1 2
17 18 19 20 21
Alyosha
He/Him
Editor, Expert player (3535)
Joined: 11/30/2014
Posts: 2732
Location: US
If I remember right the enemy that comes out of the crystal on the screen before the boss is on a very long global timer, nothing you can do about it. Other then that there are a lot of little tricks to battletoads movements, feos is the expert.
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
Alyosha wrote:
If I remember right the enemy that comes out of the crystal on the screen before the boss is on a very long global timer, nothing you can do about it. Other then that there are a lot of little tricks to battletoads movements, feos is the expert.
I decided to use the inputs from your WIP for the first 8 levels of the game. I also TASed the boss fight at the end of level 8, and posted the resulting WIP here: http://tasvideos.org/userfiles/info/60945646847026200 My question now is, are the levels in this TAS all up to date? In other words, are there any sequence breaks or big time-saves that could be implemented which aren't in this TAS? Also, with regards to the terra tubes section, is the current fastest route through the level the same as is seen in the current 2 player warps TAS of Battletoads? I would very much appreciate any feedback or advice that anyone experienced with the game can provide.
MarbleousDave
He/Him
Player (12)
Joined: 9/12/2009
Posts: 1555
Does the Turbo Tunnel skip glitch work in the Japanese version? Also, the PAL version runs at roughly 5/6 the speed of NTSC.
Player (170)
Joined: 7/1/2016
Posts: 263
Tunnel skip works in Japanese version, but seems like it doesn't work in PAL version.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
Lobsterzelda wrote:
http://tasvideos.org/userfiles/info/60945646847026200
That movie doesn't work at all (in addition to having me and MESHUGGAH as authors and having some suspicious rerecord count).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Alyosha
He/Him
Editor, Expert player (3535)
Joined: 11/30/2014
Posts: 2732
Location: US
It looks like you only exported one player into the fm2. Also i forgot I even had a WIP of this. I hope you are motivated enough to continue, it would be nice to see this done, even if it is in FCEUX.
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
feos wrote:
Lobsterzelda wrote:
http://tasvideos.org/userfiles/info/60945646847026200
That movie doesn't work at all (in addition to having me and MESHUGGAH as authors and having some suspicious rerecord count).
Sorry, I'll make a userfile submission of this movie that works once I finish TASing level 9. Actually, I've saved about a second in the first segment of the terra tubes level just from lag reduction, so I'm hoping to be able to save even more time in the rest of the level... I just have to be able to figure it out how to navigate with the character's Z-Coordinates offset by half a screens worth from their sprite...
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
So I just did a more precise frame count, and found that from the start of the level up until the checkpoint being activated before the long underwater section, I saved exactly 70 frames compared to the 2 player Warps run on the terra tubes level. For now, I'm having some trouble getting the actual underwater section optimal. My current best attempt loses 30 frames from the time that the checkpoint is activated to falling back in the water after the first section where you can run on land again. Optimizing this seems like a pain, least of all because I'm not even sure what the optimal movement is beyond holding A for 24 frames and then releasing it for a frame. I guess just like with casual gameplay, water sections are always terrible to play through... Edit: Here's a link to a userfile movie of what I have so far: http://tasvideos.org/userfiles/info/61031821125173388
Post subject: Battletoads Improvement
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
Hi everyone. I just wanted to post a quick update with what's been going on with the Battletoads 2 players warpless TAS... After it was pointed out to me by AIVV73 that I could save over 150 frames by doing the void jump trick in level 3, I decided to go back and re-TAS the earlier parts of the game. I also decided that since I was basically starting over that I would switch to using BizHawk to make this TAS. If I recall correctly, I got the inputs for level 1 from Alyosha's WIP of the game, which in turn got its inputs from Feos's TAS of the game. I re-TASed the level 1 boss since the RNG was different there, however. The first half of level 2 is also Alyosha and Feos/Samsara/Meggusah's TAS of the level, but about halfway through the level everything completely desynced, so I had to re-TAS the second half of the level. I TASed level 3 myself, though I looked at Meggusah/Feos's game-end TAS to see what movement strategies were used there to quickly kill enemies. As a result of all of these efforts, here are the new timing results as compared to both my original WIP I posted for the game a few weeks ago (which used Alyosha's WIP for the first 3 levels), and compared to AIVV73's WIP of the first 3 levels: Level 1: I finished this level exactly tied with the original WIP. I was also 4 frames faster than AIVV73's TAS of this level due to a faster boss fight. Level 2: I finished this level exactly tied with the original WIP, and finished the level 64 frames faster than AIVV73 did due to better lag management. Level 3: I finished this level 162 frames faster than my original WIP due to the use of the void jump trick at the end of the level. However, my level 3 was 28 frames slower than AIVV73's level 3. I looked through the level, and found out that all of my timeloss compared to his WIP was from time spent waiting for the rat enemies to fall from the ceiling, which are on a global timer. For that reason, I don't think it's possible for me to finish this level as fast as was done in his WIP, but it could be that there's something I'm missing. All told, this WIP is 163 frames faster than Alyosha's WIP, and 40 frames faster than AIVV73's WIP through the first 3 levels. I'm planning to leave this here for a week so that people who are good at the game or interested in this TAS can look at what I have, and see if they can find any timesaves. However, after a week, if any small timesaves of a few frames are found in the first 3 levels, I'm not going to be going back to re-do those levels, since battletoads is a very hex-unfriendly game, and re-doing earlier levels will probably involve a lot of work to re-sync everything that comes after that. EDIT: I just found a way to save 15 frames in level 3. Disregard the above WIP. I should have an updated version posted within 30 minutes to an hour. DOUBLE EDIT: I saved the extra 15 frames in level 3. Here is an updated link to my TAS: http://tasvideos.org/userfiles/info/61269677130913745
Alyosha
He/Him
Editor, Expert player (3535)
Joined: 11/30/2014
Posts: 2732
Location: US
Cool nice work. You seem to be really talented at optimizing stuff, I hope you can stay motivated to the end of this.
