Joined: 5/29/2004
Posts: 757
I just finished watching Walkerboh's time attack of this AWESOME game, and I gotta admit, sharp... but I DID notice one HUGE Error that caused a few seconds of time... so here we go :) Hope ya read this Walkerboh, cuz otherwise this was a bang on run! The Greenhouse.. that's the biggie... I saw you go in, grab water can, go out, fill, go in, water, go out, refill, water 2 more times.... BUT!! That's where you went wrong.. and here's why. Now... the watering can only holds 2 uses before you need to refill, and the plant needs 3... BUT! Take the watering can, THEN USE IT TWICE on the plant! THEN Go refill and do the 3rd. The water can is actually full enough for 2 uses right off the bat! By not having to do a second refill, this saves a few seconds, despite the sickening curser speed :) There was also 2 other details I was wondering about.... in the dining room, you open the door to go to the kitchen.. perhaps it'd save another second or two if you quickly opened the OTHER door as well, so that when you make the exit from the cave back into the house via Key 2, you don't have to open it then... or would that take the exact same amount of time all around? And the other thing... do you really have to turn on the faucet for the sink AS WELL as the bathtub...? I mean I do the exact same thing, but what struck me was... it's the BATHTUB that apparently won't drain... and you're locked in there... so it just kinda donned on me that it might work with only that? Not 100% sure though. If these 2 things are moot, at the least the 1 refill only tactic will garner a few more seconds saved. :) Mr. Kelly R. Flewin ps: Too bad playing the gramophone would waste time... I always did think that was a nice easter egg.
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 5/3/2004
Posts: 11
my wrist got tired clicking 'pause, unpause, pause, unpause' trying to read all the text.
Post subject: Re: Nice, but
Joined: 5/29/2004
Posts: 757
GSofficial wrote:
my wrist got tired clicking 'pause, unpause, pause, unpause' trying to read all the text.
Hahahaha! "Yeah my wrists are killing me... what.. why are you staring at me like that... HEY! I WASN'T.... I WAS CLICKING ON A GAME... IT WASN'T EVEN AN ADULT GAME!... IT WASN'T PORN DAMNIT!... Sigh.. whatever!" Ya should give the game a run through on your own, it's a lot of fun and had some decent puzzles that made you have to think. I never did like that having to open a bottle idea though... :( Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Howdy! I managed to grab a computer with internet for some minutes ;) Kelly: I didn´t know it was faster to fill the flower 2 times first and then go out for a refill, I just assumed it would be the same time but somehow look a little bit smother then refill twice and then go out and refill. Ah well. Bout the doors, yes, unfortunately I missed that part. Can´t blame anything really for it ;) However, im on vacation now so I can´t redo it for a couple of months. But when im back at my place I will. So please enjoy it for now ;)
/Walker Boh
Former player
Joined: 3/17/2004
Posts: 78
Location: Finland
However, im on vacation now so I can´t redo it for a couple of months. Uh-oh. That is a long time without your good time attacks.(Yeah, I really loved them because they were published so frequent.)
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Just wanted to report that I finally had time to improve this. Thanks Kelly for pointing out my mistakes. These are fixed and also my menu-handling is faster (the game is a darn menu!!). Almost 1 minute faster. Enjoy
/Walker Boh
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
?U?h?m?,? ?I? ?j?u?s?t? ?n?o?t?i?c?e?d? ?t?h?a?t? ?i?n? ?m?y? ?o?w?n? ?c?o?m?m?e?n?t?s? ?a?b?o?u?t? ?m?y? ?n?e?w? ?v?e?r?s?i?o?n? ?o?f? ?U?n?i?n?v?i?t?e?d? ?I? ?w?r?o?t?e? ?R?.?K?e?l?l?y? ?i?n?s?t?e?a?d? ?o?f? ?K?e?l?l?y?.?R?.? ?H?o?p?e? ?y?o?u? ?d?o?n??t? ?m?i?n?d? ?t?h?a?t? ?m?u?c?h? ?=?/? ?C?l?u?m?s?y? ?o?f? ?m?e?
/Walker Boh
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
OMG, that was HILARIOUS when you called him R.Kelly. Any other Americans on this board will know why. ;) -Josh "Haters wanna hate Lovers wanna love I don't even want None of the above..."
