Editor, Experienced player (882)
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I love Rayman and I'm interested in seeing this TAS'd! However I'm currently on dial-up (yes, I live in the Stone Age). I'll watch that when I get to a faster connection. If you've made any progress, perhaps you could post the input file. My connection can handle that and I prefer watching in an emulator anyway. Cheers, hope you finish this soon!
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Here I though I'd be making a TAS of Rayman. Oh well. Glad to see there's one in progress! Kinda stinks the run is being redone this time. Hope this is still being worked on!
TAS is cheating? I don't know you anymore!
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Sting_Chameleon wrote:
Here I though I'd be making a TAS of Rayman. Oh well. Glad to see there's one in progress! Kinda stinks the run is being redone this time. Hope this is still being worked on!
Oh, I haven't touched the run in ages, I was stuck at optimizing Moskito. If you want, I'll be glad to help you with everything I know. Matter of fact, Here's the most recent WIP. //edit: You know what? I'm on this game again.
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And Anguish Lagoon's done again, at 246 frames ahead of my old run, mainly due to manipulating moskito better and improved positioning during the autoscroller. http://dehacked.2y.net/microstorage.php/info/57600441/raymantas.vbm Lastly, I'm investigating an old trick, and, by the looks of it, it seems it can even be made useful somehow. The only thing I don't understand right now is how to trigger it. Have a little screenshot as a demonstration of what can happen:
Post subject: Bongo Hills done.
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Bongo Hills finished Link to video 43322 rerecords. 1431 frames ahead of the original run. Notes: BH-1 - I chose to take the upper route because it seems to be faster overall and allows me to get another cage on the first run. (If I recall correctly, the PC and PSX versions of the game block the way off with spikey balls.) - I get the cage the way I do because this seems to cut down the time the cage opening animation takes. I'm not sure what exactly is the matter, it certainly requires additional investigation. - If you turn around in midair and hold UP or DOWN instantly afterwards, you can fall backwards in either direction. You lose a couple of frames, but thanks to goal frame rules, I can still do this towards the end without losing any time. BH-2 - Turns out zipping is easier to achieve than I had anticipated. By jumping on a marocket on the exact frame it touches a floor, you prime it to send you through the ceiling when you crouch. This is the only level in the game where I know this is possible. - Zipping only works vertically at a high speed. You can't move in the wall. Initiating a zip at the wrong place leaves you stuck with no way out but to quit the game. BH-3 - Very straightforward stage on the account of no moving platforms. I discovered you could hang onto some ledges to get a slight speed boost. This doesn't work everywhere. BH-4 - I did my best to abuse the game's frame rules, passing through spikey balls unharmed frequently. Unfortunately, I didn't find any big skip for this level. BH-5 - There is no way to pass the giant red dude without taking damage. Going around is much slower. - I decided to skip the cage this time and save it for the running power. I do need to turn back to jump on a cloud so I can get enough extra height to make a jump without having to wait for another cloud. Next up is Allegro Presto, which I'm really looking forward to TAS because, this time around, I have the actual speed address to monitor.
Post subject: Allegro Presto done - Massive wall o' text for your delight
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And Allegro Presto's done. Finally I'm ahead of my old WIP and it feels good to finally do something fresh. Allegro Presto is a level of slippery slopes, and therefore, a lot of explanation on how they act is needed. First, here's a basic speed chart, courtesy 0x202FA68. One full pixel equals 256 subpixels.
Normal walking/jumping/helicoptering speed: 512
Crawling Speed: 224

Max Speed while walking on straight or upwards slipperies: 510
Max Speed while walking down a 22.5° slippery: 1790
Max Speed while walking down a 45° slippery: 2046
Max Speed while being blasted by a trumpet: 1790

Speed in either direction after hitting a wall (if you were faster than that to begin with): 768
On slipperies, you're subject to acceleration. You can also decelerate if your current speed is higher than the speed your slippery should give you. You have a lot more friction on the ground than in the air, allowing you to turn around faster. In general, the longer you hold the opposite direction button uninterrupted, the more you decelerate. If you jump while you're on a slippery surface, your speed decrements to a certain amount, depending on how fast you were to begin with, and stays there until you land. For example, if your original speed was anything from 911 - 927, it will decrement to 911. If it was anything from 928 - 942, it will decrement to 928, and so on. Additionally, you can use your fist in the opposite direction to give yourself a boost, regardless of speed. This can be either a quick boost, or you can charge your fist for a large boost. You see a couple applications for this throughout the level, which I'll explain in the stage comments. Lastly, while you can reach speeds higher than that, the GBA version caps your speed to 5px/frame, or 1280 subpixels/frame. So a lot of what I just pointed out is kind of pointless. However, it makes TASing a lot easier, as I don't have to worry about my exact speed as long as it remains above 1280 subpixels/frame, and it gives me room to play around. It also means that speeds higher than that act as fuel. With no further source of acceleration, I will keep maximum speed significantly longer if I have 2500 speed than if I have only 1300. On the other hand, if I need to lose speed quickly, I have to keep my speed as low as possible while staying over (or as close as possible to) 1280. - The PSX and DOS versions will be significantly harder to optimize because they remove this cap- The speed cap also makes it impossible to get