Posts for jlun2

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qqwref wrote:
Ooh, cool to see you working on it - seems like a good game for a TAS. As far as avoiding the wolf, it seems like in the later stages he can often be tricked to fall into a gap by jumping or briefly letting go of left/right at the right time. If it's a death pit, you don't have to do anything else to avoid him for that level and can just run as fast as possible. It doesn't make sense from a publishable-movies standpoint (since it only exists as part of 100% and that's too repetitive), but I think it would also be really cool to see time-attack mode TAS'd. It's the same levels, but with no story and a very restricted set of animals, plus each level has an ingame timer.
Was thinking of doing that for 100%, once I finish the any% and figure out the order to do the sidequests. Btw, are you aware of any tricks for this game outside the ones listed?
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FitterSpace wrote:
It also plays on the easiest difficulty since the harder difficulties don't add anything to the gameplay or entertainment. It just makes the run slower.
Can you please elaborate? Sorry, I've never played this game, so it might sound naive, but isn't that the point of a harder difficulty?
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The transition countdown triggers as soon as you pass a certain point back to the tent. By landing from a jump, you can retain a bit of speed and slide closer to the tent. This ends the stage ~100 frames faster.
Ok, I investigated this a bit, and it appears there's some kind of frame rule regarding acceleration while falling at the goal area. Every acceleration is followed by 3 frames of 0 speed. When you acceleration appears independent of when you reach the goal. This appears to be the cause of occasional desyncs; a minor improvement that doesn't save time in intervals of 4 frames (taking lag into account) will likely cause a stage latter to desync at the goal post due to landing at speed of 0. I'll try and find what address that frame rule resides. Edit: Appears to be 0x0190 in IWRAM, but it resets to 0 every new stage. Not sure how an improvement from a previous stage affects current stage; need to check something. Edit2: Freezing either 0x06D0 or 0x0718 seems to affect the "RNG" for the springs; They change every frame while I'm in midair in platforming stages, but apparently only several times a second in overworld. Edit3: 0x0190 in IWRAM as each level's frame counter, I made a list of stage's time and fadeout: https://docs.google.com/spreadsheets/d/1CeSEBWXX1q790vkpJCCh2HMvOXCdZSHl4fXRnDQyTeM/edit?usp=sharing Disregarding the labs, the shortest time taken from camp to fadeout is 327 frames, and longest is 361 frames. I think it's possible to make each of them shorter as well.
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The bonus points at the end are based on the time remaining, creating a Sonic-type situation where finishing a fight slower is faster overall.
To what extent does that hold true? Wouldn't there be a score where this balances out between time saved in fight and time wasted in points? I don't think I ever encountered a game (yet) where using most of the time allocated ends up being faster, but hey, I never played this one, so idk?
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Depends on the game. Some games I know of (Spongebob GBA games for instance) have all of the NPC addresses in a fixed location, right next to each other, so a for loop can loop through them all. Games like Monster House (GBA) have the addresses "hop" around every single floor, so you have to find a way to locate them. Normally, I don't even look for hitboxes. I just find their X/Y values, then draw an approximate square around them, depending on what enemy they are.
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Don't think enemies drop card combos. Are there any "sidequests" maybe for this game I'm missing? 1. Retrieve snake fangs for herblore teacher 2. The quiditch minigame 3. Returning the cure book to library 4. The potion pages scattered around the game 5. The card match minigame on 5th Floor store at Hogwarts 6. That observatory where you can view the stars (no reward it seems but nice pic) Also, encounters are disabled for the entire school during the chicken part. Using the Yes item to smuggle chicken boss to a different file won't get you a chicken drop, but at least you get feathers (not sure what the use is though). Killing the troll "early" using the frog glitch or the above smuggle doesn't seem to do anything. Seems to be the same as other bosses when I tested using cheats. However, I'm not sure if that would be the case say, you saved before the boss, use the "Yes" item to restart, then encountered the boss on a normal enemy instead. The students right after handing in 5 chickens all cannot be talked to. Using tempest for the 2nd consecutive deathwarp gets rid of the flicker. Doesn't stop it from flickering if used to warp to end area though. Edit: http://tasvideos.org/userfiles/info/38456719182816747 Input file that plays to the last boss, with Yes item in inventory all the way. Hope it helps testing. Seems like for that file at least, it was "easier" to skip out of battles during the Forbidden Forest section with that item.
