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Dashjump
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feos wrote:
Screenshot suggestions?
Frame 100107 perhaps? (again, thank you for processing another of my submissions!)
Dashjump
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ais523 wrote:
This game was run in a recent GDQ, and I noted that they used some sort of IL game mode in order to switch teams faster and have access to all teams. (Presumably it would only be available after the game was completed.) This gets me wondering about which teams would be fastest under IL restrictions. Would it change the run significantly?
Indeed, the runner (KirbyMastah) used the game's time attack mode to go through all the levels to encourage more team diversity. That would require all characters to be unlocked from the start. Though, since this run aims for fastest in-game time over overall frame count, almost all the levels are done with their optimal teams, except those where the optimal team can't be played on the first playthrough. If the TAS were to be started with all characters unlocked, it would probably be slower in terms of overall frame count (due to more character switching), and only slightly faster in combined level times.
Dashjump
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WST wrote:
Yes
Thanks for giving me a yes like two minutes after I made the submission :D Jokes aside thanks for your support, hope you'll enjoy the run!
Dashjump
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Whoa, I'm really excited to watch this as soon as I have the time to! Apologies for not watching the whole thing first before commenting, but I'm wondering if this run was bot-created for the most part (just like one of your any% runs)? 226 million rerecords is simply incredible, but it doesn't seem like you'll load savestates that many times if the entire run is done by hand. EDIT: sorry, I didn't read the submission text carefully. I guess my question has been answered.
Dashjump
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Can Cream use her chao attack to collect those chao? I honestly don't know much about alternative teams other than the usual few combos, but anyways I don't think I"ll be redoing the 100% so it probably doesn't matter to me... Sorry guys, won't be uploading any WIPs for this run, since it's almost about done anyway (at Twinkle Snow 2 as of now).
Dashjump
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Well I can pretty much rule out any team that can't spindash, because the spindash is way too important for acceleration compared to that stupid Amy hop, lol. Edit: I actually tested out Amy+Tails, and found out that her running/jumping speed caps at 1920, unless she hits a booster or jumps off a slope, in which the running/jumping speed caps at 2432/2560 respectively. Jumping off another slope at that speed will give her an even higher speed until the moment she lands. Compare this to any other character which can spindash, they immediately get 2432/2560 after a 2-rev spindash. I made a video here showing the lua script with the speed values just for reference: Link to video Yeah I kinda wonder what the hell the developers were thinking when giving Cream that useless umbrella.. -_- It might have a use if Cream can go faster on that umbrella, effectively making it a Knuckles glide, but her speed caps at a ridiculously low 255, as seen in the video.
Dashjump
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The TK boss has pretty dumb RNG, hitting it on the same frame can still produce different results depending on what you were doing before you hit him. That's why you'll notice that I keep jumping around randomly and intentionally take damage. As far as I know there isn't any method to manipulate specifically what comes out of the box... If it makes sense, this is (roughly) what I do to manipulate the attacks:
Eg. the boss is first vulnerable at frame #528. 
1) I create a savestate a few seconds in advance (let's call it savestate 1)
2) I go on to hit the boss at frame #528.
3) If it gives a jack in the box, move on to next hit
4) If not, I load back savestate 1 and start doing other things, like jumping to the other side of the boss and dumping Sonic into the abyss, then go back to hit the boss at frame #528.
5) It gets much harder to manipulate a jack in the box for hit #7, hence I need to create savestates from the moment I deal hit #6, then repeat step 4.
