Posts for AleMastroianni


AleMastroianni
Posted: 1/26/2022 6:07:38 PM PlayStation GamesBugs Bunny: Lost in Time
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Warepire wrote:
AleMastroianni wrote:
I've been working on routing and effectively researching the game physics to the best of my ability in the past year or so - while also TASing the game from scratch a few times; also the normal carrots route, including the latest skips, is completed and adjusted for optimal tas movement: https://docs.google.com/spreadsheets/d/1d91NUBHgrhf5cmwKnDVsUyrlW_nzvQcZGwcKO9ugae0/edit?usp=sharing
Yay, progress! Looking forward to seeing WIPs if you want to post them on occation. By the way, your google docs document requires an account (at least) to view. Is it possible to make it readable for anyone?
Ah, apologies! The link should be available to be seen by everyone now, let me know if that's not the case, anyway, here's a pic of the current route Also, the autowalk script made from Noxxa and you has been incredibly helpful, even for research, so thanks for that! The WIPs optimized to a decent level (btw thanks to Noxxa for checking them out and giving feedback from time to time) are actually a bunch of Nowhere (like 9 of them lmfao) and Wabbit On The Run TASes, since i had extreme problems with octoshock tasing (thats in the past now thanks to Nymashock); here's the most recent one on Octoshock before the desync: Link to video
AleMastroianni
Posted: 1/26/2022 1:37:25 PM PlayStation GamesBugs Bunny: Lost in Time
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
I've been working on routing and effectively researching the game physics to the best of my ability in the past year or so - while also TASing the game from scratch a few times; also the normal carrots route, including the latest skips, is completed and adjusted for optimal tas movement: https://docs.google.com/spreadsheets/d/1d91NUBHgrhf5cmwKnDVsUyrlW_nzvQcZGwcKO9ugae0/edit?usp=sharing The new major skips, besides level specific platforms long jumps, which would be quite a few to list, are the following: What's Cooking Doc - Bird Skip Skips a full revisit of the level, saving a major chunk of time due to routing and loading times avoided. Performed as shown in the video by forcing your way into specific xy coords by proper item placement on near the gate. Link to video Pirate Era - Skull Door Power Skip No need to delay the visit of this level, as the jump power is not required and would even take more time to let Bugs say the magic words to jump on the platform to open the door. Link to video Follow The Red Pirate Road - Magic Door Clipping This is performed by blocking your way on the left of the door, effectively creating another invisible wall by manually placing the wheel object in the level, while also using another one, which pushes Bugs inside the door when thrown correctly, when it bounces back from the wall. Link to video
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
I see, that makes sense, in that case, from a technical standpoint, if things are this way from tasvideos guidelines, im more than happy to postpone this tas and improve it while having the fastest completition, since now Vault is gone.
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
I think this rusn into some frictions due to some discrepancies between actual speedruns and tases. For one, following whats stated on movie rules by TASVideos, unlocking a level is allowed (that would have saved 1 extra round every time i warped from Battle Mode), which i intentionally didnt do cause this TAS started from the base of the current rules on: https://www.speedrun.com/ctr/full_game#Any_Warpless, which states that using in game cheats isnt allowed. Second, it also states that using the “wrong warp” glitch is prohibited strictly for the end cutscene (this got updated precisely since the item manipulation glitch was found, allowing this route) From the category rules, in the link i posted above: “Timing starts upon gaining control of your character after the first loading screen and ends upon crossing the finish line of the final race against Nitrous Oxide. Using Item Manipulation in Dingo Canyon is allowed Using ingame cheats is banned. Savestates on emulators may not be used to reset runs. Battle Mode wrong warp glitch to warp to the credits is NOT allowed in this category.” Timing starting and ending has always been specific to TASes, so i dont need to adress the first line. The rest of the paragraph sums up what i was just pointing. Now, if i were to say that this tas idea didnt originate from the game speedrun category (which it did, arbitrarely), i would find myself in trouble of defining a “clear ending”, if i were to change it to what RedHot suggested. I would first just beat the final boss randomly when collecting a wumpa, not clear at all to the viewer, and minutes later just perform the wrong warp to skip directly to an ending cutscene, without the podium after winning the final race. I cant say i find this an “ending” of the game. At that point one would just perform the geg glitch 16 times in a row, without driving at all, skipping to just an ending cutscene. I think RedHot brings some valid points, and i agree with him to an extent, but i dont consider doing the things 2 manipulations separately as an end to the game. I overall liked the purpose of this tas, balancing somehow the entertainment and the downtime as opposed to the plain and repetitive cutscene skip. I will edit the submission text to include RedHot explanation, which is definitely more clear
AleMastroianni
Posted: 9/1/2021 3:32:49 PM SiteSite Rewrite: Feedback and Testing Wanted
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Wow, looking good! I personally like the colors as they are right now, being colorblind i see often sites and programs not caring at all about it, if some changes will be made towards saturation and contrast, please take this into account, as i feel the purple/blue combination for menu navigation is already too close, but still possible to read clearly. Other than that i dont mind at all the new ui so far! Thanks for this rewrite project!
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Watched two times already. Obvious yes vote. Thanks for putting the effort into making this TAS, i dont know Crash 2 mechanics but this looks awesome.
