Posts for I_have_no_name

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At 2:33 (going by video time), it saves 2 path segments to input RULUURDRRU instead of URDRRUULLURR. The rest of the solutions are optimal to my eye- wish I'd noticed this sooner so that the improvement could have been incorporated immediately, but oh well.
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Pokota wrote:
To clarify, you can't go onto Pacifist if you've killed anything as Undyne refuses to have anything to do with you at that point. So, either TP can be done from one save OR neutral defeats the forced vulkin for level 4 to speed up Asgore. That's the only difference between TP and Neutral. Is that correct?
To the best of my knowledge, that is correct. Pacifist runs from that fight and has a slightly slower Asgore compared to Neutral, and other than that the Neutral part of Pacifist is identical to a Neutral run on its own.
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Pokota wrote:
Well, yes but not for those reasons. TP (and only TP) requires the presence of some ending, so that's the only one that has to be done from what is basically dirty SRAM (and NG+ situations like the TP route usually get exemptions anyway so long as the SRAM state can be validated, which is what the Neutral run would do anyway).
Well, TP can be done from one save- you'd do the neutral ending while meeting all TP requirements, and then load a save made during the run after Flowey to go do the TP exclusive stuff and reach Asriel. So it wouldn't need a full neutral playthrough and then a full pacifist playthrough.
Jenetrix wrote:
My only real other question is though, Would the differences in Neu/Gen be considered enough to get their own branches, or the same one?
And the answer to this is a resounding yes, due to the punch card glitch. Basically, stuff breaks when you trigger something with the punch card active, and unlike all other items, you can move for 1 frame after triggering it from the menu. Since it can't be obtained on a Genocide run and it can be used to walk around during cutscenes and be warped to the wrong place on a new screen, the fastest neutral route has very little Genocide overlap and instead a lot of overlap with pacifist. The neutral/pacifist difference is that neutral defeats the forced Vulkin for level 4 to speed up Asgore (pacifist can't) and pacifist does the Papyrus date while passing through Snowdin (neutral obviously wouldn't) and has the true lab/Asriel at the end. So my take is that pacifist and genocide would be the only branches necessary, as the pacifist run would contain everything that the neutral run would contain, and the genocide run hits everything else.
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Jhynjhiruu wrote:
I run this game RTA, and helped define the categories. So, you know...
That's a nice Appeal from Authority you've got there. Category names are one of those things with some close to universal rules, and Spikestuff is correct here. Just because you originally helped name them doesn't mean that it was done right- I've renamed and adjusted categories based on community feedback before, as it turned out I overlooked something. I've also been the one pointing out overlooked things. But I digress- this TAS just looks bad. The game choice is fairly poor as there's really nothing interesting to TAS, and the movement speed is very slow. Were there even any other options for route- did Mario have to touch the fuzzy? Voting no, as I was most definitely not entertained.
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Cutscenes aren't tied to specific levels, though. I couldn't find concrete information about what triggers them nor did I see a cutscene after the first 3 levels in warp room 2 on checking an RTA run... but if a cutscene exists, couldn't time be saved by running through an additional level to get a cutscene to skip the crystal throwing? (I don't think the cutscene does exist, but who knows? Another option could maybe be leaving a level without getting its designated crystal to get the cutscene where Cortex or Aku, can't remember, yells at you for not getting the crystal. Again, I don't know if it checks for any crystal or the designated crystal, but it'd be another potential "skip animations by doing another level" case) The TAS itself? Very entertaining, especially to see gate clip done 3 times.
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Chef Stef wrote:
Walk speed is 7.51 in NTSC, 9.56 in PAL. Air speed is 9.56 in NTSC, 13.65 in PAL (both including wiggling).
