I've upload a rom hack: https://www.speedrun.com/headdysms/resources/q0mtm
Let me know if I can add something to the rom hack that would help. stuff like infinite life or remove animation.
While trying the game after a while, I've realize I wasn't able to finish the game because I'm very used to the speed power up.
I was thinking it would be interesting to make it as a category, we cannot outrun enemies so it would be a total different strategy and more challenging. Without the red scroll (big shuriken) it would be more difficult to clear the screen.
Until there is a run, we don't need to worry about different sub-category.
It's a game I want to finish casually or without too much reset, I might do this category at someone. Anyone is free to submit a run in this category, I will create it.
About the rules? same as Any%, just no power up scroll (red & blue)
Updates
as metioned, the game already has a level select, so I've made a rom hack to enable it:
https://www.speedrun.com/aztec_adventure/resources/zrv11
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Old
I've added a rom hack to select any level from the title screen!
https://www.speedrun.com/aztec_adventure/resources/eyapa
I think it's useful for anyone using everdrive or for the first practices when the runner doesn't have any save state yet
Because I don't have save states with my Everdrive X3, I've decided to make a rom hack to be able to select any level when the game is started.
Looking around, I found some useful RAM address:
- 0x09C5 and 0x09C6 are flags for the completed levels
- 0x09C7 and 0x09C8 are flags for map progess (shortcut, color on levels, ...)
- 0x0086 flags for mickey power ups
Using Emulicious I could locate where things are initialized and checked in the code. Here are all the changes I've done for the rom hack without going into the technical details:
- let mickey walk anywhere and enter the level
- unlock all the progress so the map looks complete and no need to plant the magic bean
- give mickey all the power up and 3 stars
- allow to play the level again after beaten, some level plays a cutscene
- able to use the flute to skip the level any time
https://drive.google.com/file/d/16Nm3K7L2DFANkEjaOHIVgGxjD9pTd2Xw/view?usp=sharing
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Updates! I've made a V2
- use the flute in boss room
- load the first part of the level 2 (lower water)
- don't loose life when dying
- remove animation to make things faster (overworld map, flute, death, ...)
- reset flags when starting level (chests, final door)
https://drive.google.com/file/d/19OC1g5IiyvBYVAdwvAlfE8W9pBeupfLq/view?usp=sharing
Working on some retro achievments (coming soon), I've made a "Round 1 only arrows".
Then I was thinking, why a category where we only use arrrows? to be honest it's a big challenge, it would require to not die so arrows can be saved and avoid enemies shot.
I leave that here I would be curious to see if some people wants to try this challenge or if they have other challenge in mind?
Another category would be "Pacific%" where no enemies can be killed except for the end screen, very challenging for round 5
This leaderboard seems to be for every plateform. Would we have a SMS category?
going through the leaderboard, I've realized SauloAndrade's run is an SMS run. https://www.speedrun.com/klax/runs/znpo9ovm
Can we have one moderator to add SMS as a console? also, it would makes more sense to have separate categories for the port, the time would be different.
Playing around with the RAM to manipulate the scroll, I found that the last level (horse autoscroll) has a fix scroll count of 8. It means after the game scrolls for 8 full screens, the level automatically ends.
If we ignore all the lags, regardless Asteris's position on the screen, the cutscene will start at the same moment.
But, this is an in game cutscene where Asterix runs to the right and obelix enter the screen to run with him. If we look at the moment when the screen fully fade too black, the time would be different depending on where you are on the screen before the start of the cutscene.
Using an emulator (Bizhawk) I counted the frames between the moment Asterix start to jump out of the chariot and the screen turns all black.
being on the very far right, you would save approximately one second. Once the background turn black, it seems to be a constant 48 frames.
I'm not saying we must update the game rule but it would make sense to stop the timer when the next screen shows up (obelix smashes the colosseum), or when the final screen shows up (everyone around a table at night).
Some games stop the timer at the final screen, for example TAZ on SMS. In my opinion it's a way to say "I've beaten the game"
I'm using Bizhawk 2.9.1 and since the game was only released in Europe, it's automatically set to be PAL (50hz). But then when I looked at the current WR, it seems faster.
So when I compare the score screen for the end of the jeep part ("stage clear"), I'm frame counting 8.317 s on my side and I'm counting 6.933 s on the WR video.
We can assume the runs should be done on NTSC (60hz)? If we are ok with that, we should update the rules so it's clear for everyone
Not sure if someone found that before: if you pause before getting hit and use the medical kit, after unpausing you get damage but your keep your full life.
Here is an example of doing it to damage through the 2nd tornado in round 1. I don't know why the quality is bad but you get the idea
This game is not easy casually but it has a big perk: it's 2 players! and it's one of the few for the SMS library with a co-op mode.
@RadManFromMars and I had a chance to try some 2 players run during the Sega Crew Live (May 27, 2023). unfortunately one of us die at stage 3, we haven't figure out a strat yet
We can always create the category a simple set of rules. Probably we can agree that both players needs to go through the final gate at the end of level 6, or simply no game over for both player.
