Posts for Aqfaq


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Wow, FAG! (Found Another Glitch!) Repeatedly kill the goat (about 7 times), so that the dead dead dead goat moves off screen and comes around from the other side. If you exit and re-enter the goat screen now, every screen, every enemy and even the menu is messed up permanently. Maybe there's some potential for useful glitching? So far, I've been able to reset to the intro screen or crash the game, but nothing useful yet. The position of the goat seems to cause different results. The RAM tools in Dega are clumsy, but maybe it's possible to manually poke the goat's coordinates to quickly test many positions? Before: After:
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Interesting! One thing to consider for the new run is to minimize the charging time with the sword, because the charge sound can become irritating, and it would be more impressive, if the sword was often charged at the last possible moment. It shouldn't require too much effort either, if it can be edited easily afterwards by just removing the unneeded charging. (Of course, none of this has any meaning, if the charge timing affects luck manipulation.)
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Hello World Man with Print Gun
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I think the camera work was playful. Voting yes.
Scepheo wrote:
We really need to do something to get these great Japanese TASers to the site...
Yeah, this is more important than camera angles in a single run. Maybe add a Japanese forum section? Or "international" forum section for any language?
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Looks interesting. Maybe you could put the grunts near the base/mine to make the peons spawn closer to the mine/base? (Oh, it's only a test run...) This version looks OK, but can't you move the cursor any faster? I remember recording something with the DOS version using DOSBox and a mouse. The mouse cursor was the fastest thing I ever saw. Actually, it was so fast that I didn't even see it! (Oops, the game was actually Warcraft 1...) Maybe some of these real-time runs are helpful: http://war2.ru/research/dq/index.html If you TAS this Dark Saga, DarkKobold, please post WIPs for each level! By the way, what kind of Lua scripts are you planning to use? A script that shows the paths and current targets of enemy units might be useful. I bet there will be many opportunities for abusing the AI's path finding and targeting systems.
Post subject: THAT'S IT! TAS THIS!
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For clarity, here's the old unoptimized 40min WIP: http://dehacked.2y.net/microstorage.php/info/408853094/MW4-WIP.gmv This is the latest true WIP: http://dehacked.2y.net/microstorage.php/info/650957579/MW4-Latest-A.gmv Can you still gain a frame, Sonikkustar? (Sorry, I didn't watch your GMV yet.) I'm not sure whether my sub-pixels are optimized when entering the doors and getting the chest? I'm happy for the discovery that it is sometimes faster to use the shield instead of the sword when running off ledges. Also, for fast acceleration, it is better to take a few walking steps before running. --- It seems that I never posted my semi-finished plan for collecting coins, so here it is: We need 5500 gold to buy a sword after the sewer boss. This "5500-sword" is the only thing worth buying in an optimal TAS. Everything else wastes time. There are two options for getting the money: 1. The Gold Bar Route --> Get 3 gold bars from chests and exchange them to money (worth 6000 gold at this point of the game). 2. The Lucky Coin Route --> Get exactly 777 gold, so an Easter egg in the game magically raises it to 7777 gold. Here are estimated lost frames with the Gold Bar Route: ~930 frames wasted for the gold bar chests. (It takes ~310 frames to open a chest and we need three of them.) ~750 frames wasted in exchanging the gold bars to money. ~30 frames lost in item usage, because gold bars take items slots. Total: ~1710 frames lost Here are estimated lost frames with the Lucky Coin Route: After some testing, it seems that less than ~100 frames are lost while collecting coins to get 777 gold! But 1260 frames are lost while the game is halted and gold is counted from 777 to 7777. Total: ~1360 frames lost I'm pretty sure now it's faster to get 777 coins instead of gold bars. (My old WIP collected gold bars...) It requires some work to plan where to get the coins, though. Luckily, there are lots of coins directly on the route. In my old WIP, I accidentally managed to get 594 gold without even trying, 0 frames lost. 777 - 594 = 183 So, we still need 183 gold in less than 450 frames for the Lucky Coin Route to be faster than the Gold Bar Route. I already managed to get 86 extra gold wasting only 11 frames: 23 gold in the first castle (from a pig dude while waiting a lift, 0 frames lost) 18 gold from three coins in volcano (by jumping higher on a door that has five coins above it, lost 6 frames) 45 gold from two coins after volcano boss (lost 5 frames) That leaves 97 gold to be collected from somewhere. From the volcano we could get: random 38-95 gold, a bag from stoneman (lost ~3 frames) random 38-95 gold, a bag from stoneman (lost ~5 frames) 25 gold, three coins above lava fountains? 1 gold, one little coin from a green worm? (Wastes ~8 frames, but can make huge difference, if we would otherwise end up with a sum of 776) In the volcano, there are also these "inferior opportunities", but these are probably used for enemy manipulation anyway (yeah, collecting coins affects enemy movements!): ~6 gold, jump to get a coin that is directly on the route (lost 16 frames) ~6 gold, jump to get a coin (lost 16 frames) ~6 gold, jump to get a coin (lost 16 frames) ~6 gold, jump to get a coin (lost 16 frames) ~12 gold, jump to get two coins (lost 16 frames) 6-9 gold, jump higher over a fireball (lost ~5-15 frames) After the volcano, in the sewer, we could get: ~19 gold, from three (or a few more) coins in the water falls (lost 6 frames or a few more). (We may already have 7777 gold at this point.) In any case, the waterfall coins will probably be useful for manipulating the upcoming miniboss bird. This should be all, pretty much. All other coins are either too far or unavoidable, so the 777 coins need to be gathered using some combination of the options listed above. It requires some testing, but it's not too hard. (Sorry, if the plan contains mistakes. It was done a while ago.) --- Good news: While planning the coin route, I edited the old 40min WIP multiple times, so I can verify with a 100% certainty that ALMOST ANY PART OF THE RUN CAN BE EDITED AT ANY TIME WITHOUT DESYNCHS! 8-D I'd like to TAS this, but I'm busy. Maybe I could co-author tiny parts, someday...
