Post subject: Star Wars: The Empire Strikes Back
Experienced player (876)
Joined: 11/15/2010
Posts: 267
I was a bit surprised not to see an existing TAS or even a topic for this game yet. I think it's a fairly good platformer and would be pretty fun to watch. I started making a TAS and did the first level in around 90 seconds. It seems like it's going alright so far. I've tried to look up as much info as I could. The best things I've found are the FAQ and a youtube walkthrough here Anyone have any other information or know of any glitches? Is there a lot of interest in seeing a video of this?
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
Post a WIP so we can check if its optimal :)
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Experienced player (876)
Joined: 11/15/2010
Posts: 267
I've now posted a WIP here. Let me know what you think so far. Note that by jumping through the water I skip part of the level, you're intended to go up in the middle, fight a boss, then come back down.
Experienced player (876)
Joined: 11/15/2010
Posts: 267
I had dropped this run for a while, but now I've picked it back up again. This time I sniffed out some RAM addresses, and did some lua scripting to optimize a boss fight. I abandoned my old WIP, but have a new one here. I saw Spinal posted a few ram addresses in game resources, but I have a few more. 0xCA Health 0xCB Force 0x4F Major X coordinate 0x4E Minor X coordinate 0x51 Major Y coordinate 0x50 Minor Y coordinate 0x5A3 Taun Taun Major X coordinate 0x58C Taun Taun Minor X coordinate 0x5E8 Taun Taun Major Y coordinate 0x5D1 Taun Taun Minor Y coordinate 0x531 May be X velocity related? 0x68B Enemy 0x68C Enemy 0x68D Enemy 0x68E Enemy 0x68F Enemy 0x690 Enemy 0x691 Enemy 0x692 Enemy 0x699 Enemy<<8 (Boss MSB) 0x59 Jump allowed when value is 2 0x51E Charged Jump available when value is 110 There could still be more enemy values in the 0x680-0x6A0 range.
Post subject: empire strikes back wip: youtube + video file
Joined: 3/18/2006
Posts: 971
Location: Great Britain
youtube http://www.youtube.com/watch?v=3W5jUiIZG3s video file http://www.megaupload.com/?d=F59UPPUH
link_7777 wrote:
I had dropped this run for a while, but now I've picked it back up again. This time I sniffed out some RAM addresses, and did some lua scripting to optimize a boss fight. I abandoned my old WIP, but have a new one here.
Experienced player (876)
Joined: 11/15/2010
Posts: 267
I've spent quite a bit of time on this recently, and I've finally put together a full run. I figured I should post it here and get some feedback before I submit it. This will be a first submission for me. I also have yet to prepare a submission text, but I should have a reasonable amount of stuff to say about the game. My full run is here.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
I think it's really well done technically and is pretty entertaining too, especially once you pick up the Force Powers. I'm interested in reading the submission text once you submit it.
Site Admin, Skilled player (1251)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
I like that run, and it looks like done with TAS Edit due to zero rerecords.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
feos wrote:
I like that run, and it looks like done with TAS Edit due to zero rerecords.
Wow, I didn't notice that. link_7777, if you have an idea of how many rerecords you used for the run, you would probably want to add that to the fm2 before submitting.
Site Admin, Skilled player (1251)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
You can't have such idea when you TAS in TASEdit, but never tried normal way TASing. Soon TASedit will have rerecord counter analog - tweak counter (incrementing each time you invalidate the greenzone).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
What should he do, add a random number? I think some people will be skeptical of how optimal the run is if there are no rerecords (especially because this is his first submission).
Site Admin, Skilled player (1251)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
This was exactly my situation. I dunno.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
CoolKirby wrote:
What should he do, add a random number? I think some people will be skeptical of how optimal the run is if there are no rerecords (especially because this is his first submission).
But if he adds a random number, like 21337, it'll mess up the movie statistics.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Well, feos added 88000 as the rerecord count for his Battletoads & Double Dragon run, since he made the whole movie in TAS Edit and he didn't want to mess up the statistics.
Site Admin, Skilled player (1251)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
I asked sgrunt in IRC & he permitted that, then I submitted, DK said that it must be set back to 0, and that the staff can do it, but probably forgot to clean this number.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Then I guess it's up to the author and he can decide what's best for the Movie Statistics.
Experienced player (876)
Joined: 11/15/2010
Posts: 267
I used TASEdit along with Lua scripting so I could be precise. Also It makes more sense for me. I don't have a real number, but I can probably make an educated guess. My tweak count shows 45726, which I'm guessing doesn't include the lua scripting portion. Looking at areas I used scripting I probably used it for around 800 frames worth of the boss fight using 2000 retries per about 5 frames. That puts the count for the scripts around 1,600,000. Bringing the grand total to 1,645,726. I guess I can put that or 0 on the submit, whichever is better.
Site Admin, Skilled player (1251)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
The current tweak count implementation is extremely random & not connected to real rerecords. Don't use it. Also, if you're talking about rerecording bot, it's counter can't be used in the submission file either (see current RockMan TAS info).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced player (876)
Joined: 11/15/2010
Posts: 267
I have begun the process of updating my existing TAS so it is time to post some new information in this thread. Initially I just wanted to get the movie to sync in bizhawk (which it doesn't), but eventually I got into doing live runs. I noticed a couple of things during the live runs that made me think I needed to revisit the TAS and save some frames. In the process of starting fresh in bizhawk to add improvements I found a couple of other glitches which will result in a much shorter level 1. First I noticed that if you jump a frame early when hitting the water while on the taun taun you can avoid the instant death of your ride. Next I found that using the select button while in the air on a taun taun does interesting things. At first it looked like it would allow you to jump off the ice blocks (instead of crushing them), and then I noticed that when falling a longer distance you can use the select button to bump your X position (you are normally locked in to an X position when falling). I believe the physics engine isn't properly escaped when hitting select while in the air, it is attempting to allow you to dismount (which is disallowed in the air), but it screws up some of the detection. The final result I found is that if you hit select while in the air and then jump on the next frame the game is tricked in to letting you jump, this effectively allows you to fly (note that this only works while on the taun taun). Due to the way this game works this allows for a major sequence break, effectively level 1 is broken. I do still need to go down and get the light saber, but then I can go back up and go over the top of the level. You can also skip the boss because the invisible walls that keep you in the boss fight are triggered by the spawn, so as long as you don't get too close you can just skip past. The final trick for this level is that the ending is based on the X position (positions are calculated from the top left of the map), and going to the beginning of the level (left instead of right) results in an underflow and ends the level. All of this put together gave me a WIP that has level 1 just under a minute which you can find here: http://tasvideos.org/userfiles/info/24051503840904190
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
All the new glitches make this stage a lot more entertaining. I especially liked the Taun Taun going up a sort of stairway to heaven near the end.
Experienced player (876)
Joined: 11/15/2010
Posts: 267
Yeah, it is pretty nice, makes level 1 short. It is a little sad to skip fighting the probe droid though, with the glitch you can get up there with the taun taun. The game isn't expecting to display them both so the graphics glitch out a bit. It could be shorter. If you skip the light saber it would only be a few seconds. It would be slower though since you'd need to get the light saber upgrade (which I skip), and the AT-ATs would take forever. It doesn't let you sabotage on foot if you don't have the light saber.