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Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Good luck! In my experience with the prequel, OoB routes are mostly TAS-only (this game also has OoB), so you're likely forced to change much of the route (using the OoB visualization script). Just like the previous game, much of it is unexplored, so you probably will find something new.
SoapAgent
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Joined: 4/2/2017
Posts: 13
Location: TASVideos.org, of course...
jlun2 wrote:
Good luck! In my experience with the prequel, OoB routes are mostly TAS-only (this game also has OoB), so you're likely forced to change much of the route (using the OoB visualization script). Just like the previous game, much of it is unexplored, so you probably will find something new.
OoB cannot be accessed quite as easily as in WL2, since wall clipping into a closed space makes Wario crouched and unable to jump. Instead, you need to get into a transformation that allows Wario to stand in the wall without crouching and jump beyond the bounds of the level. The only actual out of bounds I have accessed so far in this TAS is a shortcut in S3 Red, which can be seen in the WIP video I posted (about 46 minutes in). It is true, there is plenty of unexplored OoB in the game, but judging from what everyone's discovered so far, getting anything OoB takes way too long in comparison with the intended way. Since the goal of this TAS is to ultimately get every treasure and every music coin, sequence breaking accomplishes very little besides overworld optimization. If you are thinking of other tricks, like wall clips, transformation climbs, and the screen scroll glitch (all of which can be done in WL2 afaik), then rest assured there is plenty of that in here. Anyway, I had to take a short break from this over the weekend and some of last week, but at the moment I have finished 67 levels, and the movie clocks in at about 1 hour and 37 minutes. The levels only get longer from here, and I still have 15 levels with music coins to collect. I'll probably upload a 4th WIP after I get 75 treasures, and I encourage everyone who sees this or the previous WIP to look for improvements that I may have missed.
Post subject: Re: 100% TAS
TheKDX7
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Player (118)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
SMWAgent09AF wrote:
Hi all, I am a relatively new RTA runner of Wario Land 3, and I decided to review/improve the RTA route for 100% and make a TAS out of it. I have currently done a little over an hour of the movie, which I estimate will clock in at about 3h25m in the end. I don't know how familiar people are with this game here, as this topic hasn't been posted in for a while, but I would appreciate any feedback or optimizations anyone notices. I am including a YouTube link to the most recent WIP as of this writing below. Some informational documents and some bk2 movies are in the Drive folder in the video's description. https://www.youtube.com/watch?v=tsxMcLMykvA Thanks! This is my first post here; please let me know if I'm doing something wrong (:
I'm glad someone is working on this game right now, it's a really good job done. I have potentially noticed a slight saving of time which could be considered. In your video (WIP3), from 12:15 to 12:21 you push the stove. You can probably avoid falling back on the platform below, which would avoid the automatic auto-scroll of the screen. As is the case in the video from ISM. https://youtu.be/VXRG9oi-as8?t=720 I'm not totally done looking at the WIP but will try to edit this comment if I notice anything else.
Acumenium
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Joined: 6/11/2020
Posts: 73
SMWAgent09AF wrote:
jlun2 wrote:
Good luck! In my experience with the prequel, OoB routes are mostly TAS-only (this game also has OoB), so you're likely forced to change much of the route (using the OoB visualization script). Just like the previous game, much of it is unexplored, so you probably will find something new.
OoB cannot be accessed quite as easily as in WL2, since wall clipping into a closed space makes Wario crouched and unable to jump. Instead, you need to get into a transformation that allows Wario to stand in the wall without crouching and jump beyond the bounds of the level. The only actual out of bounds I have accessed so far in this TAS is a shortcut in S3 Red, which can be seen in the WIP video I posted (about 46 minutes in). It is true, there is plenty of unexplored OoB in the game, but judging from what everyone's discovered so far, getting anything OoB takes way too long in comparison with the intended way. Since the goal of this TAS is to ultimately get every treasure and every music coin, sequence breaking accomplishes very little besides overworld optimization. If you are thinking of other tricks, like wall clips, transformation climbs, and the screen scroll glitch (all of which can be done in WL2 afaik), then rest assured there is plenty of that in here. Anyway, I had to take a short break from this over the weekend and some of last week, but at the moment I have finished 67 levels, and the movie clocks in at about 1 hour and 37 minutes. The levels only get longer from here, and I still have 15 levels with music coins to collect. I'll probably upload a 4th WIP after I get 75 treasures, and I encourage everyone who sees this or the previous WIP to look for improvements that I may have missed.
