Posts for UNKNOWNFILE

Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Here's a quick start to a 100% kill version, on the hardest difficulty. Because the movie file doesn't allow dipswitches you will need to go and set the difficulty during the RAM ROM CHECKs. This movie doesn't complete the first level yet, I'm just testing the E-Laser... WIP
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
OK, so here's the plan: - Set difficulty to Very Difficult via dipswitches - Kill only if it helps make the game go faster (powerups, bosses and obstacles) - Powerups can only be speedups and options All I have to say now is: BRING ON THE BUBBLES
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Double posting with a WIP which is on youtube. Stage 1, kills the boss at the end
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
There are no warps in the Arcade version, except for one at the end of the game that warps you to one of two secret stages. I'll be releasing a WIP later tonight in two flavors: One that kills the first boss, and one that doesn't.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Took a look at this one quickly, it seems that the first two bubbles are pre-determined by the stage, anything afterwards can be luck-manipulated.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
I just realized that this "no killing" goal is impossible for the moai stage, because you need to shoot some in order to get through. There's a large wall of them and so far as I see it is impossible to finish the game under these circumstances. Also, yes, it is possible to beat the game without beating any bosses, however that means that boss battles alone would take up a good 20 to 30 minutes, making this run last around an hour in total. If I was to go on this path, it'd make a good demonstration, but otherwise not a good run...
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
So I've been looking at this game for a bit now, and it would seem like a good candidate for a playaround run with the simple goal of not killing unless it's for speedups or if it's a level boss. What I've done so far is made a small test that only kills a few enemies in order to max out speed, and then fly around all the bullets. There are two things that I'd like to know, the first being is if this would actually make for a good submission (I'm looking at somewhere around half an hour considering the length of the levels), and the second is how to fix the sound so that it plays correctly.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
After some time I decided to take another shot at TASing the game, so here is a quick video done in about 110 rerecords. Course 40
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Uploading WIP 4 & 5 to youtube now.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Liked this run, especially after having sat through the other 3-hour run. Probably would call this a "glitched" run, because that's what it is.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Well, it's still processing, but here is the link for it.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Youtubing it now...
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
New bug found. hurf durf Doesn't save much time in this context (in fact takes a tiny bit more), but that may be because this run was just a test and wasn't intended to be optimal. Maybe someone else can optimize it, but meh.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Here's another few offsets I discovered: - 0xA91A: Wario's current state. These are written whenever Wario does something (eg., jumps, walks, dies). Here are the appropriate values for this offset: - 00 do nothing - 01 walk - 02 crouch - 03 ?? - 04 swim - 05 jump - 06 on a ladder - 07 bounce off of a door (treasure/goal/gate in course 40) - 08 jump? - 09 die - 0A don't know, changes to 05 - 0B bodyslam - 0C bounce backwards - 0D running jump - 0E shifts a few pixels forwards - 0F throw something, changes to 10 - 10 ? - 11 get stuck, jump to get out (quicksand?) - 12 get treasure Any higher values will cause the game to reset or freeze. - 0xA942: Scroll direction. 0 = scroll up, 1 = don't scroll yet, 2 = scroll down. This can be used to warp to odd glitchy places, but could also be used to get the screen to scroll.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Tried it, and no such luck. Once the enemies begin scrolling off the screen, they're more likely to die, and bigger enemies (which often remove the goal) die when they hit a wall. Besides, it's not too useful in the context of a TAS. The latest bugs I've turned up do not significantly break the game, but do have several humorous side-effects. I think it's time to disassemble this thing to do further probing. Initial probe reveals game logic is in bank 0x0D. This leads us to some interesting offsets: - Game logic offsets are all around 0xA900 - 0xA902: Current x-offset of the current screen in the level - 0xA911: Current y-offset of Wario in the level - 0xA99C: Type of level. 0x00 = normal, 0x10 = freescrolling, 0x20 = autoscrolling. - 0xA998: Jetpack "fuel". Normally counts down as a timer, and can be used for optimal performance with the jetpack. More to come soon.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
New bug discovered. This could have some usefulness but I couldn't keep up with the game itself. Maybe someone else could have better luck. Broken physics in action
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
I've watched the WIPs of the run so far, and I think it's well done, aside from some places it could be improved. Here's the latest I've discovered using the scroll glitch: - On the Mount Teapot course containing a treaure (can't remember the number, but it starts inside with waterfalls with super repetitive music), you can scroll up to the second part of the stage without climbing up the long passageway. However, the door destinations will not have been loaded for that area, so you will just end up exiting the stage or be forced to climb the passageway. I'm still working on this one to see if I can get the data to load correctly. - Another course in Mount Teapot (the one with the star), there is an area where you can execute the scroll glitch to end up committing suicide. It's funny, but it isn't useful in a speedrun. The glitchwatch continues...
