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Joined: 7/30/2013
Posts: 6
Tell me what program you use to make the TAS and record videos please!
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
You can TAS Secret of Evermore in Bizhawk, or if your computer is not very strong Snes9x 1.51-1.53 is a better choice (because it is more optimized for speed, less optimized for accuracy - but still accurate enough for this game) TASVideos has a guide for making highest quality encodes of TASes. You can view it here: http://tasvideos.org/EncodingGuide.html Any good TASing emulator has a 'dump recording as avi' menu option, and you can run that avi through anything you want to compress, re-encode, etc so that you're not uploading gigabytes of raw footage to youtube. If you just want to get something uploadable asap and aren't too concerned with quality, just get WinFF and run it on the lossless dump.
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
Joined: 10/28/2004
Posts: 39
AsFarAsIGet: yeah, i experienced that too. if your goal is just for assembly learning, and not trying to make compliant TAS video (which probably wouldn't involve a debugging Snes9x regardless), then use the Geiger based on Snes9x 1.43: http://web.archive.org/web/20080509171127/http://geigercount.net/crypt/
Joined: 6/4/2013
Posts: 8
Hey assassin, I tried that emulator aswell (no wait, there was a dll file missing, i try to get that fixed and hopefully it works on that version). Update: Ok, i fixed the missing dll file and it works! Thanks! My next goal is to create a Hitbox lua script. I'm also playing with the thought to make ingredient pickups visible. I'm more interested in breaking the game even more as it is already. :) I occupied myself a bit with assembly and it might be time for some trial and error now. :) Greetings
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
How are ingredient pickups even coded? Are they sprites? Tiles? A special mapping of co-ordinates to ingredients that is checked by the dog/by the pick up action?
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
Joined: 6/4/2013
Posts: 8
Patashu wrote:
How are ingredient pickups even coded? Are they sprites? Tiles? A special mapping of co-ordinates to ingredients that is checked by the dog/by the pick up action?
I always thought they are coordinates, but I could be completely wrong. Just startet with ASM, it will take me ages to find that out unless some1 wants to help here. Greetings
Player (70)
Joined: 5/28/2013
Posts: 99
For display purposes, the ingredients do have a "hitbox" of sorts, you can pick them up from various locations (likely to account for multiple coordinate possibilities). So essentially you'd find the possible places to pick up the ingredient and note the hitbox for it as the coordinates from each area. If you're actually going to do this asfar, you're in for a long couple of weeks worth of work. Here is the rough draft (might have typos in it) of my full TAS route: https://www.dropbox.com/s/ch89z457wlc8qb9/Secret-of-Evermore-TAS-route.pdf If you guys want to take a look and give some feedback, I'm open to changing things. A small note though in Act 2, the two 40 water pickups can happen at any time, I'm just not sure where exactly I want the 2nd pickup to happen. Also, I decided against against some specific RNG manipulations within the run because they would take weeks to obtain most likely and I'd need 5 of them to happen... I'm not that patient since it only saves around 3-5 frames total compared to just picking up some containers slightly out of the way. I'm also looking to kill a maggot just after Thraxx to use the pickup glitch to obtain some crystals that way such that I could buy water for 20 talons from acid rain guy and hopefully bypass a pickup in act 2. The amount of time to do both is still in need of testing though. Either way, I had to start over to make all these changes and I'm back at the flower grind in the southern forest...
