Joined: 8/13/2005
Posts: 356
Location: Canada
Ah, WoW. The anti-TAS. Glad to hear you're back on this one, Bablo. As far as I know I was using a good dump when I watched the WIPs. That was a long time ago though.
Joined: 9/22/2007
Posts: 56
Location: In UR Famicom
Just wanted to say that your WIP's are awesome and they've helped my console run of the game a ton so far.
Joined: 3/30/2007
Posts: 44
Hi folks, I decided to do my very first TAS. This TAS is of one of my all-time favourite games, and I bet it hasn't been done before. The game is entitled "Skyblazer". I'm still getting used to the re-recording process and I still haven't mastered frame-advance yet. But so far, I think I'm going okay-ish for my very first try. Here's what I done so far: http://vba-m.ngemu.com/personalfiles/mudlord-skyblazer.zip ROM CRC is: CEF3E26C Snes9x version is: snes9x-1.51-improvement2-beta6-win32
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Check this out. Seems the voting was good, at least. EDIT: Also, here's the discussion thread for the game, maybe a mod will merge these two. Thanks to Inzult for catching the other one:)
Living Well Is The Best Revenge My Personal Page
Joined: 3/30/2007
Posts: 44
Thanks for the links mmbossman :) Seems I was wrong :).
Player (224)
Joined: 10/17/2005
Posts: 399
Your link to the WIP doesn't work for me, mudlord. If you're still working on the run, send me a PM or whatever. I have tons of information for possible glitches and routes for all levels. I actually have a WIP that completes more than half of the game. Just I'm too lazy to complete it.
<adelikat> I've been quoted with worse
Player (224)
Joined: 10/17/2005
Posts: 399
JRL_ wrote:
Just wanted to say that your WIP's are awesome and they've helped my console run of the game a ton so far.
I'm glad to hear that. :) Is your speedrun complete?
<adelikat> I've been quoted with worse
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I was re-watching some of my favourite runs when I stumbled upon Skyblazer this week, and since it's done with a beta rom I decided to try an improvement using the (U) [!] rom instead. But here's the problem; in the beta rom the first input can be given 91 frames earlier, so, I'm already 91 frames behind Bablo at the start of the game, but think I can revert it later on. edit: I'm still on the first stage, but luckily, all the glitches from Bablo's run can be done on the good rom too, some of them even require less inputs, so I'm pretty sure I'll be saving frames soon enough :)
I am old enough to know better, but not enough to do it.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Go! Go! Go!
Post subject: Re: Skyblazer
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Dooty wrote:
I was re-watching some of my favourite runs when I stumbled upon Skyblazer this week, and since it's done with a beta rom I decided to try an improvement using the (U) [!] rom instead. But here's the problem; in the beta rom the first input can be given 91 frames earlier, so, I'm already 91 frames behind Bablo at the start of the game, but think I can revert it later on. edit: I'm still on the first stage, but luckily, all the glitches from Bablo's run can be done on the good rom too, some of them even require less inputs, so I'm pretty sure I'll be saving frames soon enough :)
Include that in the submission text. Even if you were 80 frames slower, it would be an 11 frame improvement, since you are improving the version as well.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
That's good, thanks! But... I still couldn't find the memory address for Sky's speed and I'm kinda falling behind. Jumping on the first possible frame I can reach the first wall 9 frames faster than Bablo, I also managed to link the zipjumpings up to the first eyeball monster, but then I noticed that those 9 frames were lost along with other 11! I'm in a desperate need of some way to keep track of Sky's acceleration, so if someone knows any memory address of this game please post it here.
I am old enough to know better, but not enough to do it.
Post subject: Re: Skyblazer
Joined: 5/29/2004
Posts: 757
Dooty wrote:
I was re-watching some of my favourite runs when I stumbled upon Skyblazer this week, and since it's done with a beta rom I decided to try an improvement using the (U) [!] rom instead.
That alone is the biggest WTF? I had when I read it... BETA ROM?! How the heck was that permitted to have occured here. x.x;; Good luck on this though, Dooty Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you Mr. Kelly R. Flewin. Here's some more differences between the two versions of the game; on Ashura's cutscene after the first stage Sky takes just one hit on the beta rom, on the good one there are four hits! At the end of the cutscene I'm 555 frames behind! but don't worry, I'm not whining, well, not yet... I just managed to finish Faltine's Woods, 43 frames ahead (yes, ahead!), but on The Temple Infernus I'm 13 frames behind! Well, now I'm whining :(
I am old enough to know better, but not enough to do it.
Joined: 7/2/2007
Posts: 3960
Yeah, there are big differences between the different versions of Skyblazer out there. I always thought it was a bit weird; never realized one was a beta. Good luck!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Those differences are really annoying, at least the cutscene is now "beta" style! I redid the first stage to include some take damage to save time maneuvers, and here's a wip, still up to The Temple Infernus, but 367 frames ahead now; http://dehacked.2y.net/microstorage.php/info/755495963/Dooty-SkyBlazer.smv
I am old enough to know better, but not enough to do it.