Joined: 5/12/2009
Posts: 748
Location: Brazil
Great work, man! Keep it up!
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
So I'm pretty close to finishing up with level 4. However, I have some questions about how things work in this level. Namely, is the checkpoint skip seen at 1:41 in the 2 player warps TAS usable in the warpless TAS? Or does this skip prevent the level end from loading? https://www.youtube.com/watch?v=W_231wO_OCs&feature=emb_title Additionally, going back to 1:41 in the encode above again, how exactly does the clip into the floor work? I get that it's based on pressing L+R simultaneously to alter your toad's walk plane position or whatever it's called, but what position are you aiming for, and where does this put you on the map?
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
All of this is answered by the 1p warpless movie and its submission text.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
feos wrote:
All of this is answered by the 1p warpless movie and its submission text.
The submission text did not answer either of my questions...
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
Lobsterzelda wrote:
Namely, is the checkpoint skip seen at 1:41 in the 2 player warps TAS usable in the warpless TAS? Or does this skip prevent the level end from loading?
The Resource page says that you can't spawn level end checkpoint unless you activate all the previous ones. I dared to disbelieve that and so I started testing. I skipped the last checkpoint, then I found out there was an invisible wall right before the next platform that I couldn't pass. I thought it's because the snowman hasn't destroyed the wall, so I did the left+right thing to show the wall on the screen. He crashed it and I was going to try passing the invisible wall once again, and it didn't disappear, and I occasionally started falling down while my sprite remained shifted way to the right. The screen went from high to low in a certain way, and suddenly EVERYTHING SPAWNED! But when I went down to activate the end checkpoint, it couldn't spawn because the screen was too high, and I couldn't move it lower since my sprite was shifted up. When I manipulated my position to make checkpoint spawn, I finally found out it indeed fails to end the level, it just increases the checkpoint value to tell the game where to respawn you if you die. So yeah, you must activate them all.
It wasn't your question whether you need to activate them all in a warpless tas, was it?
Lobsterzelda wrote:
Additionally, going back to 1:41 in the encode above again, how exactly does the clip into the floor work? I get that it's based on pressing L+R simultaneously to alter your toad's walk plane position or whatever it's called, but what position are you aiming for, and where does this put you on the map?
It puts you here:
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
My question is, why does the 1 player TAS activate this checkpoint while the 2 player warps TAS goes right through the wall? Does the TAS not need to activate the checkpoint since the level warp portal still exists even before all checkpoints are activated? With regards to my second question, what are the coordinates that you are trying to match in order to clip quickly. i.e., does initial x position or z position determine where the fastest clip point is, and what are the minimum conditions needed to clip to the floor below?
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
The warp only appears if you make all the objects of that area spawn, which requires spawning all the previous areas objects. Post #429623 The coordinates don't help you make sure some input is optimal in this game, only trial and error does.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
feos wrote:
The warp only appears if you make all the objects of that area spawn, which requires spawning all the previous areas objects. Post #429623 The coordinates don't help you make sure some input is optimal in this game, only trial and error does.
So... does that mean that you can skip through the wall in a 2 player warpless TAS?
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
You can skip all you want as long as you activate all checkpoints.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
feos wrote:
You can skip all you want as long as you activate all checkpoints.
Well, I guess to be more specific, should I clip through the wall in my TAS similar to what the 2 player warps TAS does?
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
If it saves time, sure.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
feos wrote:
If it saves time, sure.
I meant if I go through the wall in exactly the same manner seen in the 2 player TAS there, will the checkpoint activate?
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
Are you 100% sure you don't feel like actually trying both and maybe accidentally finding a new glitch like I did?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Lobsterzelda
He/Him
Skilled player (1221)
Joined: 3/17/2019
Posts: 280
feos wrote:
Are you 100% sure you don't feel like actually trying both and maybe accidentally finding a new glitch like I did?
If I could see the ground/ figure out where I was on the map, then I would be happy to. However, due to the messed up graphics, I'm pretty much playing blind. I just want to know if the 2 player warps TAS was able to skip the checkpoint seen at 1:41, or if it activated it without me realizing. Also, if it could skip that checkpoint, then why couldn't it skip the checkpoint at 1:23 as well?
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11274
Location: RU
Checkpoint activation has a distinguishable sound effect.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
1 2
17 18 19 20 21