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- <uraniumanchor> All this time I figured the area 5 boss's pausing was based on the RNG seed... I mean it is, just not in the way that I thought
- <uraniumanchor> I figured he read it as a timer to determine how long to hold still, but that's definitely NOT what he's doing
- <uraniumanchor> Time to dig into this a bit more
- <uraniumanchor> Yeah the problem is even if we know how he reads the RNG, manipulating the RNG is all but impossible
- <uraniumanchor> Beacuse all of the gumdrop robots tweak the RNG a *lot*
- <uraniumanchor> They read it like 4 times ta second to determine whether or not to shoot
- <uraniumanchor> At best you could maybe watch for a certain shot pattern
- <uraniumanchor> Ok so what I'm seeing now
- <uraniumanchor> When he's holding still
- <uraniumanchor> He hold still for 32 frames
- <uraniumanchor> Then he has a... 3 out of 16 chance to not move for another 32 frames
- <uraniumanchor> Actually wait maybe not
- <uraniumanchor> Looks like he also has a chance to wait for 16 frames
- <uraniumanchor> Ok, he DOES use the RNG value to determine how far to walk, with a range of 32 to 160 frames, in increments of 16
- <shiningdragoon> hahahaha freaking crab
- <shiningdragoon> why do you need to be so complicated
- <uraniumanchor> With a 50/50 chance of going left or right
- <uraniumanchor> When he starts walking
- <mattrick_> crab for biggest a-hole game boss ever
- <uraniumanchor> holy god this code
- <mattrick_> ever since i was a kid i have HATED that thing
- <uraniumanchor> He reads the RNG in so many different ways I'm having trouble following all of it
- <uraniumanchor> It looks like he has several different states though, trying to see if I can figure out what each of them means
- <shiningdragoon> so basically the programmer had a lot of fun on that boss
- <uraniumanchor> Yeah he's basically doing an RNG poke at every state transition to determine what to do next
- <uraniumanchor> And every state he's in, is some multiple of 16, with minimums and maximums
- <uraniumanchor> ok so from what I'm seeing when I watch the memory values as well as trying to understand this code, when he pauses, it's always for 32 frames, but he has a small chance to pause again instead of moving
- <uraniumanchor> And when he moves it's for anywhere from 32 to 144 frames in 16 frame intervals
- <uraniumanchor> There seems to be some other stuff going on here too but I can't make sense of it
- <uraniumanchor> So actually in theory it's possible to completely lock him into place
- <uraniumanchor> By manipulating the RNG so that he never moves
- <uraniumanchor> But since the TAS just glitches him out and that's the only way you'd realistically accomplish that, I wouldn't consider that useful
- <shiningdragoon> lol the tas boss fight is hilarious
- <shiningdragoon> abuses the fk out of grenades
- <mattrick_> blaster master is a cruel mistress
- <mattrick_> when she loves you
- <mattrick_> its great
- <mattrick_> when she hates you, you will SUFFER
- <the_greenleaf_effect> @Mattrick_ makes a valid point
- <uraniumanchor> Well even though I didn't discover any magic bullet, I have a greater understanding of how that boss works now
- <uraniumanchor> So that makes me feel better :P
- <uraniumanchor> Huh, there's some dead code in his subroutines it looks like
- <uraniumanchor> HE's got a couple of bits of code that don't have any branches to them anywhere
- <shiningdragoon> he was also supposed to spit fire
- <shiningdragoon> but the devs said no
- <uraniumanchor> hahah
- <uraniumanchor> I was thinking maybe it had something to do with his bubbles, but his bubbles don't use the RNG whatsoever
- <uraniumanchor> Bubbles are completely fixed
- <uraniumanchor> hahah what the fuck
- <uraniumanchor> So I'm messing with memory values trying to see if I Can figure out what the bosses various states are
- <uraniumanchor> I set his little "am I moving or not" flag to a particular value and now not only is he not moving at all but his bubble patterns are completely wonky
- <shiningdragoon> anyway to ever adjust that value in game?
- <uraniumanchor> shining there IS a bit of code that sets his flag to that value, but I don't see any branches to it
- <uraniumanchor> So I don't think there's a way to reach it in practice
- <uraniumanchor> Dead code probably, there's definitely quite a bit of that in the cart
- <uraniumanchor> If we could but figure out a way to have the CPU jump to address $A73F it would lock up the boss and we'd be home free :P
- <shiningdragoon> might as well just credit warp (please never)
- <uraniumanchor> hahah fuck that
- <uraniumanchor> we'd make a new category for sure
- <uraniumanchor> Also, boss has 128 hp, and he changes bubble patterns at 64 and 32 hp
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