Knights of the Round - tips and tricks, FAQ

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destructor
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Post by destructor » Wed May 03, 2006 9:54 am

Short.
Here is address in memory -> FF89D6. When value this address is 00 or 30 or 50 or 60 or 90 or A0 or C0 or F0 and next you hit "big_item" (chest or set of cups or basker of fruits ...) you get special item.

"big_item" -> special item
Set of cups -> 1UP
Fruits basket -> 2UP (you must have 0 lives in reserve before hit basket)
Silver chest -> red bomb
Treasure chest -> magic wand
Salad -> green bomb

Easiest to do are 2UP on stage 3-1, magic wand on stage 3-1 and 1UP on stage 3-2.
Why easiest? Because on these stages are Bird Mans. For what are Bird Mans? If we kill Bird Man (using one hit) when he RUN value of FF89D6 is xF always! (x knows first digit in hex, can be 0, 1, 2,3,4,5,6,7,8,9,A,B,C,D,E,F). Then, we kill Bird Man and our address value is xF and now we hit wooden barier, our value is increased by 1. This knows than our value is x0 now! Then if first digit our value is 0 or 3 or 5 or 6 or 9 or A or C or F after hit "big_item" we get special item.

But remember, no other enemies can move on screen and no new enemies can be added to screen bacuse our value of FF89D6 will change.

Stage 3-1 -> kill Bird Man when he run -> hit upper wooden barrier -> hit fruits basket -> 2UP (but remember, for 2UP icon you must have 0 lives in reserve before hit basket)
Stage 3-1 -> kill Bird Man when he run -> hit lower wooden barrier -> hit treasure chest -> magic wand
Stage 3-2 -> kill Bird Man (who appear from left) when he run -> hit lower wooden barrier -> hit set of cups -> 1UP

Next part of tips read from this place:
viewtopic.php?p=39130#39130

PS. Thanks to QRS who show me 2UP icon and some ideas during Knockout tournament. Where is QRS???
Last edited by destructor on Wed Apr 23, 2008 4:23 am, edited 2 times in total.

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Post by TRB_MetroidTeam » Sat May 06, 2006 5:32 am

destructor wrote:Short.
Are you sure??? :D
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Post by MJS » Sat May 06, 2006 3:05 pm

destructor wrote:Short.
Here is address in memory -> FF89D6. When value this address is 00 or 30 or 50 or 60 or 90 or A0 or C0 or F0 and next you hit "big_item" (chest or set of cups or basker of fruits ...) you get special item.

"big_item" -> special item
Set of cups -> 1UP
Fruits basket -> 2UP (you must have 0 lives in reserve before hit basket)
Silver chest -> red bomb
Treasure chest -> magic wand
Salad -> green bomb

Easiest to do are 2UP on stage 3-1, magic wand on stage 3-1 and 1UP on stage 3-2.
Why easiest? Because on these stages are Bird Mans. For what are Bird Mans? If we kill Bird Man when he RUN value of FF89D6 is xF always! (x knows first digit in hex, can be 0, 1, 2,3,4,5,6,7,8,9,A,B,C,D,E,F). Then, we kill Bird Man and our address value is xF and now we hit wooden barier, our value is increased by 1. This knows than our value is x0 now! Then if first digit our value is 0 or 3 or 5 or 6 or 9 or A or C or F we have 50% chances that after hit "big_item" we get special item (50% is theoretically, because I get special item almost always;))

But remember, no other enemies can move on screen and no new enemies can be added to screen bacuse our value of FF89D6 will change.

Stage 3-1 -> kill Bird Man when he run -> hit upper wooden barrier -> hit fruits basket -> 2UP (but remember, for 2UP icon you must have 0 lives in reserve before hit basket)
Stage 3-1 -> kill Bird Man when he run -> hit lower wooden barrier -> hit treasure chest -> magic wand
Stage 3-2 -> kill Bird Man (who appear from left) when he run -> hit lower wooden barrier -> hit set of cups -> 1UP

I still don't know how to control value of FF89D6 on other places, where no Bird Mans.
Thanks for sharing your findings Destructor!
Very interesing stuff!!!

