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Former player
Joined: 5/31/2004
Posts: 375
It's only a couple frames, but wouldn't just eating the meat be faster than pausing to move the inventory cursor in FNTM?
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Argh...why didn't I see that...>_> Will be fixed. Thanks for pointing that out.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Okay, I've finished the Starship with an improvement time of 80.4 seconds putting the total improvement time at 562.7 seconds (9:22.7)! Note this time comes from no hexing, so I still have some work to do before submitting. Here it is: http://www.geocities.com/eonouzo/Ouzo-LostVikingsv2-WIP4.zip TFFF - Just some more switching between characters in this level. I also switched from Baleog to 1st player to avoid getting zapped by the lasers. FRGT - This level consisted of better general movement and some more 'switching to avoid getting zapped'. 4RN4 - Saved a bundle of time by having all three go together. Also found out that Erik can zoom up 'antigravity sections' without jumping before reaching it, so a lot saved there. MSTR - I had Erik go the same way as Olaf seeing how he's not even used by going with Baleog. Also, he's faster :duh: Other than that, not much else. Here's a funny clip which shows Tomoter falling through the floor (play from this save state) I would appreciate it extremely for people's input. I don't want to hex everything and then find out that I made a stupid mistake back in wacky world. So thanks!
Former player
Joined: 5/31/2004
Posts: 375
I don't see any problems. It is awesome.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Hey there Ouzo. Nice to see you haven't been lazy while I was away. I'll get right to analyzing the two last worlds.
Joined: 4/3/2005
Posts: 575
Location: Spain
Can Olaf switch his shield quickly two times carrying Erik/Baleog without causing him/them to fall from the shield? I think it can't be done, but it could be funny to watch. Funny facts about The Lost Vikings: 1. On the tree map, where you talk with an old cavern man, you can talk to him with Baleog (it's slower, but curious). 2. If you die 76 times on the same map, you'll see the last-last message of the game. It happened to me on the BBLS map (I still died two or three more times before ending the map, but weren't on purpose) :p
No.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I've watched all of the last two worlds twice in slow-motion now and I still can't think of anything. :/ A winner is you.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
DrJones wrote:
Can Olaf switch his shield quickly two times carrying Erik/Baleog without causing him/them to fall from the shield?
Nope.
Truncated wrote:
I've watched all of the last two worlds twice in slow-motion now and I still can't think of anything. :/
Heh, really? That's surprising. I must be getting better :P Thanks for going through the trouble. Good to see you back.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
>Heh, really? That's surprising. I must be getting better :P Either that or I'm losing my edge. ;) Nah, it would be kind of strange if you didn't get better as you progressed. I'm kind of surprised too that I found absolutely nothing though. Maybe I will check it again to be sure, but with sound off for the crazy candy land. That music is midly lunatizing. What do you have left to do now, hex-editing and redoing-wise? Does the things you discovered with the antigravity fields change anything in the first couple of levels? Thanks for the welcome back.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Truncated wrote:
That music is midly lunatizing.
I know. I love it. :)
Truncated wrote:
What do you have left to do now, hex-editing and redoing-wise?
You mentioned the deal about SNDS that made me think about places where it could be applied. The beginning of GR8T can be changed to save a few seconds, as can CVRN. Also, the beginning of TRSS will be changed by having Olaf and Baloeg move across the ground and up the other ladders rather than moving up the first ladder (which can then enable Erik to run at full speed instead of slowing down to kill both rolling cavemen after getting the kill-all bomb).
Truncated wrote:
Does the things you discovered with the antigravity fields change anything in the first couple of levels?
