Posts for arnaud33200

Experienced Forum User, Published Author, Player (16)
Joined: 11/24/2012
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Recently a Left+Right glitch was found by GoodShowSir: https://www.speedrun.com/asterix_sms/forums/5m9lk we would have some good time saving if we include the tornado skip I've mentioned and the wall jump on 5-3 This glitch in 2-3 can be done 2 screen lower and can be done with asterix. I haven't found anywhere else where you can use this Left+Right glitch Link to video
Experienced Forum User, Published Author, Player (16)
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when the timer hits zero, your total is $20,686.58, and then you get $3,078.54 after the time up. I was wondering if it would work if you drop the customer before the time up and have exactly a total of $20,000 (or a bit more)? Or, you need this "Time Up" in order to finish the game?
Experienced Forum User, Published Author, Player (16)
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this is a really cool TAS! to get the crazy licence, do you need $20k? if you aim at the fastest completion, do you really need to way for the time to run out?
Experienced Forum User, Published Author, Player (16)
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really love to see all the improvements, it helps for RTA! just 3 days ago I found a shortcut for 7-1 where you can use the tornado to jump above a pit and get the key. Link to video There is another skip find by cucaspeedrunner where obelix can above the screen earlier by wall jumping Link to video
Experienced Forum User, Published Author, Player (16)
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Probably this one: https://youtu.be/g_lf46Edn3M
Experienced Forum User, Published Author, Player (16)
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it's just that the definition itself unavoidably ends up being unconventional
yes it makes sense
I'm gonna go with "complete levels" as I think that gets the point across more than "full levels".
I would prefere "full levels", kind of "full length" but that's a personal preference I guess
Experienced Forum User, Published Author, Player (16)
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I'm the one who came up with this 100% simply because there are nothing more that can be done in the game. There is no score, there are no items, enemies cannot be killed. The game is all about surviving and catching jerry whenever there is a chance. The only thing would be the health, but I don't think it's count as collectable from https://tasvideos.org/PublisherGuidelines#PercentageAndCountsInLabels, probably it would fall under "use labels such as "0%" or "100%" only if there was nothing less or more". But if we consider as "does not have a built-in definition" then it would be under "100% levels" indeed.
Experienced Forum User, Published Author, Player (16)
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Chatting with someone from the Sega Crew discord server, there is another upgrade of the super bomb where it kills everyone on the screen for every arrow shot. I got curious and look at the assembly code, I found out you need to just kill 4 enemies with one shot to obtain it Link to video I think it's great to have it in the run since you can shoot this bomb arrow and quickly destroy the final gate
Experienced Forum User, Published Author, Player (16)
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Here is another quick/not optimized TAS with the earlier gate explosions after killing 16 enemies. Also I have a faster final boss, the bomb arrow makes 7 damages so only need 3 riffle shots. I'm suspecting going straight is faster than going diagonal, I need to test that. Also check if it's better to walk in the grass or go diagonal. for the end of the level, max would be 3 enemies to make sure the first spawn come faster. because we skip the blinking gate, we don't even see the dropping bomb Link to video
Experienced Forum User, Published Author, Player (16)
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This is really fun manip, love it!
Experienced Forum User, Published Author, Player (16)
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when the trainer/coach hit the mat during the down part, do you know if the hit speed is random? if you can manipulate it might be fun to make him hit the mat very fast ahah
Experienced Forum User, Published Author, Player (16)
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I'm curious, how is it an improved run if there are more lags? is it just about the number of frames?
Experienced Forum User, Published Author, Player (16)
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I've recently discover the gate can be destroyed earlier. for every level, at the end screen after killing 16 enemies, the game would allow the player to destroy the game with 16 regular ammo (M-60). it's a huge time same, I was able to save 1min in the speedrun Btw, I don't know if TASVideos would care but Rambo was only US release and Secret Command was a Europe Release. Would it be allowed to play secret command on NTSC?
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£e Nécroyeur wrote:
Which version do you plan to use?
Going back to that, I think I will choose Secret command, this version is already 2 frames faster for starting the game
Experienced Forum User, Published Author, Player (16)
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I will post some updates here sometimes as I go through the game. I used Emulicious to explore the code with the debugger, I found out how the enemies spawn works the game track the screen progress this way
  • every 8 pixels up the RAM 0x019A is increase, let's call it sub-Y
  • then every 8 sub-Y the ram 0x019B is increase, let's call it Y
there are 2 tables in the rom for defining the spawn X, Y and type
  • Table Y & sub-Y position, reference in RAM 0X01E8
  • Table Type & X position reference in RAM 0x01EE
I've parse the ROM tables in a spreadsheet https://docs.google.com/spreadsheets/d/1JMGR7M0yEuznjJpkRyIYJlGb-e69qx5x_0drpwkoW-U/edit?usp=sharing every time the sub-Y or Y position change, the game check if Y, sub-Y & X match a spawn from the table. there are 4 slots for enemies spawn (0x07C0, 0x07F0, 0x0820, 0x0850) the game would look if one slot is free. when there is no match from the table, the slots will be populated with a generic enemy (e.g. round 1 --> 14) with a random X position and a random sub type I will explore more about those sub-type, for instance the generic type 14, has 2 different behaviour: shoot 2 time + walk or walk faster and 1 shot as soon as a an enemy die / despawn, the game will very shortly spawn a new one, from the table or a random generic enemy also found out there are some hidden big bonus arrow ammo! in the code (ROM 0x02912), the game check
  • if an enemy is killed on the 2nd shot
  • if an RNG value (RAM 0x081B) or (RAM 0x0C818) match the RAM 0x0246 (probably about screen progress)
then the game give 150 ammos! ($96)
Experienced Forum User, Published Author, Player (16)
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£e Nécroyeur wrote:
The topic refers to Secret Commando, but the video uses Rambo: First Blood Part II. Which version do you plan to use?
