mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
"Save file to your PC: click here"
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 4/19/2008
Posts: 31
Location: Chicago
(I typed all of this up before knowing there was already a thread, keep that in mind while reading) I'm planning on starting a run either today or tomorrow. I've done, I'd say, 5-6 test runs by now. Here's some information about what I've discovered, and what I still need to discover. - The item drop order is ALWAYS the same. An enemy might not always drop an item(even though it can be manipulated into doing so), but the next item that drops will always be the next one in order. Here's the first 18 or so drops: Money, Key, Money, Gun Upgrade, Money, Money, Money, Money, Money, Gun Upgrade, Money, Money, Light Bulb, Money, Money, Key, Money, Gun Upgrade (...) - There's an awesome boss glitch that: gives you five invisible potions, kills the boss instantly, glitches the screen, and sends you to the next area. Not only is it much faster than actually killing the boss, but the potions can be used to get past any monsters in the way that you'd otherwise have to kill. The glitch cannot be used on the last boss, so yeah, have to save some invis potions for that. (Note: that is my youtube and will most likely be posting WIPs on there). - Whip upgrades/downgrades don't do a thing until you acquire the whip. Even so, it's undecided at the moment whether I'll be getting it or not. While at it's maximum level it does massive damage, it requires you to pause your movement while swinging. - In fact, I don't think getting ANY of the 'house items' will be very useful unless something like Potions or extra Invis potions are absolutely not out of the way, and I have an extra key. - I will be using a light bulb in every sewer. It will cost ~10 frames if they're not already selected, and then another ~10 to switch back to a key when I need to, but almost half of the game is in the sewers and wouldn't be entertaining at all if I didn't use them.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Moved your post here, to the existing thread. Check the previous three pages :)
Joined: 4/19/2008
Posts: 31
Location: Chicago
Haha wow, I'm really sorry, I did a search 3 separate times to make sure a topic wasn't made. Oh well, thanks! edit: In response to some things said in this thread: I guess I was wrong when I said it didn't work on the last boss? I'll have to go ahead and try it again. edit#2: Misread. Can't be done on last boss. I've been watching the test run symbolic did and the items dropped in the exact order from what I said, contrary to what he said about them being random(I wrote out a list up to about 70 drops). The only thing random that happens is whether or not an enemy actually drops the next item or not, and can be manipulated into dropping said item a few frames before or after. While what you did definitely makes the game 10x easier to do, I think manipulating enemies to drop certain items at certain times while running through normally would be best for time.
Post subject: Re: Fester's Quest
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
alucard wrote:
If anyone has any ideas, suggestions, encouragement(oh god I need that), or anything I might simply not know(this will be my first TAS), don't hesitate to say it!
Well, the only thing I know is the warp using the whip, which I mentioned some posts behind... Anyway, I would like to see your run when you make it :)
I'm the best in the Universe! Remember that!
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Wow! A possible way of making Fester's Quest interesting. I'll be sure to take a look at the boss glitches once any of your WIPs reach that point.
Joined: 4/19/2008
Posts: 31
Location: Chicago
Thanks guys, glad to see at least someone else is interested in this. Edit: I screwed up pretty bad recording. Oh well, I wasn't THAT far. There's always more room for better luck manipulation, especially in the beginning. Expect a WIP some time today or tomorrow.
Joined: 4/19/2008
Posts: 31
Location: Chicago
WIP1 done- .fm2 - crappy youtube quality I realized after making the .avi for it that I stood around for 2 seconds at the end of the video for no apparent reason. That will be fixed.
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
You know I'm definitely interested! I guess my first draft was not meant to abuse programming errors, but I never noticed this one! ATTACK! :)
Player (121)
Joined: 2/11/2007
Posts: 1522
Kind of boring, though the moving through the house in first person fast and then insta-killing the boss was neat. Not sure how long you spent recording -- some parts looked a bit unoptimal. For example, at 1:50 in the youtube you walk directly against the wall. At 1:56, you go up further than it appears you have to (of course there might be a reason for this but it caught my eye).
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Joined: 4/19/2008
Posts: 31
Location: Chicago
@1:50, I always try to get as close to the wall as possible to make the run look "smooth", just personal preference. Doesn't lose any frames by doing it.(Just double checked the movie file just in case and yeah, that part isn't any different than any other wall I get close to. Might have been youtube being dumb) @1:56, I was waiting for someone to notice this. An unavoidable slime spawned to the left and this was the fastest way to manipulate him off the screen. This also happens @1:08 where a green frog spawned above. But yeah, I went into this game knowing that it won't be the most entertaining. It just surprised me that there are so many "bad" game(which makes them awesome) runs here, but not this game.
Player (121)
Joined: 2/11/2007
Posts: 1522
I just referenced 1:50 as a point that looked good vs 1:56 that looked suspicious. But you have a good reason as I thought you might :D I would be interested in seeing a full run, assuming it isn't obscenely long.