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SuperMonkeypotato wrote:
Attacks and drops I don't have, but I do have a table with enemy stat table that lists health, among other things. Here is the site that it is posted on: http://sanqui.rustedlogic.net/etc/hp1/enemies.html
Finally checked it; what are some of the columns mean? Ie. "Pri", "5", "psn1", "psn2", "12-17"? I'm surprised there's less enemies than I thought; at least this makes finding drops manage-able. Btw, while making an input file that plays the whole game with "Yes" item, I did this https://youtu.be/vypXDW4F5qw http://tasvideos.org/userfiles/info/38408442814420166 I have no idea how that works.
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SuperMonkeypotato wrote:
1. That is amazing. I need to learn that for RTA. 2. It is pointless, though used to be used in RTA. The one cutscene that I really want to be able to skip is the Snape cutscene going to the Slytherin Common Room when under the Polyjuice Potion. This is just from quick testing Text boxes: Harry's Room English US: 37 English UK: 37 French: 43 Dutch: 40 Spanish: 37 Italian: 37 Netherlands: 42 Swedish: 39 Danish: 40 Portuguese: 40 So I guess based on these numbers, not saying that they will keep the same pattern throughout the game though, we have 4 languages to work with.
Nice. Btw, after going through the run again, I think that snake bit was the last cutscene skip. 1. Can't seem to skip Snape before the common room. Pausing doesn't seem to work for it. 2. Can't skip the valentine's poem. Pausing doesn't seem to work for it. 3. Can't really skip going to Aragog, but at least if you use that trick (Going to Trade Card then exit) multiple times, it will take you to Aragog while still in menu, where you can then save the game there (even if normally not allowed to save before the battle). It's also faster to go through it as intended anyways. 4. Using cheats to bypass the above will immediately bring you to Aragog, which means you still have to fight him. 5. Can't skip the part right after spider boss. Not like that it matters much. 6. If you deathwarped to the hospital ward without going to Myrtle, it won't trigger anything. Also, can't seem to skip McGonagall's cutscene. 7. You showed a video of skipping the cutscene where you split with Lockheart & Ron, but I highly doubt it's feasible whatsoever. Maybe with some insane luck manip? 8. You can skip that 1 dialogue box right before Ginny by pressing start, but not sure if that'd even help. I think that's about it. I wished there were more, but I wasn't able to skip any more.
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1. The snake dialogue trick skips all of the dialogue up to the cat. https://youtu.be/riX5_eaLP5M 2. Probably completely pointless, but if Colin gets petrified, the magic book sidequest skips him, and you can get said book directly from Ginny. 3. At the potions class section, if you go back to the classroom, enemies would appear. 4. For some reason, even if I have Harry, Hermonie and Ron together, duelling is still 1v1 5. Can't skip chasing after Justin. However, I noticed that if you press "Start", then selected "Trade Cards", then hold "B" to go back, the screen goes white. Pressing "A" to go to equip crashes/have interesting effects. Memory corruption maybe? Here's the input file for it; it's derived from your movie, so a savestate from some point before should work to get there quickly. http://tasvideos.org/userfiles/info/38395423352086837 This also happens to an extent with other times when pausing before a trigger, but they usually weren't like that.
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Some notes: 1. Not sure how feasible it would be, but deathwarp at Gringotts vault could save some time if there's any enemies that can actually kill you in 1 turn or 2. 2. Probably should check if death warping after the end of Herblogy class to the 3rd floor would save time rather than walking to Defence Against Dark Arts 3. The RNG seems to advance at the DADA minigame. Wonder if it can be used to manipulate the golden snitch without wasting time. 4. Probably nothing to do with the run, but right after the snitch game, the equipment screen actually shows Ron being sick Unfortunately, it also disables encounters until you reach Hagrid. Is there any way to get into a battle with Ron being sick? 5. Can't skip going to detention cutscene by pausing. Enemy encounters are disabled as well, and the dungeons shortcut is locked. 6. Can't skip recruiting Hermonie and Ron to the party. Dungeons shortcut is locked, and pressing start crashes like most other times. 7. You can skip the snake cutscene oddly. Press Start right before the trigger, then go to equip and hold B. Right after the equip screen exits hold Start. This skips the cutscene(s), and allows you to walk to the exit. https://youtu.be/riX5_eaLP5M 8. Can't skip petrified cat cutscene. Pausing doesn't work, and no enemies will appear. Doesn't appear to be able to walk around either. 9. Trying to pause at Prof. Binn's class cutscene gave http://imgur.com/emFUdT8 Gonna test some more a bit. How's testing the dialogue boxes so far?
