Post subject: The Legend of Zelda : Spirit Tracks
Stovent
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Hello, I'm currently working on a Spirit Tracks TAS and I was wondering if I was using a good ROM. The name of my ROM is : 4527 - Legend of Zelda - Spirit Tracks, The (US)(M3)(XenoPhobia).nds Can this ROM be used to do a TAS ? If not, have you got a link of a good ROM for me ? Thanks for your answers. Stovent
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Post subject: Re: The Legend of Zelda : Spirit Tracks
Memory
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idk the answers to most of your questions but
Stovent wrote:
If not, have you got a link of a good ROM for me ?
You can't legally ask for links to roms here.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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Well your first problem is this is the English version which is slower. You want Japanese to skip a room in Tower of Spirits
Stovent
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I red that the english version is better because most people can speak English so I though the US would be the best version. Also I didn't know that the japanese has this skip, have you got a link to a video or other of it ? So should I continue on the US version or use the japanese version ?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Memory
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You want to use English only if there are no gameplay differences afaik. Something like that should push you to use J.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Tompa
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In the description to the current WR run: https://www.youtube.com/watch?v=aW1rsW47QSk "- JP has been confirmed to be faster. Not by text, but by certain version differences in the Tower of Spirits." I haven't watched any runs of JP version, so I'm not sure what these actual differences are. In general, I'm very interested in a TAS of this game!
Stovent
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Thanks for your answers, I've restarted a run with a japan version. If someone wants to help me, whatever you do, I would be very grateful. You can help by finding some funny things, glitches or little tricks to skip areas or being faster, and post it on a new topic in the DS games forum or/and on Zeldaspeedruns.com. EDIT : You also can help just by giving some ideas to do during the train travels, something funny that can entertain the viewers. Ask me in a message if you have any questions
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
pok3monrocks
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The Japanese version is better because of the Tower of Spirits. In the 5th Visit, there are 2 puzzles that are shortened. In the 6th Visit, the entire final floor is now optional. In total Japanese saves roughly 5-6 minutes. As for small and little TAS things, I'm not sure about that.
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pok3monrocks wrote:
The Japanese version is better because of the Tower of Spirits.
o hey. Biggest problem in a TAS is going to be the rolling, since Link gets dizzy if you do them too much, and there's no on-screen cooldown or something. I would imagine there's an internal value for it somewhere.
effort on the first draft means less effort on any draft thereafter - some loser
Stovent
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Yea, i've made some researches on the rolling. I have some results but i didn't made all the test I wanted so i'll give you information when I would have done all that I want to do. I have another question : DeSmuMe write the game turns at 60 FPS but it should be 60 IPS because the screen refresh an frame on two and after 6 refreshes, it's a frame on 3 once. What do you think of that ?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
pok3monrocks
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FishamanP made this for me a while back while he looked at the game. RNG Location 0204B164/4 - lo 32 0204B168/4 - hi 32 RNG Equation (input * 0x5d588b656c078965) + 0x269ec3 02051B58/2 - Touch X coordinate [2nd and 3rd nibble] 02051B5A/2 - Touch Y coordinate [2nd and 3rd nibble] 0204E2BE/1 - Link's X position [minimap coord?] 027E0988/2 - Link's X subpixels 0231F944/2 - Link's X velocity 0204E2BC/1 - Link's Z position [minimap coord?] 027E05E0/2 - Link's Z subpixels 027E05F8/2 - Link's Z velocity 02277C4C/1 - Remaining health (1/4 hearts) 02277C4D/1 - Max health (1/4 hearts) 30 frames/sec 60 VIs/sec Don't confuse these or I will slap you. Spirit Tracks lags an extra VI every 10 VIs or so. [TODO: confirm with TAS settings on] Link's velocity is added to his subpixels every frame. Link's normal running speed appears to cap at ~696, strangely lower when touching the very corners of the screen. However, it looks like you can gain a few extra subpixels per second with certain diagonal angles. Use the Pythagorean Theorem, kids! Strange note: Link's Z velocity does not seem to increase when rolling on that axis. Might have wrong address? But values otherwise match X velocity so idk... [speed cap instead of velocity?] TODO: find optimal touchscreen coordinates for max speed
Stovent
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Thanks for this pok3monrocks.
pok3monrocks wrote:
Don't confuse these or I will slap you.