all cages in Allegro Presto on the first runthrough. A PSX or DOS TAS can do so! Lastly, two more tricks related to slipperies: 1.You can give yourself a massive, massive vertical boost if you approach a slanted slippery from below the right way. Your positioning for this needs to be very precise, you get even more height by holding the jump button once you're in mid-air. 2.You can jump through some 45° upward slipperies at max speed. This only works on some slipperies - my guess is that it only works on those slipperies you're intended to go through from below too. I'm not sure whether or not these tricks apply to the PSX and DOS versions, it will certainly have to be investigated. On to the Stage comments: AP-1: - This stage is fairly straightforward. I only need to approach the turns carefully. On the first one, instead of slowly turning around, I jump against the wall and hit the slippery as early as possible. Because I'm also moving left as I land on the slippery, I'm instantly moving at maximum speed. - For some reason, you land on the ground faster after hanging if you use your fist. AP-2: - This is the reason the level took so many days to do, as every jump on the trumpets had to be carefully optimized. - I start by using my charged up fist to reach the first trumpet as quick as possible. - I could potentially reach the first upper platform using a vertical boost, but my velocity prevents me from actually holding on to it. - The jump over the wrong notes is harder than in the PSX and DOS versions due to your capped speed. Through optimal positioning, I was able to land on the ledge without having to hang from it - but it still kills my speed. The rest of the level is fairly straightforward trumpet boosting. AP-3: - I jump through the slippery approaching the first photograph to save a few frames. This causes an interesting side glitch: The game thinks Rayman was standing on solid ground. Therefore, he has no acceleration, but he still keeps his speed. This means that, holding Left, he moves at -224 subpixels/frame, whereas holding right, he moves at whatever speed he had beforehand. (Which in my case was over 1600) You can preserve this state only by jumping on the edges of slippery platforms (the positioning needs to be relatively precise, but it's easy, as you can precisely control where you land now) and immediately jumping off. I use this to instantly go far quicker than I am supposed to. - The rest of the level is applying standard tricks. After jumping through the diagonal slippery, I slow down slightly to land on the platform. The new tricks save a lot of time in this level. AP-4: - I instantly give myself a quick boost using the fist. By jumping immediately after using it for one frame, my speed reaches 767 subpixels instantly. There's a damage-based shortcut (the only one in the entire level) near the beginning which I use. - After the fall, you're stuck in a tricky situation, as you have no speed and have to make it up an upwards slope, including having to crouch. This is the fastest I have managed. - The rest of the level goes by easy. I use a charged fist to give myself enough "fuel" to make it through the entire section at full speed. - The moving notes have a terrible hitbox, it is fairly easy to go through them. - Mr.Sax' behaviour is fixed. As he takes too long, I simply take damage and walk through him. AP-B: - You don't lose any speed when using the helecopter. L+R works just the same. - It is possible to die in the level by getting beneath the camera scroll. You do this by hanging onto and letting yourself go from several ledges downwards (4 should do the trick) without letting the camera catch up. This is possible elsewhere too. Unfortunately, no major glitching is possible that way, no unlocking the running power early or anything cool like that. With that in mind, yeah, that level was quite a handful. Next up is Swamps of Forgetfulness, which should go by easier, but it contains more plumboosting. Hooray. It will also be the first level I'll finish on the first go. Double hooray!
Joined: 5/7/2011
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Location: Melbourne, Australia.
I know some good routes in this game, having played it most of my life P I've also pondered an "All Cages" run, as I know where they are, and the fastest route to obtain them. I feel I could be of assistance here and there if you need it, I'm quite experienced in this game, and was planning on TASing this some time in the future, good to see someone experienced actually doing it P Good luck with Mr. Stones Peak, that can be an ass to run quickly, because of the spikes and rocks everywhere. D
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Swamps of Forgetfulness Apologies for the huge delay with this WIP, but school projects kept me from working on the TAS the last few days. Also SoF-2 was a total nightmare to TAS. I'll try to keep comments brief this time around: The helicopeter is immensely useful, as it allows me to do longer jumps without losing speed. If you are close to a ledge or platform, pressing A now will instantly snap you onto that ledge, which comes in handy every now and then. Using your fist while helicoptering will instantly give you full falling speed. SoF-1: There isn't a lot I can do to speed up the demo at the beginning. In this level, you are supposed to use platforms you can plant yourself as stepping stones to escape rising water. The platforms have pretty weird collision properties when they are just rising, allowing me to take a somewhat... more direct route through the level. This trick will likely be useless in the PSX and DOS ports, as those parts are autoscrollers there. SoF-2: So many plums. The physics still apply like they used to, only I can give plums far more boosts using my fist, which don't speed you up, but can add slightly to your height and x position under certain circumstances, by using the helicopter to snap back onto the plum after having jumped. SoF-3: The plums in this level don't swing in your favor, so there's nothing I can do but wait at the first one. The rest of the level goes by smoothly. Finally a level I will not have to revisit a second time. Next up is Moskito's nest, which should be relatively easy to TAS. After that, I get the ring grab power, which adds another interesting element to the gameplay.
