In this theme we will consider speed of monsters, the weapon and all from game Guardian Legend.NES
MIRIAAnimation speed: 1/8fps
Speed of movement:
UP, DOWN, LEFT, RIGHT: (1,1,2,1,2)/1fps
UP-LEFT, UP-RIGHT, DOWN-RIGHT,DOWN-LEFT: 1/1fps
WEAPON default 1Speed of movement:
U,D,L,R: (4,4,4,3)/1fps
UL,UR,DR,DL: (3,3,2,3,3,2,3,2) /1fps
WEAPON WAVE 1Speed of movement:
U,D,L,R: 14/1fps
UL,UR,DR,DL: (10,11) /1fps
Would be interesting to find out about the different projectiles speed in the game to the Work we're doing.
While approximately I will explain as it becomes...:
It is necessary:
1)The emulator - NES
2)Rom - The Guardian legend
3)The program for record: Fraps (or any another)
4)Video player
We operate thus:
- We start the emulator, we open game
- We start Fraps
- We choose the weapon or the monster
- We write down its movement
- We open a player
- We will measure movement on pixels
- We do a post here) 8)
Quite interesting data, too bad the stream didn't live. Shouldn't speed be in pixels/sec or pixel/frame instead?
First time someone report such bug.
The simple machines forum has no mod function to move posts. Only whole topic can be moved. I m sorry.
DFStormbringer - please click edit and copy all the post then go to the http://theguardianlegend.com/forum/index.php/topic,15.0.html and post it there. Then if post was succesfull delete the post from here.
I hope that's acceptable solution for you?
Quote from: UserK on October 30, 2010, 12:51:03 AM
Quite interesting data, too bad the stream didn't live. Shouldn't speed be in pixels/sec or pixel/frame instead?
pixels / a shot of moving of the weapon.
I so think. For example direct speed of blue Orb - 4,4,4,3. :bluelander:
4+4+4+3=15. 15/4=3.75 (cross-section speed of blue Orb power 1)
Its diagonal speed 3,3,2,3,3,2,3,2.
3+3+2+3+3+2+3+2=21. 21/8=2.65 (diagonal speed of blue Orb with power 1)
Simple way of calculation of Diagonal speed, from the cross-section:
sin (45) *3.75=2.65
Meteorite greena) Initial position :
X=RND(256);Y=5;Frame=2b) Movement :
X_speed+-1;Y_speed+4c) Animation :
Shots=4; Animation_time=6,5,5d) HP :
1e) SC :
60 f) Damage :
2/8g) The defeat area:
16x16?
Meteorite orangea) Initial position :
X=111;Y=26;Frame=8b) Movement :
Speed=4?;Angle=+5?;Attack_time=4c) Animation :
Shots=4; Animation_time=6,5,5d) HP :
---e) SC :
--- f) Damage :
---g) The defeat area:
16x16?
Meteorite bluea) Initial position :
Meteorite Orange X,Y-1;Frame=?b) Movement :
Speed=0c) Animation :
Shots=4; Animation_time=6,5,5d) HP :
---e) SC :
--- f) Damage :
---g) The defeat area:
---
Meteorite reda) Initial position :
Meteorite Blue X,Y;Frame=Meteorite Blueb) Movement :
Speed=(1,2,1,1,2)=1.4;Angle=360/15c) Animation :
Shots=4; Animation_time=6,5,5d) HP :
1e) SC :
100 f) Damage :
1/8g) The defeat area:
16x16?
Rhombus orangea) Initial position :
X=RND(256);Y=3;Frame=2;Angle=90b) Movement :
Speed=?c) Animation :
Shots=4; Animation_time=4,4,4,4d) HP :
1e) SC :
300 f) Damage :
1/8g) The defeat area:
16x16?
AlienShip reda) Initial position :
X=RND(256);Y=1;Frame=2;Angle=(0-180)/15b) Movement :
Speed=2c) Animation :
Shots=4; Animation_time=8,8,8,8d) HP :
1e) SC :
60 f) Damage :
1/8g) The defeat area:
16x16?
Stara) Initial position :
X=RND(256);Y=1;Frame=2;Angle=90b) Movement :
Speed1=(4,3,3,4,3,3,3);speed2=2,3334;speed3=0.25-0.03125?c) Animation :
Shots=4; Animation_time=6,5,5d) HP :
?e) SC :
1200 f) Damage :
4g) The defeat area:
16x16?
Guna) Initial position :
X=X_bg;Y=Y_bg;Frame=1;Angle=90b) Movement :
Speed=Speed_bgc) Animation :
Shots=4; Animation_time=6,5,(27),6,5 ; 4,4,(15),4,4
7,7,(36),7,7 ; 11,11,(12),11,11
6,5,(14),6,5 ; 4,4,(44),4,4
6,5,(27),6,5 ; 4,4,(15),4,4d) HP :
4e) SC :
500 f) Damage :
---g) The defeat area:
16x16?
BigGuna) Initial position :
X=X_bg;Y=Y_bg;Frame=1b) Movement :
Speed=Speed_bgc) Animation :
Shots=3; Animation_time=Gun; Pause_between_fire=16d) HP :
8e) SC :
1000 f) Damage :
---g) The defeat area:
32x32?
