Posts for scrimpeh

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Overall the TAS was quite smooth and fun. I recall the game being a veritable lagfest before, so good work on that. Yes vote.
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I see, thanks for the explanation!
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weils wrote:
scrimpeh wrote:
My one question is how different this TAS is from True Pacifist.
True Pacifist is different from Neutral in that you cannot kill enemies (except, if I’m not mistaken, one or two), as for the most part True Pacifist is Neutral with an extra fight achieved by certain encounters with characters (ie. the Undyne date), which can only be achieved by not killing any monsters, or else Undyne will react differently to your arrival in Waterfall and the date will be non-activatable, rendering True Pacifist impossible. Neutral, on the other hand, is the default ending for a run that fits no special requirements for TP or Genocide, hence why this run falls under the criteria: it kills enemies in order (I’m assuming, I don’t know this game from a TAS perspective. OceanBagel or another more expert person can probably correct me here.) to save time.
I'm aware. I specifically mean the ways how this TAS differs from the TPE route TAS up to Omega Flowey. It seems the TPE TAS has all the same content, but just more of it.
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That was a very entertaining and glitch-heavy speedrun, so I'm voting yes. My one question is how different this TAS is from True Pacifist. From my admittedly rather uninformed perspective, the only two major differences before the end were not saving Undyne, and killing a Vulkin, but maybe I'm missing something. Great TAS at any rate.
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Link to video Turn up the volume, we're partying tonight.
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This is some good stuff, just like FF2. Yes vote.
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Alright, more Castlevania 3. *rubs hands* For a first attempt, the run wasn't all that bad. The heart and health management was pretty apparent. However, there was a lot of visibly sloppy play, such as whipping too late when falling to the ground, causing Trevor to be stuck in his whipping animation for a few frames, or walking too far when interacting with stairs. This causes the run to needlessly bleed frames constantly. A lot of sections were also not approached optimally, such as the axe knight in BLK 5-0C: It would have saved more time to duck under his axe, rather than jump over him, which would allow you to land closer to the stairs when taking damage. Another instance is BLK 7-0A, where you jump when killing the bone pillar, which again causes you to overshoot the stairs. It would've been much better to just wait a frame. Instances like this are numerous throughout the TAS. Overall, it doesn't seem like a lot of planning or revision went into the movement. The amount of lag in the final stage's autoscroller room was also obscene. I recommend comparing against other runs of this game and trying to beat them. The route is identical to that of the current Sypha publication, but loses 108 frames up to Sypha (22269 vs 22377) due to bad optimization. You should be able to at least match that time. I also happen to know that you can handily beat it. Finally, I'm not keen on the category choice for the purposes of the site. Compared to all other characters, Trevor has by far the least to offer in terms of tricks, and as mentioned, the route is the same as with the Sypha run. Compare that to 2753M, which also uses Trevor, but shows off a part of the game that no other route reaches. Making a Trevor-only TAS is absolutely a valid goal, but I don't think it has enough to set itself apart to be published on the site. Overall, the run is quite rough, but I'm seeing a lot of potential here. Do keep it up, you're bound to improve.
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This changes everything. Works on J as well. Link to video Userfile Like Castlevania 1, it involves only scrolling the camera on specific frames to prevent new tiles from loading. In this case, because you keep moving for one frame after you let go of a direction, it is much less obvious how to scroll the camera. The game also seems to have a failsafe that will load tiles for a frame even after the camera stopped scrolling, which further complicates things. The general method I found is as follows: 1.Find out whether the game loads tiles on odd or even frames. The necessary value to look for is the framecounter (0x1A on U, 0x1B on J) 2.Walk in the direction you need to go and pause the game 3.If the game loads tiles on even frames, unpause on an odd frame, otherwise unpause on an even frame, holding in the direction you need to go 4.On the next frame, turn around 5.On the frame after that, turn back in the original direction 6.Finally, pause again, waiting until the next good frame to unpause The general input rhythm going right is therefore this: 1 - Start + R (unpause) 2 - L 3 - R 4 - Start (pause) 5 - 6 - 7 - Start + R (unpause) (repeat) For Grant, walking the inputs are the same. When climbing ceilings, you can also corrupt the map, but the inputs are slightly different. Also important to note: In this game, visual tiles and collision tiles are not actually tied together. You can manipulate them the same way though, only you can't actually see what you're doing. This is gonna make a map viewer basically essential. Collision data lives at around 0x6E0 in RAM. I've also started a map viewer script for BizHawk, which should hopefully help with figuring out some usable glitches. Edit: Link to video Made a video showing some possible applications of the glitch I've found. Due to how long it takes to perform, a lot of potentially viable skips are not worth it. Some tricks also only are viable for Trevor only, because the other characters have shortcuts that let them bypass the section anyway.
