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Player (70)
Joined: 5/28/2013
Posts: 99
Out of Act 1 again, progress should be fairly rapid from here on out. Maybe in 2 weeks i should have act 2 at least presentable... Anyways, here's the movie thus far. Almost all maps are "perfect." Youtube: http://youtu.be/oEerU-Imt7M .bkm: https://www.dropbox.com/s/nu3qq79v5wvrn8j/SOE-TAS-V1.7.bkm Progress Tracker: http://bombch.us/MB0 I think to this day, I've put about 4-5 months worth of work into this TAS. It's a brutal 1st TAS but thanks to everyone here and a few other places I think I can provide a pretty damn good TAS once it's done. Probably going to throw something fun into the movie during the 14 minutes to show some appreciation for all the help. :)
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
Hey guys, just a quick update on stuff: I've been super busy IRL with things and will continue to be until post-AGDQ probably. This has put the TAS on hold indefintely until then. In brighter news, GreenAmbler, a well-known glitch/bug/trick hunter in the SoE community has figured out that by using the same method as we do with Saturn Skip and IFG, we can pick things up with the dog. This significantly cuts out some of the waiting around in Act 1 and potentially other areas. This also means that we're back to the cave where we get sprint, as anything before then is quite optimal and the dog is slow as hell during this time. How it works: Frame 00: Reference/starting point Frame 01: "activate" button is pressed while controlling dog Frame 02: "select" change control to boy Frame 03: event is triggered as if the boy were the one who activated it Frame 04: animations are played, resulting events triggered, etc... IFG does this twice to abuse the increment value from certain pickups. Saturn Skip does this to enter the final boss as the dog. Blimp Skip utilizes this to trigger a scene as the dog instead of the boy. The dog can activate triggers for events, destroy barriers (not grass though), grab things from ground/containers, and other things like talking to people. This allows to boy to be positioned elsewhere. This pretty much destroyed my old route, 90% of it has to be completely re-tested and reworked to make sure it's optimal. On top of this, GreenAmbler ALSO found a Thraxx intro cutscene skip, which enables us to save some time there at the cost of the setup required to do so. I need to figure out the fastest way for this with the TAS, so it will be a while before we're past Thraxx again. I also plan to organize my progression tracker a little better and provide better descriptions of each thing within it for important locations. It will be much longer and more in-depth so that anyone in the future that wants to improve my eventual TAS can use it as a reference.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
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Thanks for the good and bad news.
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Player (70)
Joined: 5/28/2013
Posts: 99
Got around to at least getting the newest version started today, just to keep my mind on it so I don't forget I'm working on it. Picking up the 4 crystal container in Quicksand Area nets us 145 saved frames. Now is where everything in the route changes because the way ingredient pickups were "balanced" on the old route was based upon the boy's ability to reach them. The dog is much faster, isn't zombie'd, and "picks things up" faster. So now I'm going through and re-balancing everything on my excel doc/notebook and figuring out what's going to be best. The awkward side to this is that for each thing the dog picks up, it is then out of position compared to before, which alters even more things on top of the ingredient pickups... so much so that certain pickups are now faster than some of the fastest previous ones. This is just in Bugmuck, by the way, I still need to figure out how else I can abuse this to maybe cut back on things and perhaps even bypass getting Sting ingredients the hard way. It also may allow for us to acquire items from gourds much quicker IF the IFG works as well, which would be fantastic for amassing Call Beads to bypass needing Sting. (see edit2 below) Regardless, pretty large rework, but we'll get there soon. Making it past Thraxx again is going to take a while since it's a fun bag of hell to deal with on it's own. I plan to stream more things again soon-ish, it will be sporadic until post-AGDQ more than likely. Also, if anyone is interested in helping out with this TAS, I'd happily accept the help. Especially now that we're more or less starting for scratch. As a side note, I do hope this isn't coming off as whining or anything like that, I'm actually really excited that this was found and I'm having to restart. We're already 2+s ahead and it's only going to get bigger from there! :D edit: Scratch some of the hard work for rerouting off the board, IFG and CES can't be used in tandem because of limitations with inputs per frame. Unfortunate, but it at least means that we can stick to our old route roughly through the area and optimize from there. It is fun getting the boy stuck in odd scenarios by picking things up while he's being knocked back and stuff like that. edit2: Okay, so as it turns out, due to how much less time we spent in Quicksand Area we won't have enough energy to use to bypass the maggot leading to HB cave as the dog and set up the IFG for the 3 crystals. So that part needs to be reverted back to how it was previously. Unfortunately, this means we're losing those 145 frames we originally had gained. It ends up costing us around 320 frames compared to the old route, which is quite unfortunate because it's a neat and very clean looking glitch to use. That being said, probably going to try and use the glitch on the 2 crystal container while moving the boy to the IFG location if possible, this would save us a fair amount of time later post-HB Cave shenanigans, but we'll see. More updates to this post will be coming tonight as I test things, it's possible we may just have to start at Thraxx due to things not working out energy wise with the dog. Everything was routed to get the dog @ 100% energy before long sprints as much as possible, seems this glitch is really turning out to be more hurt than help at the moment. Here's hoping we can find a way to use it w/o too horrible of a result at some point (probably Act 2 or 3). edit3: May as well confirm that nothing I've tested tonight seems to make the new glitch worth it in bugmuck or big bug areas. Going to move on for now and work on getting the Thraxx intro cutscene skip to work. :( edit4: I'm back to working on this and currently working on the Thraxx cutscene skip. I know it works and that it DOES save some significant time during the fight, so that's the first really good news in a long time. The next big step will be completing Act 1 again (which always takes a while) and then progressing towards Act 2's nonsense. Currently I'm torn between the following two options and would love feedback on them: Option 1: -Continue as planned with Sting lvl 3. Option 2: -Go with a theoretical Call Bead strategy which saves me 2-3 8x casts (quite a significant amount of frames) -Downside is that it's possible this will not work out at Verminator... That's a lot of progress to be lost. *Option 3?: -Do both?