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
New Stuff! :D https://www.dropbox.com/s/k2y6jghmf9qumuu/SOE-TAS-V1.6.bkm So in this there's some pretty heavy manipulation required and unfortunately that means I'll lose some frames to obtain optimal results. The movie above has the first section of the game (literally) where I need to manipulate flowers to drop 5 talons... the first manipulation being the actual chance for a drop itself, the second being the 5 talons, and the third being not past the amount of frames that would make me lose too much time. That being said, I'm not 100% sure if someone couldn't just reset the RNG by starting completely over (new file, so to say). So far, this is the best I've gotten for the arguably worst part of this entire TAS. In brighter news though, I got the confirmation I needed on the ingredient glitch working pretty much as soon as it's possible to pick something up again... which is amazing because now I can manipulate things in Act 2 and obtain Sting which will speed things up quite a bit since we won't be multi-casting as much and it can be menu cancelled. Another good thing is that with this knowledge, it's likely that a 100% TAS (by SDA definition) will be coming out in the future as well assuming the any% doesn't kill me. Anyways, that movie stops just before getting the Jaguar Tooth Ring guy to talk to me but it shows the RNG manipulation and how ugly it looks. Things are gotten on the first frame that result is possible. Most obvious suggestions lead to the dog not being in the right place, the boy AI spazzing when the dog attacks, and other mishaps that have plagued my previous attempts thus far. That being said, I wouldn't go as far as saying they can't be improved, just that my patience is growing thin with this specific issue since I've been stuck on it for ~2 weeks now... edit: Figures that as soon as I think it's all good to go something changes, one of the southern forest flowers can actually be removed (the third) so that speeds things up a bit, but now I'm back to pre-inn skip. edit2: Loooooots of new stuff now: 1) I think I've figured out a solid strat for Thraxx for future versions of the TAS (ie; more optimized versions) 2) Thanks to Hughmanphist of the SoE community, quite a few things were tossed into the mix that I wouldn't have thought of which ended up saving over 200 frames compared to previous versions! :D 3) An easier version of the Big Bug 1 Maze Skip was found, which saves us a fairly significant amount of time. 4) I've optimized just about every movement sequence between RNG manipulations up to the entrance to the volcano. 5) Slightly bad news is that since I'm seemingly the only person working on anything SoE related in the TAS area, I'm starting to very slowly lose interest in the TAS itself. Having another person to bounce ideas off of and try multiple things with would be extremely beneficial to this TAS so if anyone is looking for a new game to pick up... Edit3: Thraxx Strategy for 10 HB, possibly even as low as 8, how crazy would that be! :D http://www.youtube.com/watch?v=G7t72uyfyJ8
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
Act 1. Youtube: http://youtu.be/FgNqJDYxfgU .bkm: https://www.dropbox.com/s/k2y6jghmf9qumuu/SOE-TAS-V1.6.bkm -------- General Improvements: --Each map has a variable amount of perfect sprinting, diagonal sprinting, and character swap sprinting that will give it a slower/faster performance. Figuring all of the maps ideal movement speed will likely save quite a bit of time. --Movement in general could be improved, specifically cutting corners and hugging walls more frequently in various areas --Enemy movement manipulation to get them out of the way Act 1 Improvements 1st Flower - Better RNG on the 5 talon drop 2nd Flower - Better RNG/positioning on the damage and 5 talon drop 3rd Flower - Can save exactly 2 frames here (max) 4th Flower - Better damage from Dog/Better RNG on the 7 clay drop bugmuck - potential new pickup order that could save quite a bit of time (requires lots of testing) big bug maze - Better timed skip, possible save 2-5 frames here, maybe more Thraxx - Actually went really well, but I could get better positioning and possible better timing for a small amount of frame savings Village - Going to test each possible outcome for the cutscene to see what's the fastest Volcano - Going to do camera clip instead of menu clip (or try to), this WILL save lots of time if it cooperates Volcano Sewers - Optimize movement, possible save 7-8 frames here Magmar - try different approaches to the cutscene in order to advance it sooner (requires testing) Magmar (Fight) - Better movement to keep the boy at magmar, maybe I could manipulate better damage and cut out the call bead from volcano entrance, this would save lots of time but I don't know if it's possible. Act 2 Improvements Blimp Skip - Optimize it for as little downtime as possible Desert Skip - Figure out absolutely fastest route to the trigger zone Nobilia#1 - Cut more corners, couple frames to gain here Invincibility Glitch - Get a REALLY low underflow (<250) 14 Minute timer - Do something that isn't standing around (1.6 stands around because it's a test TAS) Act 3 Improvements Act 4 Improvements If anyone has any critique/suggestions to add to these, I'd be more than happy to hear it/test it for the next version of the TAS. ---- The plan from here: Advance the v1.6 TAS, rapidly, using it as a testing ground for things in each of the Acts. While this proceeds through the later Acts, I'll work on the v1.7 TAS to get it progressing through Act 1 at a pace that absolutely shatters the v1.6. The only problem I might run into is if we find something new for the game and it happens early in Act 1, that could really muck up the situation if I'm already past that part since manipulating Thraxx isn't exactly a fun experience. I also plan to continue updating my TAS route guide to include where both, the v1.6 and v1.7 TAS, are at progress-wise. I'll also continually update the route with more detailed data as the TAS itself progresses. You can find that here: https://www.dropbox.com/s/ch89z457wlc8qb9/Secret-of-Evermore-TAS-route.pdf Probably won't be an update for a while after this since Act 2 is VERY long (but relatively simple).
