Posts for WarHippy

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Post subject: Recovering Corrupted Save File
Experienced Forum User, Published Author, Skilled player (1041)
Joined: 1/9/2011
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My computer had a bit of a hiccup, and the most recent save file I was working on threw this error after restarting: Is there a way to modify the Movie System header so that I can try to open it? -EDIT- The picture doesn't seem to be showing correctly. Here's the link to the error message. https://imgur.com/gallery/e77oN46
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Technically not crazy. I may keep doing the same thing over and over again, but I get a slightly different result every time ;)
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And we're back! In the submission text I mentioned that I would have liked to spend a whole 'nother year on this TAS. And well, I am. I started off by working on one of the known improvements in the Underwater Caverns. By delaying picking up the purple turtle shell as late as possible I can make it all the way to the mini-boss. This lets me do some serious damage very quickly. Some minor improvements were made in the following stages and I had saved several seconds at this point. Before I got to the end of the auto-scroller level I decided to go back to the beginning and try out some things that I missed the first time around. Sure enough, I was able to shake a few frames loose which led to new RNG values which led to more savings. A little over two and half months into this re-work and I'm halfway through Muscle Tower. I'm 129 frames ahead with two half-stages to go before I can re-connect with where I started off. I'm positive the second half of the game will yield even more improvements, especially the 1v1 fights, since I was in a bit of a rush at the time to submit before the end of the year. There is no rush for me this time because this game already got its award. I don't plan to have this run done until sometime next year.
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DrD2k9 wrote:
I still believe that if the poll question were changed to a question of degree instead of a yes/no question, we would get better results.
I like this idea, and I want to take it one step further. I would like to see the Poll question changed to the 'Rate this Movie' option found on the submission home page. Ratings are so often used in difficult submission judgments and in discussions over movie tiers and in award season... even though there are entirely too few on most movies to be representative. This system would also allow people (like Lobsterzelda) to give a more honest opinion of entertainment when they can give the submission its due credit for technical quality.
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- Open the BizHawk-2.3.2 Folder and double click the EmuHawk icon. A black screen should pop up. - Go to File > Open Rom > Select any game rom that you have downloaded. Due to legal reasons you will need to go out and find the game roms on your own. We aren't allowed to provide links or directions on where to go. - Once the Rom is loaded it should start playing automatically. If not, then go up to the Emulation tab and select Pause Emulation to unpause it. - You can now play the game, yay!, using the keyboard (or controller if you can get it set up). - Once you're ready to TAS you can go to Tools > TAStudio. The game will go back to the very first frame after power-on and become paused. TAStudio definitely has a learning curve, and I fully expect you to have questions about it, but it will become pretty intuitive in time. Welcome to TASvideos, and we look forward to helping you out. Hopefully this is enough to get you started.
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Let's not get too carried away here. As per the Movie Rules page, "When optimal gameplay results in little to no variation in input sequences, matching others' work becomes unavoidable, so co-authorship is not required. However, when you copy someone else's artistic choices, the original author should be duly credited." The only real issues I could see are with optimization. Since this is a Mario game it is expected to have a high level of optimal play. But since I'm not familiar with all the tricks available for use (especially in the FDS version), I'll second Spikestuff and let the real Mario fans chime in on that.
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Interesting idea. It's certainly one worthy of an April Fool's submission, but I don't think it has what it takes to make it to Moons. After seeing all the insane things that can be done with this game, the one-button challenge seems like too much of a restriction. I would much rather see a walk-a-thon of this game that allows Y-button when necessary (even though that does feel more arbitrary). The entertainment that the item abuse brings to this game is wholly necessary.
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How is this the theoretical best time when there's two full piece's worth of blocks left? Based on the low re-record count it seems like this was just a first attempt to clear 40 lines with no real work put into finding the optimal solution.
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I wanted to document some stuff that wasn't included in the published run or submission text. The following link contains several minor glitches, the .lua's used, and a known improvement that was pointed out to me in the youtube comments of the published run. http://tasvideos.org/userfiles/info/52705118511615245
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That’s like saying a politician shouldn’t campaign so as to not bias the voters. Unless you personally disliked all three of those runs I’d appreciate hearing your discussion.
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Challenger wrote:
...picking the level 4 ki capsule is still worth, right?