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
I am just about 100% positive the glitch *can* be done on the last boss, because I have personally done it. You just have to find the right spot. It might be in a slightly different place on the last boss, I can't really remember. All I know is that it *does* work. Are you sure you are selecting the keys? If you don't have the keys selected, it doesn't work. Normally, you select the keys by entering the maze buildings anyway so you don't have to do it specifically for the other bosses, but you don't need to unlock a door right before the last boss. Edit: Confirmed. It does work on the last boss. However, this makes the game crash. Proof: http://dehacked.2y.net/microstorage.php/info/1709762805/Fester%27s%20Quest%20(U).fcm (Not optimized at all - I literally blazed through the game at 150% speed, only using savestates if I died and for some minor manipulation in the last area, just to get it over with!
Joined: 5/9/2008
Posts: 35
Location: USA
Minor stylistic suggestion: perhaps shooting in some interesting pattern (e.g., with the music) would make the long walks a bit more entertaining.
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
Everyone, beware. Just like Willow and Magic of Scheherazade, Uncle Fester also has one constant speed (the only exception is taking a hit that will cut Fester's speed in half and no one wants that).
Joined: 4/19/2008
Posts: 31
Location: Chicago
Blublu wrote:
However, this makes the game crash.
Yeah, this is what I meant by "doesn't work on last boss". Sorry, should have been more specific.
Minor stylistic suggestion: perhaps shooting in some interesting pattern (e.g., with the music) would make the long walks a bit more entertaining.
100% agreed.
I just referenced 1:50 as a point that looked good vs 1:56 that looked suspicious.
Haha, I (obviously) misunderstood, sorry about that :)
Uncle Fester also has one constant speed
Stupid slow, lazy Fester!
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1559
There is a European version of the game in where you can shoot through walls, so it will make going through the sewers a whole lot easier. Sunsoft made the NTSC-to-PAL conversion right. The difference in turbo for the PAL version is 25 Hz, compared to 30 Hz for the NTSC version.
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
This game has been beaten in under 10 minutes now! The TAS doesnt seem optimized. It would be great if someone made a publishable one using this. *cough* GlitchMan! *cough*
Joined: 4/19/2008
Posts: 31
Location: Chicago
Wow, congrats to him, that was really cool to watch. Yeah, I can definitely see some improvements and random optimizations.
Joined: 4/19/2008
Posts: 31
Location: Chicago
So, it's been about a year and it's time I start this back up again, and I have a ton of new ideas and I thought I'd run them through here. Here is a rough draft of a route I'm planning: Gather 6 keys(which equates into about 60 items total) Wall glitch near the starting point upward towards house C located on this map. This will give 5 health potions to make the next steps possible. Head east towards the hot dog stand and glitch downward into sewer 15. Enter the UFO. (map here) Note: I did not draw the blue lines on that map, that will not be the route. Glitch upward twice to the purple zone on the map. Glitch kill boss. There are a couple things that might complicate this route. First, and most importantly, is "Is the wall glitch even possible in other places/directions?" I have been trying all day to make even ONE work(the one in the TAS posted) and can't make it happen. I've left a comment to the guy asking for an input video, so hopefully that works out. Secondly is the time it takes to get ~60 items. I'm almost positive it will be faster than the other TAS, but who knows.
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Glad to see you're planning on another run of this game, alucard. Good luck with it :)
I'm the best in the Universe! Remember that!
Joined: 4/19/2008
Posts: 31
Location: Chicago
So.... it's been about a month and my multiple tries to contact the guy have failed. Messages, comments, nothing, leading me to believe he doesn't care/is avoiding me(since he replies to other people). I've come up with a new route since my last post and, if everything works out correctly, I'm positive the game would be completed in 3-4 minutes. It's a shame I can't test anything without knowing how to do the glitch =/
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Maybe you need to make a bot to brute force input around there until it produces the desired result, alla bisqbot.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 4/1/2010
Posts: 90
Some random thoughts: It's a far stretch, but is it possible, that you do not only need to have the correct frame but also the correct position on the map for the wall glitch to work? Reason why I mention this: The Bossfight glitches seem to have positional requirements aswell... Random question: Why does the glitch work on the bossfights? It seems as if the map where you entered (or leave?) the building is still in the background, but simply colored dark + noclip. As soon as you get to the position where the actual door is you can use the key. If that's true, how can you trigger a thingy-glitch in the middle of the trees? What are the requirements to activate it?
Joined: 4/19/2008
Posts: 31
Location: Chicago
You bring up some pretty damn good points that I've never thought of, especially:
Reason why I mention this: The Bossfight glitches seem to have positional requirements aswell...
...which is something that I can finally test that I never knew about. I've never been able to test using it in the trees/walls because I haven't been able to get to that point. Time to find some RAM addresses(which I've been dreading) so that maybe we'll know a little more about what's going on. edit: found some addresses, missing some that I can't figure out how to find. Also, made a bit more optimized "test" run to learn more about item drops and get used to watching addresses : http://www.youtube.com/watch?v=FDIsodPRCJU . Not perfect but it definitely helped me learn.