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
Act 2. Youtube: http://www.youtube.com/watch?v=lnsNyfvN2YM .bkm: https://www.dropbox.com/s/k2y6jghmf9qumuu/SOE-TAS-V1.6.bkm Improvements: http://pastebin.com/vBQ20dHu Note: The videos I upload from this point out are more or less route testing, which is why there's so many improvements. This is especially true in Act 2, which I can already save over a minute. Acts 3 and 4 will likely be more representative of the final version, but Act 2 is definitely NOT capable of accurately depicting the final version of the TAS. Question. If I update Bizhawk to the latest version, will it have any horrible effects on my TAS. I would doubt it, but figured I'd ask to make sure.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
ars4326
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Experienced player (764)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
Loving the quick K.O.'s! How in the world were you able to switch control with the Dog in the beginning when he wasn't even in your party?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Editor, Player (68)
Joined: 1/18/2008
Posts: 663
BADASS So fast you almost make it boring You have watchers. Hope you don't lose interest.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Player (70)
Joined: 5/28/2013
Posts: 99
"So fast it's almost boring." lol :D I definitely have not lost interest in this. That being said, it is very far from being submitted. Loving the support though.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
Player (70)
Joined: 5/28/2013
Posts: 99
Here's the Act 3 and Act 4 of the route test TAS I've been uploading. There are very obvious improvements near the end but that's because I wanted a rough idea of what kind of time to expect overall. Comparing to the way real-time runners time the game, I got a 1:14:07, roughly... it could be vary by +1-2s probably. Adding 4:30 for the intro gives me a time of 1:18:37. I think this time is bad, it can be improved by quite a bit and I'm updating the improvements list almost daily now that I actually have something to re-watch and tweak continuously for testing. I would guess that possibly up to 2 minutes or more can be saved over the video below. A real-time runner (lovablelambchop on twitch) decided to help me test a theory about same frame exits for cutscene skipping, and guess what... it worked! So with this being said, we now have access to this glitch and another one I've been working on called the Wrong Exit Glitch. Basically you load a map but load the other characters movement from a separate exit. This lets you go out of bounds in various maps. Unfortunately, I haven't found a use for this yet but also haven't tested very many maps either. If someone has some ideas on where we could use this, I'd be up for looking into it asap. So, without more yapping from me, here's the "TAS" in it's complete form: YT: http://youtu.be/v522jNrk8ag .bkm: https://www.dropbox.com/s/k2y6jghmf9qumuu/SOE-TAS-V1.6.bkm Improvements List: http://pastebin.com/vBQ20dHu *Keep in mind I'm in the process of updating the improvements list so some areas aren't there yet. So the sad part of this post is that it means there will be very few updates since I'm not back in Act 1 and it requires the most manipulations out of the entire game. If someone would like to help me come up with a 100% TAS route, I'd happily accept the help there as I think updating the current 100% TAS with newer glitches and tricks would be quite nice. Regarding 100% conditions, this is how the real-time runners define it: -All armor -All weapons -All alchemy spells (includes beads) -All market items/collectables *some are not possible to obtain, ie; Gauge/Diamond Eyes/Wheel are used for getting to space, thus they're not considering as a factor in 100% since they'd normally be gone. Note that bosses are not included in this 100%. Should we use this definition for the 100% TAS category? I'd really like to make sure before I start routing. edit:
ars4326 wrote:
Loving the quick K.O.'s! How in the world were you able to switch control with the Dog in the beginning when he wasn't even in your party?
