Posts for ALAKTORN


ALAKTORN
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I can’t see anything more to improve in the first stage, so now I’m trying to test the Katanal Grenade strategy. Stage 1 loading makes no sense. Top is current (no Grenade). First value is frame I press Start; then frame the first level loads (black screen); difference to first one; how soon I press Start; lag frames 2203 2686 (736 -> 748 lag) 2205 2707 21 first frame 736 -> 747 2206 2708 22 second frame 736 -> 747 2207 2692 6 third frame 736 -> 748 2208 2691 5 fourth frame 736 -> 748 — best one 2209 2711 25 fifth frame 736 -> 747 2210 2695 9 sixth frame 736 -> 748 2211 2713 27 sevent frame 736 -> 747 2212 2695 9 eighth frame 736 -> 748 2213 2696 10 ninth frame 736 -> 748 2214 2716 30 tenth frame 736 -> 747 2215 2700 14 eleventh frame 736 -> 748 Stopped there because I’m sure it’s not getting faster. As you can see depending on the timing with which you press Start to start the level, load times will differ for some reason. All I can see is that more lag gives better results. Also that delaying the input by 3 frames is faster, lol how stupid. Of note: do not rely on visuals when picking items, the game lags behind a lot and doesn’t draw everything at top speed. Just string together the fastest possible input, and regardless of what’s shown on screen, you’re likely to have actually picked every item. Edit: Now that I think about it, the different load times are almost certainly due to the 3 different possible layouts… For whatever reason I’m getting 0 lag at Katanal with the Grenade… From 1035 to 748, but there is 0 difference in frames… what the hell lol. Attack damages. A 7 A 11 A 20 UDA 20 RA 8 LA 16 LA 10 RA 25 JA 16 UUA 13 R1A 25 I’m sure 1 Grenade for Katanal is faster, but I can’t figure out a strategy. Trading like I mentioned a year ago seems terrible, getting slashed loses a lot of time; unless there’s a faster way to trade I forgot about. Problem also is that Katanal goes flying after being hit by the Grenade, so I have to wait for him to hit the ground or I can’t combo properly. Maybe using the Grenade at the end is faster. Also if we could get godlike manipulation, maybe using Shuriken here would be faster too. 5818 6227 Katanal frames for reference (no Grenade).
ALAKTORN
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DeadPark wrote:
when i tried to load the cheat after the playback already started, it seems to ignore it. i still ended up getting a game over.
I’ve never used BizHawk but are you sure you activated the cheat correctly? It should work.
ALAKTORN
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Tangent wrote:
Like Resident Evil, there's a ridiculous amount of dead time due to door transitions and item collection. The in-game time provides a decent rough estimate to that dead time in Super Metroid's case, where you can see it's to the tune of half an hour. And those are only the improvements that he's aware of. There are very likely more if he's not doing somewhat basic things like resource management well.
Fair enough.
ALAKTORN
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Some people are too stuck up on the “optimization” issue, I feel. Where was all that during the original Tenchu submission? Also 90 seconds for an over an hour run really isn’t that much.
ALAKTORN
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Ah, understood. Maybe I could try to find a way to ask him eventually…
ALAKTORN
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LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL I CAN’T BELIEVE THIS GAME. http://i.imgur.com/pF3jitd.jpg I’M INSIDE THE WALL http://i.imgur.com/grPjO2j.jpg SO FAR IN THAT THE DOORS OPEN TO THE OTHER SIDE LOLLLLLLLLLLLLLLLLLLLLLLLLLLLL. And still only saved 4 frames with all that optimization. :( Edit: Way too tired right now, I feel like 2 more frames are saveable but I think I’m done with the first stage now. Would take too much effort to save those 2 frames and I probably wouldn’t be able to anyway. Synced everything, Echigoya death 8433 (4 frames save): http://tasvideos.org/userfiles/info/23336620125877012 Used ≈ 600 rerecords, but I spent hours testing speed stuff outside of TASing. Edit: Now that I think about it it might be possible to improve the entering of the roof with similar wall-glitching movement. I don’t think the exiting can be improved. Edit: Wall glitching not possible there. Tried a bunch of different ways to do the dashjump into the hole, but they all tied, lol.
