NhatNM
He/Him
Experienced player (719)
Joined: 6/17/2009
Posts: 600
Location: Vietnam
feos wrote:
http://www.twitch.tv/dxtrslab/c/2043037
is this live run in real time ? if that, then how can do it? what need I do? i want try it with some other games ^^
A man come from Vietnam My YouTube: https://www.youtube.com/c/NhatNM/playlists
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11479
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Saved 4 frames over adelikat's level 1. Now how do I manipulate bosses? :D
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.
Tompa
Any
Editor, Expert player (2216)
Joined: 8/15/2005
Posts: 1942
Location: Mullsjö, Sweden
Can't remember if I ever mentioned my zipping glitch in the Duck Tales topic. The video is for the first game, I have yet not tried anything in the second. It might work and be useful: http://dehacked.2y.net/microstorage.php/info/1530526875/CeilingGlitch.fm2 http://dehacked.2y.net/microstorage.php/info/765692141/ThrouhTheGround.fm2
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11479
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
User movie #7611497454894344 Saved 14 frames during first 3 levels.
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 (1254)
Joined: 4/17/2010
Posts: 11479
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Fun time! Judging by how it happens with statues in level 3, enemy patterns works like that:
Language: asm

; Jump forward: $D374:85 00 STA $0000 = #$50 $D376:6C 00 00 JMP ($0000) = $A2CD $A2CD:20 20 D3 JSR $D320 $D320:A5 8F LDA GlobalTmr = #$AB $D322:65 90 ADC RNG = #$84 $D324:85 90 STA RNG = #$84 $D326:E6 90 INC RNG = #$30 ; RNG = GlobalTmr + RNG + 1 $D328:60 RTS (from $D320) $A2D0:29 03 AND #$03 ; RNG AND 0b11 $A2D2:D0 03 BNE $A2D7 ; result != 0 ? branch to $A2D7 $A2D4:4C 74 A2 JMP $A274 ; else jump to $A274 $A274:A9 00 LDA #$00 $A276:9D 0E 04 STA State,X @ $041C = #$08 ; State = 0, allowing to jump forward $A279:A9 1D LDA #$1D $A27B:9D 5E 04 STA $045E,X @ $046C = #$14 $A27E:4C DF A2 JMP $A2DF $A2DF:20 66 8D JSR $8D66 $8D66:A6 B1 LDX $00B1 = #$0E $8D68:FE 0E 04 INC State,X @ $041C = #$00 $8D6B:FE 0E 04 INC State,X @ $041C = #$01 ; State = 2, jump forward $8D6E:60 RTS (from $8D66) ; Jump on the place: $D374:85 00 STA $0000 = #$50 $D376:6C 00 00 JMP ($0000) = $A2CD $A2CD:20 20 D3 JSR $D320 $D320:A5 8F LDA GlobalTmr = #$7B $D322:65 90 ADC RNG = #$49 $D324:85 90 STA RNG = #$49 $D326:E6 90 INC RNG = #$C5 ; RNG = GlobalTmr + RNG + 1 $D328:60 RTS (from $D320) $A2D0:29 03 AND #$03 ; RNG AND 0b11 $A2D2:D0 03 BNE $A2D7 ; result != 0 ? branch to $A2D7 $A2D7:A9 23 LDA #$23 $A2D9:9D 5E 04 STA $045E,X @ $046C = #$14 $A2DC:4C DF A2 JMP $A2DF $A2DF:20 66 8D JSR $8D66 $8D66:A6 B1 LDX $00B1 = #$0E $8D68:FE 0E 04 INC State,X @ $041C = #$08 $8D6B:FE 0E 04 INC State,X @ $041C = #$09 ; State = #$0A, jump up $8D6E:60 RTS (from $8D66)
Boss actions depend on RNG + Global timer + Player Xpos. So do stone positions and timing for boss 4.
Language: asm

