Posts for Aran_Jaeger


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Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Warp, please let it be. I guess it's time for a (concluding) rebuttal & a lecture on serious matters, even though I'm seeing that I'm rather late, since elaborating on this has taken quite some time. [quote Warp] Quote: Unless Warp you actually like hate speech? No, but I'm a constitutionalist and free speech absolutist. I fully subscribe to the principle that Evelyn Beatrice Hall attributed to Voltaire: "I disapprove of what you say, but I will defend to the death your right to say it." [/quote] So what? Is that good or bad is what you should ask yourself instead. [quote Warp] There are two aspects to free speech: The legal meaning of "right to free speech", and the principle of free speech. If you say "free speech only binds the government" you are not actually supporting free speech. You are not subscribing to Voltaire's sentiment of "but I will defend to the death your right to say it". If you think that when someone says something you don't like he should be punished in some manner, you do not support free speech. You support restricted speech. When someone says "freedom of speech does not mean freedom from consequences" that's absolutely incorrect: That's exactly what it means. That's because if there are negative consequences to you because of your expression of opinion, that's not free speech. That's restricted speech. It's punishable speech. It doesn't make any difference whether the punishment comes from the government or from the people around you, the end result is the same: Your speech has been restricted. Your expression of opinion has been restricted. The people who are punishing you are not defending your right to free speech, and are instead actively trying to restrict your free speech, to silence you. [/quote] So what? Under what circumstances that's good or bad is what you likely should investigate for all of these considerations. [quote Warp] This is not about criticism. Criticism in itself is part of the fundamental right to free speech. Trying to silence criticism is trying to restrict people's fundamental right to free speech. [/quote] So what? And that's already where your argumentative reasoning stops? [quote Warp] If you are yelled at, boycotted, have your show canceled, or get banned from an internet community, then your free speech rights are being violated. You are being punished for your expression of opinion. It doesn't make one iota of a difference that it's not the government that's punishing you. It doesn't really matter who is punishing you. The end result is the same. [/quote] [quote Warp] "Free speech absolutism" does not mean "absolutely everything is allowed to be said." It means "free speech is unconditional, inalienable". It's the principle that you retain your right to free speech regardless of what you may or may not have done or said. Your right to free speech is not conditional on anything. Past (or even present) crimes and infractions do not affect it. You don't lose your right to free speech because you may have committed a heinous crime. Your right to free speech is absolute, irrevocable, inalienable, unconditional. Your right to free speech should not be restricted nor limited because of your past actions. If you allow person A to express opinions, you should also allow person B to express opinions even if you find that person B to be absolutely detestable because of past actions. [/quote] So what? And that's still where your thought creation process for argumentative reasoning stops, repeatedly? Or is it the common type of self-inflicted delusion that arises from (for active debating inadequate) uncritical laziness or also arises from the at least in this instance unjustified (since not enough questioned) habit of mental reliance on falsely as complete & accurate enough memorized states of affairs, or is it a lack of feel or care for healthy reflection & self-critique? [quote Warp] There are limits to free speech, but those limits should be as narrow as possible and very carefully considered. A balance should be found that maximizes freedom while restricting criminal activity. [/quote] Because this at least is a good sign, but not good enough to rely on. [quote Warp] However, if they are merely banning you because they don't agree with your opinion and find it detestable, they are not adhering to the principle of free speech. [/quote] So what? [quote Warp] The principle of free speech entails many things. Among others: - You are free to express your (non-illegal) opinions in a public forum without negative repercussions, and without being impeded or silenced. (Swearwords are not opinions. Not even if phrased as if they were opinions) - You are free to comment on and criticize other people's opinions (preferably in a civil manner) without negative repercussions. - You are not forced to listen to someone if you don't want to. - You cannot be stopped nor interfered from listening to someone you want to listen to. The message being said cannot be censored or interfered with (e.g. with noise), with the intentional purpose of making it harder to understand or