ALAKTORN
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Attempting some speed tests between the characters. All values are floored. Depending on motion angle(?), the values can slightly vary. Tests in order: running, dashing, dashjumping. Rikimaru: 106 106 106 139 139 118 112 119 122 142 139 119 (repeat) = 1467 (12 values) 106 106 109 139 138 119 112 120 120 143 139 119 (repeat) = 1470 (12 values) 16 ..265 123 114 111 117 131 176 197 189 192 187 (jump) = 1818 (12 values) 19 ..259 122 115 110 115 129 176 196 188 191 186 (jump) = 1806 (12 values) 106.9766 start 15 ..263 122 115 110 115 129 176 196 188 191 186 (jump) = 1806 (12 values) 143.7532 start 14 ..244 122 115 110 115 129 176 196 188 191 186 (jump) = 1786 (12 values) 119.2182 start Jump continuation of #1: 83 250 96 79 59 65 61 79 78 73 91 104 128 192 277 340 333 301 183 and then some more numbers. (Old test.) Jump continuation of #3 and #4: 81 249 95 79 58 65 61 78 78 71 90 103 128 191 276 340 333 300 183 8 95 124 38 148 298 398 380 290 147 11 107 40 71 100 122 126 115 (jump) 115 (repeat from 2nd value) = 5592 (38 values) Dashjumping timing tests: 186 → 81 full sequence 191 → 26 − 1 overall value — seems terrible 188 → 61 − 2 overall values — seems terrible 196 → 126 − 3 overall values − may be good? 176 → 200 − 4 overall values — seems bad 129 → 255 − 5 overall values — may be good? Edit: This is great for entering Echigoya. Guess for short distances it’s a pretty nice value. Edit: Entering Echigoya is giving me different numbers. 255 250 95 79 58 114 111 128 76 73 90 0 with a 129 start. 65 61 78 became 114 111 128 for some reason. Ayame: 104 137 137 136 128 119 112 114 122 146 147 130 118 111 (repeat) = 1761 (14 values), 12 values = 1532, ≈ 65 units faster than Rikimaru. 50 ..256 67 ..96 ..194 226 218 213 207 176 122 (jump) = 1825 (11 values) 53 ..263 66 ..95 ..193 225 216 214 206 177 122 (jump) = 1830 (11 values) 55 ..65 ..95 ..192 226 217 212 207 177 121 (jump) = 1567 (10 values), didn’t get the 2nd ~260, was from standstill. 47 ..264 65 ..95 ..192 226 217 212 207 177 121 (jump) = 1823 (11 values) 138.7083 start 43 ..248 65 ..95 ..192 226 217 212 207 177 121 (jump) = 1803 (11 values) 104.8093 start 51 ..264 65 ..95 ..192 226 217 212 207 177 121 (jump) = 1827 (11 values) 147.9628 start ≈ 10 units faster than Rikimaru’s, with 1 less value. Jump continuation of #2: 139 250 95 78 57 65 57 76 74 68 87 101 127 193 288 355 351 312 184 1 113 148 51 150 315 418 396 298 144 23 125 51 67 100 122 128 44 (failed jump) 78 etc. to stop = 5607 (36 values) Jump continuation of #4, #5, and #6: 138 248 95 79 57 63 59 75 74 69 88 100 128 193 288 356 350 314 184 3 113 147 51 151 316 416 397 297 145 24 124 52 66 101 122 128 116 (jump) 114 (repeat from 2nd value) = 5841 (38 values), 36 values = 5611 ≈ 249 units faster than Rikimaru’s. Dashjumping timing tests: 121 → 138 full sequence 177 → 143 − 1 overall value — seems best 207 → 93 − 2 overall values — seems terrible 212 → 33 − 3 overall values — seems terrible 217 → 89 − 4 overall values — seems terrible 226 → 178 − 5 overall values — seems bad The first two values of dash and the first of dashjumping seem to vary depending on when you start them. Other minor differences seem to depend on motion angle (running speed as a whole seems to depend on it…). For dash, starting it at the lowest possible running speed seems best, for dashjumping, I’m unsure, it varies in weird ways. As I thought, Ayame is faster. I don’t think she’d be overall, though, I think her boss fights are slower (and she fights 1 more). Going by these tests, my TAS so far seems to make good usage of dashjumping, except for when exiting the roof where I start a dashjump with 143 speed which seems like a terrible idea… Let’s see if I can improve it. -1271 2915 vs. -1275 2914 I expected a bigger improvement, lol. That’s not going to help. Time to try TASing again. Hopefully I can finish up the first stage optimization today.