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henke37 wrote:
I think we can give an affordance in instantaneous clock changes. It's just not entertaining watching system menus be tased. There is no creativity or challenge there.
I'm not sure what other games consider seconds, but iirc the DS Pokemon RNG does, so that would affect encounters due to the bit of time "saved" from instant clock change (not sure if a TAS would ever need to change system clock for pokemon however).
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I'm surprised that there was no world ending ancient evil, but I guess that's a nice change of pace. 🙂
Post subject: Re: Changing clock times on resets in TAS
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ruadath wrote:
Yeah, this is basically the kind of scenario I was imagining. A TAS should be able to manipulate such things, as a manual speedrunner could as well, but I'm not sure that the change should be allowed to be instantaneous. Instead, maybe we should have some method of running the DS system program and "menuing the clock?" I'm not sure how to approach this.
I support using the menu from the system program, but I'm not sure if that applies for all consoles (as in do they all have this feature).
Post subject: Re: Changing clock times on resets in TAS
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ruadath wrote:
Something I am curious about with regard to TASes of modern consoles (ones that take in RTC values for RNG seeding): to what extent are we allowed to control the clock time on resets? I would imagine that the default practice would be to just have the clock move along with the real time counter, but I can think of scenarios in several games where it would be faster to change the clock to a different value entirely, even if you had to do it manually on a physical console. How would a TAS incorporate that? Would we be allowed to arbitrarily change the clock upon power on/off, even though in real time one needs to manually adjust it on the system of the console? I guess this is part of a broader discussion on whether or not clock time should be considered input or whatnot...
Well, I know for the DS, changing the clock would be restarting the console, going to the settings then change it, but it seems Desmume doesn't register that change correctly. I'm not sure how other consoles would be though. This actually does have 1 game I'm aware needs it; Nanashi No Game Me for DS, where for 100% there's optional items that can only be found in certain hours, but without changing the clock it would result in over an hour of waiting doing nothing.
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Can someone please explain the barrier skip "history" to a non-zelda runner like me? The clips make it seem far easier than I imagined. Like, what was the main difficulty in doing so, and what caused it to suddenly work after all these years? Sorry to sound naive or anything, just don't exactly follow it very closely.
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PikachuMan wrote:
Just 2 more days and it's show time!
This is how I imagine in 2 days.
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Zakem66 wrote:
Hey. Thanks again. I think the glitch is unlikely to work on other bosses although I can't be 100% sure, since I don't know exactly how it works. Also I have tested over 260 consecutive frames after the optimal deathblow at level 2 boss, so the deathblow frame alone at least doesn't seem to produce the glitch there( or rather there is no glitch triggering frame). Level 3 and 4 bosses I haven't actually tested that much, but it feels even more unlikely to trigger the glitch in those.
Have you tried something like land the hit when the glitch occurs, wait 10 frames, then use RAM Search, before load savestate then landing a hit without the glitch, wait 10 frames and find what changed in memory? If not much addresses are left, you could try freezing them one by one with the value of the first attempt until the glitch is triggered?
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Hey sorry for cancelling atm, but I need to recheck something a bit at the last stage. I'm reminded of something while looking back at the encode.
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Not sure how applicable it would be for NES games, but would it make more sense listing games which don't have vaultable+ requirements, given that (I think) it's more likely NES games aren't like Atari where it often goes forever? But if you already did made a partial list of TAS-ok games, I guess posting a shared google drive link of results would work too.
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1. A possible improvement would be somehow manipulate the RNG for the gnome throwing minigame. I'm not sure how feasible it would be to even test which starting RNG value gives the best tosses for Ron in a row, but I'm aware the for some reason, even if there's only a single input frame difference at the very beginning of the game, makes Ron's toss distance quite different. 2. Not exactly an improvement, but I noticed that enemies seems to stop spawning after the Weeping willow fight "cutscene", until you reach the school itself. I tried finding some flag for it, but failed. If there were some ways to "preserve" this no-spawn state, it would make manipulating npcs a bit easier. 3. Is there anything that can kill you in the overworld like the ad nauseum curse miniquest from the first game? Not sure how relevant to the run it would be, but just curious. 4. Outside cards, combinations, enemy folio and levels, what constitutes as "100%" for this game?
