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United Statestannerdino1 year ago

Link is expired

United Statestannerdino2 years ago

Nice!

Togemme vinden dit leuk
United Statestannerdino2 years ago

Solved:

  • Unclear reason to B2B Knockouts: Every once and a while I uncover a moment where my opponent gets knocked out right after they recovered a previous knockout. Finally figured it out! Their knockout number doesnt reset instantly, theres a few frames where their knockout number is still above 240. During this period of time you can pick them up and their knockout number wont reset, this allows you to knock them out again. This is only possible with certain moves (some arent quick enough). This could be a useful way of keeping knockout number high. Stopping the knockout number from resetting increases the knockout number indefinitely, and the higher the knockout the higher the pin number :)

Unsolved:

  • So, i found X, Z, and Y coords in memory. Was able to place my character at the farthest point possible. For some reason the closer you reach to "0, 0" the more the coords increase exponentially. Its not linear at all. Unsure why they did it like this, tried to figure out the formula for it but no luck yet.

  • Havent found anything related to unlocking new characters in memory. Finding this would be very good to confirm certain unlocks (rogue shogun pls).

  • Unclear whether or not damage reduction is random or not (seems to be though).

  • Shifting health gain from mask hunt wins: Cannot figure this one out at all, or how to fix it. Normally you regen 200 health per win. But sometimes it goes to 1000, or even 400. It seems to be caused by going into single survival. But even thats super inconsistent, sometimes even the single survival mode shifts to 200 or 400. Really unsure about this one. If its random then its definitely on some sort of cycle. But it literally makes no sense because most of my runs are only regening 200 per win. I think single survival mode is the culprit, no idea how to fix though. 400 health gain per win is actually the better than 200 or 1000, would be nice to figure out a way to force it to be 400.

  • Toy collection. I have yet to try to figure out the odds of each figure, i assume its all simple numbers, and they scale quite nicely through each group. Should be doable.

  • Damage calculations not lining up correctly. Ive came up with damage calculation formulas (order of multipliers), and they're MOSTLY correct. Theres a few outliers that make literally no sense: Heres my formula Base = Base damage Resist = Resistance effects Reduce = Damage Reduction Buff = Damage buff effects Mat = mat multiplier FLOOR(FLOOR(FLOOR(FLOOR(Base x Resist) x Reduce) x Buff) x Mat)

  • Mask Hunt, unfinished masks. Its definitely evident that your odds of getting a masked opponent you havent gotten yet is much higher. Yet to figure out these odds though, sounds like a fun thing to solve

United Statestannerdino2 years ago

So far, ive uncovered where "damage taken" is in the games memory. This can be used to map out the damage numbers for each attack for each character, as well as determining the exact low health and muscle power effects.

There is a problem i cant seem to figure out though. Occasionally your attack will deal 2-3x less damage. I tried to recreate with another controller but it wasnt occuring. Which makes me suspect that when a fighter is actively dashing/blocking, attacks have a chance to deal 2-3x less damage (with exception of special attacks). I will need to figure out how this works exactly.

Will also ofc map out every attack thats effected by concrete and such, including special attacks.

Edit: "Damage reduction" is 100% random chance. Its likelyhood scales based on the difficulty. On easy difficulty, its rare. On normal difficulty, its normal. On hard difficulty, its common. Damage reduction does not exist on 2 player.

  • Some moves dont have damage reduction
  • Damage reduction cannot induce a knockout (knockout meter stays at 239/240)
  • Damage reduction does not reduce fires gained
  • Some moves have a higher chance of damage reduction than others
United Statestannerdino2 years ago

Essentially, theres a sort of extrahealth variable. This variable is set to -1.

If extrahealth is equal to -1, then when you take damage past 1 hp, your extrahealth activates, and is set to your musclepower/3. This acts sorta as your health, and will only decrease if you're taking damage past 1 hp. Since extrahealth needs to be -1 to activate, this can only occur once per round per fighter. Additionally, muscle power will only set your extrahealth once, so if your muscle power changes after your extrahealth is set, your extrahealth wont change with it.