listen to. - You are not compelled, forced or coerced into saying something (or performing any other form of messaging) you don't want to. [/quote] And once more, finally: So what? Warp, part of the issue here may be that in your worldview you may be using an assumption of the form of speech in and of itself not having directly on it depending and to it susceptible logically (as opposed to temporarily) im-mediate causal (negative or sub-optimal) consequences, but in face of absurdly vast amounts of evidence against such a view, this would not be an assumption ethically worth to uphold. No principle is excluded from being justifiedly restrictable if the circumstances ethically require it based on the purpose of optimizing for something more important than any single principle or all of them together, namely the overall, and especially future development of well-being of people. In more detail for this example case of a principle, as long as restricting people's free speech causally would necessitate worse consequences overall than if people kept someone's free speech to be allowed, it's better (and a wiser choice if this conclusion was deduced coherently based on arguments with merit) to avoid doing so. But this ethical justification for the protection of free speech has a finite, limited threshold, and once abuse of free speech surpasses it by rendering the alternative option (namely to confront the person on what they're doing and trying to better their behavior) ethically more beneficial now, that is the point at which free speech is fine (with ethical certification seal of approval, so to say) to be overruled, and this holds analogously for any other conceivable principles for which such a scenario is possible. And the worth of any principle imaginable always has to be seen in view of the ethicality of the totality of its (immediate and long term) consequences. The generally solid though not ethically immune or infallible principles such as truth (speaking), personal opinion, or freedom (in general, or of personal will, or of any or certain speech) not being exempt or absolved from the axiomatically necessary subjection of them to the evaluation of their moral worth (just as this holds for everything else just as much for moral investigation) is unfortunately a fact that is far too rarely recognized, understood, and accounted for by people all over the world (and even someone like Kyle Kulinski who otherwise makes great points all around so far appears to fail to recognize this important justified critique of the common principles that come in too simple, smooth, undifferentiated forms for their own good), and I think we really don't need any more of it. Ethicality is the sole ultimate measure stick for judgement in all moral affairs; philosophically it reigns above all. Do you understand me on this, Warp? It even is always to be at least as much preferred as, or above and beyond any and all written laws (of which the goal anyway is to approximate the former, and which are essentially not a glimpse more though also no less than written down opinions of people that can happen to be or for more meritorious reasons end up being ethically correct or not) e.g. that any country's people nominally may claim to abide by, and if those laws are from the past, present, or future or what authority they may come from doesn't matter the slightest for reasoning on their merits because that's not how the empirical and theoretical sides of the natural sciences work which unarguably encompass not just the origin of but also the entire realm of all moral reasoning. and don't even dare trying me on this one, or you're gonna have a bad time. And besides actually at least trying to learn how to do these mental moral assessments or approximate calculations, this probably is the most crucially important principle to understand for humanity on this planet, and is a fundamental, required step towards solving or at least alleviating the Bounded Ethicality problem: https://ethicsunwrapped.utexas.edu/glossary/bounded-ethicality . [quote moozooh] 3. This thread is not for the discussion of the free speech principles or their implementation. Please go discuss them in a separate thread if you will. Any further derailment will be removed. [/quote] Well, once it appears like there's need to do so, then remove it (by splitting it up into another thread), just don't outright delete it, or I ended up putting a lot of thought, time and energy into this for nothing and that then solely for trying to be thorough.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
I guess more people from here just should watch Kyle Kulinski's Secular Talk videos about american politics to really understand what's actually going on & to keep an overview, which is what I regularly do. He does about the best job at it compared to absolutely any other media: https://www.youtube.com/c/SecularTalk/videos You're welcome.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
