Posts for Randil

Experienced Forum User, Published Author, Skilled player (1890)
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Thanks for the comments!
MUGG wrote:
The dragon fight and the last level looks improvable. I think you don't need to get as close to the dragon everytime you throw a present pack towards him.
Yeah, I think it's improvable too, in particular by manipulating the fires better. I do indeed throw the presents as far away as possible, I made sure I did this by looking at the boss HP at RAM address 02F9. I could try and have a higher vertical position when releasing the presents in order to throw them a little earlier, if I can manipulate the flames to stay out of my way. But yeah, I'll redo this boss fight, I can probably shave off several frames from it.
As for the last level, you should use the left-right trick to skip the "being hit"-animation. The last level is, as far as I can remember, pretty much a matter of health management since there are more places you could take damage to save time than your health allows.
I did not know about this left+right trick, it sounds very useful. I'll redo this level too. EDIT: I have now redone the dragon fight and the last level. The dragon is now killed 63 frames faster, and I also take a hit to save some time. I pick up a raspberry on the next level, so I have full health on the last level. The last level is beaten 51 frames faster. I use the left+right trick on the first plant to get by it faster. The trick can't be done on the last two pots I take damage on on that level - I have to move left in order to take a hit from them, and the left+right trick can't be done when you have a horizontal momentum. Here's the new .fcm. Thoughts?
Experienced Forum User, Published Author, Skilled player (1890)
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*Bump* I just finished a TAS of this game today. This game is pretty fun and easy to TAS, except for the dragon boss. I completed the game in 8min 20sec. I'd like to know if you can spot any mistakes, and if you think this is something I should submit or not. Here's the .fcm I play on hardest difficulty, just like MUGG, and compared to his WIP, this run is about 40 frames faster at the point where his WIP ends.
Experienced Forum User, Published Author, Skilled player (1890)
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If someone wants to give this game a try, I found out once that pressing left+right will make you move to the right really quickly. This trick should add some more spice to this run! It should save quite some time too, in particular if you can tweak how far you'll move depending on how many frames you hold down left+right. EDIT: Hmm, I seem to have remembered it all wrong - the trick is to hold down left+right while shooting a bubble - this will make the bubble fly across the screen with an impressive speed.
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Congratulations on the victory team 3! And again, sorry I couldn't help out, but still, I salute you! :)
Experienced Forum User, Published Author, Skilled player (1890)
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Nice idea! You can compress this script quite a lot by using a for loop. It would look something like this:
while true do
vba.registerbefore( function () 

startx = 0x0200f441

for k=0,22,1 do

x=memory.readbyte(72*k+startx)
h=memory.readbyte(72*k+startx+4)
t=memory.readbyte(72*k+startx+15)
h=memory.readbyte(72*k+startx+19)

if (t ~= 0) then gui.pixel(x, y, "red") end
if (t == 0) then gui.pixel(x, y, "green") end
if (h == 0) then gui.pixel(x, y, "grey") end

