Posts for Aqfaq


Post subject: Beast Wrestler
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The quest for finding the best game for TASing has ended! Beast Wrestler is the best game for TASing, because: 1. The players share their hit points, so you need to take hits to defeat the enemy faster. 2. Missing a hit resets the stun counter, so you need to miss hits, so that the enemy doesn't raise up from the ground too early. 3. The first fight in the game is a climatic battle against the mirror image of the player character, usually seen near the end of a game, not in the beginning. 4. Even the plot is awesome: So, here is a serious first attempt at the first fight, but due to the game mechanics it looks like it is played very badly, even though it aims for fastest time: http://dehacked.2y.net/microstorage.php/info/556172157/Beast4.gmv Here's a Lua script that monitors player x-position and the shared hit point address, and it also automatically skips frames that don't accept input:
gens.registerafter(function()
if memory.readbyte(0xfff0c8) == 239 then
gens.emulateframe()
end

--xpos
message1 = string.format("%d", memory.readwordsigned(0xfff0be)) 
gui.text(150, 120, message1, "green", "black") 

--hp
message2 = string.format("%d", memory.readbyte(0xfff2c9)) 
gui.text(200, 120, message2, "red", "black") 

end)

Post subject: What a noob...
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LOL, Anoobis thought the game over screen was the ending. Sorry about that. The ending can be fixed, and maybe some more frames can be saved by taking less damage on the enemies before the final boss. Hopefully, there is a secret agent working on improving it as we speak.
Post subject: Atomic Robo-Kid
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Surprisingly, a good game for TASing. Requires some luck manipulation for item drops and even glitching through walls. Here are a couple of levels done: http://dehacked.2y.net/microstorage.php/info/235187198/atomic29.gmv Here's level 2 improved by going through a wall, but it can probably be improved further: http://dehacked.2y.net/microstorage.php/info/1914543429/atomic30.gmv Here's some Lua:
gui.register( function ()
	
	screenx = memory.readword(0xff8046)
	screeny = memory.readword(0xff804a)
	playerx = memory.readword(0xff83b2)
	playery = memory.readword(0xff83b8)
	velocityx = memory.readbytesigned(0xff83d1)
	velocityy = memory.readbytesigned(0xff83d3)

	-- Screen X-position 
	message3 = string.format("x:%d", screenx) 
	gui.text(128, 128, message3, "blue", "black") 
	
	--Screen Y-position
	message4 = string.format("y:%d", screeny) 
	gui.text(128, 144, message4, "blue", "black")

	-- Player X-position relative to the screen
	message5 = string.format("x:%d", playerx) 
	gui.text(152, 128, message5, "green", "black") 

	-- Player Y-position relative to the screen
	message6 = string.format("y:%d", playery) 
	gui.text(152, 144, message6, "green", "black") 

	-- Player X-axis velocity
	message7 = string.format("%d", velocityx)
	gui.text(152, 114, message7/16, "red", "black")

	-- Player Y-axis velocity
	message8 = string.format("%d", velocityy)
	gui.text(152, 106, message8/16, "red", "black") 

end)