[quote Sanqui]So my primary question is, does anybody know if there is a collection or database of movie files which are not TASes or speedruns? If not, I think it would be an interesting initiative to start.[/quote] Actually I may be able to help you out on that, Sanqui. I have 100% completion gameplay SNES9X 1.53 movie files for around 400 to 500 Super Metroid (NTSC) hacks (for the SNES), so if that would be something that might help you, just contact me I guess. Someone that goes on Discord by the nickname barretrees had contacted me in 2018 about a very similar project on a by now published scientific paper (the PDF can be downloaded from here: https://dl.acm.org/doi/10.1145/3337722.3337728 ) of this kind before but in that case I think it was about automated ordering of gameplay moments based on certain RAM or visual information for the purpose of making a search engine for identifying and mapping search queries to moments in games, in my case mostly via video material (since I have corresponding videos for all of these movie files as well). Also, on the topic of completionist longplays (of broad varieties of games) that consist not solely of videos but are in the form of movie files for specified emulators, I have thought about the potential usefulness of that from a TASing perspective, too, because if one would as TASer be interested in a new game (either to make a TAS for it entirely or to test something out at some part of the game for which one has an idea, e.g. at parts late into the game) then it would be useful if a movie file would already exist (e.g. in the case that there is no existing TAS of the game yet) that one could fast-forward to quickly get to the point of interest.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Here is information about clipping through tiles, some tile map structure information for Plok & files with concrete tile value map outputs of those: https://cdn.discordapp.com/attachments/396448200447361024/792176796887678997/All_Plok_Stage_Tile_Data_Mappings.zip Tile data (for behavior and then graphics) comes in pairs of two 1 byte addresses each, always starting with an even address. The following extracted data holds for the Normal difficulty. For the so-called ''child's play'' difficulty it may be different (but I doubt it). The concrete stage tile data layout outputs just cover the initial layouts for each stage, but the tile data can change dynamically in stages while a player is progressing through them. The intermediate vertical intersection lines are there to indicate that the right most block of tile data is not visible and inaccessible (but the level data continues into out of bounds regions to the right before it loops back to the far left in the next lower tile row), and in the boss stages 25, 29, 37, the left intermediate vertical intersection line indicates how far the screen is allowed to be moved rightwards before the respective boss battle ended successfully upon which the screen is allowed to move further rightwards. In the tile data sheet beneath there is only the even 1 byte memory addresses placed but each such even memory address represents the pair consisting of itself and the next larger (odd) memory address, and the position of each even memory address in each block in relation to other memory addresses of that block matches the position of the tile in the given stage of which the properties are determined by its respective pair of memory addresses. Plok stages:
1. Cotton Island Beach:                      11. Akrillic Plok's House:                  21. Akrillic The Penkinos:                  31. Fleapit Road Hogging:
     -----------------------------------         -----------------------------------         -----------------------------------          -----------------------------------
    |7E3412 ... 7E353E|7E3540 ... 7E3610|       |7E30D0 ... 7E311E|7E3120 ... 7E312E|       |7E3140 ... 7E31A4|7E31A6 ... 7E31D6|        |7E3510 ... 7E377E|7E3780 ... 7E378E|
+200|7E3612 ... 7E373E|7E3740 ... 7E3810|    +60|7E3130 ... 7E317E|7E3180 ... 7E318E|    +98|7E31D8 ... 7E323C|7E323E ... 7E326E|    +280|7E3790 ... 7E39FE|7E3A00 ... 7E3A0E|
 ...| ...   ...  ...  | ...   ...   ... |     ..| ...   ...  ...  | ...   ...   ... |     ..| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7E7612 ... 7E773E|7E7740 ... 7E7810|       |7E3730 ... 7E377E|7E3780 ... 7E378E|       |7E3C88 ... 7E3CE4|7E3CE6 ... 7E3D1E|        |7EF590 ... 7EF7FE|7EF800 ... 7EF80E|
     -----------------------------------         -----------------------------------         -----------------------------------          -----------------------------------
           (+12C)     (+2)   (+70)      (+2)           (+4E)      (+2)   (+E)       (+2)           (+5C)      (+2)   (+30)      (+2)            (+26E)     (+2)   (+E)       (+2)

2. Cotton Island Bridge:                    12. Legacy Island Mace Cove:                 22. Akrillic Venge Thicket:                  32. Fleapit High Flying:
    -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
   |7E3202 ... 7E32E6|7E32E8 ... 7E32F8|        |7E32A0 ... 7E33D6|7E33D8 ... 7E33E6|        |7E3A10 ... 7E3C7E|7E3C80 ... 7E3C8E|        |7E3510 ... 7E377E|7E3780 ... 7E378E|
+F8|7E32FA ... 7E33DE|7E33E0 ... 7E33F0|    +148|7E33E8 ... 7E351E|7E3520 ... 7E352E|    +280|7E3C90 ... 7E3EFE|7E3F00 ... 7E3F0E|    +280|7E3790 ... 7E39FE|7E3A00 ... 7E3A0E|
...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