PAL walking speed is 6% faster than NTSC walking speed. Then again, you're not walking very much. PAL air speed is 18.9% faster than NTSC air speed. There's... a lot of jumps. Thus, between the faster slidespins (not by as much as I expected) and the faster air movement, PAL is definitely the better version. Also worth noting: Crash jumps slightly higher on PAL. I believe NTSC gains on the jetboard sections in the water, but that's it. I'm not the most knowledgeable about Crash games, but I've picked up some information from being around those who are. Another version difference is that the jetpack moves faster on PAL: this allows getting through the 2 hit scientists in only one attack. It's possible to completely skip the jetpack in at least one version both version of the game, though I don't know if both jetpack levels are doable without the jetpack. Lastly, TASVideos version guidelines. Yes, they would discourage PAL over NTSC, but that's less because NTSC is always preferred and more because NTSC is almost always faster. NTSC-J vs. NTSC-U comes down to which is faster, which is usually J for dialogue reasons, though U can be used as a speed/entertainment tradeoff. For Crash 2, I'd say PAL has the entertainment edge, but it definitely wins for speed.[/s]
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Chef Stef wrote:
-- NTSC: 9 frames of sliding at 18.43 speed, 12 frames of spinning at 12.29 speed = 14.92 speed per frame -- PAL: 8 frames of sliding at 22.53 speed, 9 frames of spinning at 15.02 speed = 18.55 speed per frame
Because I'm curious, I'm just going to convert these to seconds. NTSC: 9/30ths = 0.3 seconds of sliding at 18.43 speed. 12/30ths = 0.4 seconds of spinning at 12.29 speed. 9*18.43 + 12*12.29 = 313.35 distance per slide spin. 313.35 distance per 0.7 seconds = 447.6428571428571... distance per second. Call it 447.6ish due to assuming 30 FPS instead of the actual 29.97. PAL: 8/25ths = 0.32 seconds of sliding at 22.53 speed. 9/25ths = 0.36 seconds of spinning at 15.02 speed. 8*22.53 + 9*15.02 = 315.42 distance per slide spin. 315.42 distance per 0.68 seconds = 463.852941... distance per second. Comparative rate: PAL is 3.62% faster assuming all slides and spins are on flat ground and run for their full duration. However, what really jumps out to me here is that PAL slides are 2% faster and cover 8.66% more distance than NTSC slides. Noting that slides downhill keep the slide speed while slides uphill will be followed by a slidespin, constant slidespinning is very clearly a decent bit faster on PAL. Missing speed variables: Walking, air speed. (If PAL is faster here, load times or lag would be the only way NTSC would be better overall... and it's known that NTSC is laggier?) How zigzagging affects this. (RTA runs primarily use PAL... but I honestly don't know how TAS level zigzag would affect this)
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Though I can't view the replay, from the little information in the description it seems like there's a contradiction in goal choice. 19,000 graze sounds like a lot, but the current extra score record hits 19k during the 5th spellcard, and ends with nearly 30k (it also never expends a resource). 15 minutes sounds fast, but an average clear is 12-14 minutes, depending on efficiency. I would also assume that the replay captures Imperishable Shooting, which is good for score but adds an extra 75 or so seconds. "Perfect" being added to some score, some time just means that bombs can't be spent to speed up Keine. Just for fun, I decided to do a single, rusty unassisted attempt with Magic Team. A good TAS with them would probably hit around 9 minutes, as Fujiyama Volcano and Possessed by Phoenix both get utterly destroyed- I've done the former in about 7 seconds and the latter in 30 (and it's supposed to take the full timer every time). My time was 10:29 from selecting the stage to dying on Imperishable Shooting. Replay: http://replays.gensokyo.org/download.php?id=39326 No matter how you look at it, this TAS is subpar for its goal. Its score can be beaten by a huge margin, its time can be beaten by a huge margin, and if I'm understanding the goal correctly, its survival can't be beaten but does nothing humans haven't done many times over (personally the best I've had are 2 mistake runs of this stage a few times). Voted no despite not seeing the TAS because from the above, any entertainment from it would be laughing at poor choices. I was entertained by my own speed attempt, though :P
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Been hoping this project hasn't died, but anyway, there's actually been a fair amount of work done on CC1 Lynx lately. Notable improvements I know about: Digdirt, Underground: both can be done one second faster than the MS route by exploiting the fact that dirt is only cleared when Chip is completely in the tile. These routes are both in the Lynx public TWS linked below (I added Digdirt just now, actually). Spooks: apparently there are relatively easy to find improvements to the public MS route based on the route. The beginning is the same, though: that much was confirmed. the 547.6 MS route seems to translate directly to Lynx, perhaps with a 3 tick wait somewhere. Cityblock: I set a new record in MS. Not going to post the exact route here (since at least one other person is looking for it) but I'd be willing to chip in (ha, ha) when it comes to this level in the TAS, as at least 2 of the tricks I found apply directly. Cake Walk: 701 was scored in Lynx by using a different bridging path and a metric ton of block slaps-I don't know the specifics, but I do know that it collected the blue key and used the force floor adjacent to the blue lock to not need to turn the blocks as far. Also I thought this was linked earlier, but here's some optimized runs of most of the game, with commentary, in Lynx: https://www.youtube.com/watch?v=6_WBYSF1pkQ&list=PLS3YWq7Lf_PLPDGrL1bu08_1tA7wSZ_Eb Lastly, there's now a Lynx public TWS: http://www.davidstolp.com/old/chips/tws/?set=CHIPS-lynx Mostly inoptimal, but there should be some useful routes in here. Maybe if this is still dead come next year I'll have to do it..maybe after working on CCLP3 more
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Cards upgrading is a straight random chance every time they win a card battle. Assuming no X cards already, I'd guess about 4 or 5 levelups could be manipulated, though with enemy attacks/multi-battles 10+ could theoretically happen. That's ~50 worst case, ~40 expected case and ~20 best case.