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
also. if you push B, it removes any command you currently have selected, and then if you push A on top of a door on the actual screen(I think the lower left layout doesn't work), you will move to that area. since navigating menus is much faster than navigating across the game screen usually the way you currently do it is faster, but there are certainly some instances in which this method can be used. I was planning on doing this myself, but you seem interested in optimizing the run so by all means. tell me if that wasn't clear.
Joined: 5/29/2004
Posts: 757
?[?q?u?o?t?e?:?4?c?0?f?c?b?c?6?c?c?=?"?W?a?l?k?e?r?B?o?h?"?]?U?h?m?,? ?I? ?j?u?s?t? ?n?o?t?i?c?e?d? ?t?h?a?t? ?i?n? ?m?y? ?o?w?n? ?c?o?m?m?e?n?t?s? ?a?b?o?u?t? ?m?y? ?n?e?w? ?v?e?r?s?i?o?n? ?o?f? ?U?n?i?n?v?i?t?e?d? ?I? ?w?r?o?t?e? ?R?.?K?e?l?l?y? ?i?n?s?t?e?a?d? ?o?f? ?K?e?l?l?y?.?R?.? ?H?o?p?e? ?y?o?u? ?d?o?n??t? ?m?i?n?d? ?t?h?a?t? ?m?u?c?h? ?=?/? ?C?l?u?m?s?y? ?o?f? ?m?e?[?/?q?u?o?t?e?:?4?c?0?f?c?b?c?6?c?c?]? ? ? ? ?W?e?l?l? ?y?a? ?c?o?u?l?d? ?t?y?p?e?d? ?M?r?.? ?F?l?e?w?i?n? ?:?)? ?T?h?a?t? ?w?o?u?l?d?a? ?w?o?r?k?e?d? ?t?o?o?,? ?s?i?l?l?y? ?b?o?y?!? ?M?y? ?f?r?i?e?n?d? ?p?o?i?n?t?e?d? ?t?h?e? ?c?o?m?m?e?n?t? ?o?u?t? ?t?o? ?m?e? ?a?n?d? ?s?t?a?r?t?e?d? ?l?a?u?g?h?i?n?g? ?a?n?d? ?a?s?k?e?d? ?m?e? ?i?f? ?y?o?u? ?m?e?a?n?t? ?m?e?!? ?W?e?l?l? ?u?n?t?i?l? ?I? ?b?e?a?t? ?h?i?m? ?^?^?;?;? ? ? ? ? ? ?M?r?.? ?K?e?l?l?y? ?R?.? ?F?l?e?w?i?n?
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
?H?e?h?e?,? ?s?o?r?r?y? ?b?o?u?t? ?t?h?a?t?.? ?H?o?p?e? ?I? ?d?i?d?n??t? ?c?a?u?s?e? ?a?n?y? ?i?n?c?o?n?v?i?n?e?n?c?e?.? ? ? ? ?B?l?e?c?h?y?:? ?I? ?d?o?n??t? ?u?n?d?e?r?s?t?a?n?d? ?w?h?a?t? ?y?o?u? ?m?e?a?n?.?.? ?I? ?w?a?s? ?t?h?i?n?k?i?n?g? ?t?h?a?t? ?t?h?e? ?n?a?v?i?g?a?t?i?o?n? ?i?n? ?t?h?e? ?l?i?t?t?l?e? ?w?i?n?d?o?w? ?u?n?d?e?r? ?t?h?e? ?m?o?v?e? ?c?o?m?m?a?n?d?o? ?w?a?s? ?f?a?s?t?e?r? ?e?x?c?e?p?t? ?f?o?r? ?1?-?3? ?d?o?o?r?s? ?o?r? ?s?o?m?e?t?h?i?n?g?.? ?I?s? ?t?h?e?r?e? ?a?n?y?t?h?i?n?g? ?I? ?m?i?s?s?e?d??? ? ? ? ?E?D?I?T?:? ?O?k?,? ?i?m? ?a? ?n?o?o?b?.? ?T?h?a?n?k?s? ?B?l?e?c?h?y? ?f?o?r? ?p?o?i?n?t?i?n?g? ?t?h?i?s? ?o?u?t? ?f?o?r? ?m?e?.? ?I?'?l?l? ?r?e?d?o? ?t?h?i?s? ?a?g?a?i?n? ?s?o?m?e? ?d?a?y?,? ?I?'?l?l? ?p?r?o?m?i?s?e?.? ?I?t? ?c?a?n? ?g?e?t? ?s?o?m?e? ?w?e?e?k?s? ?u?n?t?i?l? ?I? ?c?a?n? ?b?e? ?a?b?l?e? ?t?o? ?g?e?t? ?m?y? ?h?a?n?d?s? ?o?n? ?a? ?c?o?m?p?u?t?e?r? ?t?h?o?u?g?h?.? ?I?'?l?l? ?r?e?p?o?r?t? ?w?h?e?n? ?i?m? ?r?e?a?d?y? ?a?g?a?i?n?.?