   |7E57CA ... 7E58AE|7E58B0 ... 7E58C0|        |7E5A58 ... 7E5B8E|7E5B90 ... 7E5B9E|        |7EB990 ... 7EBBFE|7EBC00 ... 7EBC0E|        |7EF590 ... 7EF7FE|7EF800 ... 7EF80E|
    -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
          (+E4)      (+2)   (+10)      (+2)            (+136)     (+2)   (+E)       (+2)            (+26E)     (+2)   (+E)       (+2)            (+26E)     (+2)   (+E)       (+2)

3. Cotton Island Columns:                    13. Legacy Island Fool's Gap:                23. Akrillic Dreamy Cove:                    33. Fleapit Easy Riding:
     -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
    |7E3512 ... 7E3610|7E3612 ... 7E3790|        |7E3230 ... 7E332E|7E3330 ... 7E333E|        |7E3630 ... 7E392E|7E3930 ... 7E393E|        |7E3510 ... 7E377E|7E3780 ... 7E378E|
+280|7E3792 ... 7E3890|7E3892 ... 7E3A10|    +110|7E3340 ... 7E343E|7E3440 ... 7E344E|    +310|7E3940 ... 7E3C3E|7E3C40 ... 7E3C4E|    +280|7E3790 ... 7E39FE|7E3A00 ... 7E3A0E|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7EAA92 ... 7EAB90|7EAB92 ... 7EAD10|        |7E5BA0 ... 7E5C9E|7E5CA0 ... 7E5CAE|        |7EBCF0 ... 7EBFEE|7EBFF0 ... 7EBFFE|        |7EF590 ... 7EF7FE|7EF800 ... 7EF80E|
     -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
           (+FE)      (+2)   (+17E)     (+2)            (+FE)      (+2)   (+E)       (+2)            (+2FE)     (+2)   (+E)       (+2)            (+26E)     (+2)   (+E)       (+2)

4. Cotton Island Log Falls:                  14. Legacy Island Zig Zag:                   24. Akrillic Creepy Forest:                  34. Fleapit In A Spin:
     -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
    |7E324A ... 7E3352|7E3354 ... 7E3364|        |7E3230 ... 7E332E|7E3330 ... 7E333E|        |7E35F0 ... 7E3756|7E3758 ... 7E3766|        |7E3510 ... 7E377E|7E3780 ... 7E378E|
+11C|7E3366 ... 7E346E|7E3470 ... 7E3480|    +110|7E3340 ... 7E343E|7E3440 ... 7E344E|    +178|7E3768 ... 7E38CE|7E38D0 ... 7E38DE|    +280|7E3790 ... 7E39FE|7E3A00 ... 7E3A0E|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7E5FC6 ... 7E60CE|7E60D0 ... 7E60E0|        |7E7520 ... 7E761E|7E7620 ... 7E762E|        |7EA2A0 ... 7EA406|7EA408 ... 7EA416|        |7EF590 ... 7EF7FE|7EF800 ... 7EF80E|
     -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
           (+108)     (+2)   (+10)      (+2)            (+FE)      (+2)   (+E)       (+2)            (+166)     (+2)   (+E)       (+2)            (+26E)     (+2)   (+E)       (+2)

5. Cotton Island Rickety Bridge:             15. Legacy Island Sponge Rocks:              25. Akrillic Womack Spider:                                   35. Fleapit Real Rumblings:
     -----------------------------------          -----------------------------------         -----------------------------------------------------          -----------------------------------
    |7E33A0 ... 7E34AA|7E34AC ... 7E3566|        |7E3330 ... 7E34AE|7E34B0 ... 7E34BE|       |7E3172 ... 7E31CE|7E31D0 ... 7E320E|7E3210 ... 7E3220|        |7E3510 ... 7E368A|7E368C ... 7E378E|
+1C8|7E3568 ... 7E3672|7E3674 ... 7E372E|    +190|7E34C0 ... 7E363E|7E3640 ... 7E364E|    +B0|7E3222 ... 7E327E|7E3280 ... 7E32BE|7E32C0 ... 7E32D0|    +280|7E3790 ... 7E390A|7E390C ... 7E3A0E|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ..| ...   ...  ...  | ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7E7918 ... 7E7A22|7E7A24 ... 7E7ADE|        |7E69E0 ... 7E6B5E|7E6B60 ... 7E6B6E|       |7E3FE2 ... 7E403E|7E4040 ... 7E407E|7E4080 ... 7E4090|        |7EF678 ... 7EF7F2|7EF7F4 ... 7EF8F6|
     -----------------------------------          -----------------------------------         -----------------------------------------------------          -----------------------------------
           (+10A)     (+2)   (+BA)      (+2)            (+17E)     (+2)   (+E)       (+2)           (+5C)      (+2)   (+3E)      (+2)   (+10)      (+2)            (+17A)     (+2)   (+102)     (+2)

6. Cotton Island Crazy Cradles:              16. Legacy Island Swifty Peaks:              26. Akrillic Creepy Crag:                   36. Fleapit Silent Running:
     -----------------------------------          -----------------------------------         -----------------------------------          -----------------------------------
    |7E3298 ... 7E33CA|7E33CC ... 7E33DA|        |7E3350 ... 7E34DE|7E34E0 ... 7E34EE|       |7E31B0 ... 7E326E|7E3270 ... 7E327E|        |7E3510 ... 7E377E|7E3780 ... 7E378E|
+144|7E33DC ... 7E350E|7E3510 ... 7E351E|    +1A0|7E34F0 ... 7E367E|7E3680 ... 7E368E|    +D0|7E3280 ... 7E333E|7E3340 ... 7E334E|    +280|7E3790 ... 7E39FE|7E3A00 ... 7E3A0E|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ..| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7E7834 ... 7E7966|7E7968 ... 7E7976|        |7E65B0 ... 7E673E|7E6740 ... 7E674E|       |7EEFD0 ... 7EF08E|7EF090 ... 7EF09E|        |7EF590 ... 7EF7FE|7EF800 ... 7EF80E|
     -----------------------------------          -----------------------------------         -----------------------------------          -----------------------------------
           (+132)     (+2)   (+E)       (+2)            (+18E)     (+2)   (+E)       (+2)           (+BE)      (+2)   (+E)       (+2)            (+26E)     (+2)   (+E)       (+2)