-- BOSS1 TURRET MONITOR
gens.registerafter(function()
	if gens.framecount() > 2600 and
	gens.framecount() < 3100 then
	bosshp = memory.readbyte(0xff8895)
	message9 = string.format("BOSS:%d", bosshp)
	gui.text(128, 92, message9, "white", "black")
		turret1 = memory.readword(0xff8f0a) 
		turret2 = memory.readword(0xff8f6a)
			if turret1 == 0 then
			message10 = string.format("1ST TURRET DESTROYED!")
			gui.text(128, 100, message10, "white", "black")
			end
			if turret2 == 0 then
			message11 = string.format("2ND TURRET DESTROYED!")
			gui.text(128, 100, message11, "white", "black")
			end
	end
end)
I'm probably not continuing it, so feel free to grab it and finish it!
Post subject: YOU HAVEN'T SEEN ANYTHING YET!
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Improved level 1 by 30 frames compared to the current published run. The thing is that the last guy is always the most important, because he determines when the level ends, so to save time, it is best to make the last guy come as fast as possible, even if it makes the other guys come slower. This should be optimal first level: http://dehacked.2y.net/microstorage.php/info/453339673/LostVikingsLevel1.gmv Even though Ouzo's run is old, it is ahead of its time with the 3 players. It is a well done TAS, but can be improved a lot, because the game is absolutely awesome and a great challenge for any TASer.
Post subject: WHO YA GONNA CALL?
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If there's something strange in your T.A.S. Who ya gonna call? ANOOBIS! If there's something weird and it don't look good Who ya gonna call? ANOOBIS! Saved 19 frames in level 3 by taking a boost from the sliding sandpit and grabbing the armor from the chest a bit faster: http://dehacked.2y.net/microstorage.php/info/1690101082/Ghouls19framesfaster.gmv
Post subject: A Fine Day to Exit
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Here's how I think the remaining level exits should be done: In the current level, just hug the wall as far right as possible. The next level, the river, has exit at x = 6364. Best starting x-position I was able to get is 3190 by hugging the right wall. But y-position is leathal due to the deadly river. With the elevators, we can get lower y-position, but not higher. Getting low enough allows going below the river and avoiding death. However, it takes too long to fall through the whole level. Luckily, Taz can start from where he dies on the river, so it seems that dying here once is necessary. Strangely, visiting the continue screen allows glitching the river, so that it won't kill Taz: http://dehacked.2y.net/microstorage.php/info/522648644/TAZ-river-testing.gmv Even stranger: the effect is permanent, so that the deadly pit in the next level stops working too. I was not able to replicate it in other levels. Anyway, dying three times takes a long time and spinning through the glitched river takes even longer, so the glitch can't be shown in the TAS. Oh well, at least we skip about a half of the river level. For the plant boss level, it looks like starting from the normal position is the best alternative. The second best solution is going as far to the left as possible and stand on a log. I was able to get x = 5950, but it is way too far to the right, because: Normally, the plant boss level begins at x = 114. And the boss x-position is about 1750. So, it is only a short distance. The rest should be easy: After plant boss dies, we want to go as far to the right as possible. After the first temple level ends, we want to move as far to the left as possible, because in the next level we are forced to start too far to the right. (We could also fall through the second temple, but it seems slow.) At the second temple (which mostly needs to be played normally), we end so that we start on top of evil taz twin. After evil taz dies, we want to go as far left as possible, which means hugging the left wall of the boss room. This way we can start near the final boss. (Most of these are shown in the river glitching GMV linked above.)
Post subject: Re: Request: Target Earth aka Assault Suits Leynos
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Canar wrote:
I'll put a bounty of $20 on this.
Done.
Post subject: Re: #3192: Aqfaq's Genesis Mutant League Hockey "Fastest Forfeit" in 00:42.2
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Warp wrote:
Shouldn't TASes always use the hardest difficulty, unless there's a good reason not to? (Or would it make any difference in this case?)
The problem with this game is that there is no clearly defined difficulty setting. When playing the game normally, changing any of the settings may or may not have an effect on the difficulty. When TASing, there are only settings that make the movie shorter and other settings that make the movie longer. I don't think the movie aiming for "fastest forfeit with slowest settings" would be much different, but surely there could be better goals for the TAS, like "playaround" or "high score" or something, but I guess we don't know without another GMV.
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Good job, Truncated. I hope your trip is/was nice! Meanwhile, I confirmed that the evil twin boss level can be started exactly on top of the boss, so it will be a very easy level to do. I guess the TAS will be finished someday, afterall.
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Nicos wrote:
the forfeit text is different in the youtube encode than in the last screenshot
Sorry, my mistake. I edited the movie after taking the screenshots and didn't notice the text had changed.
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Sonikkustar wrote:
I suppose that this is the final version for the big rubber elevator?