; Shoot (State=0x12): $AF28:20 20 D3 JSR $D320 $D320:A5 8F LDA GlobalTmr = #$C7 $D322:65 90 ADC RNG = #$2E $D324:85 90 STA RNG = #$2E $D326:E6 90 INC RNG = #$F5 $D328:60 RTS (from $D320) $AF2B:65 96 ADC XposP = #$C9 $AF2D:85 90 STA RNG = #$F6 $AF2F:29 40 AND #$40 $AF31:F0 07 BEQ $AF3A $AF3A:A6 B1 LDX $00B1 = #$0C $AF3C:A9 1E LDA #$1E $AF3E:9D 2E 04 STA Timer,X @ $043A = #$00 $AF41:A9 00 LDA #$00 $AF43:4C C7 B0 JMP $B0C7 $B0C7:85 B2 STA $00B2 = #$00 $B0C9:20 66 8D JSR $8D66 $8D66:A6 B1 LDX $00B1 = #$0C $8D68:FE 0E 04 INC State,X @ $041A = #$0E $8D6B:FE 0E 04 INC State,X @ $041A = #$0F $8D6E:60 RTS (from $8D66) ; Step (State=0x18): $AF28:20 20 D3 JSR $D320 $D320:A5 8F LDA GlobalTmr = #$C7 $D322:65 90 ADC RNG = #$2E $D324:85 90 STA RNG = #$2E $D326:E6 90 INC RNG = #$F5 $D328:60 RTS (from $D320) $AF2B:65 96 ADC XposP = #$CB $AF2D:85 90 STA RNG = #$F6 $AF2F:29 40 AND #$40 $AF31:F0 07 BEQ $AF3A $AF33:A6 B1 LDX $00B1 = #$0C $AF35:A9 14 LDA #$14 $AF37:9D 0E 04 STA State,X @ $041A = #$0E $AF3A:A6 B1 LDX $00B1 = #$0C $AF3C:A9 1E LDA #$1E $AF3E:9D 2E 04 STA Timer,X @ $043A = #$00 $AF41:A9 00 LDA #$00 $AF43:4C C7 B0 JMP $B0C7 $B0C7:85 B2 STA $00B2 = #$00 $B0C9:20 66 8D JSR $8D66 $8D66:A6 B1 LDX $00B1 = #$0C $8D68:FE 0E 04 INC State,X @ $041A = #$14 $8D6B:FE 0E 04 INC State,X @ $041A = #$15 $8D6E:60 RTS (from $8D66)
Movied script int he above post. Boss 5 position:
Language: asm

$B5B5:20 20 D3 JSR $D320 $D320:A5 8F LDA GlobalTmr = #$37 ; Usual RNG roll $D322:65 90 ADC RNG = #$74 ; Mix global timer with RNG $D324:85 90 STA RNG = #$74 $D326:E6 90 INC RNG = #$AC $D328:60 RTS (from $D320) $B5B8:65 96 ADC PlrXposLo = #$43 ; Mix player Xpos in $B5BA:85 90 STA RNG = #$AD $B5BC:29 20 AND #$20 $B5BE:18 CLC $B5BF:69 C0 ADC #$C0 $B5C1:85 B6 STA $00B6 = #$00 ; Set some resulting mess to $B6 ; [...] $B5D4:A5 8F LDA GlobalTmr = #$38 ; Mess with global timer a bit more $B5D6:20 EC B5 JSR $B5EC $B5EC:A6 B6 LDX $00B6 = #$E0 $B5EE:A0 01 LDY #$01 $B5F0:29 01 AND #$01 $B5F2:D0 07 BNE $B5FB $B5F4:A5 B6 LDA $00B6 = #$E0 ; Load $B6 again $B5F6:49 FF EOR #$FF ; Mess with it $B5F8:AA TAX $B5F9:A0 00 LDY #$00 $B5FB:8A TXA $B5FC:A6 B1 LDX SlotPtr = #$0C $B5FE:9D AE 04 STA XposLo,X @ $04BA = #$20 ; Set boss Xpos $B601:98 TYA $B602:9D 3E 04 STA DeathFlg,X @ $044A = #$00 $B605:60 RTS (from $B5EC)
And finally Boss 5 8-frame rule. He gets available only every 8th frame as you enter his room. I have no freaking idea how it works, but $B2 is critical, since $B3-$B5 don't seem to change during those frames.
Language: asm

$B680:A5 8F LDA GlobalTmr = #$00 A:80 X:0C Y:06 S:FB P:NvUBdIzC $B682:25 B5 AND $00B5 = #$07 A:00 X:0C Y:06 S:FB P:nvUBdIZC $B684:D0 0B BNE $B691 A:00 X:0C Y:06 S:FB P:nvUBdIZC $B686:A5 B2 LDA $00B2 = #$00 A:00 X:0C Y:06 S:FB P:nvUBdIZC $B688:C5 B3 CMP $00B3 = #$06 A:00 X:0C Y:06 S:FB P:nvUBdIZC $B68A:F0 08 BEQ $B694 A:00 X:0C Y:06 S:FB P:NvUBdIzc $B68C:18 CLC A:00 X:0C Y:06 S:FB P:NvUBdIzc $B68D:65 B4 ADC $00B4 = #$02 A:00 X:0C Y:06 S:FB P:NvUBdIzc $B68F:85 B2 STA $00B2 = #$00 A:02 X:0C Y:06 S:FB P:nvUBdIzc $B691:4C 97 B6 JMP $B697 A:02 X:0C Y:06 S:FB P:nvUBdIzc $B697:A5 B8 LDA $00B8 = #$00 A:02 X:0C Y:06 S:FB P:nvUBdIzc $B699:F0 05 BEQ $B6A0 A:00 X:0C Y:06 S:FB P:nvUBdIZc $B6A0:A6 B1 LDX SlotPtr = #$0C A:00 X:0C Y:06 S:FB P:nvUBdIZc $B6A2:A9 09 LDA #$09 A:00 X:0C Y:06 S:FB P:nvUBdIzc $B6A4:9D 6E 04 STA $046E,X @ $047A = #$09 A:09 X:0C Y:06 S:FB P:nvUBdIzc $B6A7:A4 B2 LDY $00B2 = #$02 A:09 X:0C Y:06 S:FB P:nvUBdIzc $B6A9:B9 BF B6 LDA $B6BF,Y @ $B6C1 = #$00 A:09 X:0C Y:02 S:FB P:nvUBdIzc $B6AC:9D 7E 04 STA $047E,X @ $048A = #$00 A:00 X:0C Y:02 S:FB P:nvUBdIZc $B6AF:B9 BE B6 LDA $B6BE,Y @ $B6C0 = #$E4 A:00 X:0C Y:02 S:FB P:nvUBdIZc $B6B2:F0 09 BEQ $B6BD A:E4 X:0C Y:02 S:FB P:NvUBdIzc $B6B4:1D 3E 04 ORA DeathFlg,X @ $044A = #$01 A:E4 X:0C Y:02 S:FB P:NvUBdIzc $B6B7:9D 4E 04 STA Sprite,X @ $045A = #$00 A:E5 X:0C Y:02 S:FB P:NvUBdIzc $B6BA:4C 7D 8F JMP $8F7D A:E5 X:0C Y:02 S:FB P:NvUBdIzc $8F7D:A6 B1 LDX SlotPtr = #$0C A:E5 X:0C Y:02 S:FB P:NvUBdIzc $8F7F:BC 4E 04 LDY Sprite,X @ $045A = #$E5 A:E5 X:0C Y:02 S:FB P:nvUBdIzc
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 (1254)
Joined: 4/17/2010
Posts: 11479
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Boss 1 actions:
Language: asm