Well, that's a great question. It costs about 240 frames to pick up the capsule. I use all 4 ki bars once in the Piccolo fight to do 160 damage, so I would have to see if I can do more than that in less time. It might be possible to use as a quicker finisher on the boss of the red caverns. It might also have some use in the final level. The cool down from the Kamehameha is always so great that it's just been faster to combo the enemies from start to finish. But there are large pauses between waves of enemies that could make it viable. Definitely Possible Improvement material.
MUGG wrote:
Will there be a comparison video?
I don't think it's necessary since it would merely highlight the differences between using save states vs. TAStudio.
Post subject: Re: Now the 2005 run is finally going to be obsoleted!
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Challenger wrote:
You... announced this project exactly on this day, December 27.
Oh neat! A true coincidence, I can assure you.
Challenger wrote:
...remaining submission text... Meanwhile, yes vote!
Hopefully I can get to it all tomorrow. There's still a bunch to add in the technical section before I get to start on the level by level descriptions. As always, I appreciate the support :)
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I went back and added the new jump trick into the run. The first instance it saved time was in the Tao fight after Korrin Tower. This caused a change in RNG and I had to re-sync half the run. But, this complete shake-up of the RNG allowed me to find new strategies in many spots which culminated in 318 frames being saved. I'm now back up to where I left off in the previous wip. 2 stages to go and 2 weeks to do it in. READY. FIGHT!
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Red Ribbon Army Base (pt 2) + Baba's Palace + City Street + 22nd World Martial Arts Tournament + First Encounter with Piccolo Input File In the RRA Base I was able to pull off the fight skip by going under the bridge. It's clear this wasn't intended by the developers since this is a pixel perfect jump. The first fight at Baba's Palace is against Spike the Devil Man in the Devil's Toilet arena. He starts with a laser attack, so I use the L+R attack to break his stance. Otherwise he only takes half damage while charging. I've seen videos of him starting with a different movement, but none of the RNG changes I could make would cause a different start. The L+R attack does less damage than any standard combo* (*more details will be provided in the future submission). -Edit- The second fight is against Grandpa Gohan whom Baba is able to bring back to life for one day. Next is a fight against Shu and Mai in a giant robot combination. All of the missiles are reflected back for massive damage making for a quick fight. The 22nd World Martial Arts Tournament ramps up the difficulty of the CPU opponents. The Chiaotzu and Krillin fights are especially difficult due to their small frames. The fight against Tien was probably the most distressing fight of the run. Not because it was overly difficult, but because I found a new trick that could save time in almost every VS fight in the game. It's a trick to do an instant jump straight up instead of to the left or right. Details of all the tricks and mechanics will appear in the future submission text, but for now all you need to know is that it can allow for better positioning when I want to fire my Kamehameha. Hopefully I can implement this trick into earlier fights without changing the RNG. Up next is a fight against one of Piccolo's minions followed by a quick fight against the boss man himself. This is another required loss, and I was not able to do it any faster than the previous submission. There are only 2 levels remaining. It looks like a 2018 submission is possible, but I need to step back and make sure that I'm not rushing through anything. The next time I post about this run will almost certainly be the submission itself where all of the wonderfully intricate details will be explained.
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This encode... just wait until the fight starts. Link to video
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I managed to save 53 frames on the Tao fight by manipulating one of the defense gauge refills to only refill to 1 point instead of the full 16. This saved 1 attack and provided better positioning for the next series of attacks. An additional 50 frames were saved on the autoscroller due to a couple enemies spawning faster. I'm pretty sure it has to do with RNG and my position relative to their spawn points. This mechanism still needs to be studied.
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I'm well over halfway done, thankfully. I'm confident sub 35 minutes is possible, and the run is at 21:20 so far (6 minutes and 20 seconds faster than the current movie).
