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MESHUGGAH
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DarkKobold wrote:
MESHUGGAH wrote:
Rapid information exchange: 2. Why everyone can vote if they don't need to make a 4 player TAS within less than a month?
adelikat and I made Simpsons in about 2 weeks, and we weren't even on a deadline.
Don't forget that you are godlikes and you wanted to do it as a team, while in this case, others voted that 4 random player should do a 4 player TAS
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Atma wrote:
Yes. / Not to my knowledge, but the two further cutscenes past the initial have faster skippable text, iirc. / I wouldn't suggest a game that I hadn't tested out.
Thank you for the answers, now I'm voting Rockin Kats'.
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Rapid information exchange: 1. Does anybody played these games before actually suggesting them and adding it to the poll? - CTHD looks like a vomit for me. Does Chronos Twin has any skippable cutscenes? Sorcerer's Maze looks good but insanely repetitive. Rockin' Kats has already published TAS, so it will be fun to just simply improve an old TAS witihn a month and make a new record after the competition when everyone has more time. Captain Commando 4 player, watch next section. 2. Why everyone can vote if they don't need to make a 4 player TAS within less than a month? 3. So what's really the goal of this competition? Also don't misunderstand me, I have no problem with the selected games, just simply wondering that anybody has even tried to play these games or at least watched anything about them, not just "WOW A NES GAME I VOTE THIS"?
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I think this may come in handy http://naesten.dyndns.org:8080/psyq/man/home.html
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Thanks to klmz, I tried to OoB and it's really exists/works. Generally you go outside of the map by holding L+R until you pass through the invisible barrier then simply go left. You can go out the same way. This only works on the left side and only at 1st rows. Here's the route (read the VII. section @ http://www.gamefaqs.com/nes/587354-indiana-jones-and-the-last-crusade-taito/faqs/31584 for legends) For example: M - q - ^, do the OoB trick and press up: Slice 2/1st row/very left side. press up --> Slice 3/1st row/very left side. press up --> Slice 4/1st row/very left side. press up --> Slice 5/1st row/very left side. So I'm currently searching for fastest route with the use of OoB, I hope it saves time. edit: Randil's WIP finished stage 2 @ 5308 while using OoB I finish it @ 5619 frames due too many runnings to the right (at Slice 5). Also the RNG subroutine called different times than the previous route. Using OoB until Slice 4 and going through ZZ costs +27 frames.
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Sonikkustar wrote:
Both these runs are using New PPU. Is there any reason for that? Looks like a pretty good WIP.
I wrote a lengthy comment but I suddenly pressed backspace because I'm drunk. Pure informations: New PPU used because I've hadn't any reason to don't use it. The WIP. I improved it with ~2 frames on the first level by killing already spawned enemies instead of running away from them. I will upload next WIP when I fully understand the debugged Holy Grail stage layout generation. If I'm correct, than I won't need to wait a lot of time at the title screen which is good. The only thing I consider is the ammount of "sideways" (moving left or right rather than rushing forward). edit: some debugged things. I used Randil WIP since it's uses the "fast RNG" (starting the game as soon as possible) while my "faster 1st level" used another RNG by mistake. Initial values 0x001E $55 0x001F $AA At title screen - Waiting N frames calls the RNG subroutine for N*2 times. (starting the game as soon as possible: N = 0 --> 2 RNG calls) Cross of Coronado - At each enemy (re)spawn, the RNG called for 1 time (17 times at Randil WIP) (notice: Find Dad stage number of RNG calls depends on the actual route) (notice: warp means a "new stage" door/stair, when the screen goes black) Find Dad - 2 + 6 RNG calls @ black screen before starting the stage Entering 1st warp (door): 4 + 7 Entering 2nd warp (door): 4 + 9 Entering 3rd warp (door): 5 + 11 Entering 4th warp (door): 4 + 7 Entering 5th warp (stair): 11 Entering 6th warp (door): 1 + 7 There's no RNG subroutine call at Find Marcus stage. At this point, the RNG called for 97 times. After selecting Holy Grail and screen goes black. The RNG calls once, wait, then called MANY-MANY times. 0x0080 ~ 0x0088: generating the JEHOVAJEHOVAJEHOVA path. 0x0630: the end tile of the Holy Grail stage. Generated as $DC79, AND 0x07, CMP 0x07, STA. Initial values (RNG-free) *not complete* 0x0080 = 13 0x0081 = 0A 0x0083 = 00 0x0087 = 01 0x0084 = 02 0x0086 = 00 $8BB9 subroutine - generating the JEHOVA path *uploading the simplified code later* End of Holy Grail map - 19 RNG cycle. 3 RNG cycle after first move. 3 RNG cycle after 2 more moves (3rd move). $DC79 RNG subroutine translated into C#: http://pastie.org/2534152
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klmz wrote:
I've got the impression that it was possible to glitched through some of the prison walls from the right side. I haven't been able to reproduce that, though. EDIT: And if memory serves, there were glitched warp-doors outside of the boundaries of the prision level, which could be used as shortcuts.