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
Okay... So I have a fairly major problem with Thraxx now. GreenAmbler discovered that we could skip the Thraxx intro cutscene, which saves quite a significant amount of time and honestly needs to happen. So I tested it, got it optimized, got into the actual fight after jumping the trigger for the scene itself, and all that fun stuff. Now comes the problem. In every other situation/version of this TAS I've done up to this point, I've never had issues with 9 HB, in fact, I could have done 8 HB instead of 9 but there's problems with that at Magmar so 9 is the optimal strategy under current knowledge. That in mind, most of the time it just takes around 400-500 combinations of inputs being tested to hit that magical frame where the stars align and everything works out great. The problem I'm having is that those frames seem to no longer exist. I've gone through around 13,800+ input sequences to accomplish my goal and not a single one is even within 60 damage of where it needs to be at. That's FOUR HB casts off of the target. Initially I thought maybe it was just a timing thing and tried altering that a bit through various means, results were still lacking. Maggots came to mind as well since they do cause lag within the game due to a ton of things going on during the fight which may or may not contribute to my problem, but this wouldn't seem to affect how damage is calculated unless the game "lags" over a "final" calculation during damage sequences to achieve the 500+ range. If this is the case, it will likely be faster to just let the dog tank some hits to deal an extra 80-120 damage (not entirely sure of the range yet) then go for a 400+ range on the 7x + dog attack sequence. Information that may be useful for coming up with theories or ideas to test: -RNG is affected continuously by R/L, B, or no input during each frame it's held. -While there are patterns over certain sequences, they don't seem to really lead anywhere and are very sporadic. -I used a binary setup to test each input sequence that didn't involve movement, all sequences HAVE to end with a B input (attacking the heart) -The heart cage trick (hitting it 3 times without any attack animation) does NOT work on the heart itself. -Grabbing more HB to cast shouldn't be needed and would definitely be slower (extra cast time + picking up ingredients) -It isn't a logical or faster thing to do to wait for maggots, if they ever even come down. -If either character gets shot all the way back from Thraxx's scream, they will trigger the cutscene (this may cause the entire trick to be disgarded) I'm at a fairly shit point with this to say the least. It's very possible I just haven't hit the right frame via input sequences, but I find that very unlikely due to how often they occurred previously. So if anyone has any ideas or theories about why this might be happening, I'd love to hear them. Maybe it's something I'm just glancing over for whatever reason.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
ars4326
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Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
Hmm...going by my experience TASing Warsong for the Sega Genesis, I was sometimes able to get better results during a particular battle by completing a prior sequence just short of optimization (give or take a few frames). Just that one frame, or group of frames, was often enough to adjust the RNG to the point where I got a more favorable outcome than before. Have you tried something like this already? Maybe de-optimizing the Thraxx skip by a few frames could be enough of an adjustment to get things going again?
"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've tried backing up quite a bit actually, so much so that I've ended up reworking the entire fight from the point that the skip leading to it ends. Unfortunately, while I did have a slight increased damage amount (probably due to a new/better method of damage dealing) it still left me with the exact same results as before. :( I also tested the theory that maybe I should attack post-7x casting, which also lead to nothing different from before. I've tried waiting until the frame just before my "last" chance to actually save time as well, that yielded nothing either... even with a 4-6 input sequence variance before it, which would alter basically anything else in the game. I got variance in numbers, but still nothing near what I need. I'd like to say I've covered just about everything I can think of... which I believe is about all there is to do without major disadvantages being thrown in. Altering the HB casts means I lose upwards of 200-900 frames depending on the amount, so this isn't an option for me either. The main problem is that if the dog is launched far back towards the entrance (which happens regardless of what I do) it will trigger the cut scene that I skipped, which not only wastes all the time I'd save, but possibly resets the hp of the boss... So I've got this massive issue of trying to somehow salvage this huge frame saving cutscene skip, or just scrapping it and continuing along with my previous version which was at the point where you get Atlas Glitch going in the Desert of Doom. I think if I can't find anything that works with this scene skip with Thraxx in a few days I'll probably move forward and just ignore it completely. Makes me quite sad that I even have to consider that, but having already worked on it for 3 days is really pushing me... and I don't mean lightly either, I mean literally about 60 hours of work just on this trick, and gotten nowhere. :( :(
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
That would really suck to get nothing out of such an investment of time. I'm really wrapping my head around this one to try and help out. Here's some ideas that are floating inside my head: Have you tried... 1) Combining hardball with another element to make a different combo (if possible at this point in the game)? 2) Attacking first with the Boy or Dog before launching the alchemy attack sequence? 3) "Wasting" frames by moving around the boy/dog before launching the alchemy attack sequence? 4) Healing, or using an item, in hopes of adjusting the RNG? 5) Doing something "random", like adjusting the menu graphics in the options menu? I noticed a trick similar to this was posted in the FF4 forum a while back. There's got to be a way to pull this off. Theenglishman, who did the Metal Gear Solid run, had a similar dilemma with a glitch he was trying to pull off, but he managed to finally get it working. I hope the same will happen here, too!