end

end)
  vba.frameadvance()
end 
Experienced Forum User, Published Author, Skilled player (1890)
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adelikat wrote:
Why not add relevant ram addresses on the game resources pages of said games? Add new pages for new games.
Yeah, this is probably the best solution. RAM addresses and analysis and explanations of tricks and glitches go hand in hand, so this way we would have all knowledge of the game on one page. When I get more time on my hands I might add some more games to Game resources if no one minds, that way I can both share RAM addresses as well as tricks and glitches I have found. :) However, I'm wondering, is there such a thing as too many games for that list? Or do all games deserve a place on that list as long as someone has RAM addresses and/or tricks for them? I don't really know how much space these pages take on the server and stuff like that.
Experienced Forum User, Published Author, Skilled player (1890)
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Allright, I'll probably share my RAM addresses on datacrystal then.
Experienced Forum User, Published Author, Skilled player (1890)
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upthorn wrote:
I don't think this is a bad idea, but I think it would be better if wiki pages with ram addresses were written per-game, and then there was a central index with links to all of them.
Yeah, this is probably a good idea. So the page would look something like this page, with each link leading to a new page that holds RAM addresses for that particular game?
Post subject: Idea: Wiki page for RAM addresses
Experienced Forum User, Published Author, Skilled player (1890)
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I have an idea about making a Wiki page that holds useful RAM addresses for games on TASable consoles. By sharing RAM addresses you don't necessarily have to "re-invent the wheel" when you start a new TAS project, you can just look through this Wiki page, and if you're lucky, someone's already shared all the useful RAM addresses for that game. Basically, I'm wondering if this Wiki page is a good idea. I personally have a lot of RAM addresses for NES games in particular, and I'm guessing that a lot of you TASers out there have quite a few too. If several people kick in and share what they have, I think this Wiki page could get quite useful. I know there is a site called datacrystal.org, but they seem a little more into hacking games than sharing RAM addresses useful for TASing. I also know that adelkat uploaded what he and I got for his TAStools project, and this is something similiar, just more of a Wiki-page-ish approach. Perhaps it's a better idea to share your RAM addreses in the forum thread for the game, but if you have RAM addreses for 30 or more different games that you've dug up, the forum would get quite flooded with new posts. Is this a good idea? If so, how should the page(s) be structured? Should we have one page per console, and on that page a link to each game with uploaded RAM addresses, and a unique Wiki page for each game? Or should a table with the RAM addresses appear on that page when you click on the game name?
Experienced Forum User, Published Author, Skilled player (1890)
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mklip2001 wrote:
In Nightmare Land part 1, you take a hit off a little frog near the beginning and then have to wait for the flame jets later. You end that part with two health points left, and your health gets refilled after the penguin boss. Why not take damage on both the frog and the flames to save some time?
Getting hit by the flame jets here would make me fly back (to the left) after taking a hit, and this would be slower than to stop for a few frames for the flames to withdraw. Thank you for the compliments and the yes vote. :)
4matsy wrote:
Submission text wrote:
You can transform into animals by feeding them with candy and then entering them.
... I HAVE CANDY GET IN THE VAN :D *runs*
I was actually wondering when someones would notice my deliberate choise of words here. ;)
mklip2001 wrote:
You fly higher with the bee than I remember being possible on controller, especially in Stage 5 and in Nightmare Land part 3. How does bee flight work? Is it just that 3 seconds after you start pressing A to fly up, you can't gain height anymore, or is there some maximum number of times you can press A before starting to fall?
It's the former. When you lift from the ground, a 180 frame timer starts, and while this is >0, you can fly upwards by pressing A. When it hits 0, you fall to the ground. Pressing A sets your Y speed to maximum upwards speed, so the fastest way to fly upwards as the bee is to press A every other frame.
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How ironic, I've been thinking about this too. It might look cool if you focus more on timing movements so it's apparent they come from the same controller rather than hunting frames. But I think it will be very hard to do this, with all the wall jumping and all.
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Kyrsimys wrote:
Totally awesome run, thanks for doing it! There were so many moments that just made me go "duh!" and give myself a palm in the face. Can you explain a little about how the beam weapon works? Is there a certain amount of frames you should keep the button pressed or does it somehow change depending on the situation? Why is it not a good idea to fully charge it?
Thanks! The beam weapon works like this: RAM address $0091 tells you how charged your staff is. Basically, it increases by 1 for each frame you charge it. Its maximum charge is 96. It deals maximum damage, 5, when its charge is 64 or higher, so you don't need to charge it all the way up - just release the shot when $0091 is 64 and you'll deal max damage. Boss HP are stored at $05D2 (Boss 1 and 2) and $05D3 (last boss)
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Phil, you are awesome and your TASing skills amaze me. I would have never thought the published run could be improved by this much. And it's nice to see you're active in TASing again! :) Easy yes vote.
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Is it 10/9 (i.e. 1.11) tosses? EDIT: Nevermind, that's not right at all. I'll think some more about this. EDIT2: Hmm, on second thought, perhaps it is right. Is it?
Experienced Forum User, Published Author, Skilled player (1890)