Post subject: skyblazer wip1: youtube
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video
Dooty wrote:
Those differences are really annoying, at least the cutscene is now "beta" style! I redid the first stage to include some take damage to save time maneuvers, and here's a wip, still up to The Temple Infernus, but 367 frames ahead now; http://dehacked.2y.net/microstorage.php/info/755495963/Dooty-SkyBlazer.smv
Joined: 7/2/2007
Posts: 3960
Looking good so far! I seem to recall that the release version and the beta version behave differently when it comes to restoring your health and magic after getting a new power, though I can't remember which one is more generous.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
PJ
He/Him
Joined: 2/1/2011
Posts: 182
Location: Western NY
In the intro stage, do you really need to take 3 damage? I was playing on my cart a few days ago and Ashura/Raglan/whoever at the end of the intro stage did two damage to me instead of just one. That'd save you a hit in the intro stage. I'm hesitant to offer suggestions though, since there are apparently so many versions of this game. It might just be another one of those differences between versions.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Yeah, it's needed, otherwise I would receive them from Ashura and it is a lot slower. @ Derakon; The release version or good rom is more generous as it gives you all your health and magic after you beat a boss. but it seems to be the only advantage of the good rom... I'm doing Tower of Tarolisk and despite all of my efforts to finish The Temple Infernus as fast as I could, I'm now only 270 frames ahead, easy come easy go :( edit: oh, yes, there's another advantage and it's the only way to save time on the good rom; the text can be skipped faster than the beta, the rest is slower, but that's ok. anyway, I'm doing Petrolith Castle and I'm 570 frames ahead now. edit2: still stuck on Petrolith Castle, the crushing ceiling? glitch didn't work on the good rom, it's not possible to jump while sky is crouching, so it will be another slower stage :( (the other one is The Tower of the Tarolisk, the last two spiked platforms are too high) edit3: Petrolith Castle's done, but I got a really bad surprise after The Falls of Torment; unlike the published run, I don't have all of my magic back, pretty unfair if you ask me. edit4: Gateway of Eternal Storms in this version is a completely different stage, and of course, slower! I'm doing Storm Fortess of Kh'lar 16 frames behind :( the lack of magic is a nuisance! edit5: More differences between the two versions; on the good rom it's not possible to zip on the roof by simply jumping onto it and casting a spell :( The Great Tower is also a different stage at the beginning, now there's spiked walls everywhere :( I'm doing The Great Tower, 909 frames behind. It will be hard, but possible to save some time soon :) edit6: Still on the great Tower, but the speed addrees of Sky would really speed up my progress here, oh well... edit7: okay, I'm doing the re-fights with the bosses, but I'm still ~900 frames behind :( I'm still trying and of course I'll finish it, but looks like the project failed... final edit: the movie is finished, 1428 frames faster, but well, see for yourself: http://dehacked.2y.net/microstorage.php/info/1302171542/Dooty-SkyBlazer.smv
I am old enough to know better, but not enough to do it.
Player (224)
Joined: 10/17/2005
Posts: 399
Neat stuff. Again no idea how I didn't manage to find the perfect ROM. I actually spent some time looking for it. I knew the run was improvable, mostly by fixing the ending positions after killing bosses, and better luck manipulation. In addition did a few niceties I never thought of, which I kinda liked. I think you could've avoided a jump or two in the second stage, therefore saving a frame or two. You accelerate to full walking speed anyway. Submit, no?
<adelikat> I've been quoted with worse
Joined: 7/2/2007
Posts: 3960
Submit it, IMO. Some people may make the argument that the version Bablo used is preferable for enabling more glitches, but frankly I think using a non-beta ROM trumps that argument.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (224)
Joined: 10/17/2005
Posts: 399
Yeah to be honest my TAS shouldn't be on the site in the first place. By all means, go for it. This run introduces some further optimization too.
<adelikat> I've been quoted with worse
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I am planning to submit it, but almost all of my stages are slower than Bablo's run; (measured after the loadings, from the first possible input to the end of the stage) First Stage = 89 frames slower. Faltine's Woods = 47 frames slower. Temple Infernus = 22 frames faster. Cliffs of Peril = 1 frame slower. Tower of the Tarolisk = 225 frames slower. Gateway to the Eastern Plain = 10 frames faster. Petrolith Castle = 14 frames slower. The Falls of Torment = 38 frames faster. Lair of Kharyon = 85 frames slower. The Sand Rivers of Shirol = 48 frames slower. Gateway of Eternal Storms = 187 frames slower. Storm Fortress of Kh'lar = 418 frames slower. Fortress Shirol = 0 frames faster/slower. Caverns of Shirol = 228 frames slower. Dragonhil Forest = 0 frames faster/slower. The Great Tower = 286 frames slower. Shrine of Destiny 9 frames faster. Raglan's Citadel 2326 frames faster. So, I was thinking about a version 2 of the run, but without the speed address of Sky, the run is going to require too much effort to keep Bablo's pace using "trial and error" and then I gave up. anyway, if I submit it the "Possible Improvements" section of my submission text would be kinda big... edit: found the speed address 7EF340, 2u, redid the second stage and it's now submitted.
I am old enough to know better, but not enough to do it.
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Hiya. I've been playing the game a lot recently, and one of the few mysteries left is how to go about getting an ensured magic drop in the fortress, for use in the gateway. I tried going frame by frame, but it's going to take forever. Was any research ever put into finding a memory address for enemy drops?
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Sadly, the only useful memory address that I found is the acceleration of Sky. The method I used to manipulate the item drop was the same one used by Bablo; wait a few frames before an enemy spawn on screen or slow down a little bit to kill it later, but a memory address would be a lot easier.
I am old enough to know better, but not enough to do it.