7. Cotton Island Blind Leap:                 17. Legacy Island Log Trail:                 27. Akrillic Gohome Cavern:                  37. Fleapit The Flea Queen:
     -----------------------------------          -----------------------------------          -----------------------------------         -----------------------------------------------------
    |7E3448 ... 7E3652|7E3654 ... 7E3662|        |7E3310 ... 7E347E|7E3480 ... 7E348E|        |7E35D0 ... 7E389E|7E38A0 ... 7E66AE|       |7E3172 ... 7E31CE|7E31D0 ... 7E320E|7E3210 ... 7E3220|
+21C|7E3664 ... 7E386E|7E3870 ... 7E387E|    +180|7E3490 ... 7E35FE|7E3600 ... 7E360E|    +2E0|7E66B0 ... 7E3B7E|7E3B80 ... 7E698E|    +B0|7E3222 ... 7E327E|7E3280 ... 7E32BE|7E32C0 ... 7E32D0|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ..| ...   ...  ...  | ...   ...   ... | ...   ...  ...  |
    |7ECA0C ... 7ECC16|7ECC18 ... 7ECC26|        |7EA990 ... 7EAAFE|7EAB00 ... 7EAB0E|        |7EF0B0 ... 7EF37E|7EF380 ... 7EF38E|       |7E3FE2 ... 7E403E|7E4040 ... 7E407E|7E4080 ... 7E4090|
     -----------------------------------          -----------------------------------          -----------------------------------         -----------------------------------------------------
           (+20A)     (+2)   (+E)       (+2)            (+16E)     (+2)   (+E)       (+2)            (+2CE)     (+2)   (+E)       (+2)           (+5C)      (+2)   (+3E)      (+2)   (+10)      (+2)

8. Cotton Island Bobbins Bros:              18. Legacy Island Crouch Hill:               28. Akrillic Crashing Rocks:
    -----------------------------------          -----------------------------------          -----------------------------------
   |7E3172 ... 7E31EE|7E31F0 ... 7E3220|        |7E33D0 ... 7E359E|7E35A0 ... 7E35AE|        |7E3808 ... 7E3BF2|7E3BF4 ... 7E3C02|
+B0|7E3222 ... 7E329E|7E32A0 ... 7E32D0|    +1E0|7E35B0 ... 7E377E|7E3780 ... 7E378E|    +3FC|7E3C04 ... 7E3FEE|7E3FF0 ... 7E3FFE|
 ..| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
   |7E3FE2 ... 7E405E|7E4060 ... 7E4090|        |7EBCB0 ... 7EBE7E|7EBE80 ... 7EBE8E|        |7E93AC ... 7E9796|7E9798 ... 7E97A6|
    -----------------------------------          -----------------------------------          -----------------------------------
          (+7C)      (+2)   (+30)      (+2)            (+1CE)     (+2)   (+E)       (+2)            (+3EA)     (+2)   (+E)       (+2)

9. Akrillic Garlen Beach:                    19. Legacy Island Bobbins Bros:             29. Akrillic Rockyfella:
     -----------------------------------         -----------------------------------         -----------------------------------------------------
    |7E3370 ... 7E350E|7E3510 ... 7E351E|       |7E3172 ... 7E31EE|7E31F0 ... 7E3220|       |7E3172 ... 7E31BA|7E31BC ... 7E320A|7E320C ... 7E3220|
+1B0|7E3520 ... 7E36BE|7E36C0 ... 7E36CE|    +B0|7E3222 ... 7E329E|7E32A0 ... 7E32D0|    +B0|7E3222 ... 7E326A|7E326C ... 7E32BA|7E32BC ... 7E32D0|
 ...| ...   ...  ...  | ...   ...   ... |     ..| ...   ...  ...  | ...   ...   ... |     ..| ...   ...  ...  | ...   ...   ... | ...   ...  ...  |
    |7EA2D0 ... 7EA46E|7EA470 ... 7EA47E|       |7E3FE2 ... 7E405E|7E4060 ... 7E4090|       |7E3FE2 ... 7E402A|7E402C ... 7E407A|7E407C ... 7E4090|
     -----------------------------------         -----------------------------------         -----------------------------------------------------
           (+19E)     (+2)   (+E)       (+2)           (+7C)      (+2)   (+30)      (+2)           (+48)      (+2)   (+4E)      (+2)   (+14)      (+2)

10. Akrillic Sleepy Dale:                    20. Akrillic Plok Town:                      30. Fleapit Cycling Clever:
     -----------------------------------          -----------------------------------          -----------------------------------
    |7E32D0 ... 7E341E|7E3420 ... 7E342E|        |7E3450 ... 7E35CE|7E35D0 ... 7E366E|        |7E3510 ... 7E377C|7E377E ... 7E378E|
+160|7E3430 ... 7E357E|7E3580 ... 7E358E|    +220|7E3670 ... 7E37EE|7E37F0 ... 7E388E|    +280|7E3790 ... 7E39FC|7E39FE ... 7E3A0E|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7EA7B0 ... 7EA8FE|7EA900 ... 7EA90E|        |7ED7F0 ... 7ED96E|7ED970 ... 7EDA0E|        |7EF590 ... 7EF7FC|7EF7FE ... 7EF80E|
     -----------------------------------          -----------------------------------          -----------------------------------
           (+14E)     (+2)   (+E)       (+2)            (+17E)     (+2)   (+9E)      (+2)            (+26C)     (+2)   (+10)      (+2)

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

1.5 Cotton Island Beach Warp Race:           3.5 Cotton Island Columns Warp Race:         4.5 Cotton Island Log Falls Shell Game:      5.5 Cotton Island Rickety Bridge Warp Race:
     -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
    |7E3750 ... 7E37FA|7E37FC ... 7E394E|        |7EAD10 ... 7EAF7A|7EAF7C ... 7EAF8E|        |7E8462 ... 7E8480|7E8482 ... 7E857C|        |7E3678 ... 7E371E|7E3720 ... 7E383E|