Same as the 1 player category, both console and emulator are accepted. Not sure if it has been done before but probably we can allow some plateform to allow 2 players online? for example fightcade, Netplay, Parsec, ....
There are already some maps in SMS power but just 3: https://www.smspower.org/Maps/Asterix-SMS?gallerypage=Round+1-1+%28Asterix%29
I've decided to continue the work and focus on levels that might have potential improvements. there are 3 maps ready here https://www.figma.com/file/C50QalEF62MMz7DQRE8Zcd/SMS---Asterix?type=design&node-id=14%3A39&t=lY2Gv8CujO9iVM5o-1
it's a bit time consuming, I'm taking many screen shot and assemble them in figma. If I want to remove asterix/obelix I need to crop a part of the map and align on top of the character (longest part)
I've already post in SMS Power, but it seems slow to have them uploading on the website plus I need to make sure it looks good. https://www.smspower.org/forums/14917-AsterixMapRipping#126450
personally I prefere to have a space between levels, it helps to see potentional skip from the top (like in 4-3) and I really don't mind having multiple asterix/obelix in the map. for example this one:
I think it's better to add the map we currently have here, better than not having it. I can export them in a zip
What's next?
I'm thinking to look at hacking the game to disabled colision and allow double jumps, this way I can explore the all map. Also I will try this Screenshot Autostitcher
software to generate a map
few days ago I found out obelix can jump above the tornado at the beginning of the stage. At the edge of the pit, there is a way to jump in the the tornado and bounce the other side to grab the key
for now the safest way is stay at the edge, way for the right moment and do a very long jump. While recording I've also found another setup where the tornado bounce at the very edge of the pit and reach the otherside
In some levels, the game shuffle the key in 2 jars. It happens in level 3-2, 4-2, 6-1, 6-2, 7-2 and 7-3.
From @The8bitbeast 's TAS (LINK), we learned that this RNG depends on the score and indeed it does! I've tried to look at the assembly code but it was simpler to tried out while playing.
The game keep the score in 0x00C2, for instance killing one enemy increase this score to 1, killing a boss increase to 48 and at the end of the level, the score increase on the time countdown (add 1 every 10)
When the 3rd digit of the score (from the right) is odd, the key will be on the right jar, and when it's even, it will be on the left.
the flag is set when the room is loaded, so either when scrolling up/down to the room or entering a door. exception for 7-3 where the room is loaded before entering the door.
for example here the score is "33400", the 3rd digit (4) is even so the key will be on the left.
We are considering changing the timing rule:
- From: "timer stops on first frame of scene transition after final boss kill."
- To: "timer stops in the first frame of the end games screen (after stage 13 screen)"
Why? because the score screen for the "Step 13" would have different time depending on the score. Runner who optimized the last level to have a minimal score would be rewarded by an early end game screen. Also it's common to stop the timer on the last screen.
@SanchoPanda and I agreed it would be better to update this rules, but we need approvals from other runners. it's more likely to be the same rank for every run, I'm willing to update the time for each runs submitted
I'm guessing most runners are not active anymore, I might reach them individually. for the others, please answer this thread :)
I think it's already known glitch, but here are some explaination. the last glitch mentioned is about getting to the phantom's castle earlier, apparently it's only for Game Gear:
I've noticed there is a v1.0 and v1.1 for the US release. Does anyone know what are the differences between those 2 versions?
I cannot find any page, except this one but doesn't help https://www.smspower.org/forums/17900-CastleOfIllusion#110171
What about changing the theme of the leaderboard. I've create a background & foreground, I think it looks great!
I've made a short video to show how it looks like
I've tested on Tom & Jerry leaderboard, I will keep like that for a day or 2. if you want to see a live preview: https://www.speedrun.com/tom_and_jerry_the_movie_the_game
apparently there would be a way to wrap tom the other side of the screen. Something discovered by Emsemts.
- "Tom went left and did come out right . I do not know how I did this only happened once I believe stage 3 or 4."
- " I do believe it was timing when jerry is moving forward Tom moves back and it was a jump-"
if we can reproduce that, that would help to make stage 3 and 5 faster and maybe get a sub 1 min!
During the follow the monk glitch (Scriptorium), we can access the tower part. From there there is another glicth with Berwal cutscene that change William hit box to have a negative height. We can then go through anything and go straight to the Abbey, the last part of the game.
Bad news is the cutscene doesn't load, so we cannot progress since the executioner is not loaded. We still have the ghost ability to go through walls, so we can go directly to the secret entrance and splash Juliette
But then we get block by the door that bring us upstair where we need to push the cross. For now I'm think there are 3 ways to pass that door:
- Glitch to unload the door by dropping and picking up items (Alone in the dark glitch), that might have been fixed for time gate
- There might be a way to trigger the cutscene, kill the executioner and then open the door normally
- Maybe there is way to get a glitched william with some saving manip, or maybe we can get into a ghost state again
here is a cheat run for this shortcut, I've used the room viewer to pass the door