New replay from you soon? :wink:

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Post by destructor » Sun May 07, 2006 7:15 am

MJS wrote:New replay from you soon? :wink:
Maybe about october-december.

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Post by destructor » Fri May 12, 2006 10:32 am

Hello again, yesterday in "donpachi breaktime" I search new tips for KoR, and found.

Knights of the Round -> next tips.
1. I use one termin for tips -> MV (memory value - it's value of memory address FF89D6)

2. Back to Bird Mans. Bird Man run from right to left only, never from left to right. Then remember that we must be on left side of screen, Bird Man on right side.

3. MV is increased when:
- we hit barrel or barricade +1
- hit chest, salad or fruit +3 (on EZ forum I see +2, but I check and it's +3)
- jump with horse +1
- Perceval jump and hit in air +1D (29 decimal)
- enemy appear on screen +1

4. I found that we can manipulate Soldiers (red, green ... all). Soldiers works like Bird Mans. Soldie made some moves, one from moves is RUN. RUN has 3 phases:
a) begin run (we can see smoke under Soldier foots when he prepare to RUN)
b) RUN
c) end run (hit)
When we kill Soldier when he RUN (phase b) then MV is xA.

But here is one exception(small exception). Sometimes Soldier turn back and RUN back. Next soldier move. move ... and RUN. When we kill Soldier now, when he RUN -> MV will be x1.
When Soldier turn back and RUN back and we kill Soldier during next first RUN then MV is x1.
We will not use this option because from x1 to x0 is too long way. Then remember don't kill Soldier when he turn turn and run back and next he RUN to us. We can wait until next RUN, MV must be reset after run back, using BLOCK is good here for reset MV.

OK. Then we have xA after kill Soldier and we are great now because there is a lot of Soldiers and we can manipulate MV :twisted:
Where we can use it? -> Read next post (no space for next pictures in this post)
Attachments
s_begin_run.png
Soldier begin run
s_begin_run.png (32.42 KiB) Viewed 8186 times
s_run.png
Soldier RUN
s_run.png (32.08 KiB) Viewed 8188 times
s_turn_and_run_back.gif
Soldier turn and run back
s_turn_and_run_back.gif (73.1 KiB) Viewed 8180 times
Last edited by destructor on Fri May 12, 2006 11:55 am, edited 3 times in total.

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Post by destructor » Fri May 12, 2006 10:43 am

Soldier - MV = xA.
Now, for x0 we must add 6 to xA. xA + 6 = x0.
Example: 5A + 6 = 60

STAGE 5
Stage begin two soldiers.
Kill one Soldier unimportant how, kill second Soldier when he RUN (MV=xA), hit upper barricade (MV = xA+1=xB), get horse icon, get horse, jump (on right side of screen) with horse 4 times (MV=xB+4=xF), hit lower barricade (MV=x0). Yes, we have x0 now. Hit chest -> magic wand.
Attachments
stage5_begin.png
Stage 5 begin -> two Soldiers
stage5_begin.png (19.13 KiB) Viewed 8179 times
stage5_wand.png
in lower barricade is chest, in chest is magic wand
stage5_wand.png (20.15 KiB) Viewed 8180 times
Last edited by destructor on Fri May 12, 2006 10:55 am, edited 1 time in total.

