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Former player
Joined: 7/6/2004
Posts: 155
Due to popular demand, I will try to limit the number of newlines I insert within a paragraph. For 1-E, it looks like my method of making a small jump is faster. For 2-E, I am using Randil's path. Randil: For 3-1, how do you fall so quickly after getting the box on the tree that you are able to open the box with the coin in it? I keep on landing after the box. Is it just hitting jump at the right time? I have tried 3-E many different ways now. It seems to take the same amount of time either way. Either the mummy appears on the right (like in the other 2 movies) and you have to wait for it to move, or I go slightly out of my way to make the mummy spawn on the other side, which takes the same amount of time but there is no standing in one place. I have not found a way around the mummy when it is in the way. If you jump to get the second bomb on the upper right platform, you either land on the mummy or fall off the platform. You are too low to get the 2 upper bombs and are not falling fast enough to land on the platform. Does anyone have any ideas?
Former player
Joined: 11/13/2005
Posts: 1587
To 3-E: In upper right corner, try to fly so low that you dodge the mummy (make it appear to the left part of the platform if you can) but get those bombs. If this is your problem, I think this is the best solution.
Former player
Joined: 7/6/2004
Posts: 155
I don't understand your advice. Please elaborate. In your movie and Randil's movie, you wait for the mummy to move out of the way. In mine, I waste time manipulating him to appear on the opposite side. Since mine doesn't involve waiting by standing in place, and they both take the same amount of time, I think that I will have the mummy appear on the other side. Also, I found a way to save a mighty coin in area 12's maze. I can conserve jumps so I am stay orange from when I get the 2nd crystal to the room with 2 might coins and lots of boxes arranged vertically (12-36). This makes my movie need 2 less mighty coins than the previous one.
Former player
Joined: 11/13/2005
Posts: 1587
Here's my very rough picture of the spot. The black thing is mummy, try to fly as low as you can through the mummy to collect the bombs.
Former player
Joined: 7/6/2004
Posts: 155
Here is a movie of me trying to do that: http://lingcog.iit.edu/~scubed/mbomb_3e.zip (Temporary link) Movie 1=With jumping over and jumping again Movie 2=Waiting Movie 3=Manipulating As you can see, I get right behind the mummy, then have to wait. If I jump, I can get both bombs, like you said, but then I have to wait to be able to jump again to get the 2 upper bombs, which takes a really long time, even longer than just waiting for the mummy. So, that method doesn't seem to work as far as I understand it.
Former player
Joined: 11/13/2005
Posts: 1587
You do one big mistake in movie 1, you don't press down at all when you fall.
Former player
Joined: 7/6/2004
Posts: 155
You are right. I forgot to press down. Good catch! Thank you! It would have been very annoying if I had to go back and fix that later.
Former player
Joined: 11/13/2005
Posts: 1587
No problem. Glad I could be help to you :)
Joined: 9/17/2005
Posts: 47
I made a list of mighty coin locations. I could also add them to the map, if that would help. I've actually found all of the object data - chests, bombs, doors, and room init (palette, music, unknown byte) - but that seems like the only important thing that's not on the map. Haven't figured out how the layout data (walls, fire, etc.) is stored yet.
Post subject: Mighty coins
Former player
Joined: 7/6/2004
Posts: 155
Thanks. I think that I have mighty coins figured out. The main problem is having enough so I can turn orange twice in area 12's maze. After that there are many mighty coins that I don't even need. I already have a plan for which ones are the closest to the path and the easiest to collect. Now that you have the data, can you have it actually rendered as a map? That would make it much easier to check against. Also, any luck on the doors that we don't know how to open?
Former player
Joined: 11/13/2005
Posts: 1587
I have some tips to you: Try to fall down as early as you can and press down always when you fall. It's lot faster that way. If possible, don't jump as high as you could, use other jumping points to make jumps faster (for example: the king room is faster when you jump to the ledge close to door and then to the door). Make everything in the first frame possible.
Former player
Joined: 7/6/2004
Posts: 155
I am already doing that after the advice that you gave previously. Unfortunately, fceu glitched out and removed all of the movies and savestates. (It set them to savestates and movies of right after power on.) The last backup that I made is after area 5, so that is where I am right now. It is always important to remember to make backups.
