Posts for MESHUGGAH

MESHUGGAH
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Zephyrz wrote:
I can go through and remove the bean scrolling if it's a nuisance. It wouldn't take that long, but I don't know how to keep the rerecord count when I do.
You can wait a bit with that one. I think I'm allowed to say that Aglar found an improvement which is actually missing from the previous one and found out by Aglar, throwing a jellybean later to transform blob earlier to the desired state for example at the beginning. edit: So I'm going to reimplement it to this TAS, add Aglar as coauthor and everything will be fine. Soon. edit2: User movie #17473282652744118 8 frames improved by using Aglar's trick from his old ABAHB submission (and Aglar will be added as co author) Zephyrz, would you expand this (the userfile linked above) movie file with jellybean scrolling that "people should like"? And then I ask feos about either resubmit the fucking movie again or just replace it.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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As you can see, I've added details of the route in the submission text. " but the constant scrolling of Jellybeans totally took away from the entertainment factor and made it annoying to watch." I think I just copied this from Zephyrz's or the previously published movie. Well, I don't see it would worth to make another edit without this scrolling... "(like seeing a character spaz around the screen to pass time is entertaining, making a bunch of text change rapidly) doesn't show off anything cool about the game." Since the only thing I can do is moving without altering my actions and I'm totally against standing in one place for more than 60 frames, I had to do something.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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jlun2 wrote:
A comparison encode would be nice. :)
Well... I won't make a comparison encode
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Well, I will stick myself to the original intention (watching a new NES TAS by a "newcomer" and help if I can). So I will finish the movie alone and add you (Zephyrz) as coauthor once done. Not because of mercy or anything like that, but since I literally learned the game by watching his input and I don't see "value" in ruining newcomers motivation in anyway. Currently fnishing in 4902 frames.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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I'm currently finishing the game in 4932 frames without a few new founds I discovered by randomly mashing buttons (and watching lua script) and speed controlling is a bit slow progress. So I'm going to make a new movie file and of course upload the 4932 frame long for this publication if you want to publish the movie until I complete the TAS from the beginning...
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Okay, I've learned the game so I'm going to implement every optimizations missing (trampoline "release", speed and pixel (subpos doesn't seems to be used by the game), blob positioning). Once I'm done, I will ask Zephyrz to add me as a co author and upload it to movie storage. Currently 4952 frames, probably ~8 frames will be saved more.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Congratulations to your first TAS, Zephyrz! Thanks to your movie, the mechanics are easy to learn from the input, so I've started to optimize it and will upload it once I'm done (as you wrote previously, you won't have much time soon) My latest attempt is 5001 frames.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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I absolutely don't find this as any means of an ending point for this game. First, the game is about travelling as far as possible before dying. Second, what I see from the encode is the character walks on the glitched platform and hits the wall, falling between the side of the screen and the wall and everything else is history.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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KΓΆszΓΆnΓΆm lΓ‘nyok. Fun fact: this TAS earns 2600 more points than adelikat's and 100 more than Walker Boh's (within shorter time of course). mklip2001: The comparison sheet contains the improvements per stages (apart from general optimizing). At 4-1 "sewer" I grabbed the speed first and then the boots (speed = speed, boots = highjump) which is 17 frames faster. Spotting this tiny improvement means you have a good eye =)
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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My 2 hour session of making my submission Link to video edit: yeah I totally over complicated that lua script =D
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MESHUGGAH
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Can we use online information (game manual, maybe faqs)?
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
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I'm interested in participating, but since I know the genesis version of your game idea has already a TAS and probably this game will just lag on NES, I'm not sure to actually participate.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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Projectiles that would be nice to manipulate
    2-2 first screen bullet slot 4 - to avoid interrupt or get a half pixel to left 3-1 sprite limit route which depends on last bullet (edit: probably slot 7) shot after a slot gets free 3-2 bullet slot 5 - to avoid interrupt or get at least 1.5 pixel to right (spawn delay misery)
Sprite limit route is letting spawn the bullet guy and respawning a bird between the two guy on the platforms near the end, so Ryu would follow only 2 bullets (closer than he would follow 3 bullets) but in the end the bullet hits him so it becomes much slower. edit: regarding the demon's head, I vote for the pacifist spirit.