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Thanks for the information, unfortunately this game is not edit friendly, due to lag and randomness. The nature of the game is such that no matter how hard you try there's always this feeling that it can be improved further, no matter how hard you try (due to complicated physics, lag, randomness, you know the stuff). Basically, I guess I'll leave those 10 frames for the next version. :) EDIT: Level 5 done now. I saved 1088 frames (18.13 sec) over the published run on this level thanks to: *Picking up the first key with the frog instead of the bee (see around frame 30600). This is because the frog moves slightly faster than the bee, and I'm right next to that corridor anyway with the frog, so it's no detour at all. With the bee, picking up this key is a slight detour. This trick saved about 150 frames or so. *In the cellar, I keep the frog form right until I'm next to the bee (the frog moves faster than Nemo), and then use the bee to take the key instead of using the lizard. This strategy saved around 520 frames. *Around frame 38300, I use a strategy that max used in his run: By manipulating the enemy's position, I can do a damage boost on him, instead of stopping for some time like in the published run. This forced me to conserve one more point of HP, but it still made up for it. *The blue rat has the same feature as the gorilla and the lizard, that it keeps his current speed for a few frames when he lands, so by making sure I have top speed when I land, I gain some time. This is why I jump all the time with the rat. *Optimized movements and flying made up for the rest of the time saved. Movie file. EDIT 2: I don't know if anyone watches these WIPs or even checks the updates, but still: I have finished level 6 now. This level is mostly autoscrolling, so no huge improvements here. I saved 122 frames over the published run on this level. Here's the .fcm.
Experienced Forum User, Published Author, Skilled player (1890)
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p0rtal_0f_rain wrote:
Hey, something's got a bug. I don't know if this had to do with converting my movie to an FM2, but the time on the header is supposed to read 1'06:18.95 (not 1'06:12.41, but I wish!). Judges/admins: please make sure the time is 1'06:18.95, thanks!
This is because of timing differences between .fm2 and .fcm - fm2, see this topic for more information. Basically your run got a lower time because you converted it to .fm2.
Experienced Forum User, Published Author, Skilled player (1890)
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This is over 1 year overdue, but I decided to pick this up again and have completed level 4 today. Here's the new WIP. Points of interest: *You'll often see me throwing candy when making a jump out of the water. This is because if you throw a candy at the same time as you jump out of the water, you'll get maximum speed upwards. Sometimes you'll get that speed anyway, but it's not certain if you don't throw a candy at the same time. *Just like in max's rejected run, I enter the snail at the beginning of the level and move under the boat, in the sand. This neat trick saved about 150 frames! *After exiting the second snail, around frame 27200, I use a trick/bug. By exiting the snail right after I make a jump with it, I preserve the snail's Y speed after transforming back to Nemo. This speed is higher than Nemo can obtain, so I swim up here at quite an impressive speed. This, however, made the two enemies above disappear, which isn't very good because I wanted to do a damage boost on them, but it still saves a lot of time. *With the Wobbling movement trick, the route above the water at the end of the level is slightly faster than going under the water. *Damage boosting with the frog under water does not save any time. This game holds a lot of tricks and bugs, it seems. :) Compared to the other runs, this level is: *312 frames faster than the published run. *256 frames faster than brushy's run. *305 frames faster than max's run. This is where brushy's WIP ends, so no more comparing to that one. Hopefully I can be determined enough to finish this, otherwise you'll have to wait yet another year for the next WIP. ;)
Experienced Forum User, Published Author, Skilled player (1890)
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*Bump* I'm not commiting to TASing this game, but I've done some more research on it and found some interesting things, if someone wants to give this game another chance. Those who have TASed this game have surely noticed that, when using the whiplash movement pattern, it sometimes takes 7 frames to move between two tiles, and sometimes it takes 6. I've looked in to why this difference occurs, and the reason is subpixels. Here's the breakdown: Your X subpixel is stored at RAM address 0401 and your Y subpixel at 0403. *Moving one step left always takes 7 frames and adds 236 to your X subpixel position. *Moving one step up always takes 7 frames and adds 236 to your Y subpixel position. *Moving one step down takes 6 frames if your Y subpixel pos is 56 or higher (in this case, it adds 200 to your Y subpixel pos), otherwise it will take 7 frames and adds 20 to your Y subpixel pos. *Moving one step right takes 6 frames if your X subpixel pos is 56 or higher (in this case, it adds 200 to your X subpixel pos), otherwise it will take 7 frames and adds 20 to your X subpixel pos. Bumping in to a wall does not change your subpixel position. So basically, this game just got way harder to TAS: you have to carefully plan every single movement in advance, to make sure that whenever you move down or right, that your subpixel values are high enough. When using the whiplash trick, i.e. pressing a direction perpendicular to the one you're moving in once you've reached a new tile, changes your subpixel position too, so you have to be careful if you, for example, tap left or right when moving upwards. So your movements at the beginning of a level have an impact on the rest of the level, due to how your subpixel positions change.
Experienced Forum User, Published Author, Skilled player (1890)
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Raiscan wrote:
I think it's important to suggest that you don't need to TAS here to contribute. Encoding, Coaching, even voting on submissions is helping out.
Another good point brought up. I added this as question #9. It directs them to the Helping page.
Experienced Forum User, Published Author, Skilled player (1890)
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funnyhair wrote:
