Are there no interesting possibilites for tekken 1? both playaround and any%?
TAS i'm interested:
Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS?
i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Joined: 10/12/2011
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So this recently surfaced the internet.
Link to video
Easy Difficulty, Single Fight, PAUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUL
Trust, if you're browsing the forums, provide your userfile, cause you claimed it as a TAS.
So I decided to do the same style.
You know.
Easy Difficulty, Single Fight, Yoshimitsu
-video deleted-
User File
Well, that ended in a lovely manner didn't it?.
So as you can see the ingame time was used and not the lovely frame counter that was made for this this forces me to create an optimal Paul TAS.
-video deleted-
Easy Difficulty, Single Fight, PAUUUUUUUUUUUUUUUUUUUUUUUUUUUUUULUser File
As you can see, the start button was used to manipulate the AI, something that hasn't been done yet in our TASes... except for the Tekken 2 + 3 TAS.
As for Tekken, it's between Law and Yoshimitsu as they are all pretty bare boned with their skills.
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Joined: 10/12/2011
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Shall we begin the war?
-video deleted-
User movie #22393103879639945
Hard Difficulty
01 - 00'00"80 (48)
02 - 00'01"60 (48)
03 - 00'02"41 (49)
04 - 00'03"21 (48)
05 - 00'04"01 (48)
06 - 00'04"86 (51)
07 - 00'06"06 (72)
08 - 00'06"86 (48)
09 - 00'08"08 (73)
10 - 00'09"68 (96)
11 - 00'10"61 (54)
In bold are the fights I'm disappointed with, the point of this is to be at or faster than 50 frames, if you can improve on any of this fights while keeping the RNG intact then congrats, it's only the last 5 fights... 6 if you include the one good one stuck in all that.
Do anything you can to modify the TAS from being a fast TAS to a slow one.
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I'm quite fond of 0:42-0:44 and 0:48-0:49.
The mutual dodging in the first segment, and the use of suicide + spin to hit MokuKing out of the air are really nicely coordinated.
I am still the wizard that did it.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata
<scrimpy> at least I now know where every map, energy and save room in this game is
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Yea. I didn't know what to do after cutting their health halfway. I basically have the start I want and the end. But not the middle for the second round.
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I was checking that script and noticed it could be simplified quite a bit by using string.format and a table to store the name of the characters:
Tekken3J - v1.1b PSXjin.lua
Note that I haven't run it as I don't have the game, but it should work (hopefully)...
Edit: It seems I indeed made a small mistake on lines 59 & 63, instead of a dot you use brackets...
It was:
gui.text ( 16, 85, character.moku1 )
It should be:
gui.text ( 16, 85, character[moku1] )
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Last time I'm touching up this round.
Link to video
The touch up is at the 16 second mark.
Xiaoyu starts out the round with Jin.
Had a couple of fighters to choose from and Xiaoyu stands out as the fighter for Round 1 and possibly by manipulation getting Nina/Hwoarang for Round 2.
Note: You can edit this in Notepad, the last spin chooses Xiaoyu. If you want someone like Bryan for example, you change the last 2 lines to be blank input and remove a line before Evasive Side Spin begins.
Anyways, the pitch of this project.
Grab out your psxjin, a Japanese bios (SCPH1000) and the Japanese version of the game Tekken 3 (J) [SLPS-01300].bin.
This Tekken 3 "playaround" is going to be a lets hope large group TAS project.
Hopefully this project will be long, and deserving of doing better than the previous playaround, featuring more characters (more Mokujin) and more ways to do different moves.
Join one, join all, the project is now live.
The save file, the move list, WIP1.8 movie and The lua script.
1 = Square, 2 = Triangle, 3 = Cross, 4 = Circle
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Creating teamwork has died, but the project has not:
Link to video
Oi, Spike you bloody paused buffered!
1. So?
2. Able to manipulate Mokujin to be Nina easier.
3. Jin ruins the fun.
4. It's only 6 frames.
Edit: I forgot to do a taunt during that WIP shown, a taunt has been added. I Just won't showcase which one I chose.
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I'm still part of the project though right? I will help in anyway I can. But Spike man, you gotta keep me in the loop or I can't do anything. PM, skype, email,whatever. I am very commited to working on this but if I am not getting replies or movie files where you are at currently. It's hard for me to help without just going way further in the whole project.
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Address for Frame Time: AFAB4
Yoshi - Suicide - f,F+1+4 (while moving)
Paul - Burning Death Fist - b+1+2
Gun Jack - Dark Greeting - f+4~1
True Ogre not done due to inaccuracy and me not wanting to bother playing Tekken for 1 and a half hours on BizHawk.
Before you ask about save file from the internet, already tried, already failed. It's a Paul move, but slower.
Kuma/Panda's move is a 200 Damage but cannot be executed on my end for some reason at the earliest and a few frames later.
To Note: It's a slow move.
Bleh~ Just noticed I have Law and Ogre the wrong way around, I'll fix it later.
Edit: Fixed!
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Link to video
Why Paul?
Yoshimitsu is just too damn fast... as Suicide will never connect, after a load screen.
Round 1?
Whoops. I just zoned out put it on Hard and 1 Round 'cause I wanted to test something else, ended up doing Tekken Force instead.
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Joined: 10/12/2011
Posts: 6435
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Righty-o lets begin.
Link to video
Why is the ingame time worse than the test?
It's one of the two:
1) I have no bloody idea.
2) It's because I despawned an enemy.
Compare the two videos side by side, this one is faster, by a few frames on a global timer, can't recall the time 'cause I deleted the test like a moron.
Why Paul? I thought Paul was shit?
See above, Yoshi's too fast.
Wait, Despawn?
¯\_(ツ)_/¯
UserfileEdit: Just noticed a minor mistake, fixing it but the issue is I'm stuck at Law for a bizarre reason, if you want to collab Tekken Force for some reason, my Skype is right there.
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