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MESHUGGAH
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Scumtron wrote:
Removing input on frames 6994, 6995 solves the 3-3 timer problem, woo. Seems that getting hit as the 2-3 boss dies (so $75=4) makes the hit on the 3-3 boss avoidable, and I have no idea why. I haven't looked into whether $75=0 could be in any way beneficial (or detrimental) for level 4 though.
Oh my fucking god, how could I not see that (6994 useless interrupt). Regarding "key frames"
    1-1 through 2-2 last screen start everything seems to be optimized 2-2 last screen: the only possible improvement would be manipulating the knife thrower (bitch) and last 2 enemy, which seems unlikely (without an extra interrupt which isn't feasable for us) 3-1: I've tested nearly all other routes, this deemed to be the best, so I call it optimized. 3-2: Same, and also note I got insanely good luck for both the bird twice time and all the bullets/enemies towards regarding positioning and the number of required backsteps/sacrifices to delay enemies. A very small change (0.5px or interrupting an enemy earlier) leads to desync and the impossibility to resync without bigger sacrifices.
Uploaded movie which surpass the fucking timer thanks to scumtron!
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Scumtron wrote:
Don't have access to TAS-stuff at the moment so I'll just try to post from memory. In the no-input, mid-jump frames press R twice before moving L at 7*93 (don't remember hundreds value) and then another frame of L at 7*12. This results in reaching the 2-2B exit on frame 7*36 instead of 7*37.
You are right! It's 1 frame faster. I've uploaded the WIP. But now we are at timer value 1 for 3-3 boss death.
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Scumtron wrote:
Don't hate me, but taking the boost in 2-2B with Ryu half-a-pixel forward (left) is 1 frame faster. Plenty of space to adjust position in the jump there. Also thought the first bird-boost in 3-2 could be faster, but I guess it has to be that way so the soldier can be frozen/avoided later?
Would you mind to show a screenshot or movie file? I don't see where did you get a half-pixel forward, maybe at the very end?
Scumtron wrote:
Hard to just jump in and change stuff in a run like this without knowing when and where enemy subpixels, etc. are important!
Well yeah, it would take too long to document and read the full chain of specific enemies specific subpos values and what events changes these... Slot 7, 6 and 4 is the most important so far for my WIP (and the timer value).
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Scumtron wrote:
Sorry if I'm misreading your post, but I think you may be a bit off on the boss timer/3 frame thing. Two relevant variables:
    A: duration of boss fight in frames B: value of timer fractions when boss screen loads
So, if A mod 61 <= B then the game will tick off that extra second that would otherwise take three frames to be tallied into the score.
Well I was wrong in that you need subtimer 0 when pressing B and subtimer 60 on the frame the boss dies. Killing a boss like this will save 3 frames. As far as I know, parity (even/odd) doesn't matters. I could save 2 frames by adding 1 empty frame, which is the "last resort" solution. I still hope for saving 3 frames instead of 2.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
MESHUGGAH
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I watched your video gusmancini. I only watched the TAS up to 5-2 or whatever, so I'm not that place so far. I don't know if it's faster, but I guess there's more I will reduce. We have plenty of tricks to save frames. The reason I "rarely" upload movies is that 1. I already optimized most of the things to be fastest according to our knowledge 2. Currently I still have the same problem after a lot of "dead end" tests (I need to change specific slot's ID and subposition by delaying or spawning enemies at specific in-game time while tweaking the in-game time too). 3. As you see, it's a very complex task and I still try to save 2 (or 3?) frames which is only possible if I can "expand" the in-game time without extending the frames. A bit detailed. Boss stages can be completed 3 frames faster if the in-game subtimer is 0 once killing him. To make use of this time rule, I need to avoid "interrupt juggling", which freezes enemies AND in-game time. And I don't even start to write how many things affects each other... in-game time versus bitches (=knife throwers) and the littlest (is that a word?) change can desync very easily. So as always, I will submit once I magically find another way to avoid adding 1 frame to save just 1 frame (timer rule).
