1 2 3 4 5 6 7 8
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Finally the first level is done! It was very tough! I stop the TAS at frame: 10248. And BTW thank you stanski for have done a TAS-preview, but I did find a faster route which I'm going to use instead. Sorry. Here is our WIP! Enjoy!
emu
Active player (385)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
It surprises me every time, how sloooow toki moves. First I thought 16k rerecords for 2 min 50 sec were some kind of bug or remaining of a test run, but then I saw the great precision in the wip and understood were the number came from :) If I calculated right you are already 932 frames (=15,53 sec) ahead of the previous movie. Please continue this excellent work.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
It looked really good.... but did you really mean to record it with a (UE) Rom in Japanese mode? :/ You should fix that or your movie could be rejected. The end of the second level was the best. I didn't like the twiching at 6550, and perhaps you can crawl and move a bit earlier at 6600? It seems weird that you would miss something like that though...
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
"It surprises me every time, how sloooow toki moves." Me too. That is why I try to make it interesting as possible by doing "stunts" and go "through" everything and don't make so many stops! "It looked really good.... but did you really mean to record it with a (UE) Rom in Japanese mode? :/ You should fix that or your movie could be rejected." Thanks! No! That's is not my intention!! =O Dammit! Does this mean that I have to start all over? Can you explain how I can fix this problem, so I record in the "right" mode in the future, please? =O Thanks again! Yeah, I know you don't like that I twitch, that's why I do it so little, and maybe there are folks out there who likes twitching during waiting time? That's why I do that a little at least, and one more thing: I think I crawl at the soonest, possible frame. Thanks for the nice comments both Truncated and emu! =)
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>Can you explain how I can fix this problem, so I record in the "right" mode in the future, please? =O You probably have "Auto Detect" selected under CPU -> Country. For some reason auto-detect chooses Japanese for this game, although it is labeled (UE). Set Country to "USA (NTSC)" instead. Options in order of preference: 1) Check if the (UE) is not a mislabeled (JUE). If it is, you can continue as normal. I am not sure how region is determined, other than "the game can be started". Upthorn? Nitsuja? 2) Switch to USA and save what parts you can by hexediting. 3) Start over. :( I hope you don't have to do this.
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Yeah, I've adjust the setting at that time to "auto-detect", because I thought it was the right thing to do, if you are unsure what country the rom is from. Well well... Thanks for the explanation! I will set country to USA (NTSC) as you wrote. PS: I hope, like written, that I don't have to start all over...! Awful thought! It don't seem to be impossible, since I did record the game when I had "auto detect" disposed. You gave me the advice to hexedit, which is a very very wise, thing to do when you want to save parts in the gameplay. Unfortunately the game is a b**ch often when it comes to hexediting which has been stated 3-4 times (I think). Well, I go away now and set the game correct! I will then post a WIP to make sure everything is alright when you watch the gameplay-video.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Good news Diman. You do NOT need to start over. I checked with Upthorn, it is possible to check the region for a game by looking at the ROM with a hex editor. The ROM labeled (UE) in this case is in fact legit for Japan NTSC. So, carry on tasing. :)
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Hi guys! I've dunno why I haven't TAS:ed this game in a long, long, long while, really.. Maybe because lazyness, and maybe because I got many projects, - and I don't know which TAS, who is most suitable to complete.. =/ By the way.. I feel terrible to have posted a new topic, (this one) when there's already one out here.... Didn't notice it, until now. Anyhow.. Me and my partner Mr. Highness is going to start working on this project again.. We'll do or best, with all kinds of tools, to make the TAS become, as fast, entertaining, and sensational, as possible! ^^ BTW, Truncated: I will try to Hex-edit this movie, but if it's not possible, I will start over, - I don't mind! =) It feels good to clear some things up! Stay tuned! =)
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Ive looked into this game, and it seems that the U version is literally faster than whatever version the published run uses. I know there is a strange glitch with Gens, and im hoping that this will be fixed soon. The game changes a lot when you switch the region settings.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Can you provide more interesting details Sonikkustar? What about that glitch for example? What exactly changes?
