Post subject: Ardy Lightfoot
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I made a test run of this game. The final time is 22min 21 sec but is just a test run so it is pretty unoptimized. I am just looking to get an idea about the length of the game, route, etc. So is there any interest in seeing an optimized version?
It's hard to look this good. My TAS projects
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
* Ferret Warlord just finished playing through this game yesterday * Ferret Warlord decides to bump a two year old thread that generated next to no response to express interest in seeing a run get done * Ferret Warlord just wants to throw out there that the test run will not synch up if the the ROM used to record this movie wasn't the first game 9x was playing The test run does show that this game is publishable material. Classy how you beat the Indiana Jones knock-off to the top of the tree! ;P Is it just me, or does Ardy dress Swedish (or is it Swiss? I don't know)?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Wooow, a response! And it only took 2 years! The funny thing is that I completely forgot I even made this test run. Glad to see that someone thinks it is a TASable game. At this point though, I don't know if I have any interest pursuing a more optimized version.
It's hard to look this good. My TAS projects
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I actually did a test of the first level some months back, improving it by 45 something frames, but I think there should be some more left. When I started I intended to do the whole game, but got tired of it because it desynchs every time I reload the movie (I need to shut down the emulator every time), and it only seems to take input every 3 frames, which is extremely annoying. Here it is anyway
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Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
I decided to put my money where my mouth is and try my hand at this game. It would seem that I found a way around the desynching issue. I'm guessing that if you press any button for at least two frames, the final movie should synch up, otherwise, bam! Stuck at the title screen (or wherever you pressed a button for one frame). Here's my shot at the prologue. It manages to be about 30 frames faster than Cpadolf's attempt because the blast radius for the wall is bigger than the radius for Ardy.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
It's a few frames faster to fall into the crumbling blocks on the left side, otherwise it looks pretty good. I think this game definitely has some decent potential. EDIT: And I was apparently one frame faster before the bomb part as well.
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adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Woah, people finally care!
It's hard to look this good. My TAS projects
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
this game sounds interesting.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Cpadolf: You are correct, entering on the left is six frames faster. Doesn't make a lick of sense, but whatever, thank you. More disconcerting is your two frame gain before then. It came right after the box jump. Watching it in frame advance and watching memory showed something bizarre: usually the game updates your position every other frame, but somehow you get it to adjust your position two frames in a row. I'll need to look into that a bit further. Thanks. Edit: Alrighty, it seems like this game is going to be a bunny hopping nightmare. It seems that, when you jump, your position doesn't get updated for "frame"* and compensates for this by updating it twice in a "frame". However, it will sometimes compensate without having anything to compensate for. I don't get it. ..or maybe I'm barking up the wrong tree here to find the missing frames. Gah. *The quotes indicate I'm referring to two frames that act as one. This game runs on them.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
You know, I hated playing this game at full speed, and now I'm hating it even more in frame advance. Good golly, is the programming sloppy! I say this because I found out where I was missing that "frame" Cpadolf was talking about, but random quirks kept causing me to actually lose time, so I kept what I originally had at that point. Another example is the long shaft I fall down in level 2: you'd assume falling speed would be constant, but just by pressing various buttons you can either gain or lose time even though your position hasn't changed! Ultra optimizing this game would be insane. I'm not going to worry too much about it. That said, a WIP up through Grounder. Both hits I took from him were intentional.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Looks cool, the music at the boss was pretty sweet :)
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Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
WIP up through the pyramid. So far it's about 1:03 ahead of adeli's test run; can I make it under 20 minutes? In Catry's fortress, my speed is limited by when Don Jacoby reaches the top, so I decide to do a couple of side things to lessen the wait time. I have to say, I love the NTSC filter in the newest version. Not practical in the least, but makes for a good viewing experience. Thank you for including it, adeli. :)
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I love how Ardy looks really happy after his friend seemingly got crushed to death...
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Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
One last WIP before I submit. If anyone knows of any tricks I missed or are in the last few levels that I might miss, now's the time to tell me! Also, has anyone else's copy of Snes9x been running progressively worse lately? It seems like graphics have been getting choppier and choppier the more I run mine.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Challenger
He/Him
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I found a Youtube video that includes a timesaver near the end of Scene 8: Link to video As soon as you grab the gem take damage quickly on the spikes and lose your companion Pec. The damage and gem animation will cancel out each other resulting Ardy being able to move freely for a few seconds walking through the gate. I tested that glitch and saves approximately 210 frames. It only works on Japanese version. It's possible to perform that glitch on that ''Catry'' path of Scene, since has an acid drop near the gem. During of my research, I found some little improvements, including a soft reset during a power-on, skipping directly to ''Titus Presents'' (ASCII Presents on JP version) screen. EDIT: I also discovered a ''double-hit'' strategy on Scene 11 Boss! Another big improvement!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.