ALAKTORN
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ALAKTORN wrote:
Spikestuff wrote:
ALAKTORN wrote:
I thought BizHawk did NES? Am I wrong or is that also not up to par?
http://tasvideos.org/EmulatorResources/NESAccuracyTests.html
Thanks. Bizhawk 26 52 13 33 5 3 132 83.5% The 3 should be bolded if I’m understanding it right.
So is anyone gonna fix that?
ALAKTORN
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Hetfield90 wrote:
Well after obtaining the leg parts, you have to input the dash after the jump if you are wall jumping from further away from the wall and not already in dash speed, otherwise air dash will override the jump.
I meant if for example when walljumping over an obstacle going to the right, it was worthwhile to delay the dash for a few frames until the movement to the right kicks in rather than dashing from the start and getting a boost in speed while moving away from the wall.
ALAKTORN
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Hetfield90 wrote:
For wall jumps, you have something like 5 frames where you can input dash after the jump to still get dash speed.
Is/can that be abused to save time?
ALAKTORN
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In the X series can you jump first and dash a frame or so after to get dashjumps or do you have to dash first?
ALAKTORN
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“This run has been delayed due to Dooty not being able to fix the missing ring, but after thinking outside the box, I managed to finally able to fix the missing ring not appearing by saving at the Boadroom and loading a save file which will show all objects after loading. Before watching this movie, you will need to format the memory card otherwise it will cause a desync.” What?
ALAKTORN
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Dooty wrote:
...if I manage to optimize the vehicle stages like Love R did, that is.
Can’t you just copy-paste his input?
ALAKTORN
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—CUT— Nothing important here. I don’t see anything else of use. How is the run going?
ALAKTORN
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Samlaptop wrote:
This trick can save at least 2 frames but it causes desyncs along the way.
2 is a big drop from the 20 mentioned in the submission text.
ALAKTORN
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At 1:00 in the YT encode, it looks like you slowed down for 1 frame or so in order to get up that obstacle. Couldn’t you just make a big jump from the one before it to it? Am I just seeing things?
ALAKTORN
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Spikestuff wrote:
ALAKTORN wrote:
I thought BizHawk did NES? Am I wrong or is that also not up to par?
http://tasvideos.org/EmulatorResources/NESAccuracyTests.html
Thanks. Bizhawk 26 52 13 33 5 3 132 83.5% The 3 should be bolded if I’m understanding it right. Edit: Mixing puNES and BizHawk would give 100%, so wouldn’t that be good/feasable? Edit: Nvm wouldn’t be 100% still.
ALAKTORN
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True wrote:
We need a better emulator for NES anyway, period.
I thought BizHawk did NES? Am I wrong or is that also not up to par?