"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
@1) Not possible, well... it is possible, but would waste upwards of 1200 frames, so unfortunately not worth it. This would likely "solve" the problem though, simply based on the fact that I'd have more damage initially going into the fight as opposed to not having such. The trick itself saves nowhere near 1200 frames though. :( (I'm referring to Flash if you're familiar with it's requirements/ingredients) @2) This was my first theory, and I've tested multiple variations of it. It's actually a fantastic way to alter RNG on Magmar if needed. Sadly, no results here either. This actually is what has me scratching my head constantly about this. @3) Yes, I've delayed all the way until the very last frame possible and worked backwards from there. Also from the very first frame possible and worked forwards from there. Middle-ground held no real promising results either. @4) I can't heal the boy because he's in zombie mode. Healing the dog would essentially be the same as #3. I considered maybe not zombie'ing the boy, but that wasted much more than the trick will ever save, so it got shut down more or less immediately. Now what I COULD do is level the boy up somewhere, but unfortunately, anything on the way would require multiple kills and that would again, simply take longer than the amount of frames the trick would save. @5) Have not tried this, I could maybe change the behavior of the boy early to aggressive for later in Act 2 and menu cancel the 2 cast of HB at the beginning of the fight. We don't cancel the 7x because bad things happen, but I'll test that as well. This is now my priority tomorrow morning. Unfortunately, I don't believe we'll achieve anything out of it though, because in other testing locations, this hasn't affected anything... but Thraxx is quite a unique and complicated fight, at least in TAS terms. So here's hoping? Maybe? lol. Yeah, I REALLY want these extra frames. It's just constantly throwing negative results no matter what. And yeah, tons of time investment down the drain if this doesn't work really makes me annoyed, but that's the life of TAS'ing I suppose. edit: 5) Didn't lead to anything, I'm not done going through the various sequences, but numbers are the same as in the other scenarios. Damn. :(
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
Yup, I'm gonna have to cut it out of the TAS unfortunately. There's no way I see us figuring out a way to bypass the lower amounts of damage... Anything involving more casts of HB require massive frame loss elsewhere that far outweighs this trick and anything during the fight that actually works results in a cutscene getting triggered anyways, which completely negates the entire fight. An example of that last part is that I did manage to kill him with some fancy footwork/AI manipulation, but at the end, you lose control and the dog launches back to the cutscene trigger area, enables the trigger, and basically makes all that work for nothing since v1.7's method was faster at that point. You can't swap characters either (I tried all 77 frames worth of opportunity to do so) because the boy either immediately dies or the game has a flag enabled that prevents you from doing so on that particular frame. Very disappointed that I can't get this properly into the TAS, it's a cool trick and has a lot of very mechanical aspects to it in how the game works... I may go back to an older TAS version and utilize the 12 HB it uses to show it off sometime. :( :( edit: Finally got past Thraxx this morning after roughly 1 full week of working on it. The fight looks awkward though, i'm not happy about this, but it's required for the proper manipulations. I guess I'll have to get used to it. Grumly posted in the SDA thread about a value he fixed at 64 to achieve 133% damage on every cast of Hard Ball, this led to me figuring out the range of said value. Ironically, the range almost always ended up being equivalent to Nitrodon's level 0 formula with Hard Ball (11 to 20). So naturally, I began messing with this. Getting higher values achieves higher damage on just about everything EXCEPT Thraxx. Thraxx seems to be inverted and takes much higher damage from lower values. The v1.7 achieves a 500+ with 11, so does v1.8. This possibly could lead us one step closer to actually understanding the way the heart damage works, but sadly I haven't been able to discover the formula(s?) for how it does so. It's not really needed anymore for me personally, so it's less of a factor in my progression, but if anyone would like to try their hand at it there's tons of info in the SDA thread. The address is 7e358e. Nitrodon's formula for the alchemy spell damage can be found either on my excel doc under Panda.Notes or buried in the depths of the SDA thread as well. An interesting effect happens when you skip the cutscene and proceed to get the auto-level up from Thraxx but not from the maggots when killing the boss at lower levels. I have 4,XXX,XXX,XXX needed exp to level up now, yet killing a single thing will progress the level and give me what I need. Unfortunately, this ALSO means that because I didn't kill the maggots automatically from Thraxx, I'm not sitting at a nice 60+ hp for Magmar. I think this will be fine in the long run, I just may have to spend a bit more time and possibly a few frames to avoid some of Magmar's nonsense he can throw out. It shouldn't matter if I can do this. Total savings from cutscene skip: 756 Adjustment losses incoming: Kill 3 mosquitoes, probably 1-4 frames (select, attack, select, resume sprint) I will be editing this post from now on with updates unless something major is