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Post by destructor » Fri May 12, 2006 10:49 am

STAGE 6.
1. Almost begin, after kill two archers and one Soldier, next on stage will appear 2 Soldiers and one Knight on horse.
Kill one Soldier and Knight, kill second Soldier when he RUN (MV=xA). Now we can get horse and manipulate MV.
a) jump with horse 5 times (MV=xA+5=xF), hit upper barrel, hit treasure chest -> magic wand
b) hit lower barrel (MV=xA+1=xB), hit salad (MV=xB+3=xE), jump with horse one time (MV=xE+1=xF), hit upper barrel (MV=xF+1=x0), hit treasure chest -> magic wand

2. In cave after kill two red Ninjas on screen will appear two Soldiers.
Kill one Soldier, kill second Soldier when he RUN (MV=xA). This mission is for Perceval only, becuse Perceval can manipulate MV (other when he hit in air (press jump and next press hit). Jump and hit with Perceval 4 times, our MV will be xE, hit lower barricade (MV=xE+1=xF), hit upper barricade (MV=xE+1=x0), hit treasure chest -> magic wand.
Two other characters can not get magic wand here because: kill Soldier when RUN (MV=xA), hit upper and lower barricade (MV=xA+1+1=xC), hit gold chest (MV=xC+3=xF). xF only, 1 point to x0.

EDIT
I found that other characters can get magic wand too. We must very careful pixel by pixel move until Soldiers appera and lower torch will be still in our hit range (behind screen but we still can hit this torch). Hitting this torch give +1 to MV.


Bacuse I write here about Perceval move which can change MV value I give full list how MV is change after this move:

Code: Select all

00 1D 3A 57 74 91 AE CB E8 05 22 3F 5C 79 96 B3
D0 ED 0A 27 44 61 7E 9B B8 D5 F2 0F 2C 49 66 83
A0 BD DA F7 14 31 4E 6B 88 A5 C2 DF FC 19 36 53
70 8D AA C7 E4 01 1E 3B 58 75 92 AF CC E9 06 23
40 5D 7A 97 B4 D1 EE 0B 28 45 62 7F 9C B9 D6 F3
10 2D 4A 67 84 A1 BE DB F8 15 32 4F 6C 89 A6 C3
E0 FD 1A 37 54 71 8E AB C8 E5 02 1F 3C 59 76 93
B0 CD EA 07 24 41 5E 7B 98 B5 D2 EF 0C 29 46 63
80 9D BA D7 F4 11 2E 4B 68 85 A2 BF DC F9 16 33
50 6D 8A A7 C4 E1 FE 1B 38 55 72 8F AC C9 E6 03
20 3D 5A 77 94 B1 CE EB 08 25 42 5F 7C 99 B6 D3
F0 0D 2A 47 64 81 9E BB D8 F5 12 2F 4C 69 86 A3
C0 DD FA 17 34 51 6E 8B A8 C5 E2 FF 1C 39 56 73
90 AD CA E7 04 21 3E 5B 78 95 B2 CF EC 09 26 43
60 7D 9A B7 D4 F1 0E 2B 48 65 82 9F BC D9 F6 13
30 4D 6A 87 A4 C1 DE FB 18 35 52 6F 8C A9 C6 E3 
After each hit in air MV is changed by add 1D. MV=MV+1D
In short:
x0 xD xA x7 x4 x1 xE xB x8 x5 x2 xF xC x9 x6 x3
Example. MV=xA, we jump and hit in air MV=MV+1D=x7, next hit in air MV=MV+1D=x4, next MV=x1, next MV=xE ....
Attachments
stage6_wand.png
Stage 6, almost begin, magic wand.
stage6_wand.png (25.71 KiB) Viewed 8177 times
stage6_wand_perceval_only.png
Stage 6, magic wand, for Perceval only
stage6_wand_perceval_only.png (20.3 KiB) Viewed 8178 times
Last edited by destructor on Sun May 21, 2006 9:19 am, edited 2 times in total.

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Post by destructor » Fri May 12, 2006 11:23 am

FINAL STAGE
Something very nice now ;) Bird Mans here!
Look picture, this place is almost on begin stage.
Kill Fat Mans, draw out one Bird Man to move, kill Bird Man when he RUN (MV=xF), when we have zero lives in reserve hit upper barrel (MV=xF+1=x0), hit basket of fruits -> 2UP!