There are only two antigravity fields in the beginning levels and only one I'm able to rocket up to and survive (which I've already done) and that is in GR8T.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Ugh, hex-editing was a nightmare. I first tried GR8T and found that it just doesn't work to have all three go together. Each character's movements are too hard to combine because Erik and the other two cannot participate on one screen. As for TRSS, it did turn out to save 90 frames, but whenever I hexed it, it would desync ever two or three levels. Call me lazy, but I did not want to spend another 20 hours hexing and redoing levels for only 1.5 seconds. My thoughts regarding CVRN proved to be wrong. The snail kept Olaf/Baelog wasting time and it turned out I still had to wait for the rolling caveman to cross under 'us'. So I fixed the mistake nifboy mentioned in FNTM, but had to hex in four separate places and re-do 4RN4 - the longest goddamn level in the game (which I'm actually glad I did - saved 135 frames.) So the total saved from hexing was 157 frames. You can see the new movie in the workbench. Final time - 40:38.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Now that Gens has 3-player support, I've started on this again. I've done the first two levels and am 747 frames faster than the 2-player movie. Here it is. To be able to play the movie, you need to have port 1 set at teamplayer and have both controllers at 3 buttons. Also, you need to use this version of Gens (Gens9d had a bug that prevented playback). There are a couple problems with a 3-player Lost Vikings movie. First, to switch players you need to press A+B+C (these buttons control the actions of the characters). The only real problem with this is Baelog because he has to stop to use his sword, which is why he'll have to swing for no reason sometimes. Second, I'm not able to switch immediately from player 1 to 3 (I was able to do this in the 2-player movie).
Joined: 7/28/2004
Posts: 57
Desyncs for me in the second level, right around the green alien eye thingy.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
Well the rom is (U) [!]. Be sure to have Allow Left/Right and Up/Down checked (even though this does nothing). I don't know what it could be, sorry.
Joined: 7/28/2004
Posts: 57
Did that. Also turned the second controller back from 'teamplayer' to 'pad'. Works this time. Looks very nice so far. Can't wait to see more.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I got this to work after 4-5 tries. I think you need to set all 8 controllers to 3 buttons, the first set to 'teamplayer' and the second to 'pad'. The pad/teamplayer thing, as well as the settings for the rest of the controllers, looks like something that should be stored in the movie file since it causes desyncs. The movie itself looked very good.
Joined: 1/14/2005
Posts: 216
Since the first version was already incredible, I'm looking forward to this a lot! Maybe it'll get the star it deserves this time. ;) And not to count your chickens before they're hatched, but after you finish this, would you consider taking on Lost Vikings 2 for the SNES?
"I think happiness is just being able to loaf without stress." http://speeddemosarchive.com/
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
I have considered Lost Vikings 2. I need to educate myself more about the game, haven't really played it much. Thanks for viewing :)
Post subject: YOU HAVEN'T SEEN ANYTHING YET!
Editor, Expert player (2460)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Improved level 1 by 30 frames compared to the current published run. The thing is that the last guy is always the most important, because he determines when the level ends, so to save time, it is best to make the last guy come as fast as possible, even if it makes the other guys come slower. This should be optimal first level: http://dehacked.2y.net/microstorage.php/info/453339673/LostVikingsLevel1.gmv Even though Ouzo's run is old, it is ahead of its time with the 3 players. It is a well done TAS, but can be improved a lot, because the game is absolutely awesome and a great challenge for any TASer.
Joined: 7/2/2007
Posts: 3960
Holy hot pink borders, Batman! Sounds good on the run, though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Former player
Joined: 8/15/2004
Posts: 422
Location: Minnesota
I just found a major skip in level FL0T. I was watching the Let's Play Lost Vikings series and in this video one of the players uses Erik to knock down a wall in FL0T (about 7:22 in the video). I had no clue about this wall and since it's very close to the exit I got curious. I tested the shortcut and you can in fact get all three players across that gap. I'm not planning on redoing the run any time soon, just thought I would note it in case anyone else is planning to. EDIT: http://youtu.be/DT7MvNGXnyg It's 1412 frames (22.93s) faster than the current movie, though a bit unoptimized. I just wanted to show the shortcut.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4017
https://forum.speeddemosarchive.com/post/lost_vikings_7.html