; State = 0x8, fly with 2 divings $D320:A5 8F LDA GlobalTmr = #$9F A:00 X:0A Y:18 S:F9 P:nvUBdIZc $D322:65 90 ADC RNG = #$24 A:9F X:0A Y:18 S:F9 P:NvUBdIzc $D324:85 90 STA RNG = #$24 A:C3 X:0A Y:18 S:F9 P:NvUBdIzc $D326:E6 90 INC RNG = #$C3 A:C3 X:0A Y:18 S:F9 P:NvUBdIzc $D328:60 RTS (from $D320) ----------------- A:C3 X:0A Y:18 S:F9 P:NvUBdIzc $AA1E:29 20 AND #$20 A:C3 X:0A Y:18 S:FB P:NvUBdIzc ; is 6th bit 1 or 0? $AA20:D0 08 BNE $AA2A A:00 X:0A Y:18 S:FB P:nvUBdIZc $AA22:A9 08 LDA #$08 A:00 X:0A Y:18 S:FB P:nvUBdIZc ; no branch $AA24:9D 0E 04 STA State,X @ $0418 = #$0E A:08 X:0A Y:18 S:FB P:nvUBdIzc ; do 2 divings ; State = 0x10, Fly down slowly (required for last pattern) $D320:A5 8F LDA GlobalTmr = #$4F A:01 X:0A Y:18 S:F9 P:nvUBdIzC $D322:65 90 ADC RNG = #$D0 A:4F X:0A Y:18 S:F9 P:nvUBdIzC $D324:85 90 STA RNG = #$D0 A:20 X:0A Y:18 S:F9 P:nvUBdIzC $D326:E6 90 INC RNG = #$20 A:20 X:0A Y:18 S:F9 P:nvUBdIzC $D328:60 RTS (from $D320) ----------------- A:20 X:0A Y:18 S:F9 P:nvUBdIzC $AA1E:29 20 AND #$20 A:20 X:0A Y:18 S:FB P:nvUBdIzC ; is 6th bit 1 or 0? $AA20:D0 08 BNE $AA2A A:20 X:0A Y:18 S:FB P:nvUBdIzC $AA2A:A9 18 LDA #$18 A:20 X:0A Y:18 S:FB P:nvUBdIzC ; branch $AA2C:9D 5E 04 STA Yspeed,X @ $0468 = #$19 A:18 X:0A Y:18 S:FB P:nvUBdIzC $AA2F:20 66 8D JSR $8D66 A:18 X:0A Y:18 S:FB P:nvUBdIzC $8D66:A6 B1 LDX SlotPtr = #$0A A:18 X:0A Y:18 S:F9 P:nvUBdIzC $8D68:FE 0E 04 INC State,X @ $0418 = #$0E A:18 X:0A Y:18 S:F9 P:nvUBdIzC $8D6B:FE 0E 04 INC State,X @ $0418 = #$0F A:18 X:0A Y:18 S:F9 P:nvUBdIzC ; fly down $8D6E:60 RTS (from $8D66) ----------------- A:18 X:0A Y:18 S:F9 P:nvUBdIzC
Add these lines to the script to see the value he reads, whenever it is 20, he does slow flight down. RNG during the level must be manipulated so that he gets 20 on the last pattern. Or maybe even on both, could save us 2 hit points to spend during the level, instead of 1.
Language: lua

boss1RNG = AND(RNG,0x20) gui.text( 0, 24, string.format("AND: %X",boss1RNG))
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
Former player
Joined: 12/9/2006
Posts: 168
Location: 2bastuz
Anyone planning to do the "full map" TAS?