+200|7E3950 ... 7E39FA|7E39FC ... 7E3B4E|    +280|7EAF90 ... 7EB1FA|7EB1FC ... 7EB20E|    +11C|7E857E ... 7E859C|7E859E ... 7E8698|    +1C8|7E3840 ... 7E38E6|7E38E8 ... 7E3A06|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7EC150 ... 7EC1FA|7EC1FC ... 7EC34E|        |7EDF10 ... 7EE17A|7EE17C ... 7EE18E|        |7E9976 ... 7E9994|7E9996 ... 7E9A90|        |7EC330 ... 7EC3D6|7EC3D8 ... 7EC4F6|
     -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
           (+AA)      (+2)   (+152)     (+2)            (+26A)     (+2)   (+12)      (+2)            (+1E)      (+2)   (+FA)      (+2)            (+A6)      (+2)   (+11E)     (+2)

7.5 Cotton Island Blind Leap Warp Race:      9.5 Akrillic Garlen Beach Shell Game:        15.5 Legacy Island Sponge Rocks Shell Game:  20.5 Akrillic Plok Town Tower Room:
     -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
    |7ECC28 ... 7ECE32|7ECE34 ... 7ECE42|        |7EB052 ... 7EB070|7EB072 ... 7EB200|        |7EA6D2 ... 7EA6F0|7EA6F2 ... 7EA860|        |7E3EB0 ... 7E3EDE|7E3EE0 ... 7E40CE|
+21C|7ECE44 ... 7ED04E|7ED050 ... 7ED05E|    +1B0|7EB202 ... 7EB220|7EB222 ... 7EB3B0|    +190|7EA862 ... 7EA880|7EA882 ... 7EA9F0|    +220|7E40D0 ... 7E40FE|7E4100 ... 7E42EE|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7EF874 ... 7EFA7E|7EFA80 ... 7EFA8E|        |7ED062 ... 7ED080|7ED082 ... 7ED210|        |7EC482 ... 7EC4A0|7EC4A2 ... 7EC610|        |7EB5B0 ... 7EB5DE|7EB5E0 ... 7EB7CE|
     -----------------------------------          -----------------------------------          -----------------------------------          -----------------------------------
           (+20A)     (+2)   (+E)       (+2)            (+1E)      (+2)   (+18E)     (+2)            (+1E)      (+2)   (+16E)     (+2)            (+2E)      (+2)   (+1EE)     (+2)

22.5 Akrillic Venge Thicket Shell Game:      23.5 Akrillic Dreamy Cove Warp Race:         28.5 Akrillic Crashing Rocks Warp Race:
     -----------------------------------          -----------------------------------          -----------------------------------
    |7EBE92 ... 7EBEB0|7EBEB2 ... 7EC110|        |7EC312 ... 7EC60E|7EC610 ... 7EC620|        |7E97A8 ... 7E9B8A|7E9B8C ... 7E9BA2|
+280|7EC112 ... 7EC130|7EC132 ... 7EC390|    +310|7EC622 ... 7EC91E|7EC920 ... 7EC930|    +3FC|7E9BA4 ... 7E9F86|7E9F88 ... 7E9F9E|
 ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |     ...| ...   ...  ...  | ...   ...   ... |
    |7EEE12 ... 7EEE30|7EEE32 ... 7EF090|        |7EF722 ... 7EFA1E|7EFA20 ... 7EFA30|        |7EEB54 ... 7EEF36|7EEF38 ... 7EEF4E|
     -----------------------------------          -----------------------------------          -----------------------------------
           (+1E)      (+2)   (+25E)     (+2)            (+2FC)     (+2)   (+10)      (+2)            (+3E2)     (+2)   (+16)      (+2)
One part of the idea behind this is to use this information to determine which type of diagonal slope tile (in terms of tile data values) it is for which I found a small variation of jumps that allow to clip through it on the way down when Down is held appropriately to accelerate Plok's jump downwards (and the same for other block types which may exist that one might be able to clip through, possibly using different jumps adapted to them or other means entirely). Then in the next step it can be used to find the locations of these specific kinds of diagonal slope tiles and test out clipping through them, preferably at places that may allow to get somewhere that one isn't meant to be able to get to, and in particular to clip to lower portions of stages to see if ''garbage data'' in the form of tiles is located there, such as in the case of the 2nd stage, Cotton Island Bridge: Then the next step would be to look out for blocks there that can crash the game if one interacts with them (and possibly manipulating which blocks may be possible to be placed in such areas by the game), and to then see if ACE might be an option, and in the case this could be confirmed, there may be the outlook towards a corresponding ACE TAS, but these further aspects are just speculations so far. - - - Two simplified versions of working spinjumps that I found that allow to clip a block in stage 2, Cotton Island Bridge: Frame 1: A (while facing right at correct x and y pixel position w.r.t. the clipped slope as in the image above) Frames 42 to (52 or) 53: v (both options work, but frame 51 doesn't work anymore) Frames 58 to 64: <v Alternate starting position and clip jump: Frame 1: A (while facing left at correct x and y pixel position w.r.t. the clipped slope as in the image above) Frames 30 to 49, 50, 51, 52, 53, or 54: v Frames 55: < (or <v, for any of the above cases) In this 2nd case, starting to hold down at 31 doesn't work anymore. Remark: Unpausing in this game allows to press Start to unpause the game, repress and hold Start again (within the animation time before the gameplay continues after the unpause finished) together with whatever further buttons one wants to hold, and the game will that way run the gameplay for 1 frame with the buttons that were held, and then pauses the game again, which sort of allows to easily execute even as unassisted player any conceivable input sequence for gameplay frames due to this input buffer enabling behavior (although e.g. random events or processes may still be rather uncontrollable that way).
