Posts for jerfo

Experienced Forum User, Published Author, Former player
Joined: 10/30/2008
Posts: 29
CreeDo wrote:
Awesome, I will check back for those updates. I dunno exactly what you go through to make this possible but it sounds like some hassle. Your fans appreciate it :)
I've got good news and bad news. The good news is that I've nearly finished round 2. The bad news is that I need to re-do the entire run. At the end of each level, there's a sign with an arrow on it. As soon as Bonk touches some part of the ground after that sign, the "level end" music starts playing and Bonk slowly walks to the exit. I'd been having Bonk fly to the very edge of the screen while under a speed boost, thinking that it was faster. This was dumb, since the "level end" music and animation take the same amount of time regardless of where you enter the end of the level. So, it's actually faster to hit the ground by the exit as early as possible. This is going to save quite a bit of time over the course of the entire run, so it's worth starting over again. I'm also going to stop avoiding the smiley faces. The end of each round appears to take the same amount of time regardless of how many you've collected, so there's no time savings in avoiding them. I'll post a video of what I'd done in round 2 previously, but keep in mind that it's now destined for the scrap heap. [NOTE: the video is now up on glorious YouTube. Click here to see it.] - Jerfo
Experienced Forum User, Published Author, Former player
Joined: 10/30/2008
Posts: 29
CreeDo wrote:
Maybe that just increases the vertical drop rate but doesn't help the horizontal movement.
Bingo! I do play with the rotation timing in order to better position landings, avoid enemies, or get damage boosts, but it doesn't ever change the horizontal speed. I'll keep my eyes on the Magic Engine emulator page for re-recording support. Using VMWare has been an adequate workaround, but it would be much quicker to deal with emulator save states rather than VMWare snapshots...which take about a minute to restore each time. I've finished several levels in "Round 2." I'll post another WIP when the entire round is complete. I'll try to make the video quality a little more appealing this time. - Jerfo
Experienced Forum User, Published Author, Former player
Joined: 10/30/2008
Posts: 29
For those who are interested, I've posted my work in progress (up through Level 1) of an optimized TAS here. If you'd like the mcm file, just let me know. I was able to get the emulator working nicely on a Linux VM in VMWare Workstation (I just had to shrink the Mednafen Window scale), which means that I can use VMWare snapshots for my savestates. The only thing that I feel like I'm missing now is a frame counter. Here's a list of some of the improvements from the last video: - In the beginning of level 1-1, I regained control of Bonk several frames faster after he grabbed the bonus flower. - In the beginning of level 1-2, it's faster for Bonk to climb the wall rather than summersalt over it. I used a combination of jumping and summersalting to get him to grab the wall faster; if you just jump into the wall, Bonk will fall for several frames before finally grabbing it. - Thanks to a damage boost at the end of 1-2, Bonk can float all the way to the end of the level at full speed. - At the end of the swimming portion of 1-3, I do a single frame jump. Thanks to a programming bug in the game, Bonk automatically re-jumps as soon as he hits the surface of the water. It's imperceptible at full speed, but it looks very cool in frame advance mode. This allows Bonk to exit the water several frames faster than before. - At the end of the boss battle, Bonk and the defeated boss automatically move to a predetermined screen position. So, I manipulate the boss battle to put Bonk and the boss in (nearly) optimal positions at the end. I tried thousands of re-records, but wasn't able to avoid having Bonk and the boss move a single frame each. - I don't collect any bonus "smiley faces" throughout the level; this saves frames at the end of the level when they're tallied. Let me know if you see any potential improvements. Enjoy! - Jerfo
Post subject: Bonk's Adventure - PC Engine / TurboGrafx 16
Experienced Forum User, Published Author, Former player
Joined: 10/30/2008
Posts: 29
Greetings! In response to the recent request / plea for new TASers and TASes of new games, I've decided to come out of the woodwork with my "proof of concept" TAS for Bonk's Adventure using Mednafen 0.8.A. It's neither complete nor optimized, but it does demonstrate that it can be done. I've only done stages 1-1 through 2-2 so far. You can download the Mednafen movie file here. Save this to Mednafen's "mcm" directory. It'll be movie file number 6 (Shift-F6 in the emulator); to change this, just modify the file extension to be ".x.mcm" where x is the movie number that you want. You'll need the ROM "Bonk's_Adventure_(U).pce" in order to play the movie. I've tested the movie file on a Windows machine and on a Linux machine and it works great on both of them. Of course, if you can't be bothered with all that, you can watch it on YouTube . It's a low quality encode, but it's good enough for now. Mednafen does not currently support re-recording, but it does have 10 second rewind functionality. Rewinding can be done during the recording of a movie, and it can also be done in frame advance mode. So, it allows for frame perfection of specific segments of a movie...but it's impossible to backtrack past 10 seconds without starting over from scratch. This makes it a little challenging to test new routes and strategies while recording a run. More on this later... So, on to the game: Bonk is normally a pretty slow walker. I had to come up with a way to speed him up a little bit. If you headbutt a flower, you are (typically) repelled quickly in the opposite direction for a short period of time. It's difficult to control in real time, but in a TAS you can jump as you're being repelled and maintain the faster velocity. While you're floating in the air (at the cost of some very annoying sound...sorry), you can headbutt enemies to gain height while still maintaining your speed. It only takes a few frames to set up, so it's usually much faster than grabbing a meat power-up. (For those of you who aren't familiar with the game, the meat power-up has an unavoidable animation several seconds long each time you get it. You'll see it in area 1-2 of my video.) Collision detection in this game is poor. At times, Bonk can headbutt a flower a couple pixels over from him and not hit it. (VERY FRUSTRATING!) At other times, he can headbutt an object several pixels beyond his reach and somehow hit it. In addition, as you'll see from my video in the second half of area 1-3 and area 2-1 (see what happens at 3:46), Bonk can pass through objects unharmed and unhindered if approached at the right angles and velocities. Damage boosting is occasionally useful. I use it in this test run to gain height without losing speed. As I said before, the run isn't optimized right now. I know of some improvements already, but I'd like to get some feedback from you guys before proceeding too much further. Let me know if you think that it's worth continuing. Regarding the lack of re-recording support in Mednafen: I've tried running Mednafen in a virtual machine using VMWare Workstation and using a VMWare ESX server. This allows me to take snapshots, which can give me some makeshift re-recording capability. Unfortunately, even with VMWare tools installed in the VM, video frames get dropped. It's pretty much unusable. I'm going to try it on a Windows VM running under VMware Fusion on a new MacBook to see if that'll do the trick. OK, that's all for now. I hope that you like the "proof of concept." I'm a TAS newbie, so be gentle. :-) - Jerfo