ALAKTORN
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Pirohiko link in OP text is broken. Edit: “I say in FCEUX because this emulator only lets you input once per frame, even when it is polled multiple times. This also had the effect that sometimes some buttons were lost (because of unfortunate timing) and I had to wait a frame.” So does this mean it would be faster on a better emulator? 7/8.8
ALAKTORN
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Wow, TASing this game is hard. Speeds and collisions make no sense. I’m a bad TASer. 8437 Echigoya death now. New hook shot saved ≈ 30f, Select + Up 2f, better running optimization(?) ≈ 6f, for a total of 38 frames saved compared to the old prediction (8475 → 8437). No frames lost at Echigoya. 46″ in-game time, now 11″ faster than Hathor’s TAS, lol. Took me 1463 rerecords and a bunch of hours. Still not done. Latter part of running to Echigoya should still be improvable 2–6 frames. Will try next time. Wish I was better at TASing. http://tasvideos.org/userfiles/info/23227925003734882 Edit: Oh yeah I tried a bunch of ways to manipulate the camera after Katanal for the hook shot, but the normal way ended up being best. Actually having camera RAM addresses would be helpful. Also tried hooking my way out of the roof, but it’s slightly slower even if you consider a perfect landing (which I wasn’t able to get anyway).
ALAKTORN
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ALAKTORN wrote:
The old (good) after Katanal and Echigoya fight doesn’t seem to sync. I’ll look into it more another time.
Oh shit… Made a weird, annoying discovery. The path of the hook item (and now that I think about it probably the Shuriken too) is determined by RNG. Everything syncs perfectly up until the hook is shot, and the only difference is RNG. http://i.imgur.com/aENIE4f.jpg This means that despite the RNG being reset at the start of each level, this game isn’t hex-friendly at all… Fuck. Current RNG is making me land 2 frames later after the hook shot. The difference in position is extremely minimal, but still affects it. Edit: Tried a different RNG on Katanal and the second to last hit or so desynced, haha. Damn this game. Since I went ahead and did the calcs I’ll just dump them here as well: 106 106 106 139 139 118 112 119 122 142 139 119 (repeat) = 1467 16 ..265 123 114 111 117 131 176 197 189 192 187 (jump) = 1818 Running vs. dashing speed, the biggest boost in dashing comes at the end so doing dashes as big as possible seems best. Continuation of that dash with a jump: 83 250 96 79 59 65 61 79 78 73 91 104 128 192 277 340 333 301 183 and then some more numbers, so here again the big boost comes after a while. Edit2: No worries, found out the old hook shot was absolutely terrible. Makes you wonder why so many TASes used this terrible shot… It’s the human strategy and horribly slow for TAS. Found out that pressing Attack/Jump during a hook/shuriken throwing it cancels the throw. Edit3: Omg running against walls gives you a speed boost it seems. Not sure whether it’s actually helpful when considering trajectory though. Edit: Correction, only against wall corners, and it seems to be helpful.
ALAKTORN
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scrimpeh wrote:
psxhawk is cancelled sorry :(
Really?
ALAKTORN
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http://www.nicovideo.jp/watch/sm26145502 ^The original Nicovideo also links to this in the description, not sure what it’s about: http://www.nicovideo.jp/watch/sm26154581 He also says in the description that “Chaos” was the only thing that wasn’t improvable on the JPN version… but Dooty said otherwise. He had 169952 rerecords btw, that’s pretty ridiculous. Here’s the input file btw: https://kie.nu/2xMO http://www.nicovideo.jp/nicorepo/1/26304448/14304908518603 love_R こちらを公式のv1.51(?)のSNES9Xで読み込めば多分シンクロすると思います。比較すると穴が見えるかもしれませんが気にしないでください...orz May 02, 2015, 23:13 love_R あとエミュの違いでBGMのBPMが違うので、比較しているとそのうちBGMがずれていきますのであらかじめご了承ください May 02, 2015, 23:18 Sounds like he used SNES9x v1.51.
ALAKTORN
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^I see, thanks for the explanation.
ALAKTORN
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itsPersonnal wrote:
'been saying this is faster for years but I've never seen anyone else attempt movement like it before https://www.youtube.com/watch?v=B7zZBC3Jxy8
That’s really cool. What movement are you doing there specifically? And it’s faster than sliding with the noozle or what?