I managed to get the Sunset Hill boss to sync with the exact same input from my any% run, EXCEPT I somehow regained control 28 frames earlier and finished with a time of 33.86 seconds -_- it's almost funny how stupid the RNG works in this game. I've been stuck at Toy Kingdom 2 for the past few days or so. I managed to sneak past the early moving block at the 8-10sec mark in the any% TAS, and saved well over 150 frames before getting stopped by the final block in the path. If I could somehow save 3 or 4 more frames I most likely would be able to get past the block; but I've tried the best I could to squeeze out some frames and failed terribly. That would mean I would have to make do with a small improvement of <30 frames or so... Edit: it's done, saved about 3 seconds with a completely different route. About CT3, I know that Kirby used Knuckles+Tails for the stage to pass through a certain part without needing to fly, but I feel that it doesn't make up for the two areas where Sonic can get boost mode (the beginning, and the part with the speed shoes). Either way, Tails definitely has to be the partner, a +Sonic team probably doesn't have as much potential in that stage. Anyway, here are the timings of the new WIP:
Dashjump
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(Sorry for spamming this thread with all my video links and whatnot, but I can't find a better place to post these...) Look like I will definitely be redoing the any% TAS. The only thing stopping me really is the Sunset Hill boss and its condemnable RNG, but the rest of the run wouldn't be much of a problem (I really love TASing this game). Of course this time, I will do my best to make sure everything is optimised to the highest possible degree so I won't have to ever redo it and go through the zone 2 boss again. (34.15 seconds in the any% TAS was pretty godlike, and I wonder if I can get lucky with that again... of course I can just leave that run as it is, but I'll have to keep the old SH1 and SH2 timings to avoid changing any variables) My decision to redo it came from the two improvements in CA1 and CA2 with completely different teams, and was finally set in stone by a completely different route in R991 that saved more than 30 frames. Here's the video of the time saver (and guess what, it wasn't even optimised properly, I was just trying out the route without bothering to perfect it). Link to video
Dashjump
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Kirbymastah told me about a shortcut/glitch in Chaos Angel 2 that could save 2-3 seconds, and I didn't do it in the any% TAS... now in addition to that, I've also found out that Knuckles/Amy are a lot faster than Sonic/Cream in Chaos Angel 1. ;_; Guess that means I'm gonna have to redo the any% someday... Link to video EDIT: oh look, there IS a faster team than Sonic/Cream in CA2 after all. Amy/Sonic wins out by a few seconds: Link to video I guess this makes Cream useless in the any% run.
Dashjump
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Only CA2 was done in Easy mode (inadvertently, and I thought the armadillo badniks didn't spawn because they commited suicide before i reach them...) I used the 100% completed save game snapshot from gamefaqs which was unfortunately already in Easy mode. Unrelated note, some of the badniks behave quite weirdly... in the TK3 ring attack at around 1:36~1:38 (in-game time) it would be faster to grab the 3 floating rings by wall-jumping off the left wall, but doing so would immediately make the 3 soldier enemies (located just to the right) disappear. I had to grab those 3 rings in that manner seen in the video. If anyone cares about this phenomenon to want to see it in action, you can load the movie in VBA and stop it right before reaching the moving block, and try it out yourself, lol.
Dashjump
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Those enemy minigames were pretty interesting to watch, even though they're really short. Anyway, I'm here to post more vbms of the TASes I've done over the past few days: Chaos Angel 1 ring attack (video) Chaos Angel 2 ring attack (video) Toy Kingdom 3 ring attack (video) Ocean Base 2 0:45.60 (video)
Dashjump
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Frame #67080? Once again thanks for processing this movie feos.
Dashjump
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Pretty nice run by Qwerty, although I'm not sure how I feel about missing so many rings... I also did a ring attack TAS of Chaos Angel 1 using Sonic/Cream, but I collected all the rings including those from the enemies. Very un-optimised, as I never really bothered to make it perfectly. Link to video
Post subject: Re: Calling all Sonic lovers
Dashjump
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Nach wrote:
It was pointed out in IRC how these Sonic games has been utterly neglected in our Game Resources. It would almost appear our editors seem to only care about Mario, Mega Man, and Metroid. I started a page: Wiki: GameResources/GBx/SonicAdvance3 Show it some love and fill it out. I also started uploading maps all the way to 73, if someone wants to complete the subpages. Anything you can do to contribute would be appreciated.
Hi Nach, I'm glad the Sonic games are getting more attention on TASvideos! I really appreciate your gesture in uploading my maps to the page, however those maps are my commentary of the any% submission and I think viewers who didn't check out my submission wouldn't make any sense of the comments on the maps. If anything, may I humbly recommend linking to the clean maps without any comments? I would love to fill up the wiki page, but most of the useful information about Sonic Advance 3 and its mechanics was written by nitsuja in his any% submission (#1192: nitsuja's GBA Sonic Advance 3 in 35:56.75), and it wouldn't seem right for me to just copy his work. Though I will go on to add in some useful memory addresses as well as the lua script which Anty-Lemon wrote.
Paused wrote:
Well you weren't too far off doing the later, but you made the former with ease. Great improvement. Speaking of which, nice showing of your progress from your first SA3 IL in OB3 to your latest one saving over 2 seconds by switching the team members around. Any chance of getting that vbm too? And cheers for the info on the v24 vba, finally got around to playing your previous files and worked a charm. I've yet to look at the maps in depth but looking forward to checking them out.