indeed, as far as I found, both games are the same except some sprites. Personally I would choose Secret Commando, that's the one I played when I was kid. I'm not sure if we should consider the same games or sort of a rom hack? For sure the JP version, Ashura, is different, the end of the rounds has shorter bomb time and more enemies need to be killed
Experienced Forum User, Published Author, Player (16)
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Not sure if other people have tried this game or is interested to TAS it. I've a quick not optimized first version, I was curious about the RTA and what RNG can be manipulated. things can be manipulated the way we want, like those ends screen we can make those enemies to always spawn at one place. in term of optimization it's pretty much avoid grass/water as much as possible, at the end screen be as close as possible to the gate to throw the arrow. also some optimization on the final boss, especially shooting at as close as possible to get good DPS But in term of fun/entertaining, I think there are some possibilities and work to do. Obviously taking the most risky path and show case the different way to play or manipulate with the enemies. for instance have all the tank spawn for round 1 and zero tank for round 3 here is the TAS I got so far to give an idea, still a lot of work to do Link to video
Experienced Forum User, Published Author, Player (16)
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£e Nécroyeur wrote:
I'm not familiar with California Games as an arcade game. Is this referring to a specific game? Or just an "arcade"-style game generally?
Yes wasn't an arcade game, it was first release for apple II and Comodore 64. probably it has this arcade style because of the high score system. I don't know if it was in the submission before, I think I saw but it wasn't my edit
Post subject: Re: Dream Team Contest 10 - Signups End June 14th!
Experienced Forum User, Published Author, Player (16)
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R30hedron wrote:
Samsara wrote:
...you do NOT have to have [much] TASing experience to sign up!
Well, I certainly fit into that category and I finally have enough free time to take part now that it's summer. (And it'll give me a chance to to expand my TASing knowledge beyond knowing how to help people with libTAS setup.) Toss me into the signup list, though if anyone else joins within the next few hours and makes it hard to make even teams, I'd be fine with them getting priority over me.
Hey R30, feel free to join our team! ViGadeomes & KiwiCracker can also confirm
Experienced Forum User, Published Author, Player (16)
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CasualPokePlayer wrote:
If you are absolutely sure you want to cancel this submission, you can do so in the edit movie thing:
Maybe I would like to have a confirmation from GoddessMaria (judge) before doing that
Experienced Forum User, Published Author, Player (16)
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CasualPokePlayer wrote:
tl;dr The game has a clearly definable ending, and this movie does not each that ending, thus is incomplete and not publishable.
Since I've submitted I've learned about the minimal requirement for the vault tier. So I understand and it's fine that it cannot be published. unless there is a way to archive it somewhere, let's just cancel/reject this submission
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KiwiCracker wrote:
I'm signing up as well and joining the team of ViGadeomes and arnaud33200.
Confirming!
Experienced Forum User, Published Author, Player (16)
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I'm signing up and I'm teaming up with ViGadeomes
Experienced Forum User, Published Author, Player (16)
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EZGames69 wrote:
Just as a note, this TAS was made using FM sound enabled. Apparently BizHawk has been enabling this setting by default when it should be enabled for Japanese games only. Turning it off for this run unfortunately causes a desync in the hacky sack level, so I’ll be publishing this with it on.
Good to know, I will make sure to disable it for the next TAS, thanks for the feedback
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Maximum score makes sense as there would be no other possible progress left. The down side of this is some events will be time depend (half pipe & surf) I agree that "Fail everything" or 0% doesn't represent any goal, any first time player can just play blind folded, smash all the buttons and reach the final trophy screen without any problem. The game was intended to be multiplayer in my opinion and I remember I got fun playing this with the family/friends to see who is the best. For a single player, this feeling of "being the best" can be achieved by beating the hardcoded high score or the bot players. The game actually rewards that by giving the player a chance on a bonus game (the 3 cards) for a minimal acceptable goal, I think "minimum score as fast as possible" can be in any% category, there is some speed involved to get the last points as early as possible. I would say maximum score (or max%) should be a different category, that might include getting all the bonus as well since it might help getting the max score