Posts for Lil_Gecko

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Lil_Gecko
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Mister wrote:
I attacked yi1 again in a different way which I thought of when I was in the bathroom. http://dehacked.2y.net/microstorage.php/info/1038904130/smw-yi1test2.3.smv This is like 41 frames faster in yi1 than Masterjun's test. So we are now very close to the 10 minutes mark! I guess it's still improvable. To understand this strategy, one should know first that a mushroom (or fireflower) from the reserved box is still active even when it's in the offscreen. So you need four reserved mushrooms to fill sprite slots #08-#11. To do this you may think of the double-eat glitch. But the rule of the double-eat glitch is rather solid: for example, when double-eating a reserved mushroom (in #11), releasing a reserved mushroom between grabbing a mushroom (fisrt time) and swalloing (second time) gives nothing, because they are all in the same slot #11. But you can avoid this by using another sprite from a block: in the movie (around at frame 1400), a 1-up appears in slot #09 then a reserved mushroom appears in #08(!). After the 1-up mushroom is inactive, the reserved mushroom is duplicated. At this time, the latter reserved mushroom appears in #09 and the empty mushroom on the tongue is in #08, so no collision happens, meaning the mushroom #09 is never attracted to the tongue. Of course, in the case of the mushroom behind the grass, you don't need such a tricky process. Anyway it looks so entertaining, doesn't it? ;)
That was one of the most amazing thing I've ever seen. Good lord. Mister you're not human it's impossible. Sub 10 is not a dream anymore.
Lil_Gecko
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Slowking wrote:
Lil_Gecko wrote:
On the test I did, it was a quick hex-edit done in less than an hour so there's many frames that can be shaved (fadeout lag, by getting the right score, lag with the red shell in YI4, and so on).
Could one see that hexedit test?
I'll redo one with Mister improvement in a few. EDIT : Nope I can't make it synchs. For some reason the coin from the plant jumps higher so Yoshi's tongue doesn't catch it : / You can see the old one here : http://dehacked.2y.net/microstorage.php/info/1269022565/test.smv but Mister's level is already more than 3 seconds faster.
Lil_Gecko
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Mister wrote:
Finally managed to save 137 frames over Masterjun's test: http://dehacked.2y.net/microstorage.php/info/1534754982/smw-yi1test.smv It seems like 6/5 is better in order to die sooner.
Here we go that's what everyboy was waiting for :D Very nice. Also, no it's nice half a second from the 10 minutes mark, it's way closer if not already beaten. On the test I did, it was a quick hex-edit done in less than an hour so there's many frames that can be shaved (fadeout lag, by getting the right score, lag with the red shell in YI4, and so on).
Lil_Gecko
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Zowayix wrote:
A few questions: - How do you save fractions of a frame? ("30.5 frames faster").
I've used amaurea script to compare. If I had to guess I'd say it converts the distance you're ahead in term of frames, but it's obviously rounded at the end of the level. I haven't check for the rest of your questions so I'd leave that to better informed people :)
Lil_Gecko
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Masterjun wrote:
bahamete wrote:
I think the flower collection from the flying question block can be optimized much more..
you have to keep in mind that if you get the flower too early, yoshi will just swallow it without giving it to mario (video)
Yes but it can still be optimized though. http://dehacked.2y.net/microstorage.php/info/309623684/Fireflower.smv 30.5 frames faster.
Lil_Gecko
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CoolKirby wrote:
bahamete wrote:
I think the flower collection from the flying question block can be optimized much more. But dying on the cement block is a much better idea.
Did you test SlowKing's red shell fireball idea? Also, I agree that it should be published; amaurea brought up some good points.
If I've understand the glitch correctly you need to be Fire Mario to glitch a goal sphere no ? Also, is it possible to do the diying corner-clip with Yoshi or only Big Mario can do it ?
Post subject: Re: New ghost script for Super Mario World
Lil_Gecko
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amaurea wrote:
Oh, right. During tested I changed it to ../smwdb.png instead of smwdb.png, and forgot to change it back. I have uploaded a fixed version now.
Working perfect now. Thanks.
