Editor, Player (164)
Joined: 7/10/2022
Posts: 40
Dimon12321 wrote:
I see quite a lot of entries authored by "Raif, TheRealOne or EddyMataGallos". Is he TASing the game alongside you? My God he is productive!
These are the 3 persons that produced the demos mentioned in the beginning of the thread several years ago (well, over 15 years ago it seems, gosh...). I need to reach out to them to get their agreement to reuse their demos for the final TAS, otherwise I'll have to do them again due to tasvideo rules. EddyMataGallos is reactive on Discord (and very helpful!), but I haven't reached out to the other 2 yet. Raif was the authors of most the demos. TheRealOne is the author of this thread, hopefully he'll get notifications for these responses at some point
Editor, Player (164)
Joined: 7/10/2022
Posts: 40
Quick update: - I'm 83/500 levels into the TAS (although 50 were already done) and I've uploaded some of the coolest ones on youtube - the community on Discord is incredibly useful - I've been able to reach out to every author of the original TASes runs, *except* Raif, the central person in most of them. He's been unreachable for a few years now and it's a bit of a problem because if we don't manage to reach him, I'd have to redo the 50 levels already done (as we don't know who did what) - I've kept improving the tooling. I now have lua scripts that draw the hitbox of important elements (doors, switches, ninja) and automatically finds x;y position in memory. I've made a PR to libTAS to add a ramsearch API in lua for this (waiting for review). I still have to figure out how speed actually is stored in memory - I've just figured out there is subpixel precision to x position in the game that varies weirdly depending on air time (jumps). This adds a lot of complexity to find the optimal route for each level and means I may have to optimize levels already done to gain 1 or 2 frames here and there - Someone one Discord called tetra is working on a neural-network-type AI that finishes level on a later game (N++). It starts having promising results and could probably be adapted to N 1.4. At that point it's not possible to know if that AI will barely manage to finish levels or completely maximize every run at a TAS level. More info on the Discord channel. For the moment I'm waiting a little bit to see future developments of this project, because if this eventually avoids having to TAS the 417 remaining levels manually, well... good (every level takes me 15 minutes to 3 hours to TAS, with an average of ~1 hour)
Editor, Experienced player (659)
Joined: 11/8/2010
Posts: 4197
zapkt wrote:
I may have to optimize levels already done to gain 1 or 2 frames here and there ... (every level takes me 15 minutes to 3 hours to TAS, with an average of ~1 hour)
It's up to you of course, but you are not required to spend hours saving 1-2 frames at a time just to make a submission here. It's better to finish and ideally enjoy it, than to burn out halfway through and/or have a bad time. If you want to save every frame possible, go for it. Just know there's a less strenuous option.
Movie Rules wrote:
Your TAS should not be easily improvable. It doesn't have to be absolutely perfect, but it should be clear that effort was put into optimization.