It's a bug that Asfarasiget found that for whatever reason the game just happens to have the dog up in the top-left corner of that map and if you enter a trigger while switching to the dog the game will force the dog either out of that trigger or to the trigger to initiate the resulting effect, in this case, walking up through the tunnel. Generally speaking it's worthless to do, but due to the Blimp Skip we can bypass the cutscene for Blimp and the Dog scene in nobilia's palace. In the TAS we'll be completely bypassing them and in real-time you would just activate the scenes during the 14 minute timer since the timer runs during them.[/quote]
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
ars4326
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Experienced player (764)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
TheAngryPanda wrote:
A real-time runner (lovablelambchop on twitch) decided to help me test a theory about same frame exits for cutscene skipping, and guess what... it worked! So with this being said, we now have access to this glitch and another one I've been working on called the Wrong Exit Glitch. Basically you load a map but load the other characters movement from a separate exit. This lets you go out of bounds in various maps. Unfortunately, I haven't found a use for this yet but also haven't tested very many maps either. If someone has some ideas on where we could use this, I'd be up for looking into it asap.
Sounds very interesting. Could you upload a small clip of this in action to provide a visual example? Also, how many bosses are normally left out in the real-time 100% run? If there's only one or two not fought, for example, I think you should include all of them in the 100% TAS.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Player (70)
Joined: 5/28/2013
Posts: 99
Yeah, I can probably stream something later tonight and highlight it. I assume you mean both things in the post, the skip and the glitch. To include all bosses would drastically increase the time on a 100% category. This isn't really too huge of a deal but will probably take quite a bit more time to route since the two routes are very different. Here's the category description if we use real-time definitions: -All weapons -All armor -All alchemy spells -All market items/collectables (Diamond Eyes/Gauge/Wheel excluded) -All bosses -The cutscene where Horace takes the Diamond Eyes is required (forces Tiny "fight" later) This actually makes me really happy to try it, so I think I definitely want to do this now instead of just the basic 100%... Thanks for the suggestion. And since you asked, here are the bosses skipped in 100%: -Raptors (considered a boss because the last one has altered HP and different attack pattern) -Salabog (boss of the swamp area) -The two Rogues from the Horace Takes Diamond Eyes cut scene (skipped because we have the Diamond Eyes Skip) -Tiny (skipped because we kept the Diamond Eyes from earlier) -Coleoptera (skipped because of the double Gauge glitch) -The two Faces (skipped because bosses aren't tracked by the game in 100%) ------------------------------------------------------------- edit: I won't be able to get the glitch recorded as early as I planned, but here's a very brief example that hopefully helps: Map 1 = Aquagoth's map Map 2 = Area before Aquagoth (The player is on this map) Map 3 = Area with teleporter that brough you here If one of the characters, we'll say the boy, enters Map 1 while the other character, the dog, enters Map 3 at the same time, then we end up with Map 1's map data and Map 3's directional data you would get when the characters "auto-walk" at the beginning of each map. The result of this is going out of bounds, usually placing you into a softlock/stuck state. I have yet to test all possible configurations though so perhaps something can come from it. I DID test, however, the aforementioned cutscene skip(s) on various boss triggers to attempt to despawn them. None have worked so far, which means it's usefulness is relatively limited regarding TAS'ing currently but in real-time it saves quite a nice chunk of time. I did a quick improvement test of the TAS earlier and was 2 seconds ahead already (as mentioned above). Shortly after I discovered a way to improve my frame savings even more and started the TAS over from the beginning of Southern Forest again (the actual intro itself is pretty much as good as it gets to my knowledge) so I'll re-update at a later time once I'm past a few maps and make some significant progress. The updates will be on a new post and will stay there until I'm done with the TAS (hopefully?).
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
All bosses for 100% run please!
Why, oh, why do I even <i>try</i> to understand my own species?
