Saturday, November 26, 2022

BMX Airmaster Achievement Crafting

Half Pipe Beginner - Complete the Half Pipe stage with a score higher than 0 on Practice Standard. 1

Half Pipe Novice - Complete the Half Pipe Stage with a score higher or equal to 7,500 on Practice Standard. 2

Half Pipe Expert - Complete the Half Pipe Stage with a score higher than or equal to 18,000 on Practice Standard. So high you won't know whether you're coming or going. 5

Quarter Pipe Beginner - Complete the Quarter Pipe stage with a score higher than 0 on Practice Standard. 1

Quarter Pipe Novice - Complete the Quarter Pipe stage earning 5,000 or more points on Practice Standard. 2

Quarter Pipe Expert - Complete the Quarter Pipe stage earning 10,000 or more points on Practice Standard. Dozens of tricks. 5

The Ramp Jump Beginner - Complete the Ramp Jump stage earning more than 0 points on Practice Standard. 1

The Ramp Jump Novice - Complete the Ramp Jump stage earning 3,000 or more points on Practice Standard. 2

The Ramp Jump Expert - Complete the Ramp Jump stage earning 7,500 or more points on Practice Standard. Just a bit wider than the Grand Canyon. 5

Standard Looper I - Loop Stages once (looping earns you an extra man!) on Standard Arcade. 1

Standard Looper II - Loop Stages twice on Standard Arcade. 2

Standard Looper III - Loop Stages thrice on Standard Arcade. 3

Standard Looper IV - Loop Stages 4 times on Standard Arcade (what's after thrice?). 4

Standard Looper V - Loop Stages 5 times on Standard Arcade. 5

Advanced Looper I - Loop Stages once (looping earns you an extra man!) on Advanced Arcade. 1

Advanced Looper II - Loop Stages twice on Advanced Arcade. 2

Advanced Looper III - Loop Stages thrice on Advanced Arcade. 3

Advanced Looper IV - Loop Stages 4 times on Advanced Arcade. 4

Advanced Looper V - Loop Stages 5 times on Advanced Arcade. 5

Yee-Haw! - Score over 4,000 points in a single launch. 5

My Hero Zero - Have zero points at your 1st event loop in Standard Arcade. It really is a free guy. 0

BMX CAT -  Have 9 lives. 1 [low points because it can easily cheesed since you don't actually have to play well to loop]

BMX Airmaster - Earn a score over 100,000 in Standard Arcade within 3 loops. 25

Dave Mirra's Challenge - Get a max end of stage bonus of 800 points for doing 8 different tricks (see forum for a handy guide). 5

Loop Backwards - Execute a backwards 360+ loop trick. 1

Loop Forwards - Execute a forwards 360+ loop trick. 1

Rotate - Execute a Rotate trick (press right while midair).

Flip - Execute a Flip trick (press left while midair).

Feet - Execute a Feet trick (while midair and holding the action button, press down).

Hands - Execute a Hands trick (while midair and holding the action button, press up).

Move Forward - Execute a Move Forward trick (while midair and holding the action button, press right).

X Up - Execute an X Up trick (while midair and holding the action button, press left).

Bounce - Execute a Bounce trick (bounce on your front or back tire by launching of the half or quarter pipe at high speed, holding up as soon as you're midair, and you'll inch forward as you loop forwards; just make sure you land on either tire and not your head!).

Matt Hoffman's Challenge - Get a max end of stage bonus of 8,000 points for doing 8 combinations (see forum for a handy guide). 25

Combo 1 - Execute combination 1 (720+ loop, no rotations, no flips, no feet, must do hands, no move forward, must X up, no bounces). This isn't kid stuff! 3 

translation: down 2 loops, hit action + up, hit action + left

Combo 2 - Execute combination 2 (180 loop, 1 rotation, no flips, must do feet, no hands, must do move forward, no X up, no bounces). It's the fastest - 3

translation: hold down until facing down, hit right, hit action + down, hit action + right

Combo 3 - Execute combination 3 (360 loop, 3+ rotations, 3+ flips, no feet, no hands, no move forward, no X up, no bounces). - flyingest - 3

translation: down 1 loop, left 3 times, right 3 times

Combo 4 - Execute combination 4 (720+ loop, no rotations, no flips, must do feet, must do hands, must do forward, must do X up, 1 bounce). - most unforgiving -

translation: up 2 loops, action + down, action + up, action + right, action + left, and then bounce once and forward back into landing position

