Posts for Winslinator

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It says I'm missing the needed firmware files to load a ROM, although when i set up jzIntv, all I needed was the execrom.bin and the grom.bin, and it looks like they're both present in the firmwares list. Is there anything else I need to do?
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Hey where can I dowonload the latest dev build for this?
Experienced Forum User, Published Author, Experienced player (822)
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YESSS!!! This is great news to me as well, can't thank you enough for this I'll finally be able to break down some of the first games I've ever played. Seems like good progress so far!
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Sorry I couldn't reply earlier but I got loaded with work these past few days. Just wanted to let you know that I think I've found everything I can find, so I'd be ready to publish the TAS whenever you are. But if you're confident there's more left to find, by all means, keep looking for improvements and take your time. Ya can't rush art!
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Is there any progress with Intellivision core in Bizhawk as of late? I've been thinking about TASing Advanced Dungeons & Dragons: Cloudy Mountain and Tron: Deadly Discs.
Post subject: Intellivision Emulators?
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Hey, does anybody know of any Intellivision emulators that have TASing capabilities? I've been wanting to make a TAS of Advanced Dungeons & Dragons: Cloudy Mountain and Tron: Deadly Discs, but so far, I haven't even been able to get a single Intellivision emulator to even work.
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Ok here's the new bk2: http://tasvideos.org/userfiles/info/33481442694174900 This was very interesting. So, I spliced in your beginning dragon method, where you gained a lead by quite a few subpixels. Then, I put in my inclines segment, which put me 1+ pixels ahead of you. However, your rubber block pit is just way better than mine, due to the fact that your precise pixel position allows you to be able to tap down one less time than me to avoid "feeling" the rubber blocks. In order to implement this strat with my 1+pixel lead, I unfortunately had to reduce my lead to only ~50 subpixels; only then would it work. Then, implementing the longer jump at the end, the TAS was actually improved by a whole frame! Oddly enough, we're two frames ahead of the old video when the flag is captured, but the load time before BLW2 was one frame longer for some reason, hence only the single frame saved. That being said, what do you know about lag in this game? Not only between level transitions, but also for example between frames 855 and 856, Kid actually moves negative 191 subpixels. It loses over a frame, and I'm wondering if it's lag-caused. I tried everything to try and fix it, but it seems to be related to ducking itself in that spot.
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Alright so here's what our progress looks like so far. This file is 15 frames faster than the last one I linked! http://tasvideos.org/userfiles/info/33414609093679181 BLW1 - Incorporating the air drag reduction strats Truncated told me about, I was able to improve the level (not including the first section where the diamond is collected) to exactly the number of frames that the current TAS takes, plus two improvements: 1/2 frame saved due to a subpixel manipulation at frame 588, which avoids Kid having to walk up the next incline for one frame. 1 frame saved due to conserving bounce momentum a bit longer. You can see Kid lands on the platform at frame 1137 slightly farther to the right than he did previously. BLW2 - Spliced RandomPie's shooter block segment to the beginning for 1-2 frames saved. The rest of the frames are saved after collecting the Red Stealth helmet. At around frame 2450, we no longer land on the block the helmet came from, and we can move downwards much faster for a big timesave. A couple additional frames are saved thereafter through more efficient jumping. Also got a bit more creative with swordplay :P Plethora - All I found here was getting to the flag 4 frames faster using RTA timing, but really doesn't matter at all since the TAS time was unaffected.
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Oh yeah, I remember reading that information in the guide, actually, but never put two and two together. Seriously that is a genius way to gain time in a way few would have expected. I mean, I've been wondering that since I first watched the TAS back in 2011. Well, with that in mind, I may take a look over what I have so far once again and use this nice little trick in a couple places. Thanks for the explanation, Truncated!
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Ah, that's great to hear! I could easily see one of the improvements you made was activating the two blocks then moving a slight bit to the left, so as to come back right with a higher speed than I would have had hugging the blocks until they disappeared. One thing that gets me about your TASing style is the seemingly random places that you do 1-frame left inputs. I've observed that it is faster to do that in the places it is done, but it is beyond me why it's faster. Also, how are you able to determine the precise time in the jump to hold left? It looks like arbitrary places to me, but I would guess lots of trial an error to obtain the optimal result.
