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Thanks! I'll restart from the Villa shortly as I can probably improve it some and I need some more Red Jewels.
Working on: Command and Conquer PSX Nod Campaign
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That looks amazing. In the forest of silence I noticed some lag when a lot of enemies were on-screen. I'm guessing you already tried killing off some as you ran before the lag started?
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That was interesting. I'm looking forward to seeing the full run. Keep up the good work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Looks interesting but the angles of movement can use a lot of work. It seems that this game forces curved paths from the analog stick movement, but I can tell that along long distances you allow the analog to stay in one direction, and that it eventually gets you there on a curved path. For instance, when climbing a circular flight of stairs, you stay in the middle of the stairs and curve around in the same shape as the circular stairs (on the N64 analog, keeping it held in the same direction while the camera naturally follows you). That's not optimal, since in a 3D game you should try to move as the crow flies in a direct straight path. On that staircase for example you could have done better to hug the absolute inside of the stairs, thus having to traverse just a little bit less. Or when rounding corners, I noticed that your movements are very curvy and not a straight beeline from one obstacle to the next. If you watch some Mario 64 TASes, you'll see what I mean about making straight lines from one point to the next. I think you may need to find the MHS address in the same way that the SM64 TASers use that shows what direction Mario is facing; this'll allow you to make straighter paths when the camera's moving and she's not going in the exact straight path. This image shows what I mean: The left curvy line shows how your character is moving. The straight lines demonstrate what i mean about making tight lines between points of movement. This is one of the reasons why I stopped working on Jet Force Gemini, because the fastest form of movement (running with analog stick while strafing) caused a long curving running pattern, rather than an exact straight line like normal running. It was really frustrating for me to handle that type of running knowing that I'm never running in a 100% straight line, and it looked very sloppy. What you have so far is good and the final product will be interesting to watch, but with that level of unoptimized movement I wouldn't rate the final movie very highly in the technical category. it's up to you, but I recommend redoing and trying to use MHS to track your character's facing direction to better optimize your movement.
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I've been meaning to ask, how does that ledge grab double jump glitch work? And does it work in Legacy?
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Watched the WIP. AMAZING! Can't wait for it to be finished. :)
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 11/17/2005
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Location: Massachusetts, USA
"Oh boy! Boss battle!" *hides camera behind wall* *sounds of battle* "Oh boy! A huge pile of treasure!" *Carrie takes the common red crystals and runs jumps away*
Comicalflop wrote:
This is one of the reasons why I stopped working on Jet Force Gemini, because the fastest form of movement (running with analog stick while strafing) caused a long curving running pattern, rather than an exact straight line like normal running. It was really frustrating for me to handle that type of running knowing that I'm never running in a 100% straight line, and it looked very sloppy.
That also describes the fastest movement method for both of Rare's FPS games, and both of those were TASed. Speedrunners deal with it too. (I mean, the curved lines looking sloppy and being a pain to 'aim' at the objective.) So you should pick up JFG again! The strafing in the current GoldenEye TAS might not be optimal either, but it was done. And done matters. Anyone who thinks it can be done better is welcome to try. OgreSlayeR never explained his movements. I just assumed that constantly jumping is faster. We'll see what he says about his lines. I bet the need to constantly hop has something to do with it. 5:01 - 5:07 = starts hugging the inside edge of the stairs very closely 5:11 - 5:16 = middle of the stairs 5:18 = edge of stairs again 5:25 = middle of stairs again 5:26 = cut the final corner as tightly as possible It's like he acknowledged that the inside edge is faster, then strayed into the middle anyway.
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You still got it Ogre! Keep it up buddy :=)
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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Catastrophe wrote:
That also describes the fastest movement method for both of Rare's FPS games, and both of those were TASed. Speedrunners deal with it too. (I mean, the curved lines looking sloppy and being a pain to 'aim' at the objective.) So you should pick up JFG again! The strafing in the current GoldenEye TAS might not be optimal either, but it was done. And done matters. Anyone who thinks it can be done better is welcome to try.
Not quite what I mean. Goldeneye and Perfect Dark have different control setups, and one of setup allows you to use just the C buttons to move. In that game, when you hold two diagonal directions at once (like left and up), you move 40% faster, but it DOES move you in a 100% straight line (just that Bond is facing a different direction.) In Jet Force Gemini, the analog stick controls movement, but C left and C right control strafing, which makes your character move to the left or the right while still facing forward. When you move the analog stick to run and hold either C left or C right, you'll get that same 40% speed increase as you run and strafe at the same time, however it'll lead to a curved path, unlike Goldeneye.
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Joined: 7/12/2004
Posts: 524
Location: USA
Thanks for the comments. As for the movement, this game is known for it's stiff controls and it definitely shows even in TASing. It's pretty hard to corner properly when jumping constantly. Your character has trouble hugging walls and tends to want to go the other way. So, seeing how jumping constantly is the fastest way the move, this is always a bitch to deal with. Could it be better? I'm sure it could being that it is a 3D game by nature, but I'm not going to go insane over it. As long as people were entertained and it doesn't look terrible I'll continue this. I'm already going to redo the Villa onwards as I acknowledge it could be done better. It was done more for planning anyway. As for the Ledge Glitch, I don't really know myself other than button mash the A button on ledges. I usually have to check frame by frame when it works. Edit: The Forest of Silence Lag is pretty bad, maybe the worst in the game when it comes to lag. For the most part, killing enemies creates even more lag and causes a new enemy to pop up endlessly in that level. Killing the exploding Skeleton before the shortcut as I did reduced some lag though. Edit2: Also, not sure why the encode messed up the Stage 2 boss fight. It looks fine in the emulator. Encode glitch?
