(He/Him, They/Them)

Chicago, IL, USA

Forum posts

Forum: High Seas Havoc

Thread: Proposing a meme category

Started by: SpaceCowSpaceCow

(edited: )

One thing anyone who runs this game probably notices is that there are a lot of animations for havoc getting hit by things so I’m proposing a new category for all injury animations

Hit
Crushed
Burned
Spiked
Trapped in a barrel (pirate ship)
Frozen (frozen palace)
Electrocuted (frozen palace)
Turned into a puppet (mt chester 2)

I might be forgetting one but I don’t think so

I think this category would only go as far as frozen palace 1 so no dogwiz to deal with

People wanted to see all the wound animations in this game when I ran it at bbg so it could be amusing

 

Forum: Lifeline

Thread: HELLO !

Started by: lewislovecraftlewislovecraft

Be sure to submit runs under the emulator category

 

Forum: High Seas Havoc

Thread: RNG Breakthroughs

Started by: SpaceCowSpaceCow

it turns out that there's actually 3 possible outcomes from this manipulation which makes a straight up solution to dogwiz but having some predictability to the rock falling will still help

 

Forum: High Seas Havoc

Thread: RNG Breakthroughs

Started by: SpaceCowSpaceCow

(edited: )

Turns out the mole boss also alters RNG which dictates where the dog wizard rocks fall. Unlike dog wizard, this is a manipulation every frame that the last bomb he throws takes to get to Havoc. I've devised a way to get a consistent result from the mole fight which unfortunately requires some damage boosts which I think makes this unviable on Hard Mode.

The only variance is whether the mole goes left or right. If he goes left there's one more manipulation. Given this data I can start setting up strategies for dog wiz based on the random seeds to hopefully dodge rocks and get more hits in.

 

Forum: High Seas Havoc

Thread: RNG Breakthroughs

Started by: SpaceCowSpaceCow

Dugongue has done some digging in the memory and found what seeds the RNG for the Mole and for Dog Wizard and on request of Authorblues is attempting to build a practice rom that will display the current RNG value instead of the score.

For those practicing on emulator the values to watch in RAM are located at FE02 through FE05 and they only seem to update when polled. We'll do more research on the patterning.

https:/​/​twitter.​com/​Dugongue/​status/​1147346173839044610

 

Forum: High Seas Havoc

Thread: Proto Guide

Started by: SpaceCowSpaceCow

I mostly put this together for my couch to help me commentate in the Big Bad Gameathon but it could help explain important stuff to anyone trying to learn Normal or Hard

https://docs.google.com/document/d/184N8EQm98AEYdzmBzHjIpspG7xDNYXIwxBd4g33HwvA/edit?usp=sharing

 

Forum: Speedrunning

Thread: High Seas Havoc

Started by: fake.plantsfake.plants

Coming in way late on this but there is a leaderboard for this game now. Most people only run Easy mode because it's only 5 levels long but I've run Normal and Hard mode (hard mode is incredibly unfun).

 

Forum: High Seas Havoc

Thread: Late Game Boss Patterns

Started by: SpaceCowSpaceCow

As an update, I've found that the Mole Boss's bouncy ball's path seems mostly based on how much damage it's taken. At some point I'll make video of the patterns I've been able to find.

 

Forum: High Seas Havoc

Thread: Late Game Boss Patterns

Started by: SpaceCowSpaceCow

(edited: )

I've spent the last week learning the route for Normal Mode and I've come to realize that what looked totally random is usually scripted to some degree. I've got no lore names for these characters so I'm just using the stupid names I've heard for them in other playthroughs.

The Mole boss's bombs are random but somewhat determined by your position for every bomb beyond the first volley. His pattern for jumping out of the mole holes is always the same every single time.

Storm Eagle's Dad (TM) has a first phase where he dives at you in patterns that look like he's homing in on you but actually he always hits the same 3 areas. Same for the second phase when he goes offscreen and dives repeatedly.

Bubsy (boss of frozen palace) always does the same thing every single time so that fight is actually easy except that he's speedy and his hitbox doesn't include part of his head (you can more or less just do the TAS strats).

Dog Wizard has the falling spikes from the ceiling which are like semi-random. I don't understand how these are seeded because they're slightly different sometimes and they're slightly different in every video I watch but every I attempt to fight him they always drop in more or less the same pattern. Every other attack of his is scripted and even when he teleports and makes clones the real one is always the same.

