Posts for Randil

Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
What Warp said, but I suggest you try the movie splicer feature in TAS movie editor rather than a hex editor, and if that doesn't work, you pretty much have to redo the movie from that point.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
You can only move forward and attack at the same time during a jump, if you attack on the ground you always stand still, and it's usually a good idea to keep moving forward during fights. The reason why he had quite some distance to the enemy is just as you said, the sword blast will deal damage to the enemy as long as it is in touch with him, that's why it's faster to lure the enemy towards the middle of the screen before shooting. The flail works in the same way, it's faster to have the enemy as close to you as possible before attacking him, so he takes more damage. The WIP is looking good, I'm looking forward to seeing the finished run!
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Sonikkustar wrote:
That was awesome Randil! And 15 seconds just from the first stage?! Are there any other stages with that serious of time you can save? Keep it up! :)
Thanks everyone, I appreciate it. :) I've looked into level 2 some too, and although I don't think it can be improved by as much as level 1, at least a few seconds should come out of it. I've also been contacted by Aglar, and he made a WIP of the first level as well some time ago. It turned out that his WIP is (several seconds) faster than mine (his boss fight is crazy, and he used a slightly different route), and we decided to team up on this project. (go Swedes of Speed!) We'll keep you updated on how this goes. Aglar has some other projects going on, and I have my thesis going on at school, so there might be some time between the updates.
Experienced Forum User, Published Author, Skilled player (1890)
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Location: Norrköping, Sweden
This movie made me smile, it might be that I'm tired, but I liked watching it. I'll just throw in a yes vote. It would be even more awesome if the turning animation for the cubes were a lot faster.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
I've been working on this some for the last few days, and I think the published run can be improved by quite a few seconds. I have a WIP of the first level, and so far I'm 958 frames (15.97 sec) ahead of the published run. However, in this WIP I take damage to save time, whereas the published run is a no-damage run. I'm wondering, do you think taking damage to save time is a good goal in this TAS? The damage taking makes up for perhaps 2-3 seconds of the improvement. Here's the WIP. Notice that I get all my magic refills by manipulating drops from the enemies on the boss fight. This was very tedious, but was well worth it. Any interest in and/or opinions on the WIP so far?
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
I think I'm with theenglishman here, I'm not sure whether I should just be relieved or mad. I think I'll go with relieved. I'm just so glad that this was an April's fools joke. The more I thought about it, the more strange it seemed; I just couldn't believe that emulator developers that Nach and adelikat didn't know about this issue before. I think Nach had a point in his post, that perhaps a lot of the work the admins do is taken for granted, and many users only tell them what they don't like about the site, rather than what they do like. I'd like to give a thanks to the admins for all the work they invest in this site, I can safely say that it really is appreciated. I will continue contributing with what I do best, that is to say submitting TASes. And just like Flygon, I would say that around 20-25% of my life is about TASing, ever since I started lurking the site at the beginning of 2005. Do the math, and that makes for quite a few hours of TASing and quite a few visits to the forum. Needless to say, the news that this site was shutting down scared me to death, and I had some trouble sleeping last night. Oh, and Flygon, you encoding work is very much appreciated, it really is. Since you started encoding TASes I've been watching a lot more TASes than before. This goes out to Aktan too. Thank you very much for your work, I imagine it takes some time to encode all those runs. PS: Please admins, don't pull off something like this again.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Very nice work, yes from me.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
I agree with what Eratyx said. I disagree with the decision, and find it overblown. I've known for a long time that the input from TASes won't beat the game on a real console - take lag for example, the emulator and a real console often don't emulate lag the same way, so any TAS with lag will likely desynch on a real console. I honestly thought most users here knew that no emulator can emulate a game 100% identical to a console. I don't see this as a problem, in my opinion the emulators emulate the games close enough. Even if the exact input from the TAS won't beat the game on a console, by tweaking the input slightly, I think most of the input from TASes here could beat the game on console. Anyway, I will definitely join Raiscan's clone site, and I hope more of you will. I'm very, very saddened that this is the end of TASvideos. This community and the art of TASing means so much to me.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
It sounded like you missed with the brush several times, but I could be mistaken. I also think the brush route could be faster (it would make a pretty fun mathematical problem to find the fastest brush route). I'm not sure it actually "beats" the game since it colors the picture arbirtrary and not how it's supposed to (not that it would be much funnier this was). Besides these points, it was about as good as Color a Dinosaur.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Derakon wrote:
I left the torrent to run overnight, and I still have 0% of the encode. Same goes for 44 other people.
