Posts for GJTASer2018

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GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Hmmm... looks like the runner found some kind of insane combo that glitched the game into clearing the level automatically. Here's what I see happening once the setup is complete (~20 seconds of time): * Six across by four down blue combo drops pills down to... * Four simultaneous clears of red and yellow columns, which also eliminates all the viruses in the rightmost column of the board regardless of color (definitely NOT usual game behavior)! This triggers one more blue pill drop to get... * Four across blue, which somehow clears the rest of the viruses on the board and gives the stage clear message! The virus and score counters also go crazy briefly (you can see letters appearing in the score briefly as the score is counted up) as the viruses are all cleared out at once. My first suspicion is some kind of overflow bug (similar to the effects of the endless bounce combo bug in Super Mario World), but maybe someone with more knowledge of the game can provide a better guess as to what's going on here?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Mothrayas wrote:
For Windows games, your options currently are limited to Hourglass, so you'll have to run the game in that and hope it works.
Also, because Hourglass development is pretty much dead, if the game doesn't work with the current version of Hourglass you're out of luck when it comes to TASing it.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
tutelarfiber7 wrote:
Recently LylatR managed to tie the TAS time meaning that the TAS can no longer be faster than RTA runners unless some more tech is found.
If the submission isn't faster than an RTA run, then why bother submitting it here? Voting No for bad game choice.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Mittenz wrote:
Lion Village Glitch: tonight I finally got an input file where this glitch occurs. In RTA runs, you would occasionally have one enemy death on this level count as 2.
Does anyone know why this glitch happens? And if not, would how you managed to reproduce it help figure out why it does happen?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
If this gets accepted, I would suggest a "Notable Improvement" tag considering the time savings is about 1/5th the length of the previous submission for this game.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
the digit of Pi indexed with the number of the stage.
3.1415926535... (Digits mentioned in the submission text are underlined) I wonder if you dig into the game code there will be a listing of pi to an arbitrary digit length somewhere... :P
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Emulator used: Bizhawk 1.13.1
Is there some reason why 1.13.1 is used instead of a 2.x version?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
The Platform Framerates page mentions a "blanket" framerate value of 59.727500569606 for GB and GBC. Are those entries going to have to be updated to account for the timing issue?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Hmmm... I think the second update doesn't just make the run faster, it also increases the entertainment value because you have more opportunities to hit the police cars with the new pattern. Anyone else think so too? (One downside though for EZGames to note: The bit about "progression of cutscene images between each stage" in the Game Objectives section should be removed from the text because the new encode - using the Japanese version, I'm guessing - doesn't show this happening anymore.)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
... Are you sure this isn't the Auto-Hold feature you're talking about?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
DyllonStej wrote:
While I could take an alternate route, by not choosing Sonic for every level under the "Speed/Entertainment Tradeoff", the reasons for choosing a different character would be arbitrarily decided on a level-per-level basis and often fake at times, and also wouldn't make sense from the viewers' perspective, either. I'm at a loss as whether to continue doing this or to stop now.
I would say if you can get a full run to sync on the version of Dolphin you're currently using (ideally, have someone else try to play it back successfully first before you submit it), then keep going with it. It would be a shame if a run of something this notable ended up going into the Vault, but you might end up being stuck with that happening - good or bad goal choices have made or broken many different submissions in the past. In other words, only keep going with the run if you're sure it would qualify for the Vault upon submission. Otherwise, you might end up doing a lot of work for nothing because you can't get it into Moons on the entertainment factor alone.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Very interesting that there IS now a way to get Ultra Hammer early in the English version (which would improve the ratings of a future submission of this game, considering the current one is hampered by the Japanese version requirements). The problem I fear is that setup for this glitch would cost more time than it would save...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
I LOLed at the point in Buzz Clip (around 3:54) where the second Buzz target just pops into existence (and about a second before RC arrives there)! I'm sure that is something you would only see in a TAS...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
"What" indeed! I'd like to know how anyone could download the full thing without having a personal supercomputer to store it on... (For those not familiar with computer abbreviations, EB = exabyte. 16 exabytes = 16 billion gigabytes!)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
phoenix1291 wrote:
yes, I have rewind enabled, and that's probably what's causing the performance issues on some games and those OSD issues.