accomplished/discovered/changed. edit2: Getting closer to end of Act 1, working on the Magmar fight off stream right now. Probably won't finish the fight until tonight or tomorrow morning though since I'm manipulating every single aspect of it instead of just magmar's pattern. May as well shoot for absolute perfection instead of as close as possible right? :) Anyways, on the way, I found this: http://www.twitch.tv/theangrypanda1/c/3553566 Now, unfortunately, there's invisible walls/pipes blocking my path to OoB into Magmar's door initially, BUT, this still saved me 93 frames in total, which more than makes up for anything lost during the new Thraxx fight revamp and it's consequential minor losses elsewhere. Overall, I'm looking at being around 800-900 frames ahead of my previous v1.7 movie once Act 1 is done. Super motivated at the moment because Thraxx cutscene skip became possible. I pretty much attribute this to Grumly's address he posted, which removed an aspect of the fight I was blind to. Still no actual formula for Thraxx heart damage though. The mosquitoes I chose to kill were: 1 - Quicksand Cliffs - costs 4 frames (select, attack, select, sprint begin) 2 - Quicksand Cliffs - costs 3 frames (select, attack, select) 3 - Volcano Sewers - costs 1 frame (dog attack, abusing sewer static speed) Hopefully I'll be posting the Act 1 video in the near future for you guys. edit3: Did some testing and discovered that I can get 90 Call Beads in lower pyramids. This completely changes the core route from leveling Sting to simply spamming base power Storm + Flare against Aquagoth and Verm. Possibly even utilizing Heat Wave in select areas to force lag and lock sprites on the screen, thus despawning others. I'm not even sure how many frames this could potentially save, but here's my rough layout: Normal Route = 7 8x for level 3 Sting + 1 8x for Aquagoth + 1 8x for Verminator Theory Route = 2 or 3 8x for Aquagoth + 3 or 4 for Verminator Even if I end up needing to use an extra cast somewhere, it's still much quicker. There's also the benefit of me not needing to manipulate water drops in the desert OR pick up stuff by the river/eastern beach, which costs me tons of frames previously. The downside to this is finding a way to make the 14 minutes entertaining... At this point it may be easier to find a way to skip it, lol. :( ---------------------------------------------------------------------------------------------- edit4: Act 1 Completed! Youttube: http://youtu.be/zKWysBnhWyQ .bkm: https://www.dropbox.com/s/b51z2ssapfhoa89/SOE-TAS-V1.8.bkm edit5: Act 2 is planned to be finished within the next week or two, depending on other, more important things going on. Things I've done during the timer: - Killed some enemies to increase hit rate and hp buffer in case I'm forced to take a hit later on in the movie for whatever reason. - Manipulated 45 jewel drop from every enemy. Sometimes I'll kill 2+ at once, I only manipulate 1 or 2 items drops depending on the amount of enemies (1-3, 4, respectively) because I would rather kill them in a decent amount of time and move on to the next thing instead of wiggle around for 6 minutes to get a 4 drop from 4 enemies off the same attack. This doesn't affect anything other than my sanity and patience. - Some movement geometry/stuff as sort of a play around thing, spiders like getting in the way a lot. - In the Market I'm grabbing the Jade Disc to give me a higher hit rate, because why not. I also might waste some time blowing myself up on chickens or buying pots just to see if I get a Chocobo Egg. It's not relevant to the movie at all, but it'd be something to do. - The 14 minute timer is MASSIVELY demotivating, I'm very resilient to getting burned out on things, but this timer is pushing the boundaries pretty damn hard. Got ~7 minutes of it done today though, so that's something. Hoping to finish it up tonight or in the next few days, then things will speed up some. - I did some testing and determined that Full Blimp Skip is faster than triggering the Blimp scenes DURING the timer. Hilariously enough, it isn't faster in RTA because of other reasons (menu buffering to get the frame perfect char switch on a "blind" transition). - Call Bead spells are replacing Alchemy in the TAS. This is a TAS-only thing, it likely will never happen in RTA unless someone gets incredibly lucky. IF it does ever happen in RTA attempts, that run (barring any horrible play) will likely be unbeatable by normal standards. In other news, I am done with anything related to real-time aspects of this game. There's simply not enough people pushing the game hard enough for me to stick around and be useful. I'll likely transfer over to Secret of Mana, Terranigma, or some other games. That being said, I do intend on doing a 100% Secret of Evermore TAS and will likely start it up sometime in the next couple weeks to see what I can get away with in terms of routing. As for things I'd love help with, AsFarAsIGet discovered that the mapID for certain Act 1 caves and Act 2 caves are shared (meaning they're on the same map). This means if we could somehow force an event to occur that pushes the boy/dog out of bounds and then run over to the proper exit, we could have dog at River pre-timer, which implies that we could completely skip a TON of things. This obviously means that the current TAS I'm working on will be entirely outdated and redone. PLEASE find a way to make this work, I have tried just about everything that comes to mind and have obtained zero results. IF this gets working, the RTA attempts will likely become sub-hour or close to it as well. The TAS time will likely be incredibly fast and possibly not even have