Combo 5 - Execute combination 5 (720+ loop, 3+ rotations, 3+ flips, no feet, no hands, no forward, no X up, no bounce). - dangerous - 3

translation: down 2 loops, left 3 times, right 3 times (very tight timing)

Combo 6 - Execute combination 6 (no loop, 3+ rotations, 3+ flips, must do feet, must do hands, must do forward, must do X up, no bounce). - daredevil - 3

translation: left 3 times, right 3 times, action + down, action + up, action + right, action + left

Combo 7 - Execute combination 7 (720+ loop, no rotations, no flips, no feet, must do hands, must do forward, no X up, 3+ bounces). -freewheeling skills - 3

translation: up 2 loops, action + up, action + right, bounce 3 times, even out and land

Combo 8 - Execute combination 8 (720+ loop, 3+ rotations, 3+ flips, must do feet, must do hands, must do forward, must do X up, 3+ bounces). - Just don't say we didn't warn you. 3

translation: up 2 loops, left 3 times, right 3 times, action + down, action + up, action + right, action + left, bounce 3 times, even out.

Showoff - On the Quarter Pipe, successfully perform a trick after landing at the top of the ramp. 1

Chicken Out - On the Ramp Jump, successfully land after the 1st ramp on the same screen, successfully performing a rotate trick. 1

Is This Even Legal? - Perform a Bounce trick to clear the ramp. 1

Among the Clouds of Jupiter - On loop 3, on the Quarter Pipe event, get as high as you can. 3

Concepts that aren't fully realized:

Something for bouncing on both tires (no in game reason to, just a custom trick).

Custom combos in general (the game only tracks 3 of anything, but using a combo of audio cues [important for bouncing if a custom trick was desired] and player inputs, along with a flag to show the player successfully landed, could be a way to track it).

Potentially maxing the score but it'd be tedious/easy if you just played it safe.

Potentially an ultra variant of BMX Airmaster high score achievement, for deathless.

General Notes:

Decided that Practice mode simplifies stage challenges in a positive way, so put those all there, while arcade modes now simply have loop achievements and ultimate high score achievements. High score achievements have loop stipulation because otherwise it's trivial to do simple tricks and eventually max your score, so that puts the pressure on the player to perform well. The ramp tricks mentioned in the manual seem extremely hit or miss, and frankly I don't even really understand what 2 of them want (like, does it just want an immediate front or backflip? No clue). I have found a way to consistently get the "joystick up" bonus, but the other 2 are still elusive in memory. I can always get landing on the ramp (and in fact I think so long as you clear the ramp you'll always get it [or at least, there's a mysterious 500 points awarded and if you only do that it still counts up a trick {I just can't find the memory address}]), but I can't figure out the "joystick down" bonus period.

Update: turns out the game difficult maxes at the 3rd loop. Also turns out that all Advanced mode is, is starting the difficulty at the 1st loop, and doesn't actually get harder after the 2nd. With that in mind, I'm ignoring achievements for that mode. I will however have some challenge achievements for Advanced Practice, since it's a quick and easy way to practice 1st loop difficulty consistently. For the sake of a simple looking set, and the fact that the BMX Airmaster high score achievement will force high level play for the later loop difficulties, I am not going to have any specific challenge achievements for said later loop difficulties. I may create leaderboards for them just for fun since I have identified everything I need in memory to do so, but achievements for them would be redundant in an already somewhat redundant set (what can I say? It's an Atari 2600 game).

New discovery: it appears end of stage combo bonuses are broken if you lose a life. I still can't seem to pin down exactly where they're being stored in memory. Combo 1 in particular isn't as consistent as it should be, and when it is rewarded, the memory markers I do know aren't unique, which is not the case for combo 2 and 3, which have more obvious unique pointers.

New discovery continued: found the address for both the trick and combo counters for the end of stage bonus. They have unique identifiers for each trick/combo, BUT, they all are adding up towards a max value of ff (separately; they're 2 different addresses), so things get pretty confusing to track in terms of which combo was pulled off if it wasn't the first one, at least with the coding logic. Identifying what they are is easy enough to figure out, but as far as I'm aware I can't have achievement coding look for a specific incremental increase; only the number it currently is. Because of that, coding each specific variant of a combo would be quite time consuming (though not impossible). The current plan is to simply identify each, and have the player earn them if it's the 1st combo they pulled off. Ultimately they'll have to do them all in 1 run anyway, so I think this compromise is fair enough. again, with a little math and elbow grease it could be figured out the hard way too, so I may revisit it later and try to add each individual variant.