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This is some VERY impressive work ) good job scrimpeh ) With all honesty I do not see any possible improvements at all! Just goes to show you know what you're doing ;D Good luck with 'Moskito's Nest', that should be interesting )
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Really nice WIP, I will follow this TAS with interest
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This changes my entire plan for this stage. And optimizing this will be an utter nightmare. Link to video
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Any progress?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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CtrlAltDestroy wrote:
Oh, interesting. Someone picked up this game. I know that there is some sort of a "frame rule", 7 frames or something, for exiting stages. that's why you can overlap the ! sign sometimes and you won't exit until a few frames later. I think you messed up the moskito fight. In my run, I first manipulate him into flying to the very center of the screen before punching him for the first time. Otherwise, he goes into his "dizzy" animation and flies there himself, which is considerably slower. As for getting those cages the first time around, that was more of a stylistic choice. Those cages I got were mere frames out of the way, so I could not foresee very much of a difference between getting them now and coming back for them later with the running power if I'd just have to run through the whole level anyway. Unlike the cages in, say, Allegro Presto, which you pretty much have to skip then come back later, I doubt the margin of difference in getting the two other cages I got is anything more than 20 frames one way or the other. There is a cheat code to give yourself all the powers. You could try testing it with that. I didn't think of that when I was doing the run. I recommend going to get the helicopter hair before heading up to Moskito's Nest. Why? Because with it, you can get all the cages in Swamps of Forgetfulness on the first runthrough. On this route, I believe you can also get all the cages in Moskito's Nest on the first runthrough... kinda. See here: http://www.youtube.com/watch?v=lKQxmnntNM4
Yeah i've improved 2 frames that the uptodate Scrimpeh TAS but i have Frame Rules so it useless
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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I improved 12 Frames about Last UPTODATE and the most optimized Scrimpeh run: I used a new trick in the Vines: holding A for 5,6 frames until and at same frame rayman touch vines anyway here my WIP: http://dehacked.2y.net/microstorage.php/info/203609946/Rayman%20Advance%20%28U%29%20%5B%21%5D.vbm Encode: Link to video
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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got4n wrote:
Encode: Link to video
Fixed your video-embed.
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Warepire wrote:
got4n wrote:
Encode: Link to video
Fixed your video-embed.
Thanks ----------------- Now i'm stuck and end of the level1, i may found a new improvement which turn my speed into 53 (plum), But i lose her after... :( : Wip: http://dehacked.2y.net/microstorage.php/info/464860313/Rayman%20Advance%20%28U%29%20%5B%21%5D.vbm
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Okay, guys, after the total nightmare, seems than the plum passage loooks like inoptimizable, I'm still 13 frames ahead than scrimpeh,here my wip: http://dehacked.2y.net/microstorage.php/info/1758807016/Rayman%20Advance%20%28U%29%20%5B%21%5D.vbm Encode: Link to video
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Sorry for Triple Post, no one respond! Anyway, AL finished, still 13 frames ahead than Scrimpeh Link to video Input: http://dehacked.2y.net/microstorage.php/info/1587029076/Rayman%20Advance%20%28U%29%20%5B%21%5D.vbm
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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losed 1 frame in Bongo Hills, very optimized, good game scrimpeh! Input: not finished. Encode: NON DISPONIBLE
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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AP Finished, 11 frames due to a retard frame lag which cannot be avoided encode: Link to video
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Swamp of Forgetfulness I'm finally ahead scrimpeh run, happy to do fresh mouvements. Link to video
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Moskito Nest MN-1 First I use a glitch founded by Scrimpeh. A pixel glitch which make me wallbreach. I think I optimized what scrimpeh do . I can't know because I haven't got input file. I don't get the first cage because it would make me lose time. I just have to get back. Also it was a total nightmare like SOF2 due to a plum spam. MN-2 This level very easy except a plum. The only problem I got is when i finished MN-5 [boss] I just constated that i've forgotten a cage. Hex is impossible, so i redid levels. MN-3 Easy. No cage. No plum. Just an autoscrolling MN-4 Short level easy just one plum to do. MN-5 (Boss Moskito) Like the first one, only first and last hits are tricky. The eight others are more Easy MN-6 (Getting power of Ring Grab) I just seen that the Ring Grab power is faster when we jump one frame. Link to video
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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Nice glitch at the beginning, keep up the good work
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lapogne36 wrote:
Nice glitch at the beginning, keep up the good work
Thanks, scrimpeh founded it.
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
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And... Twilight Gulch! Yeah I know it was very fast. Becasue level very short. And it taken me whore 2 day TG-1 Nothing to say about a new glitch in lums grabbing, which require the punch gold , not working with speed gold punch. If you do it with a normal punch gold. It gave you 1260 at max. But the max i could get is 1024 because it does not go high enough. And with speed gold punch it gaves you 768 at max (Rayman speed + 1/2 of his speed) All cages can get here. Advantage to the PSX: The smaller screen allow to get the higher cage. Because in PSX or Dos. This require the running power. TG-2 Nothing to say about except the last Stone Passage, which requires to go through him because his animation to quit is much slower. Encode: Link to video
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand