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Whenever there are news, I will just make a post.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
XYZ
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Joined: 12/9/2006
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Location: 2bastuz
I thought that this little fox in the end of the Liquidator's level dies. No, only slightly jumped. Very entertaining movie and nice music shots)
EgixBacon
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Nice work so far, feos. That moving platform section is probably going to be my favourite part...
FanFiction|Youtube Still on Win7! Take that, Microsoft!
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Link to video 00:08.83 seconds ahead. Thoughts: Megavolt can't be manipulated to walk on the floor while dying. Damage on spikes saves time. Implemented the ceiling zip from the published movie. Need certain Y subpixel before jumping off the hook to get it to work. Something between 60 and 100. Avoided some damage, delays and lag in both levels. Booshroot is going to be a hell!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Last teaser. 00:12.98 seconds ahead. Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
EgixBacon
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Can you upload the Userfile, please? I'd like to watch this in-emulator. Unless you're planning to get this submitted ASAP, in which case, never mind.
FanFiction|Youtube Still on Win7! Take that, Microsoft!
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EgxHB wrote:
Unless you're planning to get this submitted ASAP, in which case, never mind.
I am, but whatever: https://sourceforge.net/p/feos-tas/code/874/tree//trunk/TAS%20WIPs/DarkwingDuckPacifist-compact.fm3?format=raw
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 6/5/2017
Posts: 14
Hey feos. The platform skip on Megavolt. It seems like you need Xsub to be 128-255 as you make the last jump. I have inputs recorded in Bizhawk if you want them.
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Thanks! Of course I want them. I can't test it right now or work on it (I don't even feel like improving my run anytime soon), but for history, please upload it here: http://tasvideos.org/userfiles/my#uploadfile and post the link.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 6/5/2017
Posts: 14
Hey, this was found yesterday by twitch.tv/ukionik when he was practising the regular arrow jump there. I haven't seen it before at least. http://tasvideos.org/userfiles/info/49157545983691035 Edit: removed dead video link
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OH GOD! This looks like it has INSANE potential!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 6/5/2017
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It’s cool for sure. I’m really interested in what you guys can do with it Some notes: - I can only get it from X position 182 - Xsub has to be between 0-127 - Height doesn’t matter - Shoot arrow 1 frame after jump - Where you grab the second lantern doesn’t matter, it just changes the timing for when to go right
Player (172)
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I don't know if it's already known or not, but you can zip in this game by squishing yourself between ceiling and arrow then you have to jump from arrow 1 frame before taking damage Link to video It's basically same thing as in MM5. I don't know if there are any place where it can be useful
Joined: 6/5/2017
Posts: 14
Yeah you can do that in the Megavolt stage too by the spikes on the first screen
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Does anyone here know if there’s a fast and easy way of seeing the current item drop for any given frame? I know the drop is decided by adding E5 and E6 and if, for example, the sum is 130, 135, 143, 162, 167, 175, 194, 199, 207, 226, 231, or 239 you get a big gas drop. Can you have a script that does this or can you see the drop luck situation somewhere else? Reason I ask is that I would like to map out all the possible big gas drops in the first stage, with the idea to “tie” them to the music. That way in RTA speedruns we can adjust killing some enemies sooner or later and increase the gas drop rate.
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Zimond wrote:
Hey, this was found yesterday by twitch.tv/ukionik when he was practising the regular arrow jump there. I haven't seen it before at least. http://tasvideos.org/userfiles/info/49157545983691035 Vod: https://streamable.com/aid4c
The video link won't open for me anymore, so I encoded it to make it more obvious: Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 6/5/2017
Posts: 14
Thanks feos Regarding my question above I managed to make a script (first time) that adds 0xe5 and 0xe6. So now I can achieve what I want in a resonable amount of time.
Jigwally
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If you have any other scripting/RNG questions lmk, I wrote scripts to help manipulate the same RNG system for my Little Mermaid TAS
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Thanks Jigwally I appreciate it. Here are a couple of useless zips. Link to video Another thing in the Woods stage. You can reach the mid stage checkpoint there, back track and enter the bonus stage in the first part. Now if you die you respawn at the checkpoint, but if you let the timer run out you spawn at the beginning of the stage. When messing around with this (trying to die as the timer runs out) I somehow got a game over. I haven't been able to recreate it though
Jigwally
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The tile properties are in an array in memory @ $600, this is what is used for all collision checks including the tile hitting a wall. The above glitch probably happens because prior to it being overwritten by the screen scroll, there's tile data just offscreen representing a solid tile & if your values line up just right you can get the arrow to stick onto it without either a) the tile being overwritten by the screen scroll or b) the arrow despawning from being too far to the right. I wrote a script hoping to see that tile but if it's there it's cut off by the emu view. Is there an easy way to view gui drawings past the actual game view?
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Jigwally wrote:
I wrote a script hoping to see that tile but if it's there it's cut off by the emu view. Is there an easy way to view gui drawings past the actual game view?
Nice job checking! FCEUX doesn't have this, but bizhawk has: client.SetGameExtraPadding(int left, int top, int right, int bottom)
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Jigwally
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Thanks, I was able to see the tiles & replicate the glitch in BizHawk. Unfortunately I think it's only possible to do this on the bottom 3 rows of visible tiles on a screen since the bottom tiles are the ones that get overwritten last as the screen scrolls so they're the only ones you can get a arrow close enough to leftover tile data without the arrow despawning.
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Can you explain this with another pic? I don't quite get it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.