Player (70)
Joined: 5/28/2013
Posts: 99
All Bosses + 100% TAS will happen after Any%, I'm actually really happy to try it out and see how I can abuse some of the glitches I know of that aren't represented very well in Any% or normal play. IE; more drop manipulations and super optimized money management. It also gives me an excuse to try out the multiple weapon pickup glitch I've been meaning to test. Can't wait... but first Any% needs to get done. Routing the AB100% TAS will probably take a week or so to do it properly. ----------------------- Progression: http://bombch.us/MB0 Made the new progression tracker last night, this one has notes you can read as well as a better layout/breakdown of each area. ---------------------- New Stuff: I'm just going to put new stuff here instead of making new posts because I don't like clutter and I don't think the mods do either. :) -Act 1 dog vertical movement is better straight-lined only move diagonal where needed/beneficial. -ANY character switch trigger bypass that is not a leash or camera clip is frame perfect. Saturn Skip, Horace Skip, Blimp Skip, Screen Character Switch, as well as most buttons in various areas can have a character switch as they're activated. -The 1 crystal > 3 clay route is inferior to the newest route I made for the TAS, possibly better for real-time as well. -The non-player controlled character can cause significant delays if not manipulated correctly when they auto-walk. In Quicksand Area you can lose up to 240 frames here just based off the boy does as you close the text screen. The only way to fix this is the hit select as the text ends to delay the auto-walk, swap back and manipulate a better AI set. You do this by reloading a state that is in the Jaguar Tooth Ring Cave and exiting. If this fails, do the same thing but when you enter the whirlpool as the dog, hit R to sniff before getting sucked in. -Seems to optimal path for ingredient pickups to have 10 Hardball at Thraxx is:
    7 clay from eastern forest 1st wimpy flower (ingredient glitch) 4 crystals from quicksand area container (too good to pass up) 3 crystals from dead-end path left of Hardball Cave (93 frames, duplication glitch) 1 clay from hardball cave container (17 frames) 2 crystals from container near hardball cave (required) 1 crystal from small inlet before Big Bug (~100 frames) 2 clay from big bug 2 middle (15 frames, duplication glitch)
Route is outdated and some parts didn't work. Newest route is faster as well.
    7 clay from eastern forest 1st wimpy flower (item drop glitch) 1 clay from easter forest exit flower (perfect pick up here) 4 crystal container in quicksand area (new method of pickup is super fast) 3 crystal from dead-end path in bugmuck (ingredient flag glitch) 1 clay from HB cave container (-16 frames, perfect pick up + dog control) 2 crystal container near HB cave (better dog control saved quite a bit here) 1 crystal from small inlet before Big Bug (found a way to drop 2 frames here) 1 clay in Big Bug 2 Middle (probably one of the fastest pick ups in the game)
-Ingredient Flag Glitch --Basically it's simply pressing B to activate the ingredient flag, select to switch to dog, (1 "Free" frame here to do whatever with), select to switch to boy, B to pick up ingredient again. This isn't that impressive until you factor in the ingredient manipulations to increase the amount you get. The 3 crystals in the revised route above stem from a 1 crystal pick up that makes the next item you pick up have +2 of whatever it is, resulting in 3 crystals with the ingredient duplication glitch. Doing this has removed the raptor attack area and 2 screen transitions from the route, which is OVER 200 frames!! On top of this, it's also removed another couple of things that will save even more. So I massively underestimated how big of a skip this is, we're 700+ frames up now on the previous version of the TAS. This is a massive find and will probably see more use as the TAS progresses. It will likely be used extensively in the upcoming AB100% TAS as well. -revised sprint sequence for the dog --Sprint until at 0%, then ()aaa()aaa()aaa()aaa(), the ()'s are free frames, usually they'll just be directional input while on rare occasion select or attack can be used to save some frames/perform glitches. -How Thraxx lag works: --Seems that if you do everything how you'd normally wish to in real-time (bunched together for faster damage output) you get tons of lag when the heart dies. I've been toying with this a while now from the previous version of the TAS and on this one and finally figured it out (mostly). Basically you want to get shot out of the cage to the bottom of the map and have 2 maggots visible on your screen which means the other 2 are up near the heart. In doing this, even briefly, the heart will despawn and "skip" it's death animation, which leaves only the explosion lag to deal with since there's no cut scene trigger issues or anything of that nature. The comparison for the best results I've gotten for either method: ---29054, maybe 3 frames of improvement possible here, was a very optimized and polished fight. ---29017, probably 1-2 frames of improvement had the maggots cooperated a little better, but other than that, this is what this fight should look like in a TAS. Apparently this is wrong after the most recent kill on Thraxx. I have no idea how this fight works after exhaustively testing every possible options I come up with. Very bad for my motivation to finish this TAS because I'm not sure whether I can be happy with the thraxx kill time or not without fully understanding how it works. Granted, the