I didn't even thought about OoB tricks. Here's a list I found out and possibly Randil uses too: Cancelling whip animation - you can switch to whip while climbing ladders Cancelling enemy - start rolling and cancel it by letting go of "down" Manipulating enemy to duck and go trough him - press A within ~70 pixels of the incoming/nearby enemy. Cancelling stun - press U+B+L+R. You will get but won't switch animation. edit: and Fast whipping: depending on situation, you can end whipping faster (after damage apply) by performing another action, for example: pressing D 2 frames before actual "whip hit sprite" at a ladder. Also I'm close to understand the debugged informations. 001F and 001E that must be manipulated mostly at the title screen. 01E8~01FE only controls enemy spawn order and initial state.
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Thank you both of you! Now I'm debugging and improving and also smack myself for saying "nearly 100% optimized" to my WIP.
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Post subject: Indiana Jones and the Last Crusade (Taito)
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I already made a nearly 100% optimized run for this game, however the RNG depends on which frame I start the game which affects "enemy spawn priority", the layout of "Find the Holy Grail" and the Holy Grail position at the last screen. Here's 2 WIP (I actually have 7): http://dehacked.2y.net/microstorage.php/info/1766927144/IJLC_0.fm2 - 0 frame wait at title http://dehacked.2y.net/microstorage.php/info/462308100/IJLC_1.fm2 - 1 frame wait at title Waiting for 2, 3, 4, 5, 6 frames at the title screen doesn't change the has the same layout (but enemies). Waiting for 10 frames changes the layout. I'm not familiar with the FCEUX's NES debugger, the only thing I came up is 0022 and 0024 has something to do with this. Also I will hex edit some entertaining for the boring parts. edit: and hex edit the marcus part before the holy grail So if anyone has an idea or helps me to understand the debugger, I would appreciate it.
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I think it's clearly understandable what you are writing (though I'm also a non-native English speaker).
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I think the competitors' vote are enough regarding the game choice.
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Here are some useful links if you are interested: VERY EARLY PS3 emulator: http://code.google.com/p/rpcs3/ Sixaxis emulator: http://www.youtube.com/watch?v=7fsr4-UKQeY I think the easiest way is using Sixaxis emulator and a simple macro program like AutoHotKey or newer "intelligent keyboards'" utility with timer.
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Post subject: Re: Super Street Fighter IV Arcade Edition
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Mister Epic wrote:
I'm not sure it's possible to emulate Xbox 360 and PS3 games
Who said it's PC version? You can already do nifty things with PS3 and both Xbox 360, not to mention the beta PS3 emu edit: I watched the video, looks like a simple Sixaxis emulator with predefined series of input.
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SaxxonPike wrote:
I just watched the NES Boy and His Blob video and thought about this sequel. I know this thread is a few years old but I think what we've got here already is important. Are there any further plans for this game? Does it have the same bugs?
[1226] GB A Boy and His Blob by Aqfaq in 01:41.73
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I think it's logical that unhelpful or even disruptive/destructive reactions and behaviour is not accepted anywhere in the world... You know, I'm talking about communites like TASVideos that made up by several other people who registered here to the forum to get more informations about speedruns concerning the TAS area. The site is about being "nice" and "pedagogic", everybody can understand and learn what We, the TASVideos members make and do anytime anywhere. So... I don't think anybody would afford more time for being nice to non helpful members... Okay, Warp?