This sounds like a mistake anyone could make really. Perhaps there should be a warning about enabling rewind for ZXHawk in a platform-specific documentation page?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Although I wouldn't consider this an arcade-perfect port of the game (here's a video link to the original arcade game in action for comparison purposes) I agree with EZGames' assessment of how impressive a piece of programming this is for the Atari 2600. Unfortunately, the entertainment factor just isn't there to put it any higher than a "Meh" vote for me. Vault material for sure.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Asnivor wrote:
I guess quality control wasnt great back then :)
As I've mentioned previously, there are plenty of examples on the ZX Spectrum of buggy and broken games. Doing your research "homework" before reporting a bug is very important here!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Spikestuff wrote:
(There's probably a value to show off the enemies' aggressiveness.)
Would that mean someone would have to find that value in memory and determine when it stops increasing (or does something else like a rollover) in order to satisfy Vault requirements?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Umm... I think we need some more information about what's going on here (whether walking really is faster than jumping, what is meant by "horrible desync issues", etc.) before anyone can make a good judgement about this one.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
FreezerBurns wrote:
What's the decision making process behind what Cycles to use and what speed to have it run at?
I'm presuming it's a situation similar to the DOS Mega Man game submission - the speed throttling is up to the TASer's discretion as long as the game is emulated properly on a system it was originally created to run on. In this case according to the info on the game specs in the MobyGames database, the minimum processor for the floppy disc and download versions is a 286 with the CD-Rom version is a 386. So as long as the game is properly emulated on a system mimicking those processors, the speed throttling can be set as fast as the TASer wants it to be.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Going to quick mention here that this was the last game developed by SingleTrac Entertainment (after being absorbed by Infogrames), best known for the Twisted Metal and Jet Moto series. Also, the game doesn't seem to have anything to do with the short-lived TV series also derived from the books. There are also PC and Game Boy Color games based on Animorphs which play very differently from this one (e.g. the Game Boy Color game being essentially a Pokemon knock-off!)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
Considering Mothrayas' comments, it seems to be "different enough" to fall in the "unlicensed/homebrew" category instead of the "hack" category, probably because of the redesigned levels. Does anyone else agree with SmashManiac's opinion?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
OK, so after doing work on WIP V2 I've discovered several more things that, unfortunately, make this a more annoying game to TAS then at first look: * You can manipulate rabbit spawns by waiting frames, similar to what Samsara did in Riddle of the Sphinx. I was able to get a better starting position this way, but doing anything more beyond that would be a tedious trial-and-error process that might not even get me what I want (i.e. never miss rabbits at all). * The alternate strategy does save frames, but only if you have all three rabbits going at once. Otherwise, the original strategy is faster. * In the Three Rabbits mode of gameplay, each rabbit will spawn in one of three different "zones", and only one rabbit will be spawned per "zone". These "zones" consist of the top three rows, middle four rows and bottom three rows respectively. If there aren't any carrots in a "zone", rabbits will not spawn there until a patch is repopulated. This limits how effective luck manipulation can be in a TAS. * At the 1,100 point mark of V2, I ran headlong into a glitch similar to this one that killed the game too early. Without yet knowing how to manipulate my way around it, that means further TAS work is on hold until I can figure that out. I am also at this point wondering if Lua scripting would be able to help with the trial-and-error of the spawn manipulation. If anyone that knows scripting sees this message and thinks it will, feel free to PM me. EDIT 2/15/19: I am intending to go ahead with this project anyways, but currently I am waiting until the next release of BizHawk to start, which will incorporate a recent update to HMOVE behavior in the A2600 core that will most likely affect sync if I try to import a TAS started in a previous version.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
ViGadeomes, the only game I see the point of using the mouse for is Civilization. King Arthur's World can already be TASed with the standard controller, and the alternate "shoot to destroy opponents" gameplay mode in Lamborghini - American Challenge can also be accessed with the Super Scope. Additionally, mouse control could end up being a very problematic thing to implement correctly - just ask c-square about what he had to do with JPC-rr!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
I am going to suggest for the final submission for this game that there be a reduced speed encode alongside a full speed one, because at full speed I think it's a little too fast for a viewer not already familiar with the game to follow what the player character is doing...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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