AleMastroianni
Posted: 8/12/2021 7:39:10 AM PlayStation GamesCTR: Crash Team Racing
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
That works just fine! Decreasing pool size hub's to 0x700 works to make him playable. Do keep in mind that he MIGHT crash the game on tracks like Mystery Caves, but overall, oxide will work in Adventure mode this way. Thanks Spike for putting the effort to make this for whoever who wants to use it
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Wonderful. Loved this TAS from start to end. Yes vote.
AleMastroianni
Posted: 7/15/2021 4:09:21 PM PlayStation GamesCTR: Crash Team Racing
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Zamasu wrote:
I didn't know that I should graphically proof the truth. I didn't see it necessary.
You misunderstood the sentence, "lies" in that instance isnt a name, its a verb, he wasnt saying you were lying.
Zamasu wrote:
At least the script avoids that screen crash error. But now, it also produces screen crash error when you selecting "Adventure" mode. I don't know if I should also proof it. Thanks anyway for the script, it works a bit.
No script or ram poke will make oxide playable in adventure mode. It's a bug from Naughty Dog, unrelated from him not being playable per se. You'd need to hex edit one adress value from 0x800 to 0x700, just bruteforcing character_id wont work for adventure mode. Anyway, it's not that the script "works a bit" (reminder he went out his way and wrote the script to help you), its that you cant have character id = 15 (oxide) and be in character select, the game just isnt designed to let you pick id's beyond 14, which is fake crash. What you want to do is change character id after picking a character, so use the script once you're in level select. Once the track has been loaded, you can turn off the script, so it wont crash when you roll back to change character from the pause menu in-race.
AleMastroianni
Posted: 6/6/2021 8:46:39 AM GeneralAsk a Judge
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Oh, i see. The tases i mentioned are the ones for any% like pirohiko one: https://www.youtube.com/watch?v=wbi_m8HJmRA&t=189s So this wouldnt be applied to the 101% category, even if its different from MAX%, from what i understand. Thats a bummer. Thanks for the clarification then
AleMastroianni
Posted: 6/5/2021 10:16:44 AM GeneralAsk a Judge
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Writing here to ask a clarification towards the developing of CTR 101% TAS (PSX). Recently a glitch that allows to manipulate memory was found, providing a way to obtain collectables in non-conventional ways. It is NOT a duplication glitch, since the collectable wont be available on the corresponding level it belongs to anymore. It's performed by quitting to main menu when you're not supposed to, locking in memory a game-state you're not supposed to keep. This allows for a mix of 2 types of challanges to be available in one race, and some random collectables somehow here manipulate different sections of ram, depending on where/how they are collected. The glitch per se if far more interesting than the 101% of this category, as it would be basically any% x3 times without this. My question here is: is the memory manipulation in these case allowed? The 101% run on speedrun.com DOES allow this without putting it in misc or any other sub/category. It very much resembles the memory manipulation for crystals in the original trilogy of the crash bandicoot games, which have a few tases with this kind of manipulation already. https://www.youtube.com/watch?v=tuOkJPpqc3M
AleMastroianni
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Thanks everyone! I do really appreciate that this TAS was enjoyable; also really glad that even people who didnt know ctr before liked it. To answer ThunderAxe, the pleasure was mine, i've always wanted to get into TASing and i guess meeting you sped up the process along by showing me how much the community is open and generally a nice place to hang around. I finally managed to do the whole commentary and encode it, so here you go! I also added it in the submission text https://youtu.be/KTfSdWXAUr0
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
I didnt know this game existed, i couldnt help it but laugh at how the tas catches jerry immediately, so it was surprisingly entertaining. Yes vote!
AleMastroianni
Posted: 7/10/2020 4:33:28 PM GeneralAsk a Judge
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
I was thinking of tasing PSX CTR Time Trials It's a whole different game mode present in the game; generally its played in competitive with an unlockable character (Penta) which is playable and intended, but it's possible to use him only via password in the main menu. So that would go along the unlockable track (Turbo Track) to do the complete Time Trial TAS Also, PAL Version has a decent advantage over phisics abuse to complete the TAS faster How would that play around for the site rules?
AleMastroianni
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Thanks a lot! This will be pretty handy in some situations.
AleMastroianni
Posted: 7/9/2020 9:06:05 AM Post subject: Keeping inputs when going into RECmode in tastudio BizHawkKeeping inputs when going into RECmode in tastudio
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
I tried looking up if this question was made but i didnt find anything, maybe the answer is obvius in tastudio but honestly some options are still vague to me, so i felt like asking Basically i was wondering if i could write inputs in TAStudio, THEN go in recording mode (to test some things with controller), while keeping certain inputs i already gave (like only the sequences of X for example)
AleMastroianni
Editor,Experienced Forum User,Published Author,Player   (130.1)

Joined: 4/2/2019
Posts: 17
Location: Italy
Patashu wrote:
I've been waiting so long for a CTR full game TAS and it's finally here, I'm excited! I'll have to watch it later, but I've read through the submission notes and have a question - it looks like you don't explain character choice, and you complain about Tiny in some tracks, what other characters were considered and why is Tiny better overall? And since physics are different between NTSC and PAL, it'd be interesting to know which game has the faster track times for each track.
Good suggestion, thanks! I added the answers in the notes