For example, if someone is at 48 (out of 2400) hp, have 600 (out of 2400) muscle power, and take 48 damage. Their extrahealth will be set to 200. And will decrease only when you take damage past 1 hp.

Extrahealth also has no effect on pinning whatsoever

United Statestannerdino2 years ago

Pinning is affected by many factors. The pinned player's health, and muscle power. As well as the pinner's Knockout Meter.

Each player has 2400 health, and muscle power that starts at 0 and goes to 2400. The way muscle power is gained varies from character to character; some characters get muscle power from half the damage they take, and some gain muscle power from 100% of the damage they deal. Most characters are the latter.

The knockout meter starts at 0, and stops at 240. This meter then resets after the knocked out player gets up. Each attack has a set addition to this meter, some give a lot, some dont give so much. The players knockout meter resets if they deal damage to another player.

When a player is getting pinned, a value is calculated with the pinned players knockout meter, muscle power, and health. This value is then reduced by 1, every single time you press any of the 4 main buttons (x, circle, triangle, square). You're limited to 1 input per frame. If you dont reduce the value to 0 before 3s are over, you are pinned.

I figured out a formula with a very very small margin of error: MAX(MIN(CEILING(CEILING(70-(Health/24)-(Muscle/48))+(Knockout/20)),70),0)

I know it looks weird, I'm pretty sure they have some weird Ceiling & flooring action going on. Cant seem to figure out the exact combination, they probably add a small decimal too. With enough time i can figure out the exact exact formula, but this is accurate enough imo.

Bots tend to do 12 inputs a second, when in pins (1 input per 5 frames). So, this means we can have a value of 36 and pin the bot. With a 240 knockout meter, you can theoretically pin a bot at 1127 health (47%).

United Statestannerdino2 years ago

I havent pinpointed the EXACT characters you need to unlock Rogue Shogun. So far i know that you need Commander King Muscle, and you need to do tag team tournament with Sunshine Supreme and shivano. I did tons of testing, but i havent yet figured out the solution

United Statestannerdino2 years ago

So I have a few ideas: Survival category can be either be 10 wins, or 47 wins (all characters). Im not sure if theres repeats vs characters in survival mode (before 47 wins). Ill have to do some testing later tonight. But 47 wins sounds too harsh, though on the flip side, it eliminates a bit of rng.

Making it 10 wins for now

United Statestannerdino2 years ago

I dont think theres a feasible way to decompile the code to figure out Damage numbers for each move, muscle power, movement speed, and other mechanics. I also could not find anyway to contact any of the developers at all (if that even helps). It will all have to be tested vigorously.

Currently making a spreadsheet, analyzing the damage each move does for specific characters. Will post my findings later.

United Statestannerdino2 years ago

I agree, this version of the game is incredibly bad and should never be excepted. There goes all the chances of this game being an interesting speedrun :D

United Statestannerdino2 years ago

Why are these runs being excepted? This is clearly a different version of the game, far different. Also why are you the only moderator now. Seems fishy

Iromnic en TheSamiG vindt dit leuk
topic: Age of War
United Statestannerdino3 years ago

Looks like its the wrong version of the game. https://armorgames.com/play/616/age-of-war Use this!

topic: Age of War
United Statestannerdino3 years ago

Everything seems to work fine for me

topic: Age of War
United Statestannerdino3 years ago

Need to rely a bit on rng, but its an interesting category! Who ever gets all turrets fastest, and gets best luck would have a good run.

topic: Age of War
United Statestannerdino3 years ago

I think armor games is fine, thats what i did for my impossible difficulty speedrun. It seems to be identical; same game mechanics, same health, same visuals, same troop damage.

topic: Age of War
United Statestannerdino3 years ago

The one at armor games seems to be identical, game mechanics wise and visuals wise, thats the one i use

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