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Warp wrote:
I assume xkeeper was warned before being banned, so that an opportunity to change his behavior was given to him... Or did the ban simply came out of the blue? (And by warning I mean a clear one, like "please stop this kind of behavior or you will be banned", rather than just "please stop this kind of behavior".) I think that for fairness people should be given the opportunity to correct their behavior before punishing them.
Wiki: SiteRules
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I couldn't find all of them, but here's some informations: General, already known tricks/glitches other than SDA threads: http://xtreme-jumps.eu/page.php?59 (Counter-Strike kreedz tutorial, strafing and movement tricks) http://www.fortress-forever.com/fpsreport/ (FPS changes) Speed can be altered by many things: - the position you are standing (whole numbers versus floating points) - the view angles you are facing (same. there's even difference between 0 and 90 degree) - the buttons you press and their timing (as far as I know, the inputs are polled more than once / frame) - FPS The smallest rotation (mouse movement/+left&+right) in the game is 360 degree/65536 (smallint) = 0.005493. Notice that the floating point error sometimes doesn't let you do that small rotation. The fastest speed of wallrub can be gained by standing besides a wall and looking it with 27,15820312 degrees (-62,84179687 degrees is a bit slower but it's depends on what buttons you press and position). General techniques to be faster all the time - Use "standup" bhops (1st link 8.2 section): gives a vertical boost (of 2 units maybe?) that also makes the jump longer and higher, even in consecutive rows. - Strafing very rapidly (frame by frame) in the air gives you a huge boost to jump much longer. I don't have 100% correct formula, so I just leave this: To gain speed, you have to press the same direction button you are facing (A at left, D at right). You can only do small angle changes at slow speed and higher angle changes at fast speed. So you have to dynamically increase the viewangles from frame to frame. Just to show the greatness of this trick: A normal jump in Counter-Strike with 0 strafes is 215 unit while strafing 8 is 257. Now consider that in HL you move faster. Sounds great, isn't it? - To start bhopping faster, you can do a standup countjump (1st link 12.0 section): +duck for one frame, +duck before touching the ground, -duck when touched the ground and +jump. This way you can increase your speed while falling down and get extra 2 units vertical height and jump much longer. - You can "surf/slide" (1st link 7.0 section) in the pipes, sometimes it could be faster then bhop with slowdowns (0:47~0:52 in your TAS). However this is really depends on specific scenarios. Just a slight trick. I will look up HL again later.
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Okay, I refine my previous post: I'm in, and I will have enough free time to participate.
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quvu wrote:
I find it amusing that I was right about this one :> link
+++ As soon as I can go home I will search up my personal notes about HL engine, mostly about movement and speed change, frames and some glitch searching.
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Well yes, I used to play Counter-strike that's why I wrote the bad pre. Here's an sda thread about HL + TAS: http://forum.speeddemosarchive.com/post/half_life_tas.html (I'm OlikA @ sda, that was the thread actually made me discover and join to tasvideos)
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I'm in, but I don't know how my time schedule changes in the future.
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Just to clarify, I know that it's just a start of something "new", everything I say is just for helping you.
quvu wrote:
Is there any other "choices"? mousesupport to hourglass? ^_^ I'd really like to see a frame perfect run of HL. Each frame with calculated angle for optimal accel.
In the future. Perfect run needs some reverse engineering for more groundbreaking TAS only techniques like jumpbug. Also it's still not documented that how the floating point error changes different frictions and acceleration. There are many bugs with HL that makes impossible to do a frame perfect run through aliases/cmds (the smallest FPS change changes everything!).
quvu wrote:
#2 host_framerate 0 (off, default). fps_max 250, mostly. Why would fps change anything from realtime? I know the strafing isn't perfect. but also strafing more makes the path longer, and in some cases slower.
