Posts for Aglar

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Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Now I wonder what to do. It would suck to optimize animal cage situation right now and later in the run find out that one of the early levels can be improved so it must be manipulated again. The best thing would be to TAS all levels of the game and take care of all of them at the end. However since the water levels had some lag issues it might be troublesome as well. TASing the first 3 worlds before taking care of the cages shouldn't be any problem though I guess.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
marzojr wrote:
Out of curiosity: what version of Gens are you using (just to rule out differences in Lua)?
11b
marzojr wrote:
Also, something to try, just to be sure: after running the script, and while recording, could you try doing a manual savestate, advancing one frame then loading this state (another just in case)?
Yeah, the problem remains. I improved GHZ2 by 2 frames so if you want to do some testings that should be performed on this gmv: http://dehacked.2y.net/microstorage.php/info/1214893835/Sonic%20The%20Hedgehog%20%28W%29%20%28REV%2001%29%20Act2improved.gmv - here I loaded the "best time" but you can see that they leave long after that. (Rerecords became a little to high when I hexed in the rest, I really only used 2/3 of that) And about the testing algorithm itself: What really (pretty much always) determines the final animal time are the last couple of bunnys. Ideally the last 4 (maybe 5) bunnys should jump out of one of the edges of the cage and then of course leave the screen in the direction where the distance to the edge of the screen is the shortest. Maybe you can adjust the script to set more priority of this?
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Sonikkustar wrote:
Thats pretty awesome Aglar, but it also kinda demotivates me to finish my run now unfourtunately. :( Anyways, nice work!
Of course I didn't intend stealing the run away from you, only to see if I could optimize some movements a little further - which eventually could be hexed into your run. But when one level was done, another one easily got done as well and now I'm actually somewhat interested in completing the run. Hope you're ok with that, otherwise we can discuss it over PM. Regarding the script, I don't know if I'm just untalented but I couldn't get it to fully work. I started the script at frame 7479 (1 frame before hitting the button) and let it run for like 5 minutes (just for test), then I stopped it and played back the run. When it got to the animal situation, the pause button was used for manipulation (which shouldn't be the case I guess) and the animals left the screen much later than what was shown after I'd stopped the script.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Tasing this game is quite addicting, but also tedious in its places. My times for the first world are:
Green Hill 1: 0:24:25 - Some different jumps and faster loop
Green Hill 2: 0:13:07 - New setup for the zipping (my first zip in a Sonic game ever)
Green Hill 3: 0:30:45 - Time gained at the boss, in order to deliver the final blow as fast as possible your y-subpixel value, when landing on the platform, must be < 80
http://dehacked.2y.net/microstorage.php/info/1263748122/Sonic%20The%20Hedgehog%20%28W%29%20%28REV%2001%29%20Aglar_world1.gmv Thanks to Sonikkustar for the his previous work that provided great help! Apparently, it's random how the animals that you set free are jumping and I lost some time here. Would the priority be to beat the level as fast as possible or wait some frames before hitting the button to get the best randomness? I like the former best (even if it's not enough for gaining an extra clock-second) as it's more consistent with the in-game time goal for the run.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Is this game hex-friendly? I might go on some frame hunting in the earlier levels when I have the time and mood.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Congratulations in finshing this hard task and winning the contest! Truly a very impressive effort given the limited timeframe. I saw some things that could've been a little faster but it's not like you could've spent days optimizing each room. Really nice RNG manipulation! I didn't even know there existed a series of 25 RNG numbers where only 3 of them were even (for the bull band), and you also got perfect RNG manipulation for the first ghost dog - everything without significant waiting in between the levels. If it's not too much to ask, I'd really like to know how the RNG planning process played out. Team 1's effort in completing the task is also worth kudos. Sub 17 is respect!
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
Aglar, how about SF 2010?
I have other plans at the moment. But for the future you never know.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
FODA wrote:
How did you improve the bosses? If there's one thing I thought was perfect, that thing has to be the boss battles. Especially level 3 (which was funny btw). Did you improve them by lag control? I see some of them had better luck manipulation.