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Location: Bavaria, Germany
In the following I'm listing up some solutions that would be candidates for fastest solutions for levels (though in general these aren't exhaustive lists and better solutions may exist), with the notation that I introduced, followed by a bracket of the following general form: (total frame count; list of to the frame count contributing actions with their frequency, ordered by corresponding factor size, with non-contributing actions left out). For the total step counts I kept all the summands (in order as they come up in the associated solution, in an alternating manner between cursor and Brainie movement) that contribute to the total (and with brackets for when one Brainie's movement is interrupted by another Brainie moving cursor-less for when it previously was locked in position on a tile with an arrow and was freed), for easier understanding and transparency. Solutions are mainly ordered and packed into clusters of solutions that start out similarly, and the fastest solution(s) among a set of so far found solutions for a given level is bold. It is possible for solutions that there may be a few mistakes for the pathing arrows or the long step sums or other parts, but I did try well to avoid mistakes and don't think there should be any. Textfile with a large collection of stage solutions: https://cdn.discordapp.com/attachments/396448200447361024/830098133877915729/The_Brainies_U_Collection_of_stage_solutions_in_formulaic_notation.txt Note that the fastest solutions have the brackets for boldening the in between text around them for visibility, and some solutions have strike-through brackets around them which means that they did end up not working afterall. There is further solutions that are not contained in there, which are showcased in ViGadeomes' video above, as follows: Stage 7: Y2^< G2^>v R2^>v R1>^>v Y1>^>v Y2> G1^> G2>^ R2v> R1v> Y1v G2> R2^>^> Y2v R1>^ Y1> R1>^ G1>v Y2v> Y1^ G1v Y2> Y1> G1> Y2^> G1>^ Y1^> Y2>^ G1>^ G2^. (F = 1916; T = 0; W = 0; S = 7+2+3+10+5+10+5+10+6+7+6+5+7+6+5+3+2+3+4+3+4+3+3+3+4+7+5+3+2+2+3+2+1+5+5+3+1+2+1+3+2+1+1+1+2+5+1+1+2+3+2+2+3+4+3+4+3+2+1=214; B = 30; C = 29; D = 27; b = 0) Stage 8: B<^ G2<v> G1<v> Y<v<^<v> B<v<^ R<. (F = 880; T = 1; W = 0; S = 5+4+3+14+8+15+8+16+8+7+6+5=99; B = 6; C = 5; D = 14; b = 0) Stage 10: G^^ Bv>^ Yv>v R< G^<. (F = 421; T = 0; W = 0; S = 6+5+2+11+1+6+1+9+4+3=48; B = 5; C = 4; D = 6; b = 0) Stage 11: R3^ B2v>v< R1^>^> B3<v>v< R2^ B1v>v R3<^. (F = 429; T = 0; W = 0; S = 2+2+7+1+6+1+7+1+4+2+6+3+4=46; B = 7; C = 6; D = 13; b = 0) Stage 12: Y>v>>^ R<>v>< G<> B<>v<^>. (F = 790; T = 1; W = 0; S = 8+15+8+20+3+11+4+20=89; B = 4; C = 3; D = 14; b = 0) Stage 13: Bv>< Rv>< G>> Yv>>v<>^. (F = 810; T = 0; W = 0; S = 6+17+7+13+5+17+7+24=96; B = 4; C = 3; D = 11; b = 0) Stage 14: Yv> Bv> Y>v>^ G>v>^ Y^> B>v>^ Y>v G^> B^< Rv>>v>^^>>v. (F = 1210; T = 0; W = 0; S = 8+6+5+6+1+(3+1+6)+7+10+1+(4+1+6)+7+8+1+2+4+(4+1+6)+2+6+5+28=139; B = 10; C = 9; D = 24; b = 0) Remark: It does seem that the formula used to calculate the number of frames that any stage solution takes may in many cases be off by a very small amount (besides not accounting for potential lag and not accounting for those solutions of those stages that have the cursor initially positioned on the same Brainie that is moved first, compared to solutions of the same stage in which this isn't done). And this further parameter that remains to be at first investigated further and then incorporated into the frame counting formula (and all documented stage solutions) would account for counting all 1 frame delays that occur in any given stage solution each time when the cursor is moved in order to select a Brainie in such a way that for the cursor movement it is unavoidable to be moved to that Brainie without moving over another Brainie in the very last step of the cursor movement from the 2nd last tile to the last tile the cursor moves onto. This is due to the neighboured Brainie being selected instead of the slightly further ahead placed Brainie if one were to try to select that Brainie as soon as one could do so if the neighboured Brainie were not present. This may also hold for when the cursor moves just 1 step from 1 (just deselected) Brainie to a horizontally or vertically immediately neighboured Brainie, or such situations may not count. Or there could be other restrictions such as this frame delay depending on the direction in which the cursor is moving over a Brainie just before the Brainie that is selected, or such as there possibly existing a priority order between Brainies depending on which this 1 frame delay will be applied or not. If for a given cursor movement the starting tile of the cursor and the targeted tile with a Brainie on it lie within the same tile row or tile coloumn, there would be no way of avoiding such a delay induced by a Brainie positioned just next to the targeted Brainie (if this cursor movement delay mechanic behaves as described above). However, if this is not the case, then one can choose to have the cursor move in 1 direction first and in the orthogonal direction afterwards, or vice versa, in order to potentially avoid a Brainie that sits next to the targeted Brainie. Here is an lsnes movie file for a Test-TAS consisting of the best solutions (in bold) among the ones listed above, but including ViGadeomes' faster solution for stage 10, for each stage (and regarding the remark, the cursor delay seems to have been either entirely avoidable): https://cdn.discordapp.com/attachments/396448200447361024/830093305333153814/The_Brainies_Test-TAS.lsmv And here is a corresponding video of the Test-TAS: Link to video
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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I routed all images (except for neglecting potential lag frames) manually, including those from the japanese version, at some point in the November of 2018 for Spikestuff, and I remember it was an interesting endeavouer back then to route them. Here is a ZIP file of the routes I had made: https://cdn.discordapp.com/attachments/396448200447361024/734618978592227338/All_Mario_Picross_images_routing_solutions_including_japanese_only_images.zip In the images, for each number pair X/X, X refers to the number of steps in my routing solution in which no new tile is revealed, and initially I used an estimate via discrete mathematics' graph theory and the number of vertices that are so-called leaves (vertices that only have 1 edge to another vertex, where the vertices in the images would only be the tiles that need to be coloured in and edges between any 2 vertices would only be drawn between such vertices if one can move from one vertex to the other in 1 step), and then observing that for connected graphs there would have to be at least N-1 steps (minus the highest number of times