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dunnius wrote:
I noticed on the score tally screens that each digit of the numbers count up from 0. Therefore a future improvement would be score optimization by keeping the digits as small as possible to save frames.
That is correct. I didn't pay any attention to score during the making of this TAS. It gets pretty difficult, because the total score accumulates throughout the game and is displayed between each level, so it is not enough to just get individual level score digits as low as possible, but the total score count too. Unless there's some large frame-rule between levels, optimizing the score counts will be the final frame war for this game in year 2033.
dunnius wrote:
By the way, was the "death" used to warp ahead in the level?
Thank you for asking. I collect a checkpoint flag just before dying and the bike respawns on the location of the flag, so no warping forward. Just refilling health there. Sorry for not explaining it more carefully in the submission message.
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Pointless Boy wrote:
Is that because you got better at tassing the game, or because the level design became complicated enough to allow crazier stunts?
Thank you for asking. I think the levels got more interesting as the game progressed. The quality of play is more or less the same throughout the run. (Well, the last few levels may actually have the most frames to improve, because they are the hardest levels to optimize and I also recorded them pretty fast in order to finish the TAS without too much pain.)
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Scepheo wrote:
...why do you give yourself 10 bikes in the beginning?
Thank you for asking. It is done to disable passwords. The developers knew that somebody who has ten bikes couldn't care less about passwords. In my chopper gang's secret hideout, it always goes like this: - Password? - WTF? I have ten bikes! - Uh, sorry sir, I didn't... Come on in, please.
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System: Genesis Game: Mazin Saga Mutant Fighter (U) Genre: Beat 'em up / Fighting Final Boss: Hell Mazinger Savestate here: http://www.freewebs.com/aqfaq/MazinSagaFinalBattle.gs0 How are you supposed to beat this boss? :(
Post subject: Re: Shockman (Kaizou Choujin Schbibinman 2)
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DarkKobold wrote:
First off, it crashes PCEjin like, I don't know, every 30 seconds.
Maybe that's because you accidentally press left+right simultaneously? It often crashes the game, but it can also be used for crazy warps, but you may need to use a bot to optimize it. The warpings are very random and crash the game ~95% of the time.
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Hi Mysterypea! I have recorded some levels for Crazy Castle IV, so I'm looking forward to your run. The Lua script I used might be easily convertible for this game too.
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Brushy wrote:
Aqfaq: Where do you live? I have a Sandles or two for you if that inspires your creative mind.
Hah. Sandles? The shoes? Thanks, but I'm currently far away and not interested in drinking shoes. Maybe some other time.
Post subject: Re: #2677: FractalFusion's NES The Chessmaster in 00:07.12
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alden wrote:
You should start writing TAS poetry!
C=Mad-Moham-the-Barbarian S=hard A=search+ This poem is worth a yellow star.
Post subject: Re: #2677: FractalFusion's NES The Chessmaster in 00:07.12
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Nach wrote:
The moves: e2-e4 e7-e5 d1-h5 e8-e7 h5xe5++
What?
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I tested it myself now. The movements were indeed easy to reproduce after I knew what to do. The opponent cooperated on my second attempt. It was still fun, though.
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Warp wrote:
IMO playing computer chess on the easiest difficulty is kind of pointless. So you beat the computer? So what?
I think there is no such game as "computer chess" here. This is a NES game called The Chessmaster that was released in 1990. It is beaten here as fast as possible, resulting in an audiovisual experience that we can use for our amusement.
Warp wrote:
Anyone can do it on the easiest difficulty without resorting to any superhuman abilities (which is what TASing is all about). There's no challenge.