As I mentioned, the floating point error also changes acceleration (speed). One of the fastest way to increase speed depending on settings (for HL: sv_airaccelerate 10, sv_airmove 1) is doing very rapid "degree mirroring". To understand what I'm talking about, try alternating the view offset through every frame to the opposite side for example: (only pseudo code) Frame 0: cl_yawspeed 300 or something high Frame 1: +moveleft; +left; Frame 2: -moveleft; +right; +moveright; Frame 3: -moveright; +moveleft; +left Watch this (notice it's counter-strike and different thing, but you will understand what I'm talking about): http://www.youtube.com/watch?v=s8Zq0e4NPqA timing notes: 1:00 didn't understand that one. -> you could jump earlier and strafe more to advance the gap because jumping with it is faster than bunnyhopping. 1:05 I belive freefalling down is faster than dual-vector the ladder. Ya I think I could use the ladder to get the speed required to make a LJ. -> I think that ladderbhop (jumping down from the ladder with maximum 299.999 prespeed then jumping on the floor) is also helps you to complete faster this part, maybe I'm false, I only watched the video 2 times. 1:29 A LJ is instantly 560ups. And to make a bhop to be faster for that short distance coming; door to wall. It would have to be perfect timing in under the door, which i felt wasn't worth it. -> I didn't know there's a trick that adds more speed at doors to the LJ.* 1:30~1:53 yes this is a the part im most unsatisfied with. i don't believe its too sharp, but i could add more intense strafing. 1:52 LOL, I gotta get into the water to change level. -> Really? I played ages ago but I thought it's enough to jump near to the end of the water, sorry 'bout that. 2:10 The second button cannot be activated until the doors are fully open. thats why the path is straight to the first one. -> Same as above. 2:18 trigger_changelevel wont occur until the running alias runs out. so i can reposition myself to a spot where the maps are overlapping. hence spawn outside the barney part. some examples: http://www.youtube.com/watch?v=AKIpyz0EjuY#t=11m56s http://www.youtube.com/watch?v=8FVIjZ4Dc74 sorry for the english, im pretty tired. -> Well yes. That was I wrote about aliases/cmds f***ks up things in HL. I'm pretty sure there are more abusable tricks for this.
quvu wrote:
Thanks for review.
Your welcome. I think I will find some time to find other tricks at aliases. Also I will write up some formulas I found out for HL physics, I'm pretty sure they will be useful for frame wars also.
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Some questions and tips: #1 - Did you used TAS-Life? I already wrote at sda thread that it isn't the best choice since it's still has communication during pauses and makes real TAS techniques uneffective (just like jumpbug). #2 - Host_framerate 200? developer 1? Both of them f***s up the physics, making them impossible to do it realtime or even TASed on legal settings. Also most of the time you didn't make use of strafing in the air (80% of the run, here are some times on the video where you could apply it to be faster (maybe 10+ secs improvement?): 0:18, 0:31, 0:37, 0:50, etc etc)). Also you slowdown at ladderjump which could be much faster with right accelerating, you could apply some ground strafe even there. 1:00 you could strafe more to advance the gap since you already have the LJ module 1:05 you slowdown again at the ladder, it's faster with S+D+45 degree to South+East on ladders. I also think ladderbhop could be inserted here 1:29 start bunnyhopping before waiting the door to gain frames or +1 sec. 1:30~1:53 sometimes you lose some frames because of very sharp turns, they must be calculated 1:52 you should try to jump on the fence and strafe more to skip the water and instantly do grenade boost 2:10 you could try to press both buttons in 1 jump without slowing down that much 2:18 I never saw that you can completely skip the barney spart. I would like to know how did you achieved that. It was a good run btw for your first time, keep up the good work. edit: also the "wait" in HL is not the best, the more wait you insert the more will desynch (you will have to wait to processs your next series of input through command line).
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"Super Mario World is a game which needs no introduction. Many people have tried and studied this game, and their skill and knowledge are still growing although almost twenty years have passed since it got released. Now the currently published run is beaten by 4.5 seconds, which I never believed when submitting it. " 10:22.17 - 17:36.08 = 4.5? Seriously, where all these new "TASers" coming from?
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