Don't worry I know what is it :) I'm trying to use some lua scripts but DeSmuME tell me that the lua51.dll is missing whereas it is in the DeSmuME folder and the lua folder. Also, the lua path is set to my lua folder. Can you help me ? EDIT : this only happend with the x64 DeSmuME but it works perfectly with the x86
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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I've made some researches and here are some results : - Be right-handed seems to be faster and more convenient. - Set the text's speed to fast is useless. - Rolling on the Z axe set Link's speed to 1024/-1024 for 1 frame and then the speed is set to 696/-696. - Rolling on the X axe set Link's speed to ~977/-977 if he wasn't moving and to ~1018/-1018 if he was moving. Then the speed is going down to 694/-694. - Indeed, Link is faster when not touching the corners of the screen. - there is a difference between Link's velocity+subpixel and the subpixel on the next frame. example : frame 1 : velocity : 696 subpixel : -8312 frame 2 : velocity : 696 subpixel : -7649 the difference is of 33. I have a question : what do you mean by "subpixel", "lo 32" and "hi 32" ?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
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Stovent wrote:
- Rolling on the Z axe set Link's speed to 1024/-1024 for 1 frame and then the speed is set to 696/-696. - Rolling on the X axe set Link's speed to ~977/-977 if he wasn't moving and to ~1018/-1018 if he was moving. Then the speed is going down to 694/-694.
Ok, so does this mean moving in-between rolls is faster? Also, any luck finding a counter for roll stun (from rolling too much)?
effort on the first draft means less effort on any draft thereafter - some loser
Stovent
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After 3 rolls, you must wait 31 VIs before perform another roll. The 31 VIs count start from the first frame that link can re-roll after performing a roll.
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Stovent
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I have an important question : for now, I'm using a SRAM file to avoid the creation of the save file, but should I continue like this or start without any SRAM file and have the creation of a save file ?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Tompa
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You should start from power on, on a completely fresh ROM without anything saved on it.
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It's been quite a while since I did my research into ST. I've beaten it twice or so casually, but never tried to speedrun it. I really think it's best to complete research on movement speeds before beginning. With 49152 possible touch screen coordinates, there are a lot of speeds to keep track of. If you can find a way to automate the process, that's definitely the best option. I was involved with Pokemon RNG abuse years back (actually I pulled the RNG equation from BW(2), likely a common Nintendo SDK thing), so I tried my best to control it. I couldn't even correlate rock drops with RNG values. Good luck with that.
Stovent
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I want to do some scripts but I can't find a DeSmuME lua functions list. Does anyone of you know where I can find them or is that the same functions as bizhawk or another emulator ?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
GloriousLiar
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Stovent wrote:
I want to do some scripts but I can't find a DeSmuME lua functions list. Does anyone of you know where I can find them or is that the same functions as bizhawk or another emulator ?
I found this a while back: https://docs.google.com/document/d/12ficCMKorzJhBR96qlFaCNa3jnEZoAeWTp6qN10nZZQ/edit
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Stovent
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I can't access to the docs, since it is private. Have you got another link ?
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
GloriousLiar
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Sorry about that, should be fixed
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Stovent
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Thanks, it'll help me a lot
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
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I don't know anything about this game as far as TAS's go really but I have a decent amount of knowledge about Phantom Hourglass TASing, and if the two are anything alike (I assume they resemble each other strongly) then you want to wait 1 visual frame before every roll which should make you go faster. Also there's a trick you can do where if you enter a loading zone just as you get dizzy (frame perfect) your dizziness is canceled when you enter the other side. You should try to do this on every loading zone 4 or more roll distances away.
Stovent
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Wait 1 visual frame but from when ? From the moment I can preform another roll after doing one ? Also, can you tell me all you know about Phantom Hourglass, maybe it can help me
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.