits, but as we can see - it possible :D
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Sure this is one of the hardest bosses of the game in terms of manipulation, but don't sweat, I'll use your fastest attempt to continue the comparison run.
I am old enough to know better, but not enough to do it.
I don't think that music is better. Music just different.
Hmm, I tried many times to install Cold Shadow in virtual machine under Win95, but in Bochs, Qemu, Virtual Box, VMWare - music does not work. They don't emulate CD audio.
In DosBox I have installed Win95 but I can't mount CD....
So, I spent a lot of time to try.
I know only one solution that works: DosBox with Windows 3.11.
It is about 15 MBytes + CD.
Music works, but little glitchy: it plays next song for a while after end of song.
But I didn't try Virtual PC from Microsoft. Because when you download it... you need fill in the form :D
Also, PC version is kind of fast. Get 50 fps used in [SMD] (Europe) and speed up into 60 - you'll get PC or Brazilian versions speed. It is not good. But it is choice of developers.
Try debug mode
http://www.gamefaqs.com/pc/197875-maui-mallard-in-cold-shadow/cheats
And see how in boss fight in Flying duckman boat animation looks.
Or, how muddrakes fast tighten their pants.
Also, I don't know how it works under Virtual PC and Win95, but in DosBox, speed depends on cycles, and I don't know how to setup "normal" speed.
I have full walkthrough of PC version on my twitch channel. It has my bad english commentary :\
By the way... Almost all glitches from this run - works in PC version. It has almost same game mechanics. I know only one that does not work: zip in walls in Ninja Grounds 2.
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thanks a lot, Razor_ua for the patch!
I hope you're just kidding, are you?
The music of the PC version is great, to say the least! Mud Drake, for instance, is amazing.
I am old enough to know better, but not enough to do it.
Nope. For me, better quality/sampling rate/technology not the same thing like better music.
I don't like that:
1) Allmost all of PC tracks with intro and outro. It is really bad for Mojo Mansion and Flying Duckman music. In genesis version they looped. It's my favorite songs from this game. Third place - Mojo stronghold.
2) Stupid cheering voices in background (some crowd "Maui! Maui!" and something like "Hou... Hou..." I don't know)
There is only two tracks where almost nothing anoying me: Realm of Dead, and Duckhood.
Mojo stronghold... Choir?! And too soft. It is final battle. It must be at top of intense! :) In genesis version there is fearsome loud background.
I totally agree with those who claim: SNES < PC < GENESIS
By the way...
First: I got working Cold Shadow under win7
Second: It was without music, but I have found solution.
Win7 version. Comming soon :D
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Good point about the musics, but let's agree to disagree. :)
Um... I don't have a working install of Win7, will it be compatible with Win8 64bit too?
edit:
don't worry about the Win8 64bit; I now have access to a working x86 Win7 computer.
edit2;
it's working great on Windows 8, 64bit too. :) Wonderful, just wonderful!
edit3;
Oh, yes, we need to make sure it works on Hourglass now...
edit4;
Sadly, it's not working on Hourglass; the game crashes on start up here. :(
I am old enough to know better, but not enough to do it.
Script updated: now it shows lantern bug bricks creation and "last platform" message.
I'm looking into jump system again, now for "magnetic" effect. Did you noticed that sometimes after jump you pushed on floor right to the corner? Now I know how it happens.
All floors has boundary:
[-4,+4] px for horizontal
[+4,-8] px for vertical (+4 from down side, -8 from up side)
So, we can abuse not vertical only, but horizontal too. You abuse vertical push when you select jump height with duration of pressing jump.
To abuse horizontal push, you need to jump as close as possible to margin -4. So, if you jump -3.5 before floor, you'll move +3.5 additional pixels.
Also, when I was making skull boss runs, I have found that there are two different types of shoots in air in both directions (vertical/horizontal).
First: shoots once. Holding B (shoot) he won't shoot more.
Second: shoots many times. Holding B (shoot) he continue shooting.
Type is changed when you change direction.
And, I noticed, that you can do fast shoot after jump.