to do Thraxx. If you're bored and want to break the hell out of a game, I definitely encourage giving this a shot. ----------------------------------------------------------------------------------------------- Edit6: Finally finished off the market timer. Possibly one of the most demotivating things ever and obviously took much longer than I initially thought because of how boring and anti-fun it got. That being said, got a much quicker kill on Vigor than in the previously comparable TAS (v1.6, v1.7 never got that far). The reason I go around behind Vigor to attack is to prevent a softlock that can occur if you kill him before a certain event is loaded. This is either the music track or the flex Vigor has attached to his fight, both are "enabled" a frame or two (not sure exactly when the music is loaded) before the kill. Going to make my way to Rimsala today, then probably Aquagoth tomorrow. I'm hoping to get Act 3 done in a couple weeks. It's pretty straight-forward. There's really nothing that special about anything else honestly, I'm going to get 90 Call Beads in Pyramids lower level. Then just stomp my way through all the bosses because this game's horribly broken.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
Update Time! 1) Just got my ass handed to me by GreenAmbler again. Apparently there's a way to melee kill the Mad Monk through the wall at the cost of some very boring manipulation (it will be boring due to how it works) and time. This will likely save us a ton of time and will be incredibly beneficial in the 100% TAS as well when/if that happens. 2) Aquagoth has some unexpected issues, he has a permanent aspect of storm around him apparently, meaning I can't do the originally intended 8x8x Storm/Flare combo, which is now 8x3x Flare/Storm, which HAS to be in that order. I haven't toyed around with Heat Wave yet, but plan to once I get back to that point. 3) Pyramids went beautifully, it's an absolute shame that I have to re-do it because of this Mad Monk stuff. Every manipulation was done perfectly, every enemy cooperated, and the lag reduction movement even worked after a certain enemy manipulation. That being said, I think I can still improve it by 4-5 frames across the entire thing with some ridiculously good luck and AI manipulation again, but it will be difficult to even match the previous route through there. I can't simply copy inputs because the RNG will have changed by the time I'm back there again. 4) 90 Call Beads is definitely quicker than leveling alchemy, but the menu'ing is slightly longer, which I forgot about originally. This doesn't amount to anything super significant though, it's an extra 8 or 9 frames per menu operation. Comparatively, the total time spent doing these operations across the rest of the game amounts to very little given that I'm still using a significantly lower amount of 8x casts and menu cancels. 5) As for the actual Early Mad Monk. It's a nightmare to manipulate since it's basically 100% blind and there's lots of movement involved. I plan to go the double redundancy check route and have every single frame check with every frame before and after it in all possible manipulation paths across ~8 save states, then take the best of those for each frame until I'm at least near the wall. Assuming I make it this far and don't go completely insane in the process (hopefully I find an easier manipulation method...) I need to line up a sword attack and then immediately use storm + menu cancel to essentially one-shot the mad monk. Doing so SHOULD enable me to immediately swap to dog and run out of the room before any lag is introduced. This skip saves a TON of time not only by cutting out walking around the entire area, but also means we don't have to wings out of the area which means I have that pair of wings available for the Maze, which will make that section infinitely more tolerable to manipulate enemies in, and probably break even frame-wise considering that's a pretty troublesome location for no-invulnerability route. We also start MUCH closer to the event where the boy throws the spear after the Early Mad Monk kill, so that's even more time saved. http://www.twitch.tv/greenambler/c/3343257 ^Video of the trick being performed by GA himself. :D ----------------------------------------------------------------------------------------------- edit1: So I haven't slept, but I have worked on optimizing the route to the Mad Monk for a quick kill. Currently my best is a 33.8s savings over the previous route. I'm going to probably sleep some then work on it some more and see what happens. An unfortunate side effect of this trick is that I can't do any messing around during manipulations because it will change things, so this will either be very boring or very awkward in regards to movement once I'm in the proper positions. Manipulations That Work: -Pressing/Releasing R -Directional input within a certain radius of the Monk (radius is currently undetermined) -Attacking (I'm forced to attack at least once)
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
Player (70)
Joined: 5/28/2013
Posts: 99
