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Alyosha
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I have to say I do not think that is very good precedent. If spikestuff's run is faster (in terms of gameplay) on a more accurate emulator then it should be the one published, not the inaccurate one. It's not what can be done on snes9x 1.43 that should be the benchmark, but what can be done on console, and spikestuff's explanation make's it clear why he saved one frame. Of course this is only hypothetical without actually being tested. I would gladly send any of our amazing console verifier people a copy of this game to get it done. Pokemon yellow probably had little chance of syncing anyway regardless of core, but this is comparing bsnes and snes9x we're talking about here, I htink it's a good chance to make a new precedent.
Alyosha
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After many, many attempts at lag reduction, here is the first level of wai wai world, 170 frames ahead of fuzi2. http://tasvideos.org/userfiles/info/28612985722603033 Pretty much the only improvement is in lag reduction, as the level is pretty linear and the route of the game overall seems pretty well optimized. To get that lag reduction though was no easy feat. There is a lot of manipulation and careful movement needed, I do hope the other levels are easier then this one. Oh, i also found a bug where if 1 character dies right when there is a screen transition, the game will crash. I didn't look too deeply into it , but it looks like a stack corruption glitch. I couldn't get anything besides a crash to happen, it eventually ends up at a 02 opcode.
Alyosha
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wow another unexpectedly large improvement, nice! I started to look at this myself but it looked pretty fast already, glad you found a lot of improvements. 2016 is starting off as a great year for improvements!
Alyosha
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wow RobynS you are on a roll! Keep it up! Somehow I have never seen the arcade version of this before, looks fast and fun.
Alyosha
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Hurray for improvements! Who would have thought such a big improvement was possible? Keep up the great work BrunoVisnadi.
Alyosha
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The new in-game time is now: 51:15. The published run was at 53:15 before the last frame of input.
According to spikestuff, this movie is 32 frames faster over the current published run.
These 2 statements seem mismatched. Spikestuff was comparing to the cancelled submission, not the published one. Anyway, I'm glad the missing ring riddle is finally solved!
Alyosha
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grassini wrote:
i hope this obsoletes the new challengers ken zangief snes runs from the past,easy yes vote.
seconding 8D Also I really liked the Akuma vs Akuma fight, that was clever.
Alyosha
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Hurray time to remove Out to Lunch! That brings it down to 21. I'm still pretty stuck on Double Dragon, I also tried Cobra Triangle but it was so boring I couldn't continue. Most likely Wai Wai World will be my next target.
Alyosha
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Thanks for encoding this fsvgm777. Out of curiosity, how did you get rid of the high pitched whirring sound whenever an item is picked up? Is it just encoding magic? Honestly just having that removed makes the run much more enjoyable, thanks!
Alyosha
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dwangoAC wrote:
I would obviously prefer that this fell into a demo or technical showcase tier, but the site lacks that.
I'm not sure it was ever publicized but there is a recently added demonstration category at least that I hope this run makes it into. (Added about a week ago as far as I can tell.) I particularly like the high level of documentation done here, as this kind of knowledge is always at risk of being lost if not properly written down. The article can be renamed .lsmv and magically run? WOW!
Alyosha
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Dimon12321 wrote:
People want to see TASes of modern games (games for Wii, GC), but not many of us (I mean TASVideos community) takes long games because of difficult mechanics, RNG manipulations (AI actions, weapon damages etc), possible improves, route planning and so on. What do you think about the acception of partially TASed games (completed circle of missions/stages/areas or other part of sth game which has the logical ending)? So we can cover more games and attract more people! Share your opinions!
This is actually something I've put a bit of thought into myself. Is there a way to speed up the TASing process for modern games? I've thought about macro level TASing where you just string together common movements but I don't think that would make it very far. I've also considered autmoated path finding between waypoints so the TASer can focus on routing and such but this seems like a far future goal. I would personally be very happy to see a tool 'assisted' run of modern games if it means getting more of these games published / worked on at all. This as opposed to the modern standard in older platforms which has really become tool 'based' not just tool 'assisted.' I think this is a timely topic given the recent OOT post about boat skip which is apparently just rediscovering a glitch known for years (unless I'm misunderstanding something.) If knowledge of that level is being 'rediscovered' then definitely something needs to change in the content generation arena.
