Posts for Skarsnik

Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Yes, this look like that can save a bunch of time on the Snow race too
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Peg speed = slope speed. I tried a lower route but it was the same (1-2 frame apart) but I did not know about this speed keep x)
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Ho interesting. I kinda did not want to get back at this TAS if nothing major is changed. Too sad the video does not describe what is done in term of input x) [nvm there are show at the top of the video] I am not sure I want to switch to easy, since bosses are pretty boring when it's only 2 hits to show.
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Fastest version is preferable now if I am right. But I think there is some small engine change and probably other stuff to discover. I did not really give up for the double birds to escape. I just wanted to move on something else. It's probably not that faster with the detour I have to take to get an extra bird + getting the normal exit. I still needed to reach 2-2 to compare. Do you want the Lua script with map collision? I think you manage to zip when you are between map 'block'. If you can zip almost anywhere you can probably save time on 1-4. The issue it only work for bizhawk now. (but with small adjugement it can work on snes9x)
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Ok, I tried the Japanese ROM. my movie desync weirdly. I will have a closer look probably in the future. But an interesting thing to note. You have more health. You start with 6 heal on a maximum of 9. EDIT: I imported the current any% TAS in bizhawk. It did not desync for world1. That can probably be useful if you want to work with TAS studio on it REDIT I managed to have a script to draw the map (colission) It's not really fully accurate but it make realise this Because as you can see on There are blocks here (the number it's because it a type of block I am not familiar with) The double hitbox on Mr.Nutz is not false. There is his map hitbox (how he interact with the map) and his dmg hitbox (how it interact with enemy) REEDIT : The jap rom make you start with 20 nuts. Maybe it can be a time saver for the any% TAS
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Ok thx. I changed a bit these. I think I shave off 1 sec? (I will redo the climb while taking a dmg on the fairy. I am not fan of it) For the landing or not. When I played around the first slope it was equivalent if you don't come from a long jump. Changing direction... yeah it's annoying, I need to recheck. At least TAS studio stopped crashing for me so it's not that bad to change stuff.
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
The script get updated. It work on bizhawk and snes9x-rr without change. You can change stuff https://gist.github.com/Skarsnik/28bc2e4482f28f023dd4 I added black line that goes to enemy that are currently loaded/displayed it useful if you want to use birds/bats stuff and keep track where are they or if they despawn before you went too far. http://imgur.com/O2CtfcI and example from the any% TAS waiting for the bird to show up I thing I am done with world 1. if someone has pointers to improvement http://dehacked.2y.net/microstorage.php/info/1181260268/Mr.%20Nutz%20%28USA%29%20%28En%2CFr%29%20-%20w1-4fix.bk2.tasproj.bk2
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Something interesting if you are redoing the TAS: Skill points lost you 4 frames for each points. After some research this score depend on your life (4 pt per life) count and healt left. This value seems set when entering a boss fight (like for stage 1 it set at 64 when entering the spider stage)
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Green box are nuts. You can see blank line going to every nuts left in the level. Yes, when you turn around the hitbox turn too. I don't know how zip work, but do you think it's possible to get out the crowded area that lead to the bonus stage in 2-1? I have to take 3 nuts here and do the useless bonus stage x)
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
DaTeL237 wrote:
Surely interesting to see the hitboxes, but I'm wondering how it helps to make the TAS. For me hitting/avoiding enemies was mostly a matter of trial and error (e.g. when to start jumping) I imagine it would be more useful to find and draw 'hitboxes' of the terrain. With the goal of more easily finding (seeing!) potential shortcuts
Well, it less trial and error mostly. I know when I will get hit (and on the spider it gives me the first vulnerable frame for example) Also it gets updated for http://imgur.com/6iAbKGt :) (still at the same url linked)
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
Alright. The TAS is slowy moving. I get some help from Nethr4 on Twitch to figure hitbox of enemies/nuts/coins. I need to redo some part of 1-3 when TASstudio will keep crashing on me. Vertical level are quite tricky. Here is a preview with the lua script running. (it stop in the middle of 2-1) https://www.youtube.com/watch?v=AExRTECbPeU The script can be found here https://gist.github.com/Skarsnik/aa9d6a0f5005ca18502f
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
No idea for the amount of nuts. My only previous work on this was a rta run done with save state to route it. But I only reached the first boss. (I had to redo it a lot of it because I missed lot of nuts xD) I generally stream when I TAS. on twitch.tv/skarsnikus Le_Hulz pointed me some mistakes already. But I probably overlooked lot of things, since I always assume jumping vs running on the ground is the same. It's the first time I work on a platformer EDIT : I tried to found where are the hitbox of monster. I think I found where the spawn are defined. But I only found one memory address (around 592) that hold the "current" enemy being tracked (that not even the closest to you) and I only get one X/Y value, netheir the width/height of the hitbox.
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
I still have snes9x-rr. I can look into it when I have some time to spare. There are some things I don't understand about this game. Like what is corner boosting? I tried having jump land on corner of stuff but it does not seen I gain some speed/pixels x) EDIT: I don't mind if you have some remark to make it better. I am not that far into it yet. So I don't really mind redoing it.
Experienced Forum User, Published Author, Former player
Joined: 6/3/2015
Posts: 14
I am currently working on the most arbitrary category: Nuts% aka collect all nuts, never use them. The first two level are kind of done (sorry no video) http://dehacked.2y.net/microstorage.php/info/154121385/Mr.%20Nutz%20%28USA%29%20%28En%2CFr%29.bk2 You can see me sometime loosing momentum, it often to find a good angle to jump, or wait for a monster to move at the right spot. I wrote a small lua script that show me some variable and Mr. Nutz hitbox http://sr.nyo.fr/Nutz/Mr%20Nutz.lua