Joined: 9/17/2005
Posts: 47
Mighty coin map is done. The coins are centered in the square for each screen, since the map is too small to put them in the exact positions.
scubed wrote:
Also, any luck on the doors that we don't know how to open?
Sorry, nothing yet. They wouldn't help for a best ending run, anyway.
Former player
Joined: 11/13/2005
Posts: 1587
Wow, Kapow, you are fast in map making! Btw, you should send this map to Gamefaqs.
Former player
Joined: 7/6/2004
Posts: 155
Wow. Thank you. Does orange mean the boxes that you have to be blue and jump on to open?
Joined: 9/17/2005
Posts: 47
scubed wrote:
Does orange mean the boxes that you have to be blue and jump on to open?
Yes, those ones.
Former player
Joined: 7/6/2004
Posts: 155
Thank you for all of your help. The movie has now been submitted. http://tasvideos.org/931S.html Happy New Year!
Former player
Joined: 7/6/2004
Posts: 155
I forgot to mention: In 7-2, the fireblock that has the sphinx below it seems to be different than all of the other blocks in the game. It can be removed without making you move upwards. I wasn't able to do that with other blocks.
Former player
Joined: 7/6/2004
Posts: 155
I just found a new bug. I don't know exactly how I did it. It appears that you can jump through floors like in Castlevania 2. I wasn't recording, but I made a savestate right after. I haven't duplicated it yet. This is right after collecting the first mighty coin. http://lingcog.iit.edu/~scubed/mbomb_floor.zip
Post subject: Unofficial encoding
Former player
Joined: 7/6/2004
Posts: 155
As can be seen it this thread: http://tasvideos.org/forum/viewtopic.php?p=73568#73568 I have done an unofficial encoding of this movie. Many thanks to Guybrush who helped me with the encoding.
Post subject: Working on it!!!
Joined: 6/28/2007
Posts: 17
I loved this game as a kid, and since the partial / WIP submissions I could find on this site were horribly unoptimized, I thought I would give it a shot. I'm through the first bomb room so far (warping and also not), and it's just as awesome making the movie as it was playing growing up. There is so much to optimize - I've had 30 versions or so this week, each one removing one or two frames at most, but there's always something new I'm discovering about the vertical acceleration (up and down), the mechanics, and the "platform boosting" which I'm making wonderful use of. Just picking the optimum route through the bomb rooms is ridiculously tricky, since he moves twice as fast vertically (at full acceleration) as he does horizontally (again at full acceleration). There appear to be four potential videos: 1. Warping, best ending 2. Warping, any ending (this would be the absolute shortest) 3. No warping, best ending 4. No warping, any ending I could see potential interest in all of them. Anyone have any comments? Each of these presents its own issues, since there are certain detours if you're going for the best ending (which doesn't allow warping through as many stages as #4 does).
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
sounds like you aren't are of this: http://tasvideos.org/926M.html
It's hard to look this good. My TAS projects
Joined: 6/28/2007
Posts: 17
adelikat wrote:
sounds like you aren't are of this: http://tasvideos.org/926M.html
I hadn't seen that one, actually. Should we be using the J version? Either way, I have a 40 frame gain just within the first bomb room. It shouldn't be hard to take several seconds off Hisatoki's time by the time it's done. Since this full run is already published, would an "any ending" movie probably get voted down then? It would be the shortest (and easiest to make :-)
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Read the arguments that were used for the J ROM. Either you need to use the J rom as well or you need to have a good reason to use the U. In addition, it will be on you to provide the comparable differences between the two roms (frames that were gained/lost due to rom differences especially). A warped run was submitted and rejected for being too boring. An improved version would very likely share the same fate.
It's hard to look this good. My TAS projects
Joined: 6/28/2007
Posts: 17
adelikat wrote:
A warped run was submitted and rejected for being too boring. An improved version would very likely share the same fate.
Well, I'll probably end up making the warped run for my own amusement anyway, but I'm actually enjoying making the non-warp run better. Since you can get the bombs in the best possible order, the bomb rooms are shorter. Progress update: I'm now exiting the first bomb room (disappearing into the door) at under 635 frames from exiting the first level.
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