Okay, so we're having a small problem regarding routing options which could save a significant amount of time in the TAS. It seems like after looking into the old Verminator Skip, that we were able to get past the softlock on the transition out of the prison portion of that route, which previously would always lock up as you left the area. There's lots of theories floating around right now that suggest various things, however, nobody actually knows what's causing the glitch. Which is why I'm posting this. What would need to be provided for someone to help look into what's going on with the game itself? I, unfortunately, don't have the experience or know-how to dig that much into games at the moment, otherwise this would likely already have been figured out. Some current theories: - Audio pieces playing too much, game locks up trying to dump/load on transition - There are technically 2 events playing at once, this probably has something to do with it - Potentially tied to a cutscene prior to the area itself? There's quite a few. Things that have been claimed to "work" but don't actually yield results across the board: - Using petal to cause a musical piece which overrides one that causes issues - Entering the area as the dog (has mixed results, not sure what I think personally) - Loading from a save (wouldn't be worth it anyways) That being said, there are some issues with other suggestions which may come up. 1) You cannot leave the area without doing the prison fights because all the exits are "locked" in some manner. 2) Wrong Map Movement might work, but hasn't been thoroughly tested because I'm still getting the TAS back up to that point. 3) Finding a way to skip certain scenes, or trigger them w/o staying on the map as long, might prove a viable solution. Has not been tested at all to my knowledge. 4) There are other ways to bypass it crashing, but they cost too much time, finding a way to reduce this lost time would make them viable again, but also slower than the crashing variant of the route. 5) Weapon choice doesn't seem to matter 6) Entering with the dog seems to change a few things, but we've still gotten crashes this way as well. So I'm out of ideas, and I'm making a separate version of the TAS to get back up to that point so I don't lose all progress on the non-VermSkip route. People have gotten out of the area without crashing on Snes9x and console, but not on bsnes. I haven't gotten the opportunity to try it on Bizhawk yet, which is what I'm currently progressing towards. edit1: More confirmation of it working on console under various conditions over in the SDA thread by DLDarkLink. He's hammering out attempts at the glitch from a save in Act 2 before anything in act 3 is triggered (hopefully) and at least once during a full attempt. The bad news with this is that he's reporting that waiting until the sound glitches stop, then proceeding, seems to be working. Perhaps something going on during the actual sound glitches is what causes the lock? Once the glitches stop you can hear Ebon Keep's music in the background. Now, even IF we have to wait around for a bit for the sound to calm down for it to work, I still think we've got a nice amount saved. Now to get that version of the TAS to that point, which hopefully will happen tomorrow or sometime before the weekend. So this is a massive delay, but other than that, the TAS is actually making fantastic progress. Also, sorry if anyone's been missing streams (although I greatly doubt it), some stuff has been going on that's drastically reduced the quality of my internet from it's already pathetic state.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
creaothceann
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TheAngryPanda wrote:
People have gotten out of the area without crashing on Snes9x and console, but not on bsnes. I haven't gotten the opportunity to try it on Bizhawk yet, which is what I'm currently progressing towards. edit1: More confirmation of it working on console under various conditions over in the SDA thread by DLDarkLink. He's hammering out attempts at the glitch from a save in Act 2 before anything in act 3 is triggered (hopefully) and at least once during a full attempt. The bad news with this is that he's reporting that waiting until the sound glitches stop, then proceeding, seems to be working. Perhaps something going on during the actual sound glitches is what causes the lock? Once the glitches stop you can hear Ebon Keep's music in the background. Now, even IF we have to wait around for a bit for the sound to calm down for it to work, I still think we've got a nice amount saved. Now to get that version of the TAS to that point, which hopefully will happen tomorrow or sometime before the weekend.
Sounds like the trick/glitch causes the game to use uninitialized RAM (bsnes initializes RAM values on startup differently from real hardware).
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If you don't mind creaothceann, could you go into more detail on that? Do you know if Bizhawk operates under the same sort of mechanic since it's a (heavily?) modified version of bsnes' core, because if it does, I probably won't be able to utilize this trick. :( As for other emulators, what about Lsnes? Thank you for the information.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
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It's a configuration used for convenience and consistency, and pretty much every other emulator will do something similar. The issue is that on actual hardware, power-on states of the RAM cells can be somewhat random. Many games will explicitly zeroize RAM addresses they intend to use, but plenty of games just take them as-is and assume they will be 0. This is why the RNG manipulation in Hagane works only some of the time, or why feasel has to wait long "cool-down" periods between attempts on FF1. That said, this doesn't strike me as a bug related to uninitialized memory addresses. Console behavior should still pretty closely match emulated work. If it's related to "dirty" RAM at all, it's probably from something that gets loaded directly during the Chptr 2 save that is not part of the TAS route due to optimization (going from the example with DrDarkLink).