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https://docs.google.com/spreadsheets/d/1omYaQvaZeb7iK5qY0V9e9jFYkLGMLbb0izuiPPfT6uA/edit#gid=810782547 Here's a list of glitches as well as a bunch of other routes and information about the game. Not only is it a flash game, but you also need to mouse to speed up certain portions so its even farther away from being TASable.
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This is a project I'd be willing to try to help out on-only stumbled across the 2nd WIP earlier today, and took a look at Oorto Geld after seeing it was a second short. Long story short, I copied the beginning, tweaked it for Tile World Lynx (same amount of time to set up, just allowing the fast ending), and then found a 427 that took 0 blocks into glider rooms. Video. This should directly transfer to the Atari Lynx, with additional moves to spare from TW Lynx being more limiting with block slaps. I also know of a few other faster ways to do things not on the ChipWiki channel (a way of doing the 2nd block room in Mixed Nuts 2 moves faster than what's there, for one-that one can be found in the public TWS: the public TWS is also more up to date on routes than ChipWiki, notable on Amsterdam). I've never TASed before, though. Not sure if that'd be prohibitive :P edit: Noticed the detouring into the toggle room above the first completed glider cage saves 8 moves of detouring later and costs less than that in terms of waiting inside the room. I couldn't find a way to prevent the subsequent rooms from equalizing the time saved there, unfortunately.
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Voting no due to optimization. I noticed level 1-3 (curvature) was completed with 52.30 left on the clock. The first search I found was http://www.youtube.com/watch?v=TjE2DWvnREY which completes it with 56.68 left. http://www.cyberscore.me.uk/game/250 is the Cyberscore page with times for this game-the aforementioned level supposedly has a real-time record of 56.81, confirmed of 56.80. Either way, that one level is 4.5 seconds slower in the TAS. Elementary: 58.40 (58.41 is the real-time record, +.01) +.01 Sine Wave: 52.46 (52.70 +.24) +.25 Curvature: 52.30 (56.81 +4.51) +4.76 Progenitor: 49.38 (50.56 +1.18) +5.94 Anaconda: 45.20 (53.55 +8.35) +14.29 Fluctuant Travelator: 48.50 (54.06 +5.56) +19.85 Swathe: 52.95 (55.96 +3.01) +22.86 Assimilate: 56.06 (56.96 +.9) +23.76 Spiral Staircase: 53.86 (57.65 +3.79) +27.55 and that's World 1 of 12, the only one in this TAS, finished 27.55 seconds slower over just 9 levels!. Overall, this TAS looks like someone got the game, liked it and decided to make a TAS of it without doing any research on strats or anything like that, or paying much attention to optimization.
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Keep in mind for a TAS you can manipulate speedshoes/boxes in the pogo levels making those gems VERY quick. Also, I find Crash to be the easiest to use-spinning TNTs to kill things is effective and faster than a throw, you can charge with the polar bear more frequently (and it's strong) and tanks are the only place where he's lackluster. Dingo/Rilla Roo play the same way in crates, a lot worse in bears and can have 2 shots out at once in tanks. Kong/Tiny have the best tanks, which is why I'd think that a (Crash/Coco)/(Tiny /Kong) team would be best. I could be wrong on this, but that's my 2 cents from playing.
Post subject: Re: Same game on different consoles and speedrunning
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FODA wrote:
I've just noticed that speed demos archive accepts the SNES speedrun of BT&DD as a record for the genesis version of that game. Am I the only one who finds this to be in contradiction with their verification policy? Is this a widely accepted practice in the speedrunning scene even outside of SDA?
I'd assume it's because the game was released on multiple consoles, so it'd come up archived under SNES and Genesis. Checking the full list of games reveals the following: "Battletoads & Double Dragon for SNES/Gen (0:21:27)" so it would seem my initial assumption would be correct. In general though, from what I know, a game on different consoles are in the same category unless there are large version differences between consoles.