I can second this, as well as FODA's old run. I've been trying to download since yesterday. Both are still at 0%... Seeders, emerge!
Post subject: Castle of Dragon
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
I noticed on the MoviesToObsoleteFrom2004 page that someone is working on this game, and since I did some work on this a long time ago I thought I'd share what I know to the mystery TASer who is working on this: 1. First off, I'd like to point to the WIP I posted. It beats about half the game, and is several seconds ahead. You can probably improve it further with some patience. 2. Pressing left+right when the screen is scrolling and you're standing at the right part of the screen will make the screen scroll a lot faster. See my WIP for this. 3. $0539 decides how long your weapon will last. By shooting, you can stop this timer, so you'll want to continue shooting if you want to keep the weapon for a boss later on. 4. When using a weapon that deals continuos damage, look carefully at th enemys' HP (stored at $032A) to make sure you deal as much damage as possible, since the amount of damage you deal with such as weapon vary greatly depending on your relative positions. Otherwise, this game is mostly trial and error, so you'll just have to test different stragies. Here are the RAM addresses I have:
0301 X|pos
0300 Y|pos
00F2 Screen|X|pos
030A HP
032A Enemy|1|HP
0321 Enemy|1|X|pos
x0512 Weapon
0539 Weapon|last
0311 Shot|X|pos
00F6 Screen|speed
| |
| |
06FD Level
0536 EXP
030B Timer
03CA Dragon|HP
0305 Attack|on|3
| |
| |
| |
| |
0306 RNG
| |
| |
Good luck!
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
henke37 wrote:
Well, it did look optimal, but the game really doesn't look like it is giving you a lot of options. It is just walk to the right, shot guy in the way, repeat a few times, stock up on ammo, repeat from the beginning.
I see your point, but there really is more to it than this - luck manipulation, lag reduction, frame precise shooting, route planning etc. (although I understand that these are all things that probably only the one who TASes the game notices). About the game not giving me a lot of options, it's interesting to point out though that I saved several seconds from new routes, so even though a lot of this game is just walking straight forward, there are places where the fastest route isn't a trivial choise. This game isn't trivial to TAS, and was actually quite challenging.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
mklip2001 wrote:
One question, though: Why are your routes for Areas 1 and 6 so different when going down those green block-things?
This is because If I had used the strategy from level 1 on level 6, I would get hit by a bullet by the red enemy there as soon as I landed to the left of him.
Experienced Forum User, Published Author, Skilled player (1890)
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NitroGenesis wrote:
Watching, but can you explain why you jump at the end of each level? It seems unnecessary. Also, unlicensed games for the win!
This is explained in the comments: "When you reach the door at the end of the level you automatically start walking towards it very slowly, as you can see in the published run. By making a jump towards it as late as possible you can avoid some of this walking animation, which saves quite a few frames. I realize that this is a cheap way to save time, but most of the time saved in this run come from in-level improvements. "
Experienced Forum User, Published Author, Skilled player (1890)
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Flygon wrote:
Just out of curiosity, what did I look like?
I don't know, I don't think I got a good look at you in the dream (plus that it's been several hours since this dream now, and you know how fast memories of a dream can disappear). I just somehow knew that it was you, even though I didn't really see you well... I have a vague memory that you had brown hair, but that's about it.