Here you go. Both were played on v23.5, fyi. Ocean Base 3 (C+S) Toy Kingdom 3 (C+S) The Toy Kingdom 3 with Cream/Sonic was something else I experimented on a hunch, and it turned out to be way faster than Knuckles somehow. It's a pity that Cream/Sonic doesn't see much use TAS-wise, as Tails is almost always faster.
Dashjump
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Who needs blast processing.
Dashjump
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Just an update, the any% TAS is done: http://tasvideos.org/4994S.html
Dashjump
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Link to video Part 3, Ocean Base zone completed. I've saved 559 frames in total for now. For anyone interested in my commentary, here are the annotated maps. These aren't finalised though, I'll be updating them again after I complete the whole TAS.
Dashjump
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Haha, this one will probably take at least 2 weeks. I did switch to a newer version of vbm (i think it's v24) to test it out, but ended up switching back to v23.5 due to desync issues. If I remember correctly, the TK3 video was done on v23.5, and the rest were done on v24. Knuckles' headbutt move is really only useful in situations where the spindash would overshoot my intended landing point. Otherwise, it doesn't actually increase your speed past normal jumping velocity (or boost mode velocity, if you're boosting).
Dashjump
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No, I don't want you checking the thread!! jk I don't think I'll be using K/S for TK3, for the reason you mentioned: Amy is needed for CA3 and the CT boss. S/T is only slower than K/S in TK3 by 2-3 seconds, so I don't mind that. That time stop glitch is interesting, but it kinda defeats the purpose of running as fast as possible against the in-game timer ticking away. Not to mention that it takes up a considerable amount of real time as well. I don't think I'll be doing this glitch either. I'll edit my post with the vbm links later on when I get home. Yeah, I was really surprised with the result from using A/S in CA1 too! Amy's air dash is surprisingly useful in many situations, most notably for changing directions quickly; and sometimes to barely clip onto certain platforms when her jump isn't high enough. I haven't seen any changes in Sonic's speed when he's riding the surfboard, so it's probably only for show. ______ Edit #1 (for you Paused): Route 99 2 Sunset Hill 3 Toy Kingdom 3 Chaos Angel 1 ______ Edit #2: Just finished Sunset Hill boss (which was, again, an utter nightmare to optimise). Current WIP: Link to video I've also made annotated maps of every zone like what Mukki did for his Sonic Advance 2 submission. Here's a sample!
Dashjump
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Hello to the very few people who still bother to look through this thread :P I've been working on improving the current any% TAS lately. Man, improving nitsuja's well-optimised work is a huge challenge, and I certainly hope there will be a significant improvement ultimately that is worthy of publication. Don't have much to show for now, only Route 99 Act 1, which I've managed to save 15 frames from (timing: 28.72). I've also saved a few frames in the zone overworld, but those are trivial for now. Link to video
Dashjump
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Man, this totally made my day XD
Post subject: TASing with the touch screen
Dashjump
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Hi guys, I've been wanting to make an any% TAS for Trauma Center: Under the Knife 2 for some time, but have never TASed on a DS emulator before. The game relies on touch screen inputs entirely, and I have a few questions which I hope experienced TASers could guide me through: 1) Is the touch screen calibrated properly on DeSmuME 0.9.9, and if not, is there any way to calibrate it? I may be wrong, but I think that the actual DS console has a small separation between the screen and the LCD touch sensors. I've tried clicking a certain part on the screen, only to have the desired effect showing slightly above/below where I clicked. 2) Is there any way to get a specific (x,y) coordinate input on the touch screen, rather than adjusting my mouse ever so slightly over and over again to get the exact coordinate? 3) When I enter inputs on the touch screen with "Show inputs" enabled, what do the green/red/white xy coordinate numbers represent respectively? In addition to the above questions, I'd really appreciate it if anyone could give me some general tips on TASing DS games! Thanks for reading this.
Dashjump
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feos wrote:
Any screenshot suggestions before I pick my BAD one?
I'm suggesting frame #200588 (somehow I just like Tails flying with a hammer, and the Chaos Angel background looks really cool as well). Although I wouldn't mind if another screenshot has been chosen already. Thanks for encoding, feos! Edit: Zeupar has suggested this frame, which I'm also fine with (and personally I think it looks nicer too).
Dashjump
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mike89 wrote:
Oh, good job me. Watched this and forgot to vote. :( Looks like you didn't need my vote anyway though. Congratulations!
I appreciate your vote nonetheless. Thanks for watching!
Dashjump
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Thanks to everyone who voted and gave feedback, and a bigger thank you to GoddessMaria for accepting for publishing :)