Minor edit: I'm not sure but I think whatever the ceiling spikes use is seeded by time from power on to game start. Getting to Dog Wizard with a new game from power on, the patterns he uses will be different every power on, but then regardless of deaths or clock time or stepcount or even full-on game overs the falling rock pattern will always be the same. I haven't done any RAM analysis or anything so I can't verify any of this empirically but this is my observation from a couple hours of attempts.

Bernardo the Blackhearted (actual lore name what what) has what looks like the most random attack of all with the fireballs that cover the screen but having played the fight a dozen times now and having compared to 5 other videos the fireballs always hit the same screen areas. I still haven't learned this fight proper because it's basically a bullet hell but holy crap it is so comforting to know that I can actually learn where safe zones are in this fight.

Also, the stupid crates in The Final level always spawn in the same places but their spawn is dependent on your screen positioning which makes it very possible to manipulate them to maneuver through the level.

In general it seems like everything in the game is on local cycles except for the melting and refreezing ice in frozen palace which is definitely on a global cycle of freezing every 5 seconds and unfreezing 5 seconds after. I think the wires are on a global cycle too but I haven't nailed that one down.

 

Forum: High Seas Havoc

Thread: Shark Spawn in Otarucean 2

Started by: SpaceCowSpaceCow

Yeah the second shark is weird and catches me off-guard when low. I'm also occasionally caught off-guard by the first cannon on Pirate Ship when it just decides to shoot early.

Having drilled 2-2 a bit more I can get the timing down to keep the sharks from being out of phase. It seems like jumping down the hole is the key as the spawn trigger is somewhere in there (I think).

 

Forum: High Seas Havoc

Thread: Shark Spawn in Otarucean 2

Started by: SpaceCowSpaceCow

The further I get in the game the more I'm inclined to believe everything spawns based on proximity triggers. The sharks still weird me out though and I'm not sure why they occasionally spawn in varying heights or move off-cycle from one another when given what feels like the same movement. It might just be that small differences in positioning change their spawns radically.

 

Forum: High Seas Havoc

Thread: Shark Spawn in Otarucean 2

Started by: SpaceCowSpaceCow

Is it known what causes the sharks to spawn at different heights? I’ve had sharks spawn too low to run under at various points in practice and I’m not sure if it’s random or driven by positioning or something.

 

Forum: Lifeline

Thread: So I see emulator is allowed?

Started by: speedwerdspeedwerd

Haha that's all fair. I was also surprised an emulator run was accepted to begin with because yeah the load times are way faster. Thanks for moving it to its own board instead of straight up taking it down though.

 

Forum: Super Punch-Out!!

Thread: Buffer Strats?

Started by: SpaceCowSpaceCow

I've played the game casually but trying to guess the instant-knockdown timings without buffers was proving way harder than buffering which mostly just the exception of Bob so far.

I'm not quite sure on fastest possible moments. My Gabby Jay which I've been copying from Zallard's video has just been duck for as long as possible, right body blow, super uppercut, and I've managed a 6.28 with that once (I think the fastest Gabby Jay on US is 6.26 or 6.23)

 

Forum: Super Punch-Out!!

Thread: Buffer Strats?

Started by: SpaceCowSpaceCow

I've been trying to learn the speedrun from a couple guides and a bunch of videos. I'm up to the major circuit and trying to recreate the buffer strats I'm seeing on some of the videos here is proving inconsistent for Dragon Chan and especially Bob Charlie (I'm like a couple frames early or late more than half the time).

Any good tutorials you can recommend?

CartoonCoquiCartoonCoqui likes this. 

Forum: Super Dodge Ball

Thread: General information on speedrunning this game

Started by: MarthSRMarthSR

Not the best example but the fastest I could find. Normally players will go back and (especially in India) start passing the ball before throwing and that's usually RIP urn

 

Forum: Super Dodge Ball

Thread: General information on speedrunning this game

Started by: MarthSRMarthSR

What's a good way to avoid having the enemy team just put themselves in the way of the pass back to Sam? I've lost like 5 or so runs to a guy just eating a pass with his face and then wasting 30 seconds before trying to hit me.

 

Forum: Mega Man X

Thread: Username discrepancies

Started by: nrgzamnrgzam

Semi-OT but should we submit new times here or wait for them to be ported over from the Megaman RTA boards again?

 

Forum: Mega Man X

Thread: Any tips on learning low% Bospider?

Started by: SpaceCowSpaceCow

I've been doing savestate practice against Bospider for like 3 hours and I can win maybe 60% of the time now without armor or subtanks.

I've figured out how to reliably deal with the small spiders but I'm still having trouble reading a path that hits more than 3 or 4 rungs.

I didn't see anything on the RTA Wiki about boss strategy or anything so I figured I'd pose it here.