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http://www.twitch.tv/crawek/b/506275118 That's some testing Crawek was doing trying to store/bypass some sound glitching so he could progress. It seems like sometimes it works, other times it doesn't. I asked specifically if this was on Bsnes, and it is. Now that being said, there's also the case of Darklink's testing, which shows that the petal being utilized upon entering the prison isn't even required. He also enters as the dog instead of the boy on multiple testing scenarios: http://www.twitch.tv/dldarklink/b/506133601 http://www.twitch.tv/dldarklink/b/506141055 *significantly longer testing sessions because of save location, which may or may not be related to success rate. We're supposed to be testing full attempts sometime in the near future specifically to test the glitched prison stuff. If it's simply a matter of saving to inject/reject clean or bad data, we can do that in multiple places very optimally, in fact, it may even end up saving time depending on how far back we can go with it due to implementing more risky strategies. The TAS, however, has about 2 locations that are optimal, both of which are in Act 3. I'm somewhat hesitant to say it's related to those things Omni, simply because of how the Early Mad Monk trick works in Ruins. You basically have the weapon obtained event playing while loading a new map, which then tries to play the secondary music piece for obtaining a weapon when you activate the bridge with the spear, this results in garbage sound glitches and the exact same soft lock on screen transition. The problem we have in prison is we have no way to rest the sound by leaving/re-entering like in the Ruins. This, originally, is why it was never included in the route, but given recent testing, it seems like it's success rate isn't quite determined by things such as that. So I dunno... maybe it is something set earlier by an event, sort of like how Dragon View has a bad value written after the first boss, would that be something to consider? Thanks for the insight, as always.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
creaothceann
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Omnigamer wrote:
It's a configuration used for convenience and consistency, and pretty much every other emulator will do something similar. The issue is that on actual hardware, power-on states of the RAM cells can be somewhat random. Many games will explicitly zeroize RAM addresses they intend to use, but plenty of games just take them as-is and assume they will be 0. This is why the RNG manipulation in Hagane works only some of the time, or why feasel has to wait long "cool-down" periods between attempts on FF1.
Yeah, exactly that.
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Okay, well I'm working on getting a version of the TAS up to said area, hopefully with saves in proper places. I'll post that here and maybe someone can take a look through it. I also plan to do some pretty significant testing of my own just with movement/items/menu'ing/etc... within the prison itself to see if maybe there's a way to negate certain things and hopefully discover what manipulates each different sound glitch. Most sound glitches are very specific to things happens and very different from others in the same area, so maybe that can lead somewhere. That being said, I want the version that gets to that point to be equally optimized as the version that doesn't use VermSkip so I don't have to re-do anything should we figure out how it works/doesn't work. This could take some time, but I'm quite familiar with all the manipulations up to that point for enemies/bosses/etc... The only issue should be Aqua's optimizations and getting ideal wings drops from the 2 mad monks before the Oglin Tunnel. Hopefully we can get this all figured out and implemented into not only the TAS but the RTA route as well. :D
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
ars4326
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Hey Panda, any progress on the run? I've been casually checking out the thread at SDA, and it seems like someone's trying to iron out the issues w/ the Verminator skip. Hope the project gets running again!
"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
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On the non-verm skip TAS I'm just after defeating Timberdrake. On the verm skip TAS I'm at the beginning of the fight with Aquagoth. What little work has been done with it so far is me trying to get a proper RNG pattern for Aqua since it's not the same as the non-skip movie. This means I need to find a pattern which will cause Aqua to try and cast a specific skill (Corrosion) on a frame in which I'm casting my 4th or 6th fireball. Either of these will work because the game will "delay" his cast until my Thunderstorms go off animation wise and let me cancel out the damage and effect of Corrosion that he casts. Unfortunately, he's being a real jackass right now and not giving it up, but I'm pretty close to figuring out the proper position/frame to begin progressing into the damage manipulation part of the fight. Even with the above, it will take a while. I've considered just finishing the non-skip version (obviously won't submit it) just to have some kind of rough time to go off of or compare against for the final version, which would include the skip. The TAS has multiple things in it that we (the SoE community) literally have no idea how much time is gained/lost from them, just that it's presumed to be faster. Also, regarding the Wings theory Crawek mentioned in the SDA thread, as I mentioned there I don't think it's really going to affect anything based off of Wings effect or it's animation or whatever you wanna call it. I think the trick is still (for RTA purposes) entirely 50/50, which means we don't know. And since some stuff in my life is somewhat hindering my capability to really focus on this TAS at the moment, I can't devote tons of time to hand off a movie to someone that could figure things out. This paired up with Aquagoth is why things are so slow. I think GA (glitch-hunter for SoE) has a solid lead on what might be causing issues during the verm skip though. He stated in the thread that we've got overlapping sound (known), a gate sound (known), and other various sources of sound (unknown specifically, but known about) that occur during the prison sequence(s). He thinks the gate sound is causing the problem, or rather, it is contributing to said problem in some manner which causes a very distinct sound to "play" and mucks up things for the game. This isn't saying that it's what causes the crash, simply that it is a known issue and the sound reacts to it. My theory piggy-backs onto this in that we're already stacking sound files and the game hates that, thus the sound issues in the prison. So if we're doing the prison optimally, we'll likely trigger the gate for the raptor GA mentions at roughly the same times, each time, every time, during specific sections of the music tracks playing. This might mean that perhaps during certain sections of the music track, other sounds introduced trigger a hang or distortion of the tracks and yield the crash once we try to leave, as indicated by the sound royally screwing up. If this is the case, then the Wings theory Crawek posted has to be considered as being nothing other than a delay which prevents us from triggering this specific chain of events happening because we won't reach the same point as the previous route through the area did. ^that's all cute and everything, but it's a very assumptive and specific theory that doesn't hold up based on other variables that get introduced in RTA. Because of this, it can never be properly tested, and neither can Wings. So until we have some magical breakthrough with the skip, it will retain it's 50/50 nature, you're either going to crash, or you're not. It's unfortunate. Hopefully things will get figured out and we can stop assuming things. Anyways, yes the project is still alive. tl;dr Project still alive. I have motivation issues due to some real-life stuff. Lack of RTA interest = more motivation issues. Aquagoth is a dick = lots of motivation issues.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
ars4326
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Man, I hear you on the motivation issues. I had to take about a week off from my current project before diving back in. So on the 50/50 chance stuff, you don't think you could narrow down a specific frame where the whole glitch will work, and not crash the game? (Thinking about it, I realize a one-frame difference involves a ton of variables...)