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Course 34 has a bit of a scrolling issue... some guy posted a youtube video of it, but here's a more practical use. Note: The save used is hacked here to allow access to this level at any time) Also note: You have to let the screen scroll, otherwise you'll just end up where you started. http://dehacked.2y.net/microstorage.php/info/1737359475/warioland_course34_test.vbm
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Haven't posted here in a while, I think I will explain my discovery: The jet pack glitch works in a way that it assumes that you're still in water. The game only checks that you're out of the water when jumping normally (pressing A), so by rapidly tapping B and holding the D-pad in a certain way (left+right works well, but I also tested pressing one direction then holding the opposite), the game, for whatever reason, will assume that you're swimming. In the first level of Mount Teapot you can use this to get up to a ledge, and you will walk slowly on the ledge if you timed it right because the game still thinks you're underwater. Now, the reason the game glitches out when you go too far in a specific direction is because the game wants to scroll in that direction. There is normally a thin wall here, but on many levels the game doesn't assume you're going to be up there anyways. This glitch exists on many levels, but the easiest way to trigger the glitch is to go to the second train level and fly to the left just above the level entrance. You can use this to get to treasure rooms and goals early: flying to the left above the enterance causes the level's layers to get misaligned; there are two layers (level and sprites) that are aligned upon entering an area, but get misaligned when the glitch is performed. Short version: Fly up and scroll left, layers will misalign, abuse glitch for highest score.
DESTROY THE CORE
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Finished world one in 8 minutes. I improved on 1-1, due to the magnificent discovery that you can skip the conversations by pressing Start. This doesn't work in all cases, such as at the light minigame before the World 1 Boss. And the World 2 animation is just hilarious, so I will leave it in there for amusement. The file is at the same place as the old one. EDITSTUFFS to avoid doublepostage: GOD! Do I hate level 3-3! Rediculous, it is! To start off the level, you have to meet up with one of the bosses, and he shows you a "find the differences chart". He will then break through the chart and go, "BLAHFLHGLAGH!!!!", scaring you. This lasts for...some 8000 frames. Then... to follow it up is an AUTOSCROLL. I have a feeling this game was designed by someone who didn't like speedrunners.
DESTROY THE CORE
Post subject: Densetsu no Stafy 3 (JPN) any% TAS
Experienced Forum User
Joined: 12/16/2006
Posts: 21
Location: Toronto, baby!
Finally decided to register. :) Densetsu no Stafy 3 is the third game in a platforming series by Nintendo, released only in Japan. You play as Stafy, a small star who falls from the sky and befriends many sea creatures. Your goal is to defeat the evil villain responsible, and to return home. I am doing a TAS of the third game, simply because the first game sucks and the third is my favorite. I am not going to be clearing the second part of the game, as it will take twice as long. Due to the fact that there are 40 levels to play through on the first runthrough, I estimate that this will be a 1-3hr run. A VBM can be found here. The rom used is 1609 - Densetsu no Stafi 3 (J).gba .[/url]
DESTROY THE CORE