Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
DJ FozzBozz wrote:
Not canceled, but my free time is pretty much inexistent... Right now I can't access my run, since I'm at my girlfriend's house... By the way, I found a way to save even more frames in the WIP I posted.
Allright, nice. :) I agree that girlfriends are more important than TASes, so take your time with this run. I'm looking forward to it. :)
Joined: 12/4/2010
Posts: 6
I'm considering running this game myself =P I believe I might have found a way to cut a few minutes off the current run. Although I will still need to run some testing myself. I did start the TAS, keep in mind it's my first one ever. After the 1st kid rescued I am about 3/4 of a second behind the current run. I've noticed I seem to be faster on sidescrolling levels by a thin margin. I'm having alot of problems with the first-person zones. If you guys have any tips with that / maybe a method you used to do actions that quickly, because I tend to be a minuscule bit slower on that aspect. I tried frame by frame/ running 1% speed etc. There seems to be in game delays for first person screens and since this is my first TAS it's really hard to manage.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Nice! Goonies 2 was one of the first games I TASed, so it brings back memories. I'm guessing you've seen the run on SDA? The 17:33 run contains several improvements over the published TAS, so you should carefully watch that run. I hope you get the hang of using frame advance and all other emulator tools. I really, really, insist that you use frame advance instead of recording at a slow speed. I'll even go so far as to say don't even bother learning TASing at slower speeds, because you won't be using it. With frame advance you have total control of every action taken. It was thanks to frame advance that I could finish the first person sections that fast - I could take my time, carefully testing moving on each frame to find the fastest frame to move. You should also make sure you are using the frame counter and input display. This way you can easily compare your frame counts to the published run as well as DJ FozzBozz's run. I have some RAM addresses that should be useful, here. If you're unfamiliar with RAM watching, there's an article about it here. Watching RAM addresses when TASing is very useful, so it's something you want to learn after mastering the other tools. I would be very interested in seeing your progress. You can upload your movie file here. There are plenty of other articles about TASing here, perhaps they can be an interesting read. Yeah, this was a lot of info to take in, but really, feel free to send me a PM with any questions you might have.
Joined: 12/4/2010
Posts: 6
"I have some RAM addresses that should be useful, here. If you're unfamiliar with RAM watching, there's an article about it here. Watching RAM addresses when TASing is very useful, so it's something you want to learn after mastering the other tools. " I have no clue what RAM addresses are and their purpose. (told you im a newbie) very good player tho esp on this game, played it since i was like 3. Will definetly read on that though. As far as frame advance goes thats how I do pretty much everything. I just had a hard time with First person parts, when i go frame by frame and hold down an arrow key sometimes i see that it wont budge unless i wait a few frames etc, its a little bit confusing. I did watch the SDA run many many times. Also the run on here. I came up with a new route and other stuff that would cut it down by alot. In my draft TAS im up to a point where I need to manipulate lock to get a key off an enemy. I thought i could save a state before the enemy spawn and reload until it dropped but after killing it about 200 times no drops at all have appeared. Im guessing drops are affected by another factor. Really unsure of which tho, some help here would be well appreciated Also, if you don't mind, I will send you a msn messenger invite, feel free to accept / decline at your liking. Thanks for the help so far
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
It's been some time since I TASed this now, but I seem to remember that an enemy's drop is affected by on what frame he spawns, and on what frame he is killed. I'm not sure if your movements can affect randomness in this game. Sometimes you need more than 200 tries before getting the desired drop, so it can be hard to tell the difference between an impossible drop and an unlikely drop. I have to admit that I am very rarely on MSN (read: almost never). However, I am on TASVideos' IRC-channel quite often (#tasvideos at irc.freenode.net), so you could try and get a hold of me there if you want a real time discussion.
Joined: 12/4/2010
Posts: 6
Yeah, I'm talking about the snake in the first cave (in front of the door, to the ice zone, with the glasses in it) . Had a state saved on the vine, just before he spawned and no matter how many times I killed it, it didn't drop anything (no health, no bombs, no keys). Then, I loaded from earlier in the room, playing at regular speed, taking my time to get there and the same snake dropped a key on the first try. You're most likely right about the spawning frame/ killed frame business. I'm just trying to make sense of it right now and see if there's a pattern to it. Thanks for the tip about the frame counter and input display. I re-watched your run and Fozz Bozz's run with those on. I payed special attention to the first-person parts on frame by frame with your run playing. I see exactly what you meant now =) .
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Any update on this?
Joined: 12/4/2010
Posts: 6
Had very very busy holidays and my schedule is most likely going to get worse from here. I will try and find time for this obviously, but I am still stumped with the luck manipulation.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Starless wrote:
Had very very busy holidays and my schedule is most likely going to get worse from here. I will try and find time for this obviously, but I am still stumped with the luck manipulation.
Allrighty, let me know if you want me to help out with manipulating luck somewhere, I wouldn''t mind. I can try and find out some general stuff about randomness, such as what actions affect it, if that would help.
Joined: 12/4/2010
Posts: 6
Randil wrote:
Starless wrote:
Had very very busy holidays and my schedule is most likely going to get worse from here. I will try and find time for this obviously, but I am still stumped with the luck manipulation.