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It's worth noting that after collecting the 5 crystals in that world the boss was not available. However, this does allow for skipping Tiny, Dingodile, N. Tropy and N. Gin with gate clips in theory, though the crystals would still need to be collected. The implications of a 105% run are start with WR3 then cycle back to WR1 and do everything else in the standard order.
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http://www.youtube.com/watch?v=3tjXwPxz6yM Another little trick, maybe saves a bit of time over a triple catch at the gong iof manipulated right. It skips the animation of the stuff coming out of the wall completely. Just got to keep waiting for that BizHawk PSX so I can make an actually good TAS of this game :P
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Spikestuff wrote:
XkyRauh wrote:
Plus, in order to get the Platinum times on most levels, you need the Crash Dash, which isn't obtainable until after you clear Cortex. If your goal is to "only" get Gold Relics, is that possible without the Crash Dash?
That is why I also mentioned a NG+ approach for a 105% tas on this.
NG+ helps more with purple gem path skip, yellow gem early and...I guess running shoes everywhere. Personally I'd rather see an NG TAS. Also don't forget that some platinums are slower in realtime to get than the respective gold-and wouldn't 105 aim for realtime?
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XkyRauh wrote:
Plus, in order to get the Platinum times on most levels, you need the Crash Dash, which isn't obtainable until after you clear Cortex. If your goal is to "only" get Gold Relics, is that possible without the Crash Dash?
Yes, via the Neutral Slide Jump. The current realtime WR does this.
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Ended up narrowly voting yes. It starts out slow and repetitive but basically everything including and after Snowman's Land was very entertaining.
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I haven't watched the whole thing, but aren't we voting on entertainment on not technical merit? It's clearly very optimized, but honestly I don't find this that entertaining. It gets repetitive quickly, though some stars do add some variety. I have a feeling the best I could do would be a meh vote because some parts entertained me but at some points it was just "this is getting old fast". We'll see if this holds at the end, but I'm 70 stars in so far and don't see this opinion changing. Nothing against the TAS itself, it's a very well done piece of work and I congratulate everyone involved for a job well done.
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Nimrook75 wrote:
Torn338 wrote:
we have to factor in if the time spent getting it is worth it. Most likely it is, since the time it will shave from the Ripto fight alone might make up for it
As someone in regular contact with SSBMstuff and Crash41596 (and spudlyman) I can verify that the time spent entering Dragon Shores and getting fireball is saved just within Ripto, any additional savings in other levels are pure time saved. The current any%/0 orb record gets fireball, and all 40 orb runs get it for saving lots of time everywhere.
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Carl Sagan wrote:
TheKDX7 wrote:
I can probably save several minutes in the current any%.
The current any% TAS is probably one of my favorite of all time in terms of entertainment, would saving those minutes detract from the entertainment at all? (i.e. with the 1-1 walking or stuff like that) Either way definitely looking forward to the 100%, what kind of final time are you expecting?
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Still haven't gotten Ape Escape working in a re-recording emulator, but I have found some more potential useful stuff. http://www.twitch.tv/ihavenonamesda/b/325402389 A glitch that lets you clone a monkey, capturing it twice. The game will still eject you from the level after catching n+1/n monkeys, except in that one particular spot where you could potentially repeat that catch infinitely due to the level exit trigger being beating the boss. http://www.twitch.tv/ihavenonamesda/b/333363861 http://www.twitch.tv/ihavenonamesda/b/333364198 I don't even know what caused this, but 4 monkeys I'd already caught re-appeared in Western Land and I could catch them again. The effects are the same as for cloning a monkey the other way. It's in 2 parts because my internet dropped halfway through, but the first duplicate catch and the last duplicate catch are shown, along with the final percent (100.4). This was done on my main file. Obviously both of these are pretty much TAS only strats-the first monkey clone was after 20 minutes of realtime loading a savestate to replicate what I did once, by accident and the second the realtime runners and I are clueless on.
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Spikestuff wrote:
Holy shit! Okay whoever is so freaking smart and knows very freakin' goodgreat routes for Ape Escape do it now! Analog is working a-ton. I was told analog was desynced but I did a long test and it was perfect for me no desyncs.
Does this mean you got past the "This game requires a DualShock Analog Controller" screen in PSXjin, without the game freezing? If so, how? I have the most recent version of it but couldn't get it to go past that screen. (Also yes I have a TASvideos account from a few months ago that I rarely use and I just so happened to check today)