I like the questions they were good, but do you mind If I make a suggestion? We get alot of new people here who sign up and lurk. maybe they post in some of their favorite games about things that they have found but don't publish runs or start a TAS. Would it be better if we have a question like: Do i have to TAS to be on the site? or WHat if i just want to Lurk? Maybe something to that extent. I feel like people might see those questions and feel like its saying HI welcome to TASvideos, NOW MAKE A TAS. I know when i first came here, I just wanted to see progress and read about the games. It was just a little bit before i actually wanted to start TASing.
Good point, I added this as question #8. I also changed the language a bit to sound less discouraging. I thought Bag of Magic Food's post was so well phrased that I simply put it in as part of the answer to the new question #3 (I hope you don't mind). Hopefully these changes were for the better! I was also wondering, perhaps I should make a separate thread for discussing this Wiki page? Although this discussion is somewhat related to this thread, it might be a good idea...
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Yeah, I'm a little unsure about #8. What I basically wanted to point out was that some players take offense when their TASes are put on Youtube without them knowing about it. In a way, getting more of our runs on Youtube is a good thing, as long as the description contains the usual necessary information. Well, I guess I'll remove #8. And I really didn't intend for the list to sound discouraging, though after reading through it a couple of times, I can see your point. I'll try to reword some of it to make it sound more encouraging!
Experienced Forum User, Published Author, Skilled player (1890)
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Seems like it worked: http://tasvideos.org/NewcomersAnticipatedQuestions.html Thoughts? Suggestions? Should I change an answer or add/remove a question?
Experienced Forum User, Published Author, Skilled player (1890)
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adelikat wrote:
Randil wrote:
A post full of awesomeness
I love these suggestions. Can we make a new wiki page to put these questions on? And a link to them in a thread in this forum.
Thanks! I added a few more Q&A in that post this morning.
Experienced Forum User, Published Author, Skilled player (1890)
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I might be interested in this (last time was pretty fun), but I don't know if I'll have the time to invest into it. I guess it depends on the game, too. In any way, I think this it is a good idea to redo this contest!
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It's good to see this thread active! Perhaps we should have an "answer to anticipated questions" list too? I've a short one here, with questions that occasionally pop up: Hi! I'm new to this site, and I just wanted to introduce myself! Is there anything in particular I should know before posting or submitting a TAS? Welcome to TASvideos! There are a few things you should know before posting in the forum or submitting a TAS: First of all, make sure you've read the forum rules. Secondly, I suggest you read the Why and How page very carefully. It will tell you what you need to know about how and why we make these movies. Basically, the thumb rules are to be polite and articulate, and educating yourself about what the site is about, before posting here. I'd like to make a TAS of a game, but I've never done one before. What specific game can you recommend? This is hard to say, but personally, I'd recommend any simple platformer for any of the older consoles, such as NES or Gameboy. I also suggest that first of all, you learn all the basic tools of the emulator before recording anything. When you decide to start recording, I think it's a very good idea to have picked a game that already has a TAS published, and constantly compare your run to that one, making sure that yours is at least as fast. I personally favor NES games, so here are a few simple NES platformers: *Kid niki 2 *The smurfs *Hudson's adventure Island *Amagon *Flintstones I've started doing a TAS, but it's not going very well... I'm having a hard time getting the same time as the TAS I'm comparing to. Can you guys help me out? Of course! That's what the community is all about. If you have a question about the emulator, such as how a certain feature works or so, ask your question in the appropriate emulator thread. If your question is about the game you're TASing, post your question in the appropriate game thread. Please do not be discouraged if you find it hard to get a good result the first time you TAS a game. I promise you that you'll get better and better the more you try, and eventually you'll find that you can get at least as good, if not better, results than the TAS you're comaring to! And really, don't be afraid to ask questions, especially here in the Newcomer's forum section. As long as you ask nicely, we will answer nicely. I have finished a TAS! Should I go ahead and submit it? If this is your first TAS, I strongly suggest you post your run in the forum before submitting it. If everyone in the forum give their thumbs up, you can go ahead and submit it. The reason we prefer that you post your first TAS in the appropriate forum thread is simply because for your first TAS, even if you've studied the tools and the previous runs thoroughly, it's not certain that it's site material, simply because it often takes a long time to learn TASing. But again, if your run is well made and good material for the site, we will most likely give you thumbs up! Make sure you post your run in the correct forum thread - use the forum search feature to find it. Where can I upload my run if I don't want to submit it just yet? You can upload your run to Microstorage. Just copy the link that it gives you after uploading your movie file, and post the link in a forum post. This way everyone can watch what you've done! I don't know how to use the forum search feature, can you help me out? Sure! At the top of the forum page, you'll see the word "search" with a magnifying glass next to it. Click on that link. In order to search for your game, simply type in your search in the first textbox. If your game contains multiple words, such as Super Mario Bros, put "" around the name when you search, so you search for "Super Mario Bros" instead of Super Mario Bros. You can also select which sub forum to get results from, under the Forum: list under Search Options. If your game is a NES game, for example, set this option to "NES games" to sort out all the hits you're not interested in. ... I might fill this out with more later, but I think you get the idea. Perhaps this isn't exactly what this page is for, but on the other hand, you can replace all these questions with more tool and TAS oriented ones.