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Alyosha
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Console powerup, and to a lesser extent reset, is still a work in progress. For Time Lord in particular there needed to be VBlank flag set shortly after poweron or things go awry, and I believe the current implementation is at least pretty close to correct. This is one of things I plan to look more deeply into in the next round of clean up and testing, but not until after the next release. Thanks for posting though, I am definitely in need of more bugs / test cases to move developement along.
Alyosha
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Aww so it didn't help much after all, oh well, thanks for trying anyway feos. But I guess it's not surprising. I do plan to return to this after 1.11.7 is released to clean things up and make performance improvements, maybe I can at least approach 1.11.6 performance levels again.
Alyosha
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http://tasvideos.org/userfiles/info/32722373011773225 I decided to give this another look to test the EXP route. I redid the first part of level 3 and completed up to the end of the stalagtite room. At this point I am 200 frames ahead, but 600 exp behind. With some more work in optimization maybe I could save another second or so. The problem is that even 300 frames of savings is not worth 600 exp. I wouldn't even have the final attack by the end of the game at that rate. This was my fear from the beginning with dave_dfwm's WIP skipping enemies. I'm not sure if this approach is salvagable. If I played the rest of the game at least as good as the published run I would end up way behind. If anything I want more exp not less. Well if anyone has any ideas or if I'm missing something please post, this game is really hard to optimize.
Alyosha
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OmegaFlareX wrote:
In that case, NES and PCE. SMS/GG would be cool too if it's not that much work, but I'm not as much of a fan of that system.
NESHawk's architecture currently has CPU emulation tied in very closely with sound emulation, necessary for recent accuracy improvements . It would be trivial to overclock the whole thing but that would correspondingly speed up sound. I'm not sure I can seperate out the sound without creating spaghetti, so yeah fceux 2.2.3 is probably your best bet for NES.
Alyosha
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Eh? Maybe I don't get the question then. Why is it even a question whether this run can/should obsolete the 2 player one or not? Wouldn't the answer be no it can't? (going by all that stuff you posted)
Alyosha
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My opinion is that number of players should only be concerned with going faster, not be regarded as a seperate category in any other respect, so yes I would say it should obsolete both 1p and 2p. But I don't know how or if this is formalized anywhere in the rules. I know Battletoads for example maintains seperate 1 and 2 player runs (my opinion there too would be that it shouldn't) but does this always have to be true whenever 2 players is a possibilioty? Maybe some formal guidelines should be added regarding this for consistancy?
Alyosha
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The last run published in 2004 is finally obsoleted now that Combatribes is done, hurray! Things are going slowly, but now only 15 to go! I'm not sure what to focus on next, let's see where my next random motivation spike comes from!
Alyosha
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I think the multi-run was the weakest part of the TAS block this time around. The commentary was poorly delivered and it takes a lot of practice and experience to make reading from a script entertaining, which this one wasn't. More then that, the fact that controller input wasn't synced up really took away from the whole point of using the same inputs to play each game. If the contoller lights aren't in sync, it is far from obvious that this is happening. I know with real world hardware this is tricky to do, but I think the point of the run was really lost. I actually liked memory tour, it was obvious that things were changing when blocks were being hit, it was a cool demonstration. I thought VVVVVVV was pretty boring. It's obvious that a TAS will complete the game perfectly, so there really just isn't much excitement in watching it happen. I think a lot of the entertainment in GDQ's in general is the human aspect of speed running, which a normal TAS simply can't re-create. I think this is part of what pushes the TAS block towards extreme glitches and hardware antics to begin with, since a normal TAS just doesn't have the life that a human runner can provide to a run. Of course the 2 second SMB3 run was amazing 8D I think the hot pocket race was a fun and much needed bit of humor, so that was good. Overall though the block as a whole was really well organized and executed, even if the content was a bit lacking, your growing experience with these events is really showing Dwango, keep up the great work!
Alyosha
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The characters are not just cosmetically different. Bullova is the strongest but slowest Berserker is middle of the road Blitz is weakest and fastest These differences are actually pretty important and have to be taken into account throughout the run. To be honest, I'm not sure if there is a more optimal combination then Bullova and Berserker. Picking the highest damage combination SEEMS right, but it's not proven.
Alyosha
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Woah what a cool find! Can't wait to see the details of what's happening and to see it in a submission, nice work!