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Alright, since I haven't found any other useful timesaves in a while, I'll go ahead and post two files here. The first file is the one I did pretty much all by myself. The second file contains some sections which have inputs spliced from RandomPie's 12:47 run. https://drive.google.com/file/d/0B5wBv6IivLIOTVhCUXdPeHVQRnM/view?usp=sharing https://drive.google.com/file/d/0B5wBv6IivLIOdzA3T0FEZVphMnc/view?usp=sharing In that file, inputs were attempted to be spliced starting at the first incline of BLW1 all the way to the Red Stealth helmet in BLW2. Due to some pixel misalignments, however, I was only able to do it from after the rubber block pit to the Red Stealth helmet. The spliced file saves 10 frames over mine, and probably another 5 if the inputs between the first incline and the rubber block pit are optimized. So RandomPie, I'd be willing to give you credit as a co-author if you're ok with me using the spliced file, and maybe you could clean the TAS up in a couple areas, as you've got way more knowledge than me on this game. Thanks to your RAM watch file, I was able to save a good number of frames on collecting the diamond at the beginning of BLW1. I also improved the Plethora ending a bit by taking a different route to the flag. Questions: Is there any reason why you hold "X" in the entirety of your TAS? Could my method of hitting the shooter blocks in BLW2 potentially be faster than the method you used? As of yet, mine is barely slower.
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Also, I've had a bit of trouble trying to load your movie in both Bizhawk and VBA. Are there any specific settings I need to use in order to load it properly?
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Hey, I started to make a TAS of this game a few weeks ago, but only got done with level 3 when my save file got corrupted. I'd be willing to start it again, and if you're still around, even better! Have you made any additional progress with this project? Also, I'm very interested in viewing what you've done so far, but I've been unable to load your movie in Bizhawk or VBA. Are there any specific settings I need to use to load the movie properly?
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If I could somehow revive this thread.... I would like to say I'm in the process of making a TAS just like Ridgewell was doing. I currently have the RTA world record of 9:02, so I have a fair bit of knowledge about this game. So far, I've been doing pretty much perfect movement, text mashing, and RNG manipulation, and I'm actually almost done with making the TAS! Anybody know of major glitches or anything that could bring down a time even slightly?
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Alright I'll just work at my own pace with this then, should be done with this probably in less than a month. RandomPie, I actually haven't been using RAM watch, as I'm still learning the various features of the program, and had no idea I could access such useful information just by putting in their hex addresses. I've already shaved off a bunch of pixels just using these variables. This should be all I need for an Any% run, but if I find I need another variable, such as Y-position/speed, how easy is it to find such an address? Do you use the program XVI32 to do that? I've also been toying with the idea of doing a Maximum Score TAS for this game, as there are things like max coins for Super Mario Bros. I've been able to get 1,817,001 in 2 hours RTA, and suspect a TAS could probably get 1,817,500 or so in 20 minutes. Also, we could finally show off helmet reset glitch in a TAS! Thoughts?
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If you don't have bizhawk set up, this makes me wonder why the transitions between levels in your tas are much shorter than mine. Which emulator and what settings did you use for it, if you remember? Another thing that is rta viable is that letting go of R and A at the first incline in blw1 allows you to run up it without deceleration. That plus the last rubber block jump in blw1 and a more optimized plethora can definitely save at least half a second. And your cyclone information is very interesting as I never would have thought of that. Definitely a good rta strategy, but for a different category. Thanks man! I have saved about 10 additional frames since my first post, including better turnaround before collecting the first diamond, hitting blw2 shooter blocks better, and more efficient jumping methods. Really looking forward to what other optimizations could be done :)
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Hey everyone, The past few days I've been working on a TAS of this game using the Plethora Cheat. I wanted to do this so that I could bring down my RTA Any% WR below 1:35 (it's currently 1:35.5, and I think I've discovered enough RTA-viable microstrats to do this). Currently, the TAS ends at 1:27.9 from power on. I have pretty significant knowledge on this game, but this is my first TAS, so I'm very new to the concept. Looking at the first two levels of RandomPie's TAS, I have no idea why but I believe I'm barely behind in some places. I know you guys have talked about analyzing subpixel positions and ROM data earlier on this thread, neither of which I have any idea how to incorporate. I'm hoping you guys could take a look and provide an expert opinion on this :) TAS was done in Bizhawk 1.11.6, Accuracy Core: https://drive.google.com/file/d/0B5wBv6IivLIOQVNFUllYdDc3U28/view?usp=sharing I also had lots of trouble ending the TAS. As you'll see, the input string continues over a second after Plethora is defeated. I'm anxious to improve this part as well, as there's a lot of potential frames to save here. So yeah, let me know what you all think! =D