Vertical: jump and DON'T HOLD UP before you need to shoot. And when you want to shoot press Up and Shoot at same frame. Hold Up until he shoot.
Horizontal: same, but release UP right after you press it.
It can be very useful in water level, when you need to change direction of shoots.
And, more: when you shoot up in jump turning in opposite side in some frames only changes sign of speed! You can avoid slowdown.
About Muddrakes Boss: I don't know how many frames you spend to pick up red bug there, but if it takes more than 60 frames, then we can improve that. Beating boss without red bugs is not so hard, because it is TAS :D. May be it's even possible to beat last wave perfect too (without red bugs).
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I'm really close to the Frog boss (just one jump away), but I'll try to include those new tricks. I'll post the results as soon as I beat him.
But looks like that the final version will be completely different from the comparison run.
I am old enough to know better, but not enough to do it.
I want to make final level by level. May be in private (if you want surprises)
Way of doing:
1 level someone runs
1 level other approve or improvement
if was improvement that other approve
2 level someone runs
....
Approve means that you don't know how to improve.
Any other suggestions?
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I can't believe it! I was going to post exactly what you said about the final run, give it some kind of surprise factor.
So, I'll post only the comparison run here and then we can keep working via private messages on the final run.
Here's some of your new tricks, I mean, the ones I managed to include on Test of Duckhood;
http://dehacked.2y.net/microstorage.php/info/730750397/Dooty-and-r57shell-MauiMallard.gmv
I am old enough to know better, but not enough to do it.
O_o that first zip is just amazing!
o_O those vertical pushes! I didn't thought about it. It saves so much time.
But your frog boss not good... but for sketch it's enough.
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
The boss fights seems to be the weak point of my version of the comparison run.
There are also more lag on this boss fight than in your version, we must reduce
lag on the final version as much as possible; let's hate lag with all our hearts!
Okay, I was testing a possible short cut in Flying Duckman, but it failed;
when the ship is breaking up you can kinda pass through the floor right
at the start of part two, but it's a lot slower than taking the normal path.
edit;
Pressing the opposite direction underwater makes you go faster, did you notice it? Weird.
So, since I have to start the underwater section again, I've improved the last boss fight a little.
I am old enough to know better, but not enough to do it.
I tried it, but I it's not worked for me. May be, I tried not hard enough.
When? If you hold in direction of your speed - nothing wierd (same behavior as when you run from floor)
About second part, there are three routes:
(Thanks to feos for map)
It would be good to check all of them. I have choosen green one. Because there is no fish, and barrels faster than jumps I think.
To make perfect frog fight, you need to hit him as fast as you can when he is offscreen, and check that red rect shows up only for one frame. But it can be just impossible :)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thanks for the tips, r57shell, and feos, for the map.
(weird speed underwater)
When you shoot if you keep holding the opposite direction you'll keep your speed at ~8, but if you release it or hold the right direction your speed will drop to ~7.
(sorry, I don't remember the exact speed, I'm not at home right now)
(when the ship is breaking up)
It may save time somewhere, to do it just shoot "Up" when Donald is about to be sucked by the water.
edit;
Here are the exact speeds;
only the B button = 8.844~7.125
B+Direction = 8.938~8.250
(maximum~minimum)
- When I say the opposite direction I mean the direction you're going;
if you're going from left to right, hold left, I know it's obvious, but still.
edit2;
here's a test using the "breaking ship" trick (the boss fight was just spliced in);
http://dehacked.2y.net/microstorage.php/info/1261533580/Dooty-and-r57shell-MauiMallard.gmv
It is faster, but I'm not sure if it was the trick or optimizations which saved time.
Oh, by the way only near the end I figured out what you mean by fast shooting,
so it was not exploited at the start, but will be on the final run, I won't forget. :)
I am old enough to know better, but not enough to do it.
Hmm, interesting.
Cool. I didn't notice about that zip. You can save 10 frames using vertical push when you going down after "breaking ship" trick. (I have gmv)
I hope it is. Watching bugs is more fun than common runs.
By the way... Your run is already 47 seconds ahead.
Also, may be in Muddrake Mayhem part 2 is faster to transform in start than in the end of part 1.