Alyosha
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Bobthefloater wrote:
So you're basically the equivalent of the people watching these runs, telling the organisers (I would say 'us' if I was one of 'them') what you (and viewers as a whole) would find entertaining. People should consider absolutely every word you have said. (BTW, searching 'executes arbitrary code' gives no 3D games, i.e. we cannot do an ACE for a 3D game yet; but it would be cool if we could.)
Maybe there is a way to poll the broader GDQ audience and ask what TAS THEY want to see? It might help guide GDQ content, if it's possible to reach enough people to ask.
boct1584 wrote:
I'd also like to see the 4-CPU Monopoly run if it can be made to sync.
I can probably help with any NES stuff that needs to be done on the emulator side to get things like that working.
Alyosha
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The life bars only show the bottom ~200 health. The players start with closer to 300, so even though all hits do damage as normal, they don't show up on the life bars until they get below that point.
Alyosha
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Cool run. Out of curiousity, how did you make such smooth looking movements? Did you just edit by hand until it looked right, or did you have a script or other tool to help you out?
Alyosha
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Thanks for the temp encode Spikestuff. Also thanks for mentioning the hardest diffiuclty thing, I forgot to mention that, I'll add it to the comments.
Alyosha
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Wow N64 is seeing a lot of advancements recently, which is good to see. I'm also surprised how 2 completely different approaches have both been very successful, pretty interesting to watch.
Alyosha
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http://tasvideos.org/userfiles/info/32365328650776056 Levels 1-4 done. I pretty happy with the way things are going. It's still mostly just banging enemies heads against the ground, but it's much smoother and faster now. I'm well over 1 minute ahead of the old run. An important mechanic that Phil and Genisto obviously didn't know about is that once you beat a boss, any remaining enemies on screen instantly drop to 1 hp. This means if you can keep the normal enemies off of you, you can focus all attacks on the boss then finish off any remaining ones with a single attack. This really speeds things up.
Alyosha
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Woah, what a cool and funny trick :) Awesome find!
Post subject: The Combatribes
Alyosha
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http://tasvideos.org/userfiles/info/32305894701843977 Somehow I had some motivation to work on this game, so I figured I would at least get level 1 done so I would have a WIP to show. Currently I am slightly ahead of Dooty's old WIP despite the bsnes core adding about 30 frames to menuing. For anyone wanting to see the arcade version, sorry but there is just no way I'm going to touch it. I am TASing this purely to obsolete the old run. It should be noted that 'Super' difficulty is accessed by holding down some buttons on controller 2. This seems to be the hardest difficulty, but if anyone sees any reason why this feature (I guess technically a password) should not be used now is the time to say so.
Alyosha
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I think it's also worth mentioning that not every game uses the DPCM channel, and those that don't also don't need to use the controller read routine that enables this kind of glitch (of course this needs to be investigated in a case by case basis.) Battletoads for example, another game with a notible game end glitch, does not enable the DPCM channel and only polls the controller once per frame.
Alyosha
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Wow that's impressive, Marathonman must have done an incredible amount of work to get that multi-threading to work out. Looking at the related cen64 forum thread, it looks like some accuracy was sacrificed though? I'm not sure of the details, still impressive either way.
Alyosha
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Oh I had forgotten about that improvement. I also tried to find some frames but without success. Glad those 2 frames weren't left behind! (and the extra one too.)
Alyosha
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Warp wrote:
So, I ask once again: Who is the target audience of tool-assisted speedruns? How do you define "speedrun"?
In general I don't think there is a target audience, after all we do this as an enjoyable hobby, we aren't selling anything. I don't see the need to use formal business terms or come up with a definition to what we do. Even in the context of GDQ's, it's more important that preparers and presenters are themselves interested and fascinated by what they are doing, more then trying to cater to some 'target audience.' That earnest interest shows through in the presentation.
Samsara wrote:
Trust me, I'd really rather not see a flood of "EVERY GAME IN 00:02" hitting the site and replacing all of the actually fairly unique GEG runs we already have published, and I think the consensus is the same with almost everyone else as well.
I guess I'm in the minority here, but I would definitely be interested in any and all such runs. (But I think the total number would be rather small anyway in this case.)
Alyosha
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oh nice improvements, 15 frames saved is kind of a lot for this run.
Alyosha
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Oh so that's what happened. What a brilliant insight ais523! I'll be interested to see where this leads in the future.
Alyosha
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Wow 37 second improvement that's great Zakem66! I've always been curious how much my first TAS could be improved, but did not have the motiviation to take another look at it. I guess the answer is it could be improved quite a bit! Also yeah I am a guy.