"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
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I can't begin to even test until I have access to the area alongside the non-skip version. So basically, I gotta get Aquagoth done, then optimize the path to where the verm-skip starts before I can even consider looking into things. From that point, I'll probably have to make various different movies for testing various things (for access to more and more save states for address comparisons and whatnot) unless something immediately pops out to me. I just hope it ends up being something player's can actually control in RTA, the TAS will be amazing regardless.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
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https://www.youtube.com/watch?v=y6pYE_huhbQ That is mostly what Act 2 will look like. I wanted to upload the non-Verm Skip version first to get some feedback on things that aren't during the 14 minute timer (Market playaround crap which takes forever). I'm really happy with everything else in there, the only difference between this version and the Verm Skip version will be getting the 2 Wings off the Mad Monks just before dropping into Aquagoth's area. I guess let me know what you think about it. Verm Skip version will get uploaded the day/night I finish getting the same (or better if possible) luck on Aqua damage manipulations. Act 3 should go by fairly quick until I make it to Verm Skip, in which case I'm hoping to not get a crash right away, then force a crash somehow so we have stuff to study in order to figure out that trick and hopefully make it controllable for RTA runners and future TAS movies of the game. Act 4 basically doesn't exist. I do plan to upload both versions of the TAS for comparison at least for Act 3 (Stopping after Mungola probably). This is mostly to determine a more accurate reading of how much time is actually saved by the Verm Skip since it will more or less remove player influence and have perfect movement outside of manipulations should any be required. Act 4 will not have both versions because I am simply just not going to do that boss fight twice.
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ars4326
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I'm digging the run so far. A few things I noted while watching the marketplace segment:
    Since you've gotta wait, maybe you could allow some of the dialogue scenes to play out (e.g. the guy who gets struck by lightning)? I noticed that the orange armored guard by the rice stand is shifty-eyed. I think it would be amusing if you made fun of that by walking past and miming him with your movements.
Other than that, looking forward to watching the Verm-skip!
"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
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Awww... that's a good idea with the shifty eyes guard, damn. I'm unfortunately gonna have to pass on going all the way back to the market and messing with stuff there, I simply don't have the patience for it. That being said, I'm definitely going to do this in the 100% TAS Lambchop and I are planning to do at some point in the future because it's probably going to turn out hilarious. Something some other people pointed out was the two sons of set or whatever they're called that i double attack/double kill on separate occasions. Figured I should address this here for future reference. The double kill is what looks faster, but in reality the other double attack method is actually the same overall speed because the death animations just so happen to keep the character from progressing forwards, and by the time that 2nd attack animation is finished, both bodies are cleared and the time is equal to the double kill method. This alternative kill method is influenced by what the bone buzzards are doing in the hallways to the top-right and right of the area. If they're all mashed up together in the top-right, it causes the left-most son of whatever to spawn later (frames later, maybe 2-3) than the right-most counterpart of the pair. Conversely, if the group is in a more normalized distribution, the pair spawns at the same time, yielding a double kill path. Again, these are the same in terms of frames lost on clearing the way. Ideally you'd despawn them, but this (to my knowledge) isn't possible in the TAS because you're going too quickly. Slowing down to despawn them ends up being slower than just killing them like I do in the current movie(s). So for people wondering about this in particular, that's my take on it. I still haven't fully decided if I want to finish off Act 3 on the non-Verm Skip TAS before finishing up the Act 2 Verm Skip TAS, but I'll figure that out pretty quickly I imagine.
My Stream: http://www.twitch.tv/theangrypanda1 Mostly SoE TAS and casual playthroughs.
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