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"Anyways, this is going to be the best TAS ever!" I'm giving you the best yes vote ever!
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
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Kurabupengin wrote:
I mashed buttons randomly, i did random movement and touched enemies and stuff and it just happened. ACE or memory corruption maybe?
Judging by the picture itself, the game loaded a specific pattern/set of garbage values as level data. You need more information to understand it's usability for TASing purposes. 1. Why the glitch happens (what corrupts the screen)? 2. What does the glitch do (changes tile appearance (unuseful) or changes level data (useful))? 3. How can you alter the outcome (possible values and what value are you targeting for ("end of level" object)? My primary guess would be it's a simple "crash" screen and it isn't useful for you.
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Lazy to fire it up and watch in emu. How many lag frames are there for example on first stage? Would it be possible to fire at specific frames to decrease lag frames? What about pause button (start) to manipulate the game depending on it's frame length to unpause it and effectiveness?
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MESHUGGAH
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First of all, I've already tried to come up (without success) to do something similar to aid AngerFist's project (run 8~9 FCEUX with predefined ROMs in one click and control all emulators through 1 app / keyboard). Inactive forum thread here. The difficulties I had were: - if the emulator uses DirectInput, you need to use background input, otherwise they only process input if they are focused (the window itself). - multiple emulators / games will decrease performance, which leads to desynchronization. (Wiki: DesyncHelp) - losing the unique features of emulators because of input driven solution (bye TASEditor) 1. Communicating with the emulators The probably fastest method as feos suggested was linked in that thread: using IPC http://en.wikipedia.org/wiki/Inter-process_communication. There's a LUA WinApi http://github.com/stevedonovan/winapi with a few examples on making asynchronous NamedPipes. This way you could communicate in a server (your program) - clients (the emulators) network. Also note that many emulators supports LUA scripting and you can rely on others like TCP. However, performance is a must and I would suggest using ØMQ with many language bindings and you should have freedom in creating network communication. 2. Initial setup - You need to launch the N (number of) emulators using parameters to open ROM and movie (winapi.spawn_process() @ LUA WinApi) - You need to check every client finished and no errors happened - Rewind to last finished position. Refer to http://www.fceux.com/web/help/fceux.html?LuaScripting.html for example. The communication is up to you, I used a client.lua script on the emulators with predefined functions for example, to restart emulator when it's crashed or something bad happened.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
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Take my medal and my yes vote. Good job guys =)
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...
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Scumtron wrote:
Regarding the 4-1 bat-boost: going off WIP74, it looks a jump on any frame from 16068 to 16072 avoids the bullet.
Obviously this depends on many factors (level timer, inherited subposes, the slot hierarchy, etc), and I would like to check that TAS once we are done with pacifisting. Up to 3-2 start, couldn't make use of "slot change" nor simple enemy respawns (as feos pointed out, enemies always take the highest available slot, so repositioning a position sacrifice to respawn an enemy would benefit in changing the target object's subposition to a value (0x00, 0x80 or other values) which isn't always possible). update: - deleted last part of this post (respawn is iterator dependent, so sometimes) - currently deleting missile guys when we take damage, because it's ~6-10 frames slower I think it's more appropriate name for despawning an enemy, since we avoid their spawning, clearing their existence. One could say it isn't true since he could respawn if we would go back (as we sometimes "revive" an enemy if he already died and his spawn point still on one of the sides of the screen)
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Thank you for the upload solarplex. The WTF factor is too damn high. Side note: we need more japanese TASers.
PhD in TASing πŸŽ“ speedrun enthusiast ❀🚷πŸ”₯ white hat hacker β–“ black box tester β–‘ censorships and rules...