Experienced Forum User, Published Author, Skilled player (1890)
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I had a weird dream tonight... So Flygon had submitted a TAS of Blaster Master. I remember that it finished the game in 9 minutes, which I found to be pretty good. I watched the TAS, but suddenly it wasn't Blaster Master anymore, it was Mega Man X. I was about to vote yes, when adelikat made a post saying that the run is not very optimized, and that parrot14gree has finished the game in 5 minutes. I watched parrot14gree's run, and it blew my mind, but I felt a little bad for Flygon. For some reason, Flygon was now sitting next to me by my computer. I leaned close to him and whispered in his ear "don't worry, I thought your entertainment factor was higher on the boss fights". I could see him getting really glad, and he leaned over to me and kissed me on the cheek. I wonder how to interpret this dream...
Experienced Forum User, Published Author, Skilled player (1890)
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Perhaps the possibility to list by published status too, since all other statuses are supported (and that published submissions show up on the "all"-list).
Experienced Forum User, Published Author, Skilled player (1890)
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Nice! However, I found a small timesaver on the water level - by going down the vertical corridor around frame 10250 in an arc instead of going down from on the ground, your Y speed isn't reset, making you move down the corridor faster than in your movie. Sorry for my bad English, hopefully you'll see what I mean when you watch the movie. Basically the trick is to avoid resetting your Y speed before going down this corridor. This arc-like movement allows you to maintain your downward speed. It's kinda similiar to the classic "jump down ledges instead of walking down". Anyway, this trick saved 5 frames, hopefully you can incorporate it in your run without too much trouble! Here's the movie file. Otherwise it's looking great, keep up the good pace!
Experienced Forum User, Published Author, Skilled player (1890)
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I just noticed that on the all submissions page, if you try to list the submissions in any other way (i.e. click on any of the arrows) you just get redirected the front page instead of sorting the list accordingly. I have not been able to replicate this in a EDIT: It seems to work now whenever I try to list the submissions in any other way, so this might have been something I did wrong, and probably isn't anything to worry about.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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In order to make the list, I think the run should meet these criteria:
    1. The run should comply with all the rules except the "The movie must be good" section. 2. The game may not have a published run on the site. 3. If there are multiple runs of the same game that meet the two criteria above, only the fastest (or "best" in some sense) one is listed.
In some sense it might be a good idea to include all runs of a rejected game, not just the fastest one, since runs that are overall slower might include some trick that the others don't. However, if all runs are listed, the list would get very clustered. It might be possible to automate this by the following algorithm: Loop through all the submitted movies, and if a movie meets the three criteria above, add it to a list. Criteria 1 might be hard to check automatically, but 2 and 3 should be possible. Should we create a page for this list, and in that case, what should we call that page? How should this list be structured?
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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I have no idea what just happened in this TAS, but it was somehow fascinating. This game reminds me of the good old game Atlantis, which I played back in the early 90:s. Weak yes from me.
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
It seems a few editor players are still only players, while other get this extra editor title. For example, Acmlm is now also an editor in his rank, while others like me and Afaq (who are both editors) did not get this new rank. Is this because of our rank as players?
Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Dacicus wrote:
Randil: Thanks for the info. I'm mostly going to be using the new laptop for casual purposes as well, other than the virtual machines and emulators (VMWare, Bochs, DOSBox, and emulators up through N64/PSX era). What did you find the largest differences between WinXP and Win7?
The most obvious difference is that the start menu is different, it looks more like the one from Vista now. If you have several Firefox windows open, and you move the mouse over the firefox icon on the start menu, you will see small miniatures of all windows currently open. I also think both starting and shutting down the computer is faster in 7 than in XP. The control panel has been changed a bit too. To be honest, I haven't found that many changes, I would say that an overall improvement is that things simply run a bit faster on Windows 7. All emulators I've tried have worked fine with Windows 7, so you shouldn't have any problems with that.