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I loved the WIP, great job so far man =D
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I have good news and bad news. The good news: I found a way to instantly pick up an item from a torch skipping the pick up animation. The bad news: I've discovered this over halfway through redoing stage 2. I'm not sure how hex friendly this game is nor am I computer savvy enough to try. Help would be appreciated. I really don't want to redo... I'll probably lose all motivation if that's the case. It's not a big time saver (maybe 3-5 seconds in the three torches in stage 1), but I would like to hex it in if possible.
Working on: Command and Conquer PSX Nod Campaign
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Well, that's a shame, but if you can't find someone to help you hex edit, is it possible perhaps to leave the mistake in? I mean, SOME speedrun is better than nothing, and if the rest of the run is really optimized, perhaps this can be overlooked?
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I agree with this if there's no other alternative
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Try using this tool, Ogre. It's really simple! http://tasvideos.org/forum/viewtopic.php?t=13567
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This is what was in my head the entire time watching that WIP encoded by Nahoc (yes I'm terribly late but I just now found it). Are you still interested in working on this or have you been working on it a lot since the last postings? It's definitely something I'd be interested in after seeing this, not to mention all the stuff Cosmo has shown about this, I'm sure more people would love to watch it! If that helps for motivation.
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I'm not dead...I think. Anyway I started working on it again slowly recently. One thing I learned about this game is it doesn't like input editing because there is so much randomness. It comes from the enemy spawns to the item drops. Changing even the smallest movement can fuck it all up. The item grab thing I discovered barely saves any time, and it messed up my luck when I tried redoing that part so it canceled out. Now my OCD can rest and I can begin working on it again. Only thing I'm redoing now is the part after the mini boss in stage 1. I'm hoping I can remove some of the lag which can be brutal on this stage.
Working on: Command and Conquer PSX Nod Campaign
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Little TAS for you C64 lovers: Link to video Is there more information on how the "ledge skip" trick works?
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Are you working on this or something? I'm nearly finished with the Forest of Silence. I've managed to put the candle grab trick in and manipulate an extra crystal without wasting time. I've also reduced lag by manipulating the never ending spawns of skeletons and improved the platforming using the LGG (ledge grab glitch) better. The mini boss was manipulated to his death faster as well. If you want to know about the LGG I might be able to answer it. Basically I have to hit the jump button near a ledge and advance 2 frames then hit hit jump again. Holding jump at this point controls how high your ledge jump will be. In most causes you just want to hit jump, advance 2 frames, hit jump and release jump asap so you land on the platform as soon as possible. I usually have manually check what frame I can begin it with on each platform.
Working on: Command and Conquer PSX Nod Campaign
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OgreSlayeR wrote:
Are you working on this or something? I'm nearly finished with the Forest of Silence. I've managed to put the candle grab trick in and manipulate an extra crystal without wasting time. I've also reduced lag by manipulating the never ending spawns of skeletons and improved the platforming using the LGG (ledge grab glitch) better. The mini boss was manipulated to his death faster as well. If you want to know about the LGG I might be able to answer it. Basically I have to hit the jump button near a ledge and advance 2 frames then hit hit jump again. Holding jump at this point controls how high your ledge jump will be. In most causes you just want to hit jump, advance 2 frames, hit jump and release jump asap so you land on the platform as soon as possible. I usually have manually check what frame I can begin it with on each platform.
No, I'm not working on it. Just wanted to TAS this for fun, haha! Yeah, but sometimes I'll just end up re-grabbing the ledge I just grabbed. Sometimes I need to come up to the platform at a funny angle for it to work. Maybe it's easier on different types of platform, idk. Anyway, I wish you good luck with your run. =D
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Oh okay. Not that I would care or would mind if you wanted to partner up on this haha. Yeah, it can be tricky to do the LGG on an angle. I know I didn't use it in my test run on stage 2 with all those moving platforms. I also will hug the stairs much better there. I should be able to save a decent amount of time there as well. Only thing I worry about is having the timed saved being canceled out. Mainly cause of the dumb meeting with rosa. We will see I guess. I swear I'm not doing a 3D game ever after this...
Working on: Command and Conquer PSX Nod Campaign
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Here's another interesting TAS: Link to video
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Please please please please please finish this. Please. Actriwho?
Taking over the world, one game at a time. Currently TASing: Nothing
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Proof that this game would be a great TAS: Link to video A TAS only trick that increases your speed without bound, how can you say no to that? :)
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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I haven't had a lot of time to work on this so progress has been nonexistant. I will have to redo the first level AGAIN if I continue this. It's because you can skip the first boss. This is an double edge sword because although it saves a lot of time, it messes up the camera for the whole level. In my opinion it would hurt the entertainment value some, and also my sanity because TASing the whole level with the camera facing the wrong way would be a nightmare. I am conflicted whether or not to just kill the boss instead to avoid the issue. Another speed vs entertainment argument I suppose. I tend to prefer the former most of the time. You can see the trick here, just with the normal camera because he defeats the boss. http://www.youtube.com/watch?v=kl7tVUf7K_g&feature=player_detailpage&list=UU1WVliLUgnF3WAlzMjQYdZg
Working on: Command and Conquer PSX Nod Campaign