AfroRyan Rich Pressence WiP:

Format:Digit

FormatType=Digit


Lookup:State

0x00=selecting an event in Practice Standard

0x02=on the Title Screen

0x04=on the Title Screen

0x06=on the Title Screen

0x08=selecting an event in Practice Advanced

0x0c=on the Title Screen

0x0e=on the Title Screen

0xe4=waiting to peddle on loop 0

0x64=posing and enjoying the music on loop 0

0x24=riding on loop 0

0x04=hyping themselves up for the next attempt on loop 0

0xc4=just made an attempt on loop 0

0x44=being judged on loop 0

0x0c=waiting to peddle on loop 1

0x2c=riding on loop 1

0xec=waiting to start event on loop 1

0x6c=posing and enjoying the music on loop 1

0xcc=hyping themselves up for the next attempt on loop 1

0x4c=being judged on loop 1

0x14=waiting to peddle on loop 2

0x34=riding on loop 2

0x74=posing and enjoying the music on loop 2

0x54=being judged on loop 2

0xd4=hyping themselves up for the next attempt on loop 2

ox1c=waiting to peddle on loop 3

0x3c=riding on loop 3

0x7c=posing and enjoying the music on loop 3

0x5c=being judged on loop 3

0xdc=hyping themselves up for the next attempt on loop 3

0xe0=waiting to peddle on Practice Standard

0x20=riding on Practice Standard

0xc0=hyping themselves up on Practice Standard

0x40=being judged on Practice Standard

0x60=posing after a nice ride on Practice Standard

0xe8=waiting to peddle on Practice Advanced

0x28=riding on Practice Advanced

0xc8=hyping themselves up on Practice Advanced

0x48=being judged on Practice Advanced

0x68=posing after a nice ride on Practice Standard

Lookup:Screen

0x14=yes the Title Screen

0x18=yes the Title Screen

0x00=on the Half Pipe

0x07=in the sky above the Half Pipe

0x04=looking towards the Quarter Pipe

0x05=on the Quarter Pipe

0x06=in the sky above the Quarter Pipe

0x01=looking toward the first ramp

0x02=launching off the first ramp

0x03=sticking the landing on the second ramp

Display:

🚲 is @State(0x0000) on @Screen(0x0060) and has a score of @Score3(0x0024)@Score2(0x0026)@Score1(0x0028)


Title Screen Selections: 00 Practice Standard 1P, 02 PS 2 player, 04 Arcade Standard 1P, 06 AS 2P, 08 Practice Advanced 1P, 0C Arcade Advanced 1P, 0e AA 2P

State indicator:

Standard Arcade 1P: E4 waiting to peddle, 64 end of stage pose, 24 normal gameplay, 04 waiting to start event, C4 posing after multi-event stage/death, 44 bonus countddwn (happens at Game Over and normal completion) 0C 1st loop wtp, 2C 1st loop wtse, 6C 1st loop eosp, ec wtse 1st loop, cc 1st loop pamse, 4C 1st loop bonus countdown, 14 2nd loop wtp, 34 2nd loop ng, 74 2nd loop eosp, 54 2nd loop bonus countdown, 2nd loop d4 pamsed, 1c 3rd loop wtp, 3c 3rd loop ng, 7c 3rd loop eosp, 5C 3rd loop bonus countdown, dc 3rd loop pamse

Standard Practice 1P: 00 selecting stage, 20 normal gameplay, e0 waiting to peddle, C0 pamse/death, 40 eol bonus tally, 60 eol posing

Advanced Practice 1P: 08 selecting stage, e8 waiting to start event, 28 standard gameplay. c8 pamse/death, 68 eol posing, 48 eol bonus tally

Advanced Arcade 1P: 2C Gameplay, 6C eol posing, CC pamse/death, EC waiting to peddle, 14 1st loop waiting, 34 1st loop gameplay, 74 1st loop eol posing, 1st loop d4 pamse/death, 1C 2nd loop waiting, 3c 2nd loop ng, 3c 2nd loop ng, 7c 2nd loop eosp, dc 2nd loop pamse

Note: there's definitely different states for 2P mode, but seeing as you have to take turns after full runs, and not between deaths, there's no exploits I can think of to protect against.

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