Allrighty, let me know if you want me to help out with manipulating luck somewhere, I wouldn''t mind. I can try and find out some general stuff about randomness, such as what actions affect it, if that would help.
That would be a huge help =P I spent some more time trying to figure it out last night. As far as I can tas decently by now, I'm no expert with the game mechanics just yet. The luck manipulation is also to get keys, the other drops do not really matter except maybe health that could be useful at some point. But keys luck manipulation will be needed in 2 or 3 spots from what I can think on top of my head, because I'm changing the route.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
It appears that item drops is affected both by the the location of sprites (both your own sprite, the enemies, any platforms, etc.), as well as input. RAM address 000F seems to reflect this "input randomness". In practice, this means that you can most likely manipulate any item drop you want without losing any time (for example by tapping up at the right frames). I could probably make a lua script that brute forces tests input until it gets the desired drop. If there is a specific situation where you want me to try this out, feel free to upload your movie file and point me to the place where you'd like a certain enemy drop, and I can give my theories a try. :)
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
http://www.nicozon.net/watch/sm9390644 - Goonies II in 13:04 by ???
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Wow, and this guy has made a lot of other TASes as well. I have to check this out...
Active player (253)
Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
I'm not sure the strategy used in that Goonies video would be accepted at this site. He's going around, getting items, saving Goonies, and then dying to get a password. He uses that password to warp back to the beginning to prevent backtracking. However, the password could be used at the beginning of the movie without collecting the Goonies in the first place. If the site thinks this strategy can be used, then Castlevania 2: Simon's Quest would have some big improvements as well.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Player (144)
Joined: 2/27/2011
Posts: 31
Location: Japan
http://winback.web.fc2.com/nicovideo/?sm7853801 NES Goonies II (U) TAS in 15:51 by Sabo-P Authors comment: this movie is faster than current published run under same condition; uses no death and uses no continues
Sonikkustar wrote:
http://www.nicozon.net/watch/sm9390644 - Goonies II in 13:04 by ???
This run is JPN version TAS by same author, and uses deaths and continues. So, current run is improvable even if the strategy of JPN version TAS is not acceptable.
Skilled player (1326)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Isnt the strategy of using a password as a warp like in the video already used in TASes publidhed here? I know for sure that [1685] NES The Legend of Zelda by Baxter & jprofit22 in 22:38.13 & [1144] NES Metroid by Lord_Tom in 08:19.32 use them so I dont see any harm of allowing them here.
Joined: 12/4/2010
Posts: 6
Yeah the use of passwords was also part of the strategy I had come up with to save massive time. I barely get any free time anymore though sadly.
Active player (253)
Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
Sonikkustar wrote:
Isnt the strategy of using a password as a warp like in the video already used in TASes publidhed here? I know for sure that [1685] NES The Legend of Zelda by Baxter & jprofit22 in 22:38.13 & [1144] NES Metroid by Lord_Tom in 08:19.32 use them so I dont see any harm of allowing them here.
I still don't think it's the same. In Zelda and Metroid, an in-game restart or backtrack keypress sequence is used. In the (J) Goonies II video, he actually enters a separate password screen accessed from the title screen. It would be like resetting halfway through a run of Castlevania II: Simon's Quest, and then going to this screen: http://www.youtube.com/watch?v=7wyZWOA8nHs Or resetting in Metroid to get to this screen: http://media.photobucket.com/image/metroid%20password%20screen/Elkovsky/NES%2520pics/Metroid_003.png Or using this in any Megaman game: http://multimedia.cx/eggs/images/megaman2-password-screen.png Anyway, you get the idea.
Post subject: The Goonies 2
Joined: 8/20/2013
Posts: 1
Location: china
Who can give me a detailed talk
......................
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Although McBobX's TAS on Goonies is good, I can't help thinking about how it could be faster .... The idea that I have is primarily: bombs. Although it may take some time to get bombs, I can't help but wonder if it's not worth it? Now, most of you guys in this site are much more intelligent than I am, at least when it comes to technical stuff, so maybe you might be able to see if this video I did, have the potential to be faster; all help is appreciated, and thank you in advance! Greetings! // Diman http://tasvideos.org/userfiles/info/55894437373940442 Oh, by the way, McBobX ; what's up with using the yo yo for every (?) jump? Lol, I'm just curious, man, and I'm sorry if it has been answered before, It is just that I have read through pretty much all of you guys' posts, and I couldn't find anyone that explained it. Moderator edit: I moved your post here. Please use the main game thread for discussing new research. — moozooh
Joined: 5/2/2015
Posts: 132
Happened to come across a game end glitch TAS the other day that I had not seen, there are links to different glitches if you follow the nico links. It appears it is not RTA viable thru this specific method, but I would love to know if it could be. https://www.youtube.com/watch?v=zK_QebIe4aw
Player (58)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Happened to come across a game end glitch TAS the other day that I had not seen, there are links to different glitches if you follow the nico links.
That was pretty cool, man! Thanks for sharing. Now, I still have trouble doing the super boost with a bomb; maybe any of you guys succeed where I failed?..... http://tasvideos.org/userfiles/info/67730397368927456