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Highness wrote:
Can you provide more interesting details Sonikkustar? What about that glitch for example? What exactly changes?
Im talking about the glitch that forces the U rom to run in Japan mode when under auto-detect. It seems to be on the latest version of Gens too. About the changes, there are enemies that are in different positions and act very differently when trying to play back your WIP. You also reached the set of Piranhas in the first level 2 frames earlier than in the default settings for your movie.
Joined: 1/22/2008
Posts: 319
Location: Brasil
i noticed that the enemies are positioned in diferent positions too, but i cant tell wich version of the rom is better for a run.
Run..Run...Run.....
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>Im talking about the glitch that forces the U rom to run in Japan mode when under auto-detect. It seems to be on the latest version of Gens too. I don't remember the details, but when investigating this (yikes three years ago) the ROM is actually set to be valid for Japan. So the emulator behaves the expected way. You can still set it to U manually before starting to record.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Diman and me once again had a very long talk about making a shot at this game again. It is really time for an update, don't you all agree? So far we did not do much besides re-analyzing and just talking about the goals. Hopefully this will grow some fruits. I've been talking to ferretfaucette on IRC, who helped me with some RAM-addresses. Cheers for that! Please correct me if something of this is wrong. 00FF1CED - (4 byte) - xpos tracking 00FF1D05 - Stores if moving forward 00FFF507 - Non movement 00FFF50F - X-distance from closest enemy while ducking. 00FFF517 - Y-distance from closest enemy while ducking. 00FFF511 - Y-diff of platform enemies 00FFF51F - Closest enemy's distance from Toki's hitbox on the X-plane. Also. Feel free to pitch in for this gem of a game. If you (pointing at all of you) can come up with some cool LUA-scripts or handy RAM-addresses etc both me and Diman would be very grateful, and you would also take advantage from this, since the movie would carry a bit higher quality and entertainment probably. :) Take care meanwhile. Hopefully we will post our first WIP soon. Cheers!
Active player (487)
Joined: 2/19/2007
Posts: 114
I was actually looking at doing this as my next project, I didn't realise you guys were still interested. I've been the following lua script for displaying information, feel free to make use of it. I'd only actually tased the first area of stage one and the only improvement I found over your old wip was a couple of frames in the menu. If you're interested in working together I'd like to help, but I don't mind leaving this one to you if you'd rather not.
Language: lua

address = { X_Speed = 0xFF1CF4, X_Subspeed = 0xFF1CF6, X_Position = 0xFF1CEC, X_Subposition = 0xFF1CEE, Y_Speed = 0xFF1CF8, Y_Subspeed = 0xFF1CFA, Y_Position = 0xFF1CF0, Y_Subposition = 0xFF1CF2, Boss_HP = 0xFF3601 } value = { X_Speed = 0, X_Subspeed = 0, X_Position = 0, X_Subposition = 0, Y_Speed = 0, Y_Subspeed = 0, Y_Position = 0, Y_Subposition = 0, Boss_HP = 0 } lagCount = 0 lagCountY = 0 lastX = 0 lastXS = 0 lastY = 0 lastYS = 0 function LagCounter() XCSpeed = value.X_Speed * 256 + value.X_Subspeed YCSpeed = value.Y_Speed * 256 + value.Y_Subspeed XCPos = value.X_Position * 256 + value.X_Subposition YCPos = value.Y_Position * 256 + value.Y_Subposition if (lastX == XCPos and lastXS ~= 0) then lagCount = lagCount + 1 end if (lastY == YCPos and lastYS ~= 0) then lagCountY = lagCountY + 1 end lastX = XCPos lastY = YCPos lastXS = XCSpeed lastYS = YCSpeed if gens.framecount() == 1 then lagCount = 0 lagCountY = 0 end end function GetInfo() value.X_Speed = memory.readwordsigned(address.X_Speed) value.X_Subspeed = memory.readbyte(address.X_Subspeed) value.X_Position = memory.readwordsigned(address.X_Position) value.X_Subposition = memory.readbyte(address.X_Subposition) value.Y_Speed = memory.readwordsigned(address.Y_Speed) value.Y_Subspeed = memory.readbyte(address.Y_Subspeed) value.Y_Position = memory.readwordsigned(address.Y_Position) value.Y_Subposition = memory.readbyte(address.Y_Subposition) end function Draw() GetInfo() if value.X_Subspeed == 0 then value.X_Subspeed = "" elseif value.X_Subspeed == 128 then value.X_Subspeed = ".5" else value.X_Subspeed = ": " .. value.X_Subspeed end if value.X_Subposition == 0 then value.X_Subposition = "" elseif value.X_Subposition == 128 then value.X_Subposition = ".5" else value.X_Subposition = ": " .. value.X_Subposition end gui.box(10, 195, 150, 220, 'black', 'black') gui.text( 90, 200,"pos", 'cyan') gui.text( 130, 200,"spd", 'yellow') gui.text( 70, 209,"X") gui.text( 87, 209, value.X_Position .. value.X_Subposition, 'cyan') gui.text( 128, 209, value.X_Speed .. value.X_Subspeed, 'yellow') gui.text( 70, 220,"Y") gui.text( 87, 220, value.Y_Position .. ": " .. value.Y_Subposition, 'cyan') gui.text( 128, 220, value.Y_Speed .. ": " .. value.Y_Subspeed, 'yellow') gui.text(8,32,lagCount,"#00FF00") gui.text(8,40,lagCountY,"#00FF00") end savestate.registersave(function(slotnumber) return lagCount, lastX, lastY, lagCountY, lastXS, lastYS end) savestate.registerload(function(slotnumber) local a, b, c, d, e, f = savestate.loadscriptdata(slotnumber) if a and b and c then lagCount = a lastX = b lastY = c end if d then lagCountY = d end if e and f then lastXS = e lastYS = f else lastXS = 0 lastYS = 0 end end) gui.register ( function() Draw() end) gens.registerafter(function() GetInfo() LagCounter() end)
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Good luck guys! I look foward to the final movie.
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Hiiiii! Once again, long time no see. I can't almost belive how many years it was since I created the very thread about Toki. Finally I and Highness have decided to going all out on this one. I wanna take the opportunity to thank all guys out here which have helped out with RAM-addresses, sweet comments and whatnot. Aaaw, ain't you cute TheRandomPie_IV?! ^^ You are really polite man, for asking that; most guys out here take other people's projects, when it takes TOO LONG time for it to be done. Now, of course you can join us! Both me and Highness don't see why not? We are just happy that you are in. All help is WELL appreciated on this one. Now.. As we all now here, it takes a lot of commitment to get things going. Highness had this ingenious idea that we post VIP's on this forum; all of us. For instance; the first stage. All of us guys plays the first stage for example, post WIP's, then we can discuss of the one who looks most promising. This way we trigger each other, and this project have a VERY small chance to just stand still. It will be like a competition, but not quite. BTW. I have played on the first stage a bit, with some RAM-addresses..:P I have most support from the address which detect the monkeys movement. I'm sad that I couldn't get any further. If someone come up with any ideas feel free to just post them.. Or play FROM that WIP somewhere. http://dehacked.2y.net/microstorage.php/info/1993665744/Toki%20TAS-%20D%26H%26TRP_IV.gmv
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Nice WIP Diman! It looks nice that you didnt have to jump over the spike. I remember working on this a while back but I think I deleted my WIP. Oh well. Still, I'll be happy to give you guys feedback on any levels. :)
Joined: 1/22/2008
Posts: 319
Location: Brasil
Diman I cant see your WIP Im using Gens 11a, i also tryed both toki Versions (J) and (EU) both got desync
Run..Run...Run.....