I don't know about Truncated, but I'm pretty sure I'm not going to improve it. I tested throwing an item to the elevator and it works pretty well, but there are no items close by, so it takes too long to carry an item there. Otherwise it might save time. I also tested semi-optimizing the alternative route by jumping down to the elevator shaft, but it was about 2000 frames slower. So, if you want to, please go ahead and finish the level, because it always helps. The mine level can be edited anytime, anyway, so it would be fun to proceed to the next levels.
Post subject: RUN RIGHT FOR JUST ICELAND!
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Run right for just Iceland!
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Oh, the developers overlooked the possibility that you can get out of the elevator and fall below it. There is no death trap, so you fall through the level. Not useful, though, because it takes too long to fall down from y = 65536. I'm glad the level got pwned, though.
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Good job from both of you! I was able to improve the batjump, but then I lost most of the gain: http://dehacked.2y.net/microstorage.php/info/576547380/taz-batjump-improvement.gmv Taz touches the next elevator switch at frame 11648 instead of 11649, so 1 frame was saved, but it caused desynch at the next enemy. I had 12 frames of lag at that point, while the previous version had only 11.
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For testing's sake, I tested TASing a random Windows game. It is a free puzzle/shmup game called Nova 3000. Here is a test run. It completes the first level in about 2 minutes, then exits the game. 315 rerecords, never experienced any desynchs. I used hourglass-r20, 60 FPS, multithreading disabled. The only problem was that the game used some pop-up windows, which were not displayed correctly. Otherwise, it seems fully TASable.
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jlun2 wrote:
I've been looking at the WIPs again, and I agree, it is indeed too dark to be entertaining for people who've never played the game before.
I had never seen the game before, but it did not feel too dark to me. Not seeing far kept me guessing the whole time. Obviously, the game was meant to be scary, and your WIP must be the scariest TAS I have ever seen. Consider the possibility that getting the flashlight might make it less scary and more boring.
jlun2 wrote:
All Equipment/Weapons
If you need to collect equipment/weapons that are never used during the run, then this goal might be bad. How about 100% kills? Would it make any sense in this game?
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Hi, dudes! I edited in a little improvement: http://dehacked.2y.net/microstorage.php/info/873543223/TAZ-JUNE18.gmv Saved 12 frames in the second jungle level, by pressing down while jumping to fall faster to the exit.
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Heh, now I know what happens. The idling teamplayer produces the same input as start button. So, Bible Adventures didn't crash, it was just paused. So, the improvement is pointless.
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Jungon wrote:
So it WILL be faster than 2 minutes .. =P
Well, the situation here could be interpreted so that the idling teamplayer controller is actually delivering input, so that "playing the game" does not end any sooner than what we see in aglar's run. It would not make the AVI any different either. But hallelujah, the normal controller input would be under 2 minutes. I see no point in getting under some specific time limit, though. I wish TASes were measured in days, so that each time there was a major earthquake, shortening the day on Earth, some TASes would get longer in the process. OMG! EARTHQUAKE! SMB TAS RECORD TIME JUST INCREASED FROM 0,0034375 DAYS TO 0,0034376 DAYS! UNPUBLISH IT, IT IS TOO SLOW NOW!
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I was able to improve the run, sort of. However, I can't record a movie for it, because GMV doesn't support switching controllers during a recording. Apparently, Bible Adventures was not designed for the Sega Team Player Adapter, so if you set the controller to "teamplayer" from the emulator options, it will produce invalid input and the game will crash. However, it won't crash in the level transition screens. If you set the controller to teamplayer after the final level is finished, you don't need to hold any buttons to make the last text box disappear. This way input can be ended 94 frames earlier while the game still completes in the same time. I wonder what's actually going on in there. You can test it yourself: 1. Playback aglar's movie to frame 7131. 2. Pause emulator. 3. Stop movie playback. 4. Go to Gens Options --> Input... --> Controller connected: teamplayer 5. Unpause emulator to end the game.
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He sent the eleventh plague, the plague of birds. The birds carried women and children offscreen, but no frames were saved.
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Well done, NitroGenesis! Voting yes, of course.
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I improved the spike ball level near the end by 32 frames: http://dehacked.2y.net/microstorage.php/info/356027189/Puggsy-32-frames-faster.gmv
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X2poet wrote:
I get desync...... emulator 11b?
11b works, but after you start the playback, you need to uncheck this option: Options --> SRAM Enabled
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Randil wrote:
Many items make the game crash when you interact with them.
Maybe some of those items cause a room-specific effect, which crashes the game because you are not in the correct room?