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vayarda wrote:
Hi guys,
Congratulations arandomgameTASer for your new TAS, it is amazing !
I just want to share some improvements for your TAS. Recently, a french runner found a new glitch in the Sultan's Dungeon to clip a wall. You could save 5s, I guess, and maybe you could do it in others parts of the run.
The link => https://www.twitch.tv/chonkaltv/v/100386920
An other minor improvement is about a statue in Cave of Wonders. In fact, you don't need to destroy it to reach the boss. It's not a very good improvement, but you can save some frames.
[URL=http://www.hostingpics.net/viewer.php?id=827591Sanstitre2.png]http://img15.hostingpics.net/thumbs/mini_827591Sanstitre2.png[/URL]
Dude, this find is amazing.
I'm looking forward to the new TAS, Flip!
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Cirno wrote:
At 2:16 in the Eat at Joe's video, what was the purpose of punching the falling ring a bunch? I'm assuming it has something to do with camera manipulation, to make sure you didn't die by going down too fast, but I'm not totally sure.
This is used to do a sprite boost later, at ~2:58 in the encode. You have to grab the ring while Rayman is on a specific pixel position to activate it. This 'magic pixel' is located too high to hit while falling, so we need to jump off from the ring at least once to hit it. This loses about 25 frames, but the sprite boost we can do later more than makes up for it.
I hope this explains it well enough. I'll probably try to make a more detailed write up later about how the ring and sprite boost mechanics in this game work, since they are fairly unintuitive.
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Warepire wrote:
Once again, amazing. It can't be much left now?
CoolKirby wrote:
Echoing Warepire's question. Also, was that a fall through floors glitch or can you normally fall through those?
Thanks for the feedback, both of you.
Hopefully, the rest of the game shouldn't take too long, but you never know. Mr.Skops 1 should be the last level that is really demanding optimization-wise. After that, we should be home free hopefully.
The floor clips are indeed a glitch. You do it by hitting Down on the D-Pad for 2 frames on the right position. They work whereever a solid tile meets a sloped tile. The floors must also be thin enough, if there are solid tiles below the ground, Rayman will not clip through.
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Warp wrote:
Warp wrote:
TASvideos has always used bleeding edge technology for video encoding, always ahead of everyone else. Thus the next logical step would be to use the newest HD technologies, which are becoming increasingly popular. Thus we should use 1920x1080 resolution and 5.1 channel surround sound in all future publications. Perhaps we could use some "Now in HD!" tag in the videos.
As technology advances, 1920x1080 is becoming a technology of the stone age. 4k is all the rage now. Thus, if we want to keep with the times, we should publish everything at 3840x2160. We wouldn't want to be deemed old and obsolete, now would we?
What, we still haven't published any TASes in VR yet?
Come on. There's like... 5 virtual boy games. You know you want it.
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Radiant wrote:
Good start of the year!
Having extensively played the DOS port, I can tell you that it's pretty much identical to the Genesis original. I don't see how this is worth a separate run unless of course there are substantial glitches that work on one platform but not the other. The only gameplay difference I've seen so far is that DOS gives the player more points for various actions, so that on an ordinary playthrough the score counter will max out at 99990 before the end of the game. Weird.
There is one glitch that I remember from playing the game back in the day.
In this spot in the Cave of Wonders, it is possible to clip through the wall, effectively skipping the entire stage. It is simple to perform in real time, but I've never been able to reproduce it on Genesis.
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I'm inclined to agree; it feels weird that, when searching for a category that has an icon, the icon itself does not appear on the publications. It seems inconsistent.
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Ramzi wrote:
Hay guyz,
http://johanneskopf.de/publications/pixelart/
How hard would it be to pull the sprites from a ROM at startup, depixelize them, save them to a hashmap or something, and render them instead of the original sprites?
Make emulators at movies beautiful.
I can't speak for every system, but in many games, sprite data for characters is cut up into small chunks and only assembled on the screen at runtime, as seen here.
Running the smoothing algorithm on the individual sprite chunks would likely result in suboptimal results, as the algorithm doesn't know where edges are supposed to meet.
It's generally impossible to tell beforehand how sprites are supposed to combine ingame without applying game-specific knowledge. If you try to run the smoothing algorithm on the combined sprites at runtime, you still might not know which sprites are supposed to go together, like when Mario overlaps with a goomba.
For better results, you will have to develop a game-specific solution, and apply the new renderer into your emulator of choice. It gets unweildy very quickly if you want to do it for more than one game. You may be better served by just enabling HQ2X on your games, but that only does so much.
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Good work on the run. The glitches were fairly cool, but unfortunately the overall pace of the game is too slow to really be exciting. The boss fights drag on especially, although the final boss made up for it somewhat.
I'm voting 'meh' for entertainment. If the bosses wouldn't take so long, I would vote 'yes'.
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Aaalright, Super Metroid low%.
As expected, the TAS looks incredibly well planned and executed. The strategies to deal with Maridia without the Gravity Suit were very interesting. While I have to admit the Mother Brain fight gave me plenty of time to admire the background scenery, the rest of the movie was much quicker and had less downtime than I anticipated. The playaround segments were very entertaining to watch as well.
Yes vote for entertainment, and I'm very glad we finally have an up to date low% for this game.
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Interesting. The game didn't look exceedingly complex, though it was short enough to be watchable. I have to question though if it may be possible to manipulate the enemies better, especially in some of the later levels.
Meh vote in terms of entertainment.