Lil_Gecko
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Haha I knew I should have let the pros do it :D So that's 57 more frames Closer and closer of the 10 minutes mark :D
Post subject: Re: New ghost script for Super Mario World
Lil_Gecko
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amaurea wrote:
The new version can be found at the same locations listed above. Note that the ghost dump format has been changed, so you will need to rerun smwrecord.lua to generate new ghosts.
Seems really nice but I can't manage to make it work. SmwRecord has no problem, SmwPlayers starts as it should, but when it has to draw the ghost I got an error. "SmwPlayer.lua:607: attempt to index field '?' (a nil value) (Could not load ../smwdb.png!) Also, smwdb.png is in the right directory and I got the gd librairy so I don't understand. Any ideas ?
Lil_Gecko
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When I saw this glitch I was like "Wow". So I tried a little bit myself to see how much time can be save from the any% run, and the potential seems huge. So I've allowed myself to hex-edit the Yoshi Island 1 I tested between your levels, hope you guys don't mind. Obviously I didn't care about lag, score, or whatever and it's not optimized, it was just for testing purpose. The amount of frames that can be shaved seems huge. This is really a shame that it's been discovered after your publication : / Here's my test if anyone is interested : http://dehacked.2y.net/microstorage.php/info/1269022565/test.smv
Lil_Gecko
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Obvious yes vote \o/ Also couldn't be your lag problems coming from the 1 star you get at the beginning ?
Lil_Gecko
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Hmm. SLUS-01251 seems to be the earliest version of the american release, so I don't really understand. Or is it possible that there were earlier copy with the same product ID in which this bug works ? Are we even sure this works on american version ?
Lil_Gecko
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Thanks for the encode Dada :)
keatsta wrote:
I know this is still a long ways off, but I was wondering if you were planning on trying the big sequence break where you get a flying Chocobo at the first opportunity and fly to the Forgotten Continent before you get an airship. I feel like if you luck manipulated Chocobo Hot 'n' Cold perfectly, it might be faster.
This sequence breaks only works on the early version of the game afaik and doesn't work in the version I use (the common one), I already checked. I don't know what are the rules of TASvideos regarding using specific version to allow a sequence break, and even if it was allowed, I've no idea where to find this particular iso.
Lil_Gecko
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I don't think I've touched the settings. Mode : 1: Dual SPU SyncMethod : Method "N" Volume : 2 : Medium Reverb : 1: Output Reverb Interpolation : 2 : Gaussian Interpolation Misc : Output XA
Lil_Gecko
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Dada wrote:
That's a great trick. I'm guessing you have to be frame precise? By the way, could you post your movie file? I'd love to make a WIP encode of your progress so far (and I see you have a 15 minute limit on your account).
Yes it's frame precise. Here's the movie so far and as I'm starting to be really annoyed with redoing the beginning all over again and again, that should be the final product for this part. Goes until the exit of the Ice Cavern. http://www.megaupload.com/?d=DJLHX8WR psxjin v2.0.2 svn0 Version : SLUS-01251 If you managed to solve some of the sound or/and graphical problems you'd be my hero :)
Lil_Gecko
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Dada wrote:
That's a very nice find. :) edit: just curious, could you link to that video?
Sure ;) http://www.nicovideo.jp/watch/sm15323462 Also I just noticed that he impressed 100 nobles but not Queen Brahne in the sword fight apprently so he just got 927 gils instead of 10 000. I'm even more interested in his future strategy so. EDIT : for comparison, at the same point in the Evil Forest, just before the Plant Spiders fight.