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Wow nice finds! I haven't checked the input file itself, but still, I'm honestly surprised there's still relatively many improvements possible. Iirc, when I was TASing this, stages 2 and 3 lag reduction was rather tricky, since RNG also needs to be taken account for drops. For instance, from the published run, I could've made it past the first cliff area at stage 2 (the one with the vertically extending enemies) a tiny bit faster, but resulted in worse luck, so I had to abandon it. I'm so glad you managed to soldier on this. :)
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I started "traditionally", then used TASEditor/TAStudios. Lately, it's mostly TAStudios since I haven't touched a NES game in a while. Certain things I still mess around manually is strategy testing, making tool-assisted test routes, and long segments of moving. Same applies for TASEditor.
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I just realized somewhat late that despite all the talk about this, I can't seem to find a list of games with this ability. There's a category for this, but some runs don't exactly seem to be added for whatever reason, and other games don't even use it due to being slower, so I tried:
Name/Movie Platform What it executes as code How was ending triggered
Battle Dodge Ball SNES Password characters Call cutscene function
Battletoads NES Not sure; see post Jumps to ending function? See https://tasvideos.org/GameResources/NES/Battletoads#GameEnd
Castlevania: Symphony of the Night PSX Inventory menu ????
Final Fantasy NES Character name ????
Final Fantasy II NES Character name? Call cutscene function
Final Fantasy V SNES Input? Call cutscene function
Final Fantasy VI SNES Money + window color configuration Call cutscene function
Harry Potter and the Sorcerer's Stone GBC Player sprite location + Inventory Set state to ending
Keitai Denjū Telefang GBC Position + Character name Set event variables to ending
Kirby Super Star SNES Input Set game mode to cutscene
Mother 2 SNES Save data + input? ???
Pokémon: Silver/Gold/Crystal Version GBC Input Warps to last area + auto-input
Pokémon: Red/Blue/Green/Yellow Version GB Item + Input? Change current map id + pointer of map script
Pokémon Card GB2: GR-dan Sanjou! GBC Character name + deck Call cutscene function
Pokémon Trading Card Game GBC Deck Call cutscene function
Pokemon Emerald GBA Box name Warps to last area + auto-input
Romance of the Three Kingdoms II NES Input Call cutscene function
Super Mario Bros. 3 NES DPCM exploit, Pipe glitch Call cutscene function
Super Mario Land 2: 6 Golden Coins GB Input Set state to credits
Super Mario World SNES Input Set cutscene to ending
Super Mario World 2: Yoshi's Island SNES Input ???
Super Metroid SNES Position + Input Call cutscene function
The Legend of Zelda NES File name + Input Change current map id + pointer of map script
The Legend of Zelda: Link to the Past SNES Input Set game state to credits
The Legend of Zelda: Majora's Mask N64 File name + Input Call cutscene function
The Legend of Zelda: Ocarina of Time N64 File name + Input Call cutscene function
Trials of Mana SNES Input? Call cutscene function
* Wario Land: Super Mario Land 3 Games without movies of this: * Addams Family Values (http://tasvideos.org/forum/viewtopic.php?p=457322#457322) * Donkey Kong Country 2 * Golden Sun 1, 2 * Open Tournament Golf (DPCM exploit) * Mega Man (Apparently, it's still possible) * Pokemon Stadium * Super Mario Brothers 2 (DPCM exploit) * Super Mario Sunshine * The Legend of Zelda: Oracle of Ages Not sure if those wii exploits count as well.
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https://press.discovery.com/us/dfc/press-releases/2017/new-family-bonds-and-magical-friendship-adven-4021/ In the back-to-back premiere episodes titled “Celestial Advice” and “All Bottled Up,” Twilight Sparkle agonizes over Starlight Glimmer’s future and receives some much-needed advice from her very own mentor – Princess Celestia. While the Mane 6 are on a friendship retreat, Starlight Glimmer loses Twilight Sparkle’s friendship map. Afraid her anger might get out of control, Starlight Glimmer casts a calming spell while the ponies search for the lost map. Now I'm just waiting for this to occur. 🙂