A lot has been happening on the Viking front. I'll try to outline it here so if there's anyone who wants to get into this game, they can be up on current knowledge more effectively. Miketheviewer has been very active breaking the game repeatedly, and I've done my share applying it to human speedruns, finding setups, etc. Yagamoth has also helped some, though he has other projects on his back right now. First, there's a new core movement technique called Erik-launching. When you start a headbash with Erik using Y, then immediately switch to another Viking (1-player) or switch the camera to the other controller (2-player, done with L+R), Erik will continue moving through the remainder of his headbash cycle, meaning he moves a decent distance without needing to be controlled. You can get extra free distance with him like this. Generally, collisions are not detected for objects offscreen. There are exceptions, even within the same object type (some electrical fields will kill offscreen, some won't), but even walls aren't invincible. To abuse this, you need some form of automated movement - a fall, a spring, Erik's launch, inflation, an elevator, etc. This creates the following exploits: - Electrical fields can often be passed through. - Fans will not blow you into spikes, unless you were already in the wind. - Due to his speed and the launching described above, Erik can pass through block doors, such as the ones seen in CMB0 and TRPD. - Enemies will almost never hurt someone while they're offscreen. - Items can be duplicated, provided you switch away from the relevant Viking at the right time. Room for error varies, but is never more than a half-block wide. The current human route only duplicates keys. Pause-buffering can help with many of the tricks in this game. Both Start and Select work for this, but I recommend Select because Start can end the level if you press Left in your buffer, and Select doesn't block part of the screen. The D-pad, Y, and shoulder buttons can all be buffered, and you can buffer as many inputs as you like. In 2-player, you can use both Select buttons to rapidly re-buffer to advance a few frames. If you buffer left/right plus a shoulder button, the Viking who paused the game will move exactly one pixel. Yagamoth found that Erik's fall speed is decreased while holding the B button. This is of course familiar to avid players in antigravity fields, but also holds true outside them, and can slightly lengthen a jump. When you attempt to open a keyhole with a key, your collision disappears for a moment, preventing fall damage, and allowing you to fall through key-activated floors, assuming you can set up a fall that would collide with the floor - with a jump, spring, or higher ledge. The key doesn't have to match the keyhole - in fact it's preferable that it doesn't. Miketheviewer calculated the load time difference between SNES and DOS versions, and it totals 2 minutes, 36 seconds (or 2:38, Mike can correct me, I can never remember which). For deciding the world record, I recommend making the conversion - though my current record is ahead of Chansey, the next fastest runner, with or without the conversion. The only other difference I have seen so far is that the screen is four blocks wider on DOS, forcing a few minor route changes due to onscreening of some things that would be offscreen on SNES. That difference doesn't seem to cause a significant advantage or disadvantage based on version - in fact, sometimes it helps, and sometimes it hurts, and it's negligible either way. Current record is 1:02:58 by me, 2-player. I currently need to incorporate some minor route changes, learn to do the new Erik-launch practically everywhere, and move closer to deathless. After that, the "switch-staggering" I mentioned in an earlier post will be the only remaining hurdle... unless Mike keeps finding new things. Here's my run video. Link to video
Above comment is for the SNES version, but should apply to the Genesis version too.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Editor, Expert player (2460)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Thank you, Patashu. This is very interesting. Let's hope somebody makes a new TAS-movie! (I wish I had infinite time, so I could do it myself.)
Skilled player (1437)
Joined: 11/26/2011
Posts: 655
Location: RU
Announcement: Hi guys! I decided to pick up this project. I spent last few weeks with testing and planning new routes. A lot of things can be improved, according with my rough calculations i can save at least 9000 frames over published movie. So sooner or later you will see new Lost Vikings TAS. Now it only matter of time. Though, it definitely will take a lot of time. I guess about half of year. So be patient. End of announcement. P.S. I am big fan of old TAS by Ouzo. About six year earlier, when i saw his wonderful work in first time, i have experienced truly indelible impression. Thank you very much Ouzo! But now is time to improve this masterpiece. Wish me good luck at this long and difficult journey.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
Patashu
He/Him
Joined: 10/2/2005
Posts: 4017
Archanfel wrote:
Announcement: Hi guys! I decided to pick up this project. I spent last few weeks with testing and planning new routes. A lot of things can be improved, according with my rough calculations i can save at least 9000 frames over published movie. So sooner or later you will see new Lost Vikings TAS. Now it only matter of time. Though, it definitely will take a lot of time. I guess about half of year. So be patient. End of announcement. P.S. I am big fan of old TAS by Ouzo. About six year earlier, when i saw his wonderful work in first time, i have experienced truly indelible impression. Thank you very much Ouzo! But now is time to improve this masterpiece. Wish me good luck at this long and difficult journey.
Wow, this will be great! Will you be posting WIPs?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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