/Walker Boh
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Is there anything that can be done about the little red monster? I was just skimming through the video and saw him appear at the greenhouse, dunno if he appears anywhere else(I know there are other places he can randomly appear). Whether it be hesitating on the screen before, or backtracking one screen then forward one screen from the screen before, perhaps he could be removed?
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Gonna investigate it.
/Walker Boh
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
?U?n?f?o?r?t?u?n?a?t?e?l?y? ?t?h?e? ?r?e?d? ?l?i?t?t?l?e? ?c?r?i?t?t?e?r? ?s?e?e?m?s? ?f?i?x?e?d? ?t?o? ?a?p?p?e?a?r? ?w?h?e?n? ?h?e? ?d?o?e?s?.? ?I? ?c?o?u?l?d?n??t? ?a?f?f?e?c?t? ?h?i?m? ?=?/?
/Walker Boh
Joined: 5/29/2004
Posts: 757
Well, finishing up my speed/minimalist completion guide for this game.. [Had meant to finish this a long time ago when I aided Walkerboh with watering can issue] and I'm coming across a few MINOR tweaks.. may add up to all of 2-3 seconds faster for the run... BUT... I also came across a curiously amusing little programming error. Now... I did this at normal speed, so please don't whine about how it could be optimized ^^ I decided to put it up here for those who wanted a chuckle. It's done via Blip's patched FCEU. http://ninja.ca/upload/Uninvited+(U)-Cage_Glitch.fcm I don't think they figured someone would try to put 2 animals into the 1 small cage. [At this point, I have already placed the bird in the cage as required] Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Hey Randil! Any chance you could do your magic to this one too?
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Yep, I intend to revisit this game too. So far I only know of a 1 frame improvement, but hopefully there are more frames hiding. But first I'll finish Shadowgate, and then Deja Vu before jumping to this game. :)
Emulator Coder
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
Do you have any documentation on the interpreter? I want to develop something that picks apart the scripts for all 3 of the NES Macventure ports so that we can more easily find exploits. So far, I've been able to get object name text and I've also isolated the 6-bit text decoder. Unrelated but interesting: object 59(hex) wins the game when you Examine it. It first says you can't open it, it's locked! Then the screen fades out :P
Emulator Coder
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
Edit: nevermind this post. I need to finish my findings and confirm :] By the way, you can open doors in the move box on the lower-left. Would this save any time in the very first screen where you escape the car? In fact, you can open doors and travel when you have no action selected (0012=00). This does not work on openable objects- it simply examines them in this case.
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
Emulator Coder
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
HHS wrote:
I have dumped the script, if anyone wants it: http://www.mediafire.com/?6f6cpbcjzcnkz9c,2914s2az1z0nlv5,v2sr5omwmvzms0x
Fantastic :) This is quite a bit better than what I've got. Thanks for this.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
HHS wrote:
I have dumped the script, if anyone wants it: http://www.mediafire.com/?6f6cpbcjzcnkz9c,2914s2az1z0nlv5,v2sr5omwmvzms0x
(I'm a bit late to the party) This is quite interesting, though I'd like a bit more information on what information these files hold. Also, how did you create these files? And have you found anything of potential use in the TAS?