Post subject: dumb writeup on a pointless trick
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Alright, here is a trick that I feel should be documented for posterity. However, it unfortunately turned out incompatible with any fast approach for doing this section. The Fast Grant Orb drop Rarely, the boss orb on defeating Grant will fall one pixel further to the left, causing it to land on the raised ledge. This allows Trevor to pick it up earlier, saving a few frames. The reason it works is because some properties from the enemy that previously occupied the orb's object slot were not properly cleared. Specifically, the orb shares some properties with this Medusa Head in the previous room: More generally, every second medusa head that spawns will always occupy the same slot as the orb. The way it works is that, on the first frame spawning, the game sets the orb's X speed to 128 subpx/frame. The orb inherits the X subpixel position (0x50B) from the Medsua head, so if it above 128, it will roll over a full pixel. However, if bit 3 (0x8) of the orb's status byte (0x560) is set, the game considers it facing left, and will move it left. Now, with a sufficiently small subpixel position, it will roll over one pixel to the left, which is how it lands on the upper ledge. Before the orb, the status byte is used by the Medusa head as a hitstun timer: On taking a nonlethal hit, it will be set to 16 and count down to 0. The status byte is also used by Grant himself, who will set it to a specific value when performing certain projectile attacks. In particular, throwing an axe or a dagger to the left left will set bit 3, and him throwing one to the right will clear it. So, the steps to reproduce it are as follows: 1.Injure the Medusa Head with a nonlethal hit and kill it within 8 frames to prevent its hitstun timer from dropping below 8. This sets 0x560 to the right value. 2.Prevent further Medusa Heads from spawning and overriding 0x560 3.Make sure to leave the vertical room with $50B set to 127 or less 4.Prevent Grant from launching any projectile attacks to the right (to the left is OK) 5.Presto, fast orb drop. So, why is it not helpful? In the clip you see, Trevor can collect the orb earlier, and also much further to the left than before. This finishes the stage faster, however, the subsequent cutscene will take longer, because Trevor will start further to the left and take more frames to walk to his destination in the cutscene. This more than cancels out the frame savings from the orb drop. It might potentially be ameliorated by Trevor being as far right as possible while collecting the orb. However, I've not been able to find a strat that kills Grant fast enough and still gets Trevor in the right position to collect the orb in time. Because of this, I decided to share the explanation here, in case it might be made useful in the future. So yeah.
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I can only repeat myself. I am amazed how this game still sees improvements after all these years. Excellent work, and yes vote.
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Drakodan wrote:
What do you mean by this, is there a timestamp example you can point out where you think what I'm doing is sub-optimal?
Never mind, I checked. Astro takes the same amount of time to fire regardless of his position on the screen. It's all good. It looked like the sparks have to leave the screen first before Astro will begin firing, so if you use the Arm Cannon at the very edge of the screen, the sparks take way longer to leave the screen.
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Very nice run. The action looked smooth throughout and the playarounds during down times were great. One possible improvement I've noticed is that it seems like the sparks coming from the arm cannon must leave the screen first before Astro can actually fire. Because of this, you should be as close to the center of the screen as possible when firing. I'd have to check to be sure though. Really enjoyed watching the run at any rate. Yes vote.
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Very nice improvement. Yes vote!
Post subject: TASing for Dummies: Collection of Video Essays of TASes
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For the next time when you have to awkwardly explain to someone what you spend all those hours of your free time on. This thread is intended to serve as a repository of informative videos relating to the activity on TASing. Anything that serves as an introduction to the topic or a thorough exploration of its concepts is fair game. Link to video Bismuth: How to create the perfect speedrun - Tool-assisted speedrunning explained
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Link to video Doom Episode 1 in 3:08 by Zero-Master. Hot damn.
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That was a very cool abuse of the game's programming. Also thanks for providing commentary, and thanks to xxezrabxxx for translating it. Yes vote.
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Link to video Party like it's 2012
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Oh neat. I wasn't aware of this game before now. This was definitely a very cool looking and entertaining TAS so far. I'd like to see more! There shouldn't be two threads for the game though. There's no problem in bumping and old thread if there is something new. Keep it up!
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Just for the record, this announcement is specifically what I was waiting for before jumping ship. I am not coming back to freenode.
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In theory you could probably make a Lua script that would create an unpredictable RNG for you. How it'd end up looking would depend on the game.
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Oh hey, homebrew game TASes are always neat. The precision in the TAS was definitely remarkable and the experience was smooth throughout. I don't think there was a single missed shot in the entire TAS. However, at the same time, the game is very basic, so I was kinda missing any speed tricks throughout the entire TAS. The only thing that stood out to me was the one corner jump. Even for such a short game, it is very repetetive, and while that is more of a critique of the game, it unfortunately also impacts the TAS. Even for only 8 minutes, you only really need to see the first level to have seen everything in my opinion. Still, I think the positives outweigh the negatives for me, which is why I'm voting yes for entertainment. Good job on the run.
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Let me just flagrantly disregard what's going on here and say that I quite enjoyed watching the movie. Easy yes vote for me for sure. Great work!
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Oh this is a surprise, and a very pleasant one at that. What on earth is that new final boss? Excellent improvement, and yes vote.
Post subject: Re: Thank you
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redatchyon2098 wrote:
I'm writing this before actually experimenting, but thanks. I asked because one time the game crashed, but as it turns out it wasn't a "real" crash(The poor thing trying to execute a bad opcode), but rather it was perpetually waiting for a sprite zero hit, but it didn't detect it. So, I am trying to replicate that.(EDIT: What? The crash happens even when I freeze those addresses?(It does crash when I tamper with the values though, you were right.) It must not be a spinning loop then. Then what is it?? I'm not good at this. It loops LDA $2002; AND #$40; BEQ $8150(Which is LDA $2002). Second edit: But when I set $0200 to 09 it gets in the same loop! What is going on??? )
It totally is a loop that spins forever on a sprite zero hit that never happens. Remember that a non-transparent pixel of sprite 0 must overlap an "opaque" pixel of the background. For SMB, the sky is not considered opaque. I'm not sure you are trying to do exactly.
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redatchyon2098 wrote:
I don't know where to ask this, so I'll just put it here: Is there a RAM address that can modify the location of sprite zero?
If you mean modifying its position on screen, you can directly change $200 - $203 to change its properties. Be aware that there's certain conditions to triggering a sprite 0 hit, so not many positions will actually work. NESDev Wiki on PPU sprites and Sprite 0 hits.