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Sonikkustar: hehe, I'm happy for that, man. Yeah it looks nice, doesn't it?.. ;) I got to investigate if there's a way for me/us to bypass those annoying demons, otherwise I may have to redo a big part of the movie.. We'll see. Ooh, that would be awesome if you do; thanks! We need all sweet comments we can get, because this is one of the hardest arcade games known to man.. :P wicked: You got to download the "UE"-rom. It looks like this: "Legend of Toki - Going Ape Spit, The (UE) [c][!].bin", when you see the full name. Also, it is important that one sets the mode to "US", the AUTO-detect function selects Japan I belive.. You are using the correct emulator though. Good luck!
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Looks really awesome so far Diman. Keep it up! I have some setbacks right now. Every time I try to record a movie with Gens, it ends up being corrupted, like all buttons is held down on every single frame. Not sure what causes it. I'll try even more tomorrow, as I really want to get going on this run. Hear you soon again. Hopefully with a WIP from my side as well. Cheers Edit: OK... So I seem to have resolved the problem to what causes the desyncs for me. I can not have a comment (notes) in the GMV file. That is what is causing the problems. If I edit the GMV file and delete the comments, it playbacks just fine. Strange. Anyone else had this problem before? Cheers again. Onward with TAS-ing now. Weeee!! Edit 2: Created a little WIP while being at work, because we really don't have much to do today. Grab it here: http://dehacked.2y.net/microstorage.php/info/1297041617/Highness_Diman_RandomPie_IV-Going_Ape_Shit.gmv Did not do anything to compare so far. If you spot errors or mistakes, please tell me ASAP.
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Nice work bro'! You have no idea how glad I am that you made a video; now I have managed to play through act 1!! Here you go you all: http://dehacked.2y.net/microstorage.php/info/186825379/Highness_Diman_RandomPie_IV-Going_Ape_Shit.gmv
Active player (487)
Joined: 2/19/2007
Posts: 114
My turn :) I managed to beat the first area 4 frames ahead of Diman's version, but then I made a start on the second area and ran into some trouble. For some reason I just don't seem able to jump over this spike like your old wip did. Mind taking a look? Hopefully I'm just missing something obvious. http://dehacked.2y.net/microstorage.php/info/1764633373/Highness_Diman_RandomPie_IV-Going_Ape_Shit.gmv
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Awesome RandomPie! =) I have continued the WIP. I think that it looks goddamn beautiful, when you shoot that green flying thing pitched. You are intelligent who could get through all those enemies. Now, I got to tell two things about my continuation: 1. I discovered that when Toki is on the swing; if you press the jump-button at the precise frame when the swing throws away Toki, he gets a boost. That's something!! So one can save a couple of frames. 2. I think I understand why you couldn't jump over the spike.. Because one has to kill the green bug, man! Haha, I strongly belive that it is so, but.. If it is like that.. It doesn't make any sense at all. God.. This game is like 90% random. -.- By the way.. I hope one can kill the green bug (I call it "bug"), without have Toki to stop? If some smart guy find a strategy; please tell. ='') That is why my continuation is so short in case you wonder. http://dehacked.2y.net/microstorage.php/info/1799332556/Highness_Diman_RandomPie_IV-Going_Ape_Shit%286%29.gmv
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Ok. I finished level 1-1 now. Same result as Diman, 2309 frames to the first fade in frame after touching the exit. Going to move on with Random Pie's GMV now instead. Here is my WIP2 of level 1-1. http://dehacked.2y.net/microstorage.php/info/1064575297/Highness_Diman_RandomPie_IV-Going_Ape_Shit%28Highness%20WIP2%29.gmv Edit: Found a good thing about crawling. When crawling over a ledge, you can crawl 5 frames longer than walking, before you have to jump or fall. This can extend and make us reach goal faster, especially at hard situations. Edit 2: Made a couple of more trash tests in level 1-1 and brought my time down 2 frames. I did not record this because I only wanted to try it out. Not sure if I can beat Random Pie's time in it though. Not sure if I should put energy in it. :D This optimizer comes from crawling down, instead of jumping down, the last gap with spikes in it.
1 2 3 4 5 6 7 8