Alyosha
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I had a pc port of this as a kid and actually played it quite a bit. Looking forward to seeing som of the later mansions.
Alyosha
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If there is interest in Battletoads I'd be willing to work on it from the TAS end of things. I've been meaning to pick up that game for a while now anyway. I like console verification type things, so I'm willing to help on other games too. I don't have much hardware but if help is needed on the TAS end just let me know.
Alyosha
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I just realized this run doesn't make it to the credits, oops. I really only saved about 200 frames, not 600. Anyway I will cancel it for now pending the implementation of ram initialization in Bizhawk.
Alyosha
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^ sure, I'd be willing to rework things in BIzhawk, its not a difficult run by any means, more of a technical novelty. EDIT: oh, and also quicknes core in Bizhawk seems to have trouble with this game for some reason, didn't look too deeply into it though. EDIT2: Probably has to do with quicknes setting everything to FF after a cursory look at the RAM.
Alyosha
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I have been testing out improvements for the diddy route and so far can only save a few dozen frames at most. The biggest problem with diddy is that to move efficiently horizontally he has to roll, but to move the camera efficiently he has to jump, and since diddy loses speed when jumping, I end up not gaining significant time. So I'm pretty comfortable now in declaring Expresso the winner. I would estimate that a final optimized version will likely save an additional ~30 frames, and I am still optimistic that more frames can be saved during the setup.
Alyosha
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Radiant wrote:
BrunoVisnadi wrote:
A run must be stared to be Newcomer'd?
Yes. Newcomer is essentially the fourth tier, one step higher than Star. (that might not have been intended, but that is in practice what it turned out to be, anyway)
I found this comment pretty interesting, are we actually trying to present these TASes to newcomers or just being pedantic? After all I was a 'newcomer' only a little over a year ago and never noticed 'newcomer' TASes until one of the random star movies on the front page happened to be one with a question block, and only realized that block meant 'recommended for new comers' after clicking on it since I didn't know why it was there.
Alyosha
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^ that was fast, seeing that new glitch is action is really neat though, it makes the any % run seem much faster. I had a bit of a breakthrough in 4-4, and expresso is now ~150 frames ahead of diddy. I think this is the last attempt I'll make with expresso until the final version TAS gets up to 4-4. http://tasvideos.org/userfiles/info/28246805744061414 Now I'll try and take what I learned and see if Diddy can catch up. Diddy has much less down time to work with though, so I'll not sure how much I can save, time will tell though.
Alyosha
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Personally I don't think that either of these runs is documented in a newcomer friendly way. "Newcomer' doesn't necessarily mean 'stupid' , and some newcomers might be pretty technically knowledgeable, but my opinion would be that any ACE TAS recommended for newcomers should have author's notes written with this in mind. (The SMB3 run for example has 'as seen in the previous run' references which are not newcomer friendly.) So I think an ACE TAS could be a good newcomer candidate, since as GDQ's show they are extremely popular, I think some more careful documentation is needed first.
Alyosha
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I usually try to follow this game as I played it a lot, even though things have gotten too technical for me. I just want to say I am amazed at the research done here and the results are incredible, can't wait to see a TAS with the new strats, hopefully even console verified!
Alyosha
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Emulation accuracy effecting RNG state is something that happens in NES all the time, so its quite possible that the same could be true in PCSX emulators. Some RNGs are implemented as idle loops and are thus cycle dependent, so it wouldn't surprise me if this is the case here if you can't seem to find any other explanation Samtastic. But it sounds like you fixed the problem, so all good anyway!
Alyosha
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Back in 4-4 i have saved more time with expresso and am currently 45 frames ahead of the diddy route, i think i can save an additional second or so as well. Things are starting to break with increasingly minor changes now, so I take that to mean I'm closing in on an optimized version.
Alyosha
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I voted for Pocky and Rocky, I really liked that one.
Alyosha
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I voted for warcraft 2, I actually watched the whole thing, and that is probably the only TAS of that length I can say that about.
Alyosha
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I voted for lost Vikings, as that seems like a masterpiece to me.