Lil_Gecko
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Dada wrote:
I'm pretty sure this is known already, but it looks like someone is working on this already on Nico Video. http://www.nicovideo.jp/watch/sm15897051
Yeah I saw that a few days ago, along with a video that shows a trick to avoid getting hit by Puck at the beginning of Alexandria which made me start again to save those 400ish frames. I've just watched the first 4 parts but unfortunately his WIP is vastly unoptimized. - The textboxes are skipped too slowly (but maybe it's to allow people to read them so...) - The battles could have been waaaaaaaaaaay faster. I'm already 600ish frames ahead just after the first battle. He attacked Baku instead of killing himself on the stage fight which also cost a bunch of frame. He let the Plant Brain attack which is completely out of question and a vast waste of time. From what I can see, he seems to do a little bit of luck manipulation to have nice enough battles, but not enough to have the best possible ones. - Before the Plant Spiders fight he wait a few frames before exiting the ingame menu which unless I'm missing something is irrelevant since the RNG froze while in menu. - At the beginning of the Ice Cavern he's waiting for the smoke to disappear when it's actually possible to pass by the right without touching it. After the Black Waltz1 and Sealion fight he's already about 10k frames behind the WIP I'm currently on. But still it'll be nice to see how he manage to do the next parts so that will help me planning. On a completely unrelated subject, has anyone been able to work on that annoying background noise ? I would really appreciate if I could get rid of that.
Lil_Gecko
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ElectroSpecter wrote:
That's totally forgivable then! Do whatever you have to do. Also, now that I think about it, don't the text boxes advance the RNG anyway? Or is exiting out of them faster no different from letting them linger a bit in terms of RNG?
Well outside of battles, the RNG is always moving as its own speed, and this speed can vary to veeeeeeeeeeeeery slow (pointer moves forward every 100 frames) to extremely fast (pointer moves forward 4 times every frame). This speed is only depending on the location you're in (and in rare occasion, running makes this speed a little bit faster than standing still). Basically, I optimized everything : dialog skips, way of moving up to the next battle, to see what's the first RNG I could get, then look at the ones after to see which one would give me the best battle. So I rewind the movie to the previous location and stay a little longer in the one where the pointer is moving the fastest. If it's a location where there is textboxes, then yeah I delay a little bit before closing it like during the stage fight against Steiner, but usually if you're allowed to move between battles it's gonna be fastest to run in circle than delaying textboxes.
Lil_Gecko
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funnyhair wrote:
I read somewhere that This game can be played, in battles with two players. Would this make combat move faster? is it even worth testing?
Yeah exactly what Zanoab said. The only thing you can do is set a specific controller for every character in battle and when it's up to this character the input from other controller are ignored so you cannot even manipulate anything. Plus even if it was doing something you would have to go back to the menu to set it everytime a new character join the party .
Electrospecter wrote:
I know it's a bit late for this suggestion, but you can actually keep some of the dialog a little more intact, specifically the bits where a character moves after speaking. In these cases, delaying by exiting the text box later will not cause you to lose time, and faster readers might catch some of the text. This might seem a bit silly at first, since you can't do this with all of the text, but it might make some of the longer dialog segments that much more bearable.
Problem is that in this game the luck manipulation is one a the hardest I've ever seen, so every single battle can take up to 5/6 hours of testing to make it optimized. So in order to preserve my sanity I've made a lua script that automatically skip dialog parts so I don't have to worry about it. If I had to find the text boxes that can stay a little bit longer and manually skip them on the last frame possible, I think I'd be bored pretty quickly. But if that could be hexeditable after the run is complete I might take a look at it but can't promise.
Lil_Gecko
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Zanoab wrote:
I enjoyed watching you build up Zidane's trance. Luck is involved in how much your trance bar fills (unless you are using High Tide) so have you manipulated luck to minimize the amount of hits Zidane needs to take? I could tell some manipulation was done but not enough to figure out if you were maximize filling the trance bar. Good to see an update. I wasn't sure if you gave up or not and the last thing I wanted to do was bug you about it.