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
Haven't found any bugs yet, but using A on B instead of B on A can sometimes make a difference. For example, it seems that using the cage on the hawk seems to have a slightly different animation from using the hawk on the cage. uninvite.txt just contains all the text, and all the item names. uniroom.txt lists the objects contained in each room. Each room begins with the word "Room" followed by the room number. Then, for every object, the click rectangle is given, then the word "spr" if it is a sprite, followed by the object name, an and optional "when XX" which says that the object is only sometimes shown. Objects are named by what shows on the property screen, or with "Type-XX" where Type is one of the following: Scenery - Stationary objects. Verbs: Examine, Use, Hit, Speak FixCont - Stationary objects that contain items. Verbs: Examine, Open, Use, Close Trash - Places where items can be discarded. Verbs: Examine, Open, Use, Close Item - Objects that you can carry. Verbs: Examine, Use, Leave, Take Cont - Items with other items inside. Verbs: Examine, Open, Use, Leave, Take, Close Door - Doors. Verbs: Examine, Open, Close, Move Magic - Spells. Verbs: Examine, Use, Speak Some objects may accept other commands as well. uniscpt.txt describes what happens when you perform an action. Lines that start with the name of an object followed by a verb mark the beginning of the code for that verb. Lines that start with a semicolon show the text that is displayed at that point. All other lines start with an address followed by the command that resides there. The commands are: text - Display text jt - Jump if true jf - Jump if false call - Call subroutine return - Return from subroutine j - Jump test - Test event flag set - Set event flag clear - Set event flag isdooropen - Test if a door is open opendoor - Open a door closedoor - Close a door has - Test if object was taken takeaway - Set object as taken drop - Set object as not taken isgone - Is the object deleted delete - Delete the object replace - Undelete the object hasit, takeitaway, dropit, isitgone, deleteit, replaceit - Same as above, object is implied doorbetween - Pass between the specified rooms. Used in door scripts. If the door is closed, the action fails. openthedoor - Open this door. opendoorhere - Open a door in this room. closethedoor - Close this door. closedoorhere - Close a door in this room. isroom - Test if we are in a specific room. takeit - Take the current object opencont - Opens the container. isshown - Test if something is shown. show - Show something. hide - Hide something. The parameter to these commands corresponds to the "when" parameter in the room table. redraw - Update and redraw all sprites. getspell - Add a spell to your inventory. useon - Select the object to use this object on. longtext - Keep the text window open. endlongtext - Do not keep the text window open. name1 - Set item code in 0514. name2 - Set item code in 0515. switch - Jump to different locations depending on the object. removeit - Remove the current object from your inventory. remove - Remove something from your inventory. this - Select the first object. that - Select the second object. gameover - End the game closecont - Close the container. dizzy - Shows dizzy message. death - Shows death message. gobetween - Pass between the specified rooms. updateroom - Redraw the room. removefromcont - Removes the item from the current container. sound - Plays a sound closecurpage - Close the current page. countto - Counts using the specified counter to a given value. flash - Flash the screen animation - Display an animation sometimes - True one out of four times safe - Display safe puzzle thisname - Set 0514 to the item that this script applies to. isit - Check if it's the specified item. wait - Wait for a number of frames curobjname - Set 0514 to the selected item. teleport - Teleport cloud - Show Cloudisi message update - Update sprite list take - Take an item spirit - When the spirit comes out of your sister. rmvcont - Removes the current container. gonosave - Go between rooms without making quicksave. ending - Show the ending isobj1 - Test if the first object is as specified isobj2 - Test if the second object is as specified Scripts are stored in bank 4 and in bank 7. The master table is at the beginning of bank 4 and is indexed by type: Scenery, FixCont, Trash, Item, Cont, Door, Magic, and more Scenery (shown as Scenery-80 and up in the dump). The sub-tables point to the list of verbs for each object of the given type. The verbs vary depending on the type of object. 6:$ACAB (1acbb in ROM file) lists objects that don't follow the usual pattern, and contains entries like this: type, index, replacement type, and ends with $FF. Type 8 has all the commands: examine, open, use, leave, take, close, hit, speak, move.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
That is really awesome work. I think this is the way to go in order to find further improvements and bugs. Thanks a lot for sharing this. Have you considered doing this for Shadowgate and Deja Vu? We know that those two games have bugs in them, so I wouldn't be surprised if there are more to be found. Also, their RAM maps are quite similiar to Uninvited (at least I think so).
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
I have done Deja Vu already (that's how those bugs were discovered), so I'll post the information I have in the Deja Vu thread. I'll try to do Shadowgate as well some day.