Gun bulleta) Initial position :
X=X_Gun;Y=Y_Gun;Frame=2b) Movement :
Speed=2,2,2,2,2,2,2,1=1,875; angle=360/15c) Animation :
Shots=4; Animation_time=4,4,4,4d) HP :
1e) SC :
60 f) Damage :
4/8g) The defeat area:
8x8?
FishGreena) Initial position :
X=0 or 240;Y=-16;Frame=2b) Movement :
Vertical_Speed=0.75;Horizontal_Speed=0.9625; Diagonal_Speed=? ~ 1 ; angle=90,0 or 180,225 or 315c) Animation :
Shots=6; Animation_time=1-4(8,8) , 5-6(6,5,5) d) HP :
2e) SC :
300 f) Damage :
4/8g) The defeat area:
8x32,32x32?
FishBluea) Initial position :
X=0 or 240;Y=-16;Frame=2b) Movement :
Vertical_Speed=1.75;Horizontal_Speed=2,2,2,2,2,2,2,1=1.875; Diagonal_Speed=? ; angle=90,0 or 180,225 or 315c) Animation :
Shots=6; Animation_time=1-4(8,8) , 5-6(6,5,5) d) HP :
2e) SC :
300 f) Damage :
4/8g) The defeat area:
8x32,32x32?
FishOrangea) Initial position :
X=0 or 240;Y=-16;Frame=2b) Movement :
Vertical_Speed=1.75;Horizontal_Speed=1.4; Diagonal_Speed_xy= ~ 1.1 ; angle=90,0 or 180,225 or 315c) Animation :
Shots=6; Animation_time=1-4(8,8) , 5-6(6,5,5) d) HP :
2e) SC :
300 f) Damage :
4/8g) The defeat area:
8x32,32x32?
FishReda) Initial position :
X=0 or 240;Y=-16;Frame=2b) Movement :
Vertical_Speed=2.75;Horizontal_Speed=2.8181...; Diagonal_Speed=? ; angle=90,0 or 180,225 or 315c) Animation :
Shots=6; Animation_time=1-4(8,8) , 5-6(6,5,5) d) HP :
2e) SC :
300 f) Damage :
4/8g) The defeat area:
8x32,32x32?
BigFisha) Initial position :
X=~0 or 224;Y=~0;Frame=1b) Movement :
Speed=? variable ; angle=~45 or 135c) Animation :
Shots=2 d) HP :
2e) SC :
200 f) Damage :
4/8g) The defeat area:
32x48?
NumbFisha) Initial position :
X=RND?;Y=?;Frame=1b) Movement :
Speed1=? variable(3,3,3,3,3,3,3,2,3,3,3,2,3,3,2,3,2,3,3,2,3,2,2,2,3,2,3,2,2,3,2,2,2,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,2,2,1,2,2...)
; Speed2=? variable; Speed3=5.625; angle=90,235 or 351,360/15c) Animation :
Shots=3; Animation_time=8(2nd shot)? d) HP :
5e) SC :
200 f) Damage :
12/8g) The defeat area:
48,32?
SeaFada) Initial position :
X=RND?;Y=RND;Frame=1 or 2;Blinking_time=60b) Movement :
Vertical_Speed=3.75;Horizontal_Speed=1 ; angle=0 or 180,90 or 270c) Animation :
Shots=3 d) HP :
1e) SC :
100 f) Damage :
8/8g) The defeat area:
16x32?
SeaWorma) Initial position :
X=RND;Y=?;Frame=1; Blinking_time=70b) Movement :
Y_Speed=1;X_Speed= ? variable to 4; angle=variable;fire_time=16c) Animation :
Shots=2; Animation_time=?d) HP :
2e) SC :
170 f) Damage :
1/8g) The defeat area:
16x64?
StarFisha) Initial position :
X=0;Y=3; and ...;Frame=1b) Movement :
Y_Speed=2;X_Speed=2; angle=45 or 135,90,235 or 315c) Animation :
Shots=2;d) HP :
1e) SC :
100 f) Damage :
1/8g) The defeat area:
32x16?
Calvesa) Initial position :
X=Cockleshell+;Y=Cockleshell+;Frame=1 to 4b) Movement :
X_Speed=variable;Y_Speed=2+(time=4;-0.5); c) Animation :
Shots=1d) HP :
2e) SC :
200 f) Damage :
4/8g) The defeat area:
8x8?
Cockleshella) Initial position :
X=bg;Y=bg;Frame=1b) Movement :
Speed=bg;angle=90 c) Animation :
Shots=1d) HP :
?e) SC :
? f) Damage :
---g) The defeat area:
?
TubularEyea) Initial position :
X=bg;Y=bg;Frame=2b) Movement :
Speed=bg ; angle=90c) Animation :
Shots=3; Animation_time=8,8,8,8+fired) HP :
4e) SC :
200 f) Damage :
---g) The defeat area:
16x16?
UndergroundEye1a) Initial position :
X=bg;Y=bg;Frame=1b) Movement :
Speed1=bg Speed2=up=1,1,1,1(move up)~Y-8;fire_time=16c) Animation :
Shots=4; Animation_time=Y=53,64,108d) HP :
32e) SC :
300 f) Damage :
---g) The defeat area:
16x16?