Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Welp, I guess now is a good time as any to salt the earth and restart from the beginning.
EDIT: wait scratch that. I just realized that would mean my Phineas and Ferb would be gone too.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Temporarily. Some crazy fellow felt obliged to shatter my jaw. Since my jaw had to be wired shut as a result, it was decided that I be sent home until it heals.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Last night at a thing I carried around a small cardboard sign that said "Homeless. Out of job. Need more cardboard for a bigger sign." I tried leveraging my (actually) broken jaw to gain some sympathy points, but it wasn't enough to get me any more cardboard.
Halloween-time is kind of terrible when you can't eat any candy. :(
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Here's a testrun that goes up to the battle against Harley Quinn and the vector-ball crane. At this point it's about ~90 seconds faster than the (1 player) run at SDA. Based off of this, we can naively assume that a full TAS would be between 35-40 minutes, though this really depends on how much the autoscrollers can be sped up.
Link to video(.GMV File)
I should note that this is basically all a tease, since I'll be leaving on my Mormon mission in basically a day or two. In other words, unless somebody else hates themselves enough to take a stab at this game, this is the last you'll see of this game being TASed for about 2 years.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
This game only needs 3 branches: Megaman on Normal, and Protoman and Bass on either Normal or Hard. The achievements should just be a bonus if the runner happens to do them without wasting time.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
These kinds of smoothing filters only really work on games with clean, cartoony graphics, like Mega Man X, Gimmick!, or Kirby. Games with more detailed graphics, like Batman, Lionheart, or Golden Axe, tend to look much worse. This algorithm seems like no exception. Honestly, when I want my games to look better when emulating, I just use a 25% scanline filter, or sometimes an NTSC/RF filter (depends on the game). The improvement usually tends to be surprisingly substantial.
I could see this algorithm being useful as the first step in upscaling graphics for an HD remake or whatever, though even then you'll still need artists to clean everything up. For example, in all of those Mario World examples the outlines seem way too thick and would need to be made quite a bit smaller (though this could be partially solved by factoring in the relative brightness of pixels into the equation...).
This problem could be solved by processing layers and metasprites individually. Of course, the problem here now becomes how to determine which hardware sprites compose a metasprite without resorting to game-specific solutions. And, of course, you couldn't easily separate parallaxing layers if you just had a raw video stream.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I'm always amazed at how runs of slow-paced puzzle platformers that I've never played can be so entertaining. Trying to intuit the game's rules; preemptively trying to guess the solution; the tension of all the close calls... good stuff.
The game looks like it could have benefited from a "stumbling" animation for when you land from a fall and are forced to walk forward one square.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Perhaps in this case the encode could use a longer input file that goes through those text boxes at the end.
EDIT: After the end of the credits, I mean.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
I was ready to stop watching the run about 4 minutes into it because of the slow pace, but I kept watching a few more minutes and was pleasantly surprised to see that the other character could walk faster.
I didn't really have any idea as to what was going on, but the damage boosts looks good and you managed to entertain me for the better part of an hour. Yes vote.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Stage 1 Testrun
I suspect that the rest of the game would be able to maintain this level of entertainment, except for Level 2 which is a ~3/4 minute long autoscroller followed by a 15 minute horizontal shmup level.
Also before you get excited, I won't actually be able to TAS the entire game.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
What I've been doing for my run is:
#1: start of section
#2 - #9: used sequentially
#0: end of my current fastest attempt of the section
I find this method useful for optimizing sections by iterating through various different frame timings at different intervals. The last state saves me the hassle of reproducing my best input for the section if I ended up doing a bunch of slower attempts after it.
Note that when I retry a section I go back to using state #2, meaning that the later states (~7-9) tend to get much less usage.
If I want to go back to an earlier point in the run I usually just replay the movie file from the start.
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Stage 2 WIP
73 frames saved in this level (71 in-game). Biggest timesaver was skipping one of the ceiling glitches in favor of going directly onto the minecart (~40 frames). Another 7 were saved by jumping on a piece of minecart track (technically not, but that's what it looks like). The rest came from optimization.
Total savings so far: 314 frames (5.23s)
Experienced Forum User, Published Author, Player
(147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Stage 1 WIP
I saved 241 frames (224 in-game frames). The savings come from the falling trick, lag reduction (rolling = less lag), a couple new strategies, and general frame-savers.