For the 1st and last bosses, it's all about hitting them at the earliest frame possible which isn't completely trivial to do because of the jumping physics. 2nd boss is all about manipulation. For the 3rd boss it was slightly faster to wait for each enemy to land before hitting them. The 4th and 5th bosses were improved by better precision. Glad you appreciate the run:)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
There's a difference between simple-looking games and games that are simple to make a high quality TAS of. I can't think of many NES games that fit the second criterion. Anyway my main point, for future contests, is that you should pick a game by judging the TAS potential of it, not what system it's for.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
You mean that for NES games it's so simple to find which strategies, tricks and glitches you are to use for each situation that in the end they're basically only about frame optimization? Last year, a couple of individual TAS competions where hold - http://tasvideos.org/forum/viewtopic.php?t=9971 - where two contests saw multiple submissions, Megaman 4 for NES and Klonoa for GBA and the later became much more of a frame war than the former. I'd say it's more game-specific than console-specific.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
pirate_sephiroth wrote:
I suggest another rule: NO NES GAMES ALLOWED they just make boring frame wars
Please evolve what you mean.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Lol - this and the NES run are of exactly the same length.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I'm taking this. Seems very TAS-friendly and not too much lag to take care of. Of course it'll be a complete remake rather than just editing in the shortcut and trying to make the rest of the run sync. If anyone wants to add some input animations to the run when I'm done with it, contact me. Otherwise I'll probably skip it.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I'd sure be glad if the Rockin Kats run was to be made in form of a contest. Just think about that it will require a HUGE amount of planning before the run can even be started, as mentioned here http://tasvideos.org/forum/viewtopic.php?p=229753#229753 (BTW, you "only" need to manipulate 25 values for the first boss as opposed to what I wrote earlier) Also I guess I now need to share my final work of this game, where I continued a little on my previously posted testrun. I have further ideas for how to improve it but maybe that should be a part of the competition for others to figure out? I haven't really read enough about the contest itself to know what the goals are, the timeframe or how optimized you're going to make the run. http://dehacked.2y.net/microstorage.php/info/1563824369/Rockin%27%20Kats%20%28U%29test.fcm (I think it'd desync if I'd try to convert it to fm2)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Used Nesticle for the first time in autumn 1998, at school.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
You beat me to it! We apparently made these TASes at the same time, I just went for lunch before posting it here: http://dehacked.2y.net/microstorage.php/info/669574632/BattleKid2-demo.fm2 You're clearly improving as a TASer. I'm not as much ahead of you as the input file shows, because I didn't take the portals and also ended the input earlier.
feos wrote:
Only Aglar can improve this now.
Post subject: Re: #3261: Kyman & SilentSlayers's NES A Boy and His Blob in 01:41.0
Experienced Forum User, Published Author, Expert player (3593)
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Kyman wrote:
EDIT: Aglar, if you could improve the ending like you say, I will add you as an author because I seriously can't do it.
Well, here it is: http://dehacked.2y.net/microstorage.php/info/1721514193/A%20Boy%20and%20His%20Blob%20TAS%20-%20Copy.fm2 I suppose since the two of you have spent the most time optimizing such a trivial game as SM64, you'll get problems when trying to optimize such a sophistical maze like this game. JK:)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
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I quickly compared the parts of the new run and my run that where the same and apparently I did the last hole drops (at around frame 5800 in your run) 15 frames faster or so. I think it has to do with just whistling at a different frame. It should be changed fast since it's at the end. Be sure to always carefully compare your progress to previous runs that contain the same maneuvers to make sure that obvious improvements don't get overlooked.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
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Silent_Slayers wrote:
Thanks we'll remake it with that then, Aglar. We only first played this game today, so we're pretty new to it. Can you please explain a little bit more about this acceleration and max speed that we didn't use? Thanks!
Watch the speed, address 2a, if you aren't already. Then go to the scenario just as you've landed on with the rocket and look at how the values differs between the run in my earlier post and your. I don't fully remember the logic in how timers work that decides whether its ok to accelerate at a certain frame or not, but it should be obvious after some comparison and trying. The logic behind the max speed trick is this, as I remember it: when your speed is 24 or higher each acceleration step increases the speed value by 8 as long as the value is below 48, which means that once you reach 48 you can't go faster unless you decrease your speed. By decreasing it to 47 you can thus get your speed to 55.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I somehow knew that route could be used to beat the game faster. Great job finding it, it definitely makes the run MUCH more enjoyable! However... this run is improvable by some seconds, because you don't use the trick to accelerate faster nor reach the maximum speed as seen in the current published run. Here's a run, which originally was intended to be an April Fools' submission but never made it (it was meant to show how to get to one of the endng screen as fast as possible), that you can compare to your run: http://dehacked.2y.net/microstorage.php/info/1759034654/Boy%20and%20His%20Blob%20-%20Trouble%20on%20Blobolonia%2C%20A%20%28U%29april.fm2
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Derakon wrote:
I'm not familiar with the 2P mechanics of the game -- does player 2 become player 1 (complete with working controls) if player 1 game-overs?
Probably not, I overlooked the fact that you might not be able to control player 2 even if he's alone. This most likely won't work then.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Just a small "obvious" timesaver: On the Clinger Winger level, I suppose it'd be faster to make player 1 Game over since he can be hit faster - maybe you've already thought about this. This is given that you first can get player 1 down to 0 extra lives before that level, which I'm not sure can be done without losing time.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
+++++++++[>+++++++>+++++++++++>++++++++++++>+++++<<<<-]>++.>++++.>++++++.<--..-.>>+.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
NitroGenesis has lost the interest in the 2-player run so it's once again open to join it for anyone who feels like it. Notice that I, in my previous post about this, mentioned it'd be a tough run to make - meaning, don't join and except a straight forward execution. How tough it'll be is hard to explain without giving out way too detailed information. But basically, in most 2D-platformers there are lots of "trivial" parts when TASing them, like walking in one direction for a long time without any challenging obstacles. In this run there's no such place, and you can never really be sure that you've ever done something as fast as possible. So only join if you like hard challenges. Welcome:)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3593)
Joined: 11/9/2007
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Location: Varberg, Sweden
My spontaneous thought is that a run of this game isn't really in need of co-operation. Of course I could always try to be of assistance if Randil needs help with certain situations in the run.
feos wrote:
Only Aglar can improve this now.
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