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On this month's installment of Dragonball: Advanced RNG Adventures we have Tower of Korrin + Tao fight part 2 + Infiltrating Red Ribbon Army base part 1 input file Catching Korrin proved to be more difficult to optimize than I thought. All of his actions are dependent upon your position, the direction you're facing, and ,as a matter of course, RNG. The only way to manipulate rng in this mini-game is to press the B button (the capture button) which takes 31 frames to complete. All other buttons are disabled. After capturing Korrin he will fade out and re-appear somewhere else. He will either fade-in in a position relative to Goku (usually a medium distance away) which can take several extra frames to catch since you can't touch him until he's completely solid, or he'll instantly appear in mid-air with several of his copies flying around. Catching him when he appears in mid-air is the fastest option, but it's definitely not possible to manipulate every time (unless you can correctly manipulate rng starting from 2 levels back). The Tao fight was also difficult to manage. In all of the VS fights in the game you never want the enemy's defense bar to start regenerating or else you'll spend 30-45 frames going through the stun animation of breaking their defense without dealing much damage. The main difficulty in these fights is to manipulate the opponent to do an attack immediately after a ki blast. This depends on the rng and your height/position relative to the opponent. This will prevent their defense gauge from refilling since they won't be in a neutral position anymore. In this fight, though, Taopaipai's gauge will sometimes refill by a single point even while attacking. Flying into the Red Ribbon Army base is the only auto-scroller in the game. The mandatory fights are the only thing to optimize. And in those fights the only thing you need to destroy are the blue hovercraft. Sometimes a gray one will also have to be dealt with. I don't make the level look terribly fun just yet. I'm just focusing on optimal fight patterns, and with so much free time between fights it should be easy to manipulate the right patterns when I go back to polish it up. The last fight of this section is the only one that I think can be made better.
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Saved a handful of frames at the end of the Underwater Cavern. The change in RNG allowed for a brand new strategy for losing the Taopaipai fight. Saved over 90 frames in total.input file I block a lot of his early attacks so that he is able to throw out even more attacks. This lets him have just enough energy to fire off 3 Ki shots in a row. I also throw out an attack after blocking so that my guard gauge doesn't get destroyed and so that the next attack can come out which is a powerful attack and reduces my health just enough to get knocked out from the ki blasts. As a side note, once my guard gauge is depleted and my defense is broken, he performs the same combo into the knockdown. So I need to have him use the most powerful attack possible to break my defense while the gauge is at the lowest.
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You can skip a fight in Red Ribbon Army level which is coming up after you beat Taopaipai. This can be done in the second part of the level by going underneath the bridge (and thus going underneath the fight checkpoint). I couldn't find anything in this thread or anywhere else online that mentions any other fight skip in the game, but it's worth checking into.
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Progress Underwater Cavern is complete. This level went rather smoothly since most of the enemies took only 1 hit to kill. About half the time spent this month was used to re-work Muscle Tower. I had missed a couple movement optimizations which would've saved four frames, but I ended up saving 69 frames, instead. Half of that was from a better boss pattern at the end. You'll have to play the input file to see the changes, though. The video shows new content - the Underwater Cavern and the TaoPaiPai fight (part 1) where I have to lose as quickly as possible. After losing the fight you play a training mini-game level up the tower where Goku tickles a cat 10 times to get stronger. Then there's a regular one-on-one fight with TaoPaiPai again where you're supposed to beat him. I wanted to add these two parts to the WIP, but there's more work to be done on the fight. After he knocks me down the first time it's possible for him to attack me up to 18 frames sooner than what's in the WIP. Finding the opportunities to manipulate the RNG without losing time is going to take awhile. Other random thoughts include going back and adding in entertainment for the times Goku is just standing there. This would be a nice change of pace and would make it a less daunting task at the end. It really would be better to add in the entertainment along the way so that I don't have to worry about precisely matching the sub-pixel values all the time.
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Thanks MUGG. I use 2.2.1 because 2.2.2 and 2.3 have problems on my computer (don't know about 1.2). The good work does continue, too. Here's the next level completed. It's probably the longest in the game. Here's a link to the .bk2 and the .lua's used.
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Hello LavaCanyon! It's great to see new games on the site, and I wanted to question your goal choice of No Damage. The precision granted by emulation tools makes it trivial to avoid enemies and bullets (and I now see it marked in the improvements section). Given the length of the run it's especially important to keep up the entertainment as much as possible.
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It feels slower than the even the Pacifist run and less entertaining overall. (and I think that no vehicles should also be inherent to the category). Good job on the other wip, though. I'd go back and try to optimize that run as much as possible to make a worthy submission.
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So yah, I am the only person TASing this game atm. mugg dropped out during the first level. His work was excellent, but it did get improved on later. Thunderaxe31 created the initial .lua for displaying enemy information and helped find a couple tricks, but has not supplied any inputs. xy2_ has also found a few tricks, and he helps in modifying the lua script as needed for the game. But also likewise, he has not supplied any actual inputs for the game. This TAS would not be half as well-optimized without their help thus far, but I am the only one logging inputs. On a different note, here is another improvement to the fights. 322 frames faster than the previous wip. I'm now completely satisfied with the fights and will be moving full steam ahead into the next level. The 3rd Ki upgrade is acquired at the beginning. Time to see how useful it's going to be.
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