I don't remeber what is in lower barrel and lower barricade, I will check it later.
In this place one step back is barricade with Tea Cups (Tea Cups = 1UP) but to long for draw Bird Man. I don't know if is possible to get this 1UP.

------------------------------------------------------------------------------
After these examples we can see that we can manipulate MV without enable cheats and watching MV on screen. Here is more possibility. We can observe what items we get from chest and then we know what MV value is then.
Here are values depending what we get from chest, foods ...:
http://bbs.emu-zone.org/showpost.php?p= ... ostcount=2

I show easiest places where we don't must count with calculator what MV is. :)

I don't know if we can manipulate MV with other enemies, I tried but no result.

----------------------------------------
One info more. Don't try manipulate MV on bosses or on "last moments" on stages because MV is totally random then. Last moments knows that you are in last point of stage, no more scrolling of screen. In game are "half-moments" too where MV is randomly rolled. Later I will place snapshots these points on my website.

Thanks EZ Team for support in my first steps with watching FF89D6 memory address.
Attachments
final_stage.png
Final Stage, 2UP from basket of fruits
final_stage.png (17.9 KiB) Viewed 8267 times

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Post by destructor » Sun May 21, 2006 7:24 am

I found new places to made special items.
I record replays for these places in WinKawaks1.45.
Most interesting is 1UP on stage 7-2.

EDIT
These replays are for game fragments only, not whole games.

EDIT
I notice doubledr inform us that there is 100% method for 1UP on stage 7-2. You must observe what chest give to you and then calculate what is MV value (without using cheats otherwise). He write descrpition about it in one from his recordings on EZ page.
I will check it later.
Attachments
knights_tricks_winkawaks145.zip
Knights of the Round, tricks for special items using Bird Mans and Soldiers in some places.
(310.06 KiB) Downloaded 268 times
Last edited by destructor on Mon May 22, 2006 6:26 am, edited 4 times in total.

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Post by mahlemiut » Sun May 21, 2006 7:33 am

One question, why Kawaks?
- Barry Rodewald
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Post by destructor » Sun May 21, 2006 8:33 am

mahlemiut wrote:One question, why Kawaks?
Because in MAME I must record whole game from begin to end. When I don't get special item I must start game again.
In WinKawaks I can record interesting fragments only. WinKawaks is best for show tricks in some places.
Otherwise for recording fragments In MAME I can use video files (avi or somethig). I decide for WinKawaks because kawaks input files are smaller than video files.
:wink:
Then: in MAME I must record whole game, in WinKawaks I can record game fragments.

Or maybe you know how to record fragments in MAME?

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Post by huangzeze » Sat Jun 17, 2006 6:25 am

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Post by Crayfish » Wed Jul 12, 2006 1:45 pm

Hi again, was just watching a replay by 'Denghe' (he of the incredible 'no damage' WOF Kadan replay) from EmuZone. He used a scoring technique that I'd not seen before, and isnt to do with item manipulation.
He was using the horse leap to crush enemies, if you kill an enemy with this technique, it can yeild as much as 3200pts for For a Buster.S, 2400pts for a Scorn, and around 600 to 800 points for Birdmen and smaller enemies. Using this technique, and possibly others I didn't pick up on, he had reached lvl 16 before reaching Muramasa.
The fight against Muramase was awsome btw, he used Percavil's Roll to avoid Muramasa's ground flame reposte, then he dashed back in with the spinning axe swing!
He even delivers the coup de grace to Garibaldi with the horse leap..

Crayfish.
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Post by destructor » Thu Jul 13, 2006 8:32 am

Yes, here are some methods for more points. I will check and write about it later. Horse is first trick. Second trick is kill enemies using 'special power move' and kill in one time some group of enemies. What enemies and when, I must check it.

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Post by huangzeze » Sun Aug 20, 2006 5:53 pm

to destructor

Kw 1.45 10Mhz


by:doubledr 2006-8-02
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