Post subject: Yoshi's Island DS
Joined: 4/5/2007
Posts: 72
I've been working on a 100% TAS of this as of late, and i think lightblueyoshi has been working on any any% of it so far. Here's an example of what the 100% will look like. http://www.youtube.com/watch?v=WcBY-Z-yUI8&fmt=18
Skilled player (1409)
Joined: 5/31/2004
Posts: 1821
Wow, looks very nice, keep it up! (The way the screen is split up is quite annoying though... maybe an encode with a black bar in between the size of the actual gap would make it better (although that would mess up the already strange DS ratio aspect even more :S))
Active player (499)
Joined: 11/19/2007
Posts: 128
If this is a 100% run, why didn't you collect the baby coin inside the pipe after the checkpoint ring? Apart from that, it looks great! Keep going!
Joined: 4/5/2007
Posts: 72
I'm only going for 100% in terms of the score at the end of each level, the baby coin doesn't contribute towards that, so I didn't collect it.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
If you're planning on making a submittable 100% run, I really think you need to collect the baby coins too, otherwise it'll be seen as a movie which doesn't achieve its goals (and I think they unlock something? I haven't really played this game).
Joined: 4/5/2007
Posts: 72
Well, I have no problem going and collecting all of the baby coins, but the problem with it is that it'll make it so I have to go back to some levels again when I've unlocked the specific baby for that levels baby coin. They unlock minigames, but the game doesn't count them towards the score at the end of each level. Guess that creates a discussion on whether or not the 100% should include the baby coins or not.
Joined: 1/27/2008
Posts: 236
Location: Somewhere
I say do the Baby Coins, it makes it more fun to watch. Anyway, nice playing, keep up the good work karterfreak!
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Joined: 5/2/2009
Posts: 656
Seems to me kinda arbitrary to not collect the baby coins. Besides, would be a "pure speed" run in the stages you'll have to complete again, playing differently.
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Joined: 4/5/2007
Posts: 72
I've been going over the goals of a "100%" run, and I guess the main problem I have with collecting the baby coins is that they aren't required to get 100 score at the end of each level, like I said before. Collecting the baby coins unlocks something outside of adventure mode (the mini-games), and adds some rather pointless backtracking. I think the 100% should go by the score at the end of the level alone to be entirely honest.
Sir_VG
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Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
If it doesn't unlock the extra levels and doesn't count towards 100% in the scoring, then what's the point? Skip them.
Taking over the world, one game at a time. Currently TASing: Nothing
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
For me, it would seem really weird to not collect the coins. They are obviously meant to be exactly like DK coins in DKC, even if they don't unlock actual playable levels but minigames. Is it visible anywhere how many you've collected? If the collection rate is tracked then I think there's no question about it, they should be collected. Also it's not like Super Metroid with one simple percentage in the end saying how well you did, so I wouldn't say they "don't count towards 100% scoring". The perfect score in my mind for each level is 100 + baby coin. So I'd argue they do count towards 100% scoring.
Joined: 4/5/2007
Posts: 72
Hmm, actually, after further checking, I'm in the wrong on this one. Baby coins are tracked, guess I'll be redoing a small bit of 1-1 and all I got of 1-2 so far.
Joined: 4/5/2007
Posts: 72
http://www.youtube.com/watch?v=-6d49UJEQEw Up to 1-2 if you care to watch :)
Joined: 5/2/2009
Posts: 656
Non-stop action I like it =) The dual screen glued setting looks really strange, it's confusing in some spots. Not a problem for the TASer, of course, but I'd wonder how it will be published...
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Joined: 7/2/2007
Posts: 3960
I'd imagine that a final publication would leave a black space in the middle of appropriate width. It makes a certain amount of sense to not have that for the YouTube videos since they're fixed-resolution (so the taller you make the video, the smaller everything must be), but we don't have that problem for official encodings.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (499)
Joined: 11/19/2007
Posts: 128
I noticed you run up/down slopes quite a lot instead of jumping. Does that not slow you down in this game? It does in the SNES game.
Joined: 4/5/2007
Posts: 72
From what I'm able to tell from the X-position memory value and the speed value, it only slows you down on steep slopes, not the shallow ones. Someone correct me if I'm wrong here, but after testing for a bit, I didn't seem to be slowed down at all by the small, shallow slopes.
Joined: 8/27/2006
Posts: 883
When enconding, is it possible to add a black bar to represent the space between the two screen. It doesn't look very good. But the run looks great !
Former player
Joined: 10/6/2007
Posts: 86
This run is looking pretty great so far.
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Joined: 6/13/2006
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Location: Massachussetts, USA
karterfreak wrote:
From what I'm able to tell from the X-position memory value and the speed value, it only slows you down on steep slopes, not the shallow ones.
When I tried to find the X speed, it seemed to be deceptive. So the address you have may not be correct (I also used the first 1 byte signed address that I found that matched yoshi's speed, and that address isn't accurate.)
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Mind telling me what address you found then that you believe to be speed? I found my address using the following method Not moving, address equal to 0 Move right until max visible speed, greater than previous value Not moving, less than previous value Not moving, address equal to 0 Move left until max visible speed, less than previous value Not moving, more than previous value Not moving, address equal to 0 Result is 0237E5E1 for 1-1 for the speed value, I got x-coordinate differently, but there seems to be multiple of them, some seemingly more accurate, the one i'm using for 1-1 is 0237E616 It gives me the same result each time, so if you have a different result, please tell me :P edit: did i mention i tested to see if it was the speed value by setting it at a fixed value of 50? I went flying to the right.
Joined: 6/16/2009
Posts: 30
I vote no baby coins. You have to go back and re-beat levels all over again, would get boring, which is not what we want. Hurry up and finish! I want to see it!
MezzoDragon
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Joined: 5/27/2007
Posts: 120
If the Baby Coins do nothing to receive 100%, skip them. Once that run is complete, perhaps you (or someone else) can do a 100%+ run; a run has all the necessary times for 100% + every other notable collectible. That is just a silly suggestion, thought.
Joined: 5/2/2009
Posts: 656
karterfreak wrote:
Hmm, actually, after further checking, I'm in the wrong on this one. Baby coins are tracked, guess I'll be redoing a small bit of 1-1 and all I got of 1-2 so far.
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Active player (499)
Joined: 11/19/2007
Posts: 128
Any updates for this run?