When you're trying to go for all treasures, it is true OoB isn't (as) helpful. That being said, are there any areas where you can get power-ups earlier and remove the need to backtrack? Or skip boss battles? I believe ISM's run skipped a great many bosses by glitchy jumps or phasing through some walls, etc. I imagine this was probably already mulled over though. Had no idea you posted your WIP to YouTube---misread it for a userfile. Gotta check this out! WL3 is one of my favorite games!
Post subject: Re: 100% TAS
SoapAgent
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Joined: 4/2/2017
Posts: 13
Location: TASVideos.org, of course...
TheKDX7 wrote:
In your video (WIP3), from 12:15 to 12:21 you push the stove. You can probably avoid falling back on the platform below, which would avoid the automatic auto-scroll of the screen. As is the case in the video from ISM. https://youtu.be/VXRG9oi-as8?t=720
It's true, preventing the screen from scrolling would save time. However, as it stands, I didn't find a possible way to do this myself. I think that, because of how the boiler RNG works, it probably requires a bit of luck to get the right pushes quickly enough in sequence, since otherwise you end up waiting too long for RNG and the boiler falls down since it's in midair. I suspect that emulation issues are also a factor, since even the canceled All Chests TAS from a couple years ago will desync on newer versions of BizHawk as soon as something involving golf/boilers/etc. comes up, and ISMin's TAS is from 2012. I also probably don't have as much patience as ISM, but I do remember spending a good couple hours on this when doing my own sweep through the 3rd WIP. edit: Okay, I just spent 20 minutes redoing that segment and actually got it to work, saving 82 frames. Time to resync the 60 levels after it, accounting for RNG :/ Here's hoping I don't lose 30 of those frames to worse golf luck and 100 more frames to wolfenboss patterns.
Post subject: Re: 100% TAS
TheKDX7
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Player (118)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
SMWAgent09AF wrote:
TheKDX7 wrote:
In your video (WIP3), from 12:15 to 12:21 you push the stove. You can probably avoid falling back on the platform below, which would avoid the automatic auto-scroll of the screen. As is the case in the video from ISM. https://youtu.be/VXRG9oi-as8?t=720
It's true, preventing the screen from scrolling would save time. However, as it stands, I didn't find a possible way to do this myself. I think that, because of how the boiler RNG works, it probably requires a bit of luck to get the right pushes quickly enough in sequence, since otherwise you end up waiting too long for RNG and the boiler falls down since it's in midair. I suspect that emulation issues are also a factor, since even the canceled All Chests TAS from a couple years ago will desync on newer versions of BizHawk as soon as something involving golf/boilers/etc. comes up, and ISMin's TAS is from 2012. I also probably don't have as much patience as ISM, but I do remember spending a good couple hours on this when doing my own sweep through the 3rd WIP. edit: Okay, I just spent 20 minutes redoing that segment and actually got it to work, saving 82 frames. Time to resync the 60 levels after it, accounting for RNG :/ Here's hoping I don't lose 30 of those frames to worse golf luck and 100 more frames to wolfenboss patterns.
Courage, we hope you don't have too many problems with RNG. Good luck
Fortranm
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Joined: 10/19/2013
Posts: 1121
SoapAgent
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Posts: 13
Location: TASVideos.org, of course...
Fortranm wrote:
Link to video Link to video
^^ these are emulator-only. I believe a TAS can use a faster setup to get to the zombie room in order to get to the "lamp room" than what humans can do, though, in case someone wants to do this new any% route. A "true" credits warp can only currently be done on 3DS for now.
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 778
Location: California
SMWAgent09AF wrote:
A "true" credits warp can only currently be done on 3DS for now.
Judging by the video, I would presume this means the "credits warp" for now hits an invalid opcode. The 3DSVC is just Nintendo's shitty emulator, which ignores these opcodes rather than hardlock as original hardware did.
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