An experienced TASer made his 8th version of the run to achieve this impressive result. I bet it would be quite challenging to beat this movie time-wise. It is interesting as a tool-assisted speedrun of The Chessmaster and there is no reason to compare it to other ways of playing chess.
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EtchenBa wrote:
Fastest stalemate
Nice ideas. I'm not an experienced chess player, so fastest stalemate is not the most interesting to me.
fastest self-mate
I'd be interested seeing this one. Could be funny.
fastest checkmate with a pawn, force the opposing king to YOUR king's original square and mate
These two feel arbitrary to me, although they might result in funny movies. How about some traditional categories: 0% -> Would be the same as pacifist, eating no opponent pieces. Might be too similar to the current submission, though. 100% -> All kills/items/secrets or... Reverse 100% -> Feed all pieces to the opponent. Survival -> Make the game last as long as possible. (Maybe infinitely long?)
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Thanks for the co-author status. :) I was entertained and my vote is positive. The run uses a good health/money/weapon plan and skips 5 bosses. Some bosses even resemble reptiles, so they are probably related to dinosaurs. That must be the reason why a few of them got COLORED! Good work! Funnily, some people might remember this forgettable game for the lady whose body bursts as she transforms into a giant spider (the coolest boss in the game). It is never seen in the movie, because it is skipped (twice!). You can hear the giant spider shooting fireballs off-screen near the end of the movie, though.
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Watched it about twelve (12) times. Didn't get bored at all (but I might be biased, because just when I started watching it the 8th time, a big insect invaded the house and I had to catch it and release it back outside, which might have nullified my entertainment gauge). Voting yes, anyway.
adelikat wrote:
Anybody who has played a computer chess game knows the CPU is horrible at low levels.
But anybody can't optimize it: http://www.youtube.com/watch?v=HKWh4TIjFco http://www.youtube.com/watch?v=yZWNKGzw65g
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I recommend checking out The Outer Limits, especially the second season. Sample 1 Sample 2
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I guess this was not yet posted anywhere, so here is the latest WIP for a new Taz TAS: http://dehacked.2y.net/microstorage.php/info/299180713/taz-mania-WIP-May2010.gmv Most of this was recorded by me, but Truncated kindly beat down the second boss and Sonikkustar rode the mine cart. The run is progressing slowly, because the next mine level is not enjoyable to do.
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Thank you for the great TAS, Robert! I didn't expect this game could be so fast and entertaining. Big yes-vote!
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mklip2001 wrote:
Out of curiosity, do only the sword-swinging guys give you that much momentum when they damage you?
Let's see. The spike traps in water (in the second half of level 1) give a similar boost, so they could be used in a non-glitched run. The singing mummy boss can kick hard, which gives a good boost, but it seemed useless. I think that's all I'm aware of. Here is an ugly Lua script (sorry for being lazy), if somebody wants to observe the speed boosts in detail:
gui.register( function ()
	sx = memory.readbyte(0xc001)
	sy = memory.readbyte(0xc00c)
	xvel = memory.readbytesigned(0xd912)
	yvel = memory.readbytesigned(0xd913)
	realx = memory.readbyte(0xffb1)
	realx2 = memory.readbyte(0xffb0)
	realy2 = memory.readbyte(0xd910)

	--Speed
	message = string.format("%d, %d", xvel, yvel)
	gui.text(sx-12, sy-24, message, "yellow", "black")

	--X-pos
	if memory.readbyte(0xffb1)==0 then realx = sx end
	message3 = string.format("%d, %d", realx, realx2)
	gui.text(sx-12, sy-12, message3, "red", "black")

	--Y-pos
	message4 = string.format("%d, %d", sy, realy2)
	gui.text(sx-12, sy, message4, "blue", "black")
end)
This script saves eye muscles by displaying the RAM values on the position of the player sprite, so you don't need to switch your focus between a separate RAM list and the game.
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Kyman wrote:
One question though, in the road runner stage, could you not glitch off the screen like you did with Daffy Duck? Or is that not how the glitch works?
Thanks for asking. The warp glitch seems to work only on screen transitions before entering a vertically scrolling screen. Daffy managed to get TOO high Y-position for the next screen, which happened to be a vertically scrolling one, so when he entered the screen, he was inside a wall and got zipped in another screen and then into another level. In a similar manner, Bugs Bunny used the big rock of the blue-blob-boss as a platform to jump TOO high and skip the next vertical room in a few frames. The Road Runner level, however, has no exit trigger or screen transitions, because it is just a single screen that scrolls horizontally until time runs out. So, no warp glitch is possible for Road Runner, but luckily the rolling stones can be used as platforms to jump TOO high and land on glitched solid floor floating in the air. (Landing on the hidden magic floor also summons spike trap graphics for some reason.) This allows Road Runner to jump over the boundary on the left side of the screen, so that he can hit the Coyote at the first possible frame. Coyote is damaged so early that when he spawns and his hit points are loaded into the memory, he has already taken damage.