most recent kill is 50+ frames ahead of the previous re-work of the TAS, or 1052 frames ahead of the route test TAS. Sort of in a shitty position at the moment... The process below is still the proper/fastest way to do the fight. --Process for setting up this optimal method is to run around with the dog as maggots are being dropped from the ceiling after the 2x cast to get optimal pattern(s). Next run top-right for shorter distance to cage. Manipulate high damage (Anything 65+ will work). Use the spamming attack glitch on the cage as dog and then immediately 8x cast to get the sprites in the air. Time the next attack on the heart with the dog to have the damage show up just after the hardball casts hit the heart, this stacks the damage and the amplifier to give you the 500+ damage you need. --Apparently switching characters changes the RNG rolls, this is very useful since it gives me more to work with. ---------------------- That's all for now, I'm sure there will be more to come.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
Major route change: 2x7x on Thraxx instead of 2x8x. This will save me quite a large amount of frames (136 for sure, probably more from optimized movement in those new route areas though. That being said, Thraxx is REALLY getting to me on this TAS. It's one of the only things in this game I'm unsure of how it works and it is slowly becoming very frustrating. I've done a ridiculous amount of testing on this boss across multiple TAS versions, real-time runs, and general practices. If there is anything that's going to make me stop working on this TAS, it is this boss, and only this boss. Here's what I know for sure about Thraxx: -2xYx (Y being 7 or 8) is the best method for casting Hard Ball -Maggot spawns are based upon both players positioning as well as some randomizing component for the last 2 which dictate whether they will be spawned together or separate. -The amplification % on the heart is affected by normal RNG manipulation and positioning of the boy (since you'll be controlling the dog...) Things I wish I knew: -What the cause of the "Random" lag when loading the explosion on death animation is. This is where I lose/gain frames now, not the actual fight. I have tested so many things now I'd probably hit the character limit on a post explaining them all. I still have no clear indication of what the lag is introduced/removed by during the fight. My best GUESS is that the maggots being bunched up and on the lower portion of the screen is the ideal situation to be in. This is nothing more than a theory/guess though. Anyways, I'll be stuck here for a while unless something extraordinary happens. The current version saves 1052 frames at Thraxx, so anything less than 1186 under the new route is obviously not going to work. However, I would love to hit 1200 and I think if I can manage that I'll continue regardless of my understanding of this boss. Basically Thraxx is going to leave a bad taste in my mouth since I'm somewhat of a perfectionist and it's really killing my motivation.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
creaothceann
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Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
If the lag frames don't affect the RNG, just ignore them? (i.e. go for ingame time)
Player (70)
Joined: 5/28/2013
Posts: 99
the lag frames i'm referring to are between when the "final" hit is dealt to the boss and when his explosion is loaded. It's not a screen transition or anything of that nature, it's actually within the fight. So I can't ignore it. That being said, I have a new route and theory to test I thought of this morning, so I'm working towards that currently and hoping that it solves the problem. If not, I'll probably give it another 4-5k tests and after that take the best of the whole lot and move on. edit: i think i misunderstood what you were saying, it isn't ACTUALLY lag frames in terms of what the emulator calls lag frames, poor choice of wording on my part... sorry about that everyone. There is in-game lag when the above occurs sometimes, and sometimes there's less, and sometimes none at all.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
I just mean that if the lag doesn't affect anything but the TAS length, just ignore it in order to get the TAS done.
Player (70)
Joined: 5/28/2013
Posts: 99
Yeah, that's the plan if I can't figure it out after the next round of testing. I'm taking like 1 day off from working on it then going to hit it hard again tomorrow. I'd really like to figure it out because it could provide some use for other bosses in AB100%, which I plan to do after Any%. There's also the matter of me knowing it can be "faster" and when it isn't, I get annoyed with stuff. Has anyone else experienced something like this in a game? If so, how did you go about solving the issue? Maybe something can translate to this game...
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
So it seems after all the torture the game put me through with figuring out Thraxx, it decided to be a little benevolent for once and gave me an astoundingly good pattern and damage amp. So now I'm 1228 frames ahead of the version 1.6 TAS that's on youtube, and 176 frames ahead of my previous re-work of the TAS. Now to get to Magmar and put Act 1 behind me for quite a while. Probably won't be an update for a while though, I'm pretty sick and have been in bed most of yesterday evening and pretty much all of today aside from just doing the Thraxx fight.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
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