Well, there's actually many things going on here. First of all I needed 3 Plant Spiders to avoid unwanted delay between their turns. As they are 3, if Zidane was alone, it would take him 3 turns to finish the fight + I needed someone to block the ennemies'ATB while mine was refilling after using a potion. So I needed Vivi alive during the fight. So as Vivi is alive, in addition to manipulate how much the trance gauge will fill I had to manipulate the attack so Zidane will be the target and not Vivi. Now regarding the manipulation itself. There's a frame rule for the Plant Spider attacks, so they attack at one specific frame each time (every 100 frames about). In addition, when one of them fills his ATB while it's not his turn to make a move, it move the RNG forward. So basically, if the first Plant Spider launch his attack while the 2 others have their ATB full, the RNG has moved 3 times (in addition of its usual move of course). But using the ATB on wait trick, we can block the second and/or third ATB while the first one is full so the RNG moves only 1 or 2. And because of the frame rule, we can also put the ATB on wait so the first spider miss its specific frame and use the one 100ish after with an other RNG. To synthetise we can have up to 3 differents RNG every 100ish frame, and everytime you use one, you have up to 3 differents RNG every 100ish frame for the next attack and so on. The way I manipulated it ended up with an average increase of 16 every hit while I would have need 18 to save one turn which I don't think is possible without wasting more time than it would save. It probably couldn't be seen like that but there's around 6 hours of testing in this battle alone ;)
Lil_Gecko
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Master of Puppets wrote:
The boss fight was good, but the preparation for it was kinda boring, I just hope its not like that for all boss fight. (Sorry havent watched any other encode of the run, and barely remember anything about the game, so this is not an informed post) Keep up the good work, will watch the submission for sure.
I understand how boring it looks like unfortunately a one minute save is way too much to sacrifice it for entertainment purpose imo. However, it's the only time in all the game where I'll have to do something like that afaik, so don't worry ;)
Lil_Gecko
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Haven't had too much time to work on it those past months, but now that I got a little bit of it I thought I might as well keep you posted. Some minor changes were made. - Stage fight against Steiner. Killing yourself is slower than attacking Steiner but it allows to get past the sentences of the Knight of Pluto, so overall it saves some hundred frames. So that was change. - Have been able to get faster than the smoke in the Ice Cavern so I saved time by not taking the detour. And a big huge major improvment :) Complete different strategy against Black Waltz 1 and Sealion. Since Trance is in fact not needed for BW2, I used the Plant Spiders from the Evil Forrest, to fill my trance gauge up to around 200 and then completely destroyed BW1 and his friend :) http://www.youtube.com/watch?v=h87u0inGtEU Overall around 5600 frames were saved.
Lil_Gecko
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exileut wrote:
Sir VG wrote:
exileut wrote:
TAS Movie Editor doesn't seem to support .pjm yet. What do I use in the meantime for editing my movie files?
xvi32 will edit it, though since it's a hex editor, it won't be the friendliest option, but it works.
I looked into it some... I'm not sure how to add a few empty frames into the middle of my file. There is a dialog heavy section before I know if the manipulation had any effect. I'm skipping dialog by hand each time for now. Most of this hex and scripting stuff goes over my head. There's nothing wrong with doing it the old fashioned way!
Notepad++ is very handy to hexedit pjm files since you have the line number corresponding to the frame of your file.
Lil_Gecko
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Small update : http://www.youtube.com/playlist?p=PLE599019F4A28066D Black Waltz 2 is annoying to set right because of 3 things : - Zidane must be hit first and trance. - Zidane and Steiner must make the lowest damage possible with attack and fire sword so they deal 512 damage. At 515 and above BW2 counter with Fira and we want to avoid that. - Zidane should make a critical hit > 518 so it finishes BW2 right away. And the odds of that are 1/64. In the video the 2 first points are done with pretty much no delay, but the third one is achieve with a 600 frame delay so I'm still trying to improve that.
Lil_Gecko
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Currently shopping in Dali. And this is the part that needs accurate route planning. What's needed to be buy ? I guess I'll stop the TASing part here and just progress normally now to see what would be faster or not in the future but every help is more than welcome. Buying a new Mage Masher to synthetise an "Ogre" for Zidane seems pretty much mandatory but what about the "Yellow Scarf" that I see everybody getting ? On a side note, remember that in order to make critical hits we must have a Spirit at 24 and above EXCEPT 12,13,14 and 15 which works too. One good thing is that the RNG is frozen during Menu so even if I don't buy something that I'll need or buy stuff that I don't need after all I'll be able to hexedit it without too much difficulty but I'd rather have it right on the first place.
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