and best manner in which one can connect leaves each via by a previous leaf forced additional step that doesn't colour in a required tile) that don't colour in another required tile if N is the number of leaves, since for each entered leaf one would have to enter it from the only vertex connected to it, meaning that the only vertex connected to it is already coloured in, leaving as (almost) only exception the very last tile that needs to be coloured in, since there is no need to move away from it anymore, except when the starting position at the top left is 0 or 1 tile away from a leaf (in which case that leaf doesn't come with the cost of an extra step as soon as there is at least another leaf). But then some later images turned out to have multiple separate components and I had to put in more thought for trying to find lower bounds for the number of steps with which no new requires tile is coloured in, and then I just kept the double notation. I haven't seen yet what routes are used in this TAS, but I'm aware that lag minimization may lead to significant deviations from what otherwise optimal routes would be for the images.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Post subject: Concept: Presenting more games to be solved by the community
Aran_Jaeger
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In here ( http://tasvideos.org/forum/viewtopic.php?p=496075#496075 ), I just laid out a game with its levels, and explained its mechanics, and what I found to be a rather forthcoming property of the game (from the perspective of the intent to TAS it) was that it appeared to be in such a form (with no RNG, effectively no lag, independent levels structure) that it seemed to make it possible to work efficiently on optimizing the entire game without the need to be at the computer and have the game running on an emulator (provided one would have the structure of a level on paper or an image of it to think up solutions and write them down with pen & paper), which basically makes it possible to work on it during times (like waiting or travel times) in which one otherwise couldn't be TASing. And this sparked the idea that maybe, in order to make TASing more accessible in (at least) 2 ways, namely to make TASing possible at more (day-)times or in more situations (e.g. while one's on a train without a laptop or otherwise without a device for TASing) and to provide a larger spectrum of games to look into and choose from that likely would be more accessible to newcomers to TASing (due to the properties such games might need to have in order to be efficiently optimizable without requiring emulator knowledge or working with an emulator), so I thought one might just as well generalize & expand on this kind of approach. For my example above, it looks like The Brainies was also released on Atari ST, Amiga, Apple IIgs, Macintosh, and Amstrad CPC computers, but I have no idea if the levels and/or mechanics are the same or if frame count related changes for different actions exist for those cases, but it might be something of similar interest if one is interested in this case for the SNES. Though beyond this game here, I wondered if this concept could be applied more broadly also for further games that stand similarly much out to be approachable almost in an equivalently effective manner (for optimizing its levels from a TASing perspective) when all one has is a given level of the game together with just some basic required knowledge over its mechanics/rules, compared to if one had to actually use an emulator in order to figure out what the fastest way is to finish the game. And with this said, I'm suggesting to other TASers to think of further (preferably new, in terms of not already having been TASed) games for which an approach that's effectively separated from having to play the game would be similarly effective, and if they can come up with games of this kind (where the optimization of the full game can be broken into much smaller individual rather separate pieces), and maybe that they mention them or even set up similar posts with the relevant game's resources for allowing quick access to contributing to a game's optimization by TASVideos community members in general. I'm not sure how often such an approach has been taken for a game yet (or how successful such cases might have been), but I think more of it wouldn't hurt. And maybe this could be considered as some kind of shared optimization contributions concept idea for some people from the TASVideos community, similar to the Dream Team Contests or also the various contributions by different people that I remember that gathered to discuss fastest solutions for the game The Chessmaster in here ( http://tasvideos.org/forum/viewtopic.php?t=4847&postdays=0&postorder=asc&start=25 ) some time ago (and at least The Brainies would also consist of ''pawns'' to move around a board).
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Joined: 10/29/2014
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So, I wondered ''why not combine TASing with the maths-y puzzlers' interests?''. Maybe some people from here might be intrigued in finding the fastest solutions for some of the levels of ''(SNES) The Brainies'' which I just explained and laid out in here: http://tasvideos.org/forum/viewtopic.php?p=496075#496075 . I think it'd be a game that is much more approachable without using any emulator than how similar situations would be for other games, at least.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
There doesn't seem to be a thread for this SNES game yet, so I'm making this one. I think this game's levels (while the game probably could also be solved by brute force approaches, and anyone would be free to try it that way), aren't very long and the mechanics aren't quite as straight forward as they are for some other brute-forced games, so I thought ''manual human approaches and reasoning'' may be also a viable option, and especially so if multiple different TASers are inclined to contribute to it. At least for finding optimal solutions to this game's levels, one might not even need to run the game on emulator (outside of lag maybe or testing ideas for potential exploits), which is a godsend, because unless one wants to turn the audio off, one would be tortured by the game's awful music. And this game could be something for people that want to get into TASing and want to start out with an easier game, or something for TASers to tackle during freetime or waiting times like travel times with e.g. just pen and paper to write down solutions with a short efficient notation that can be used to describe solutions clear enough to be reconstructable from the notes. So if anyone feels like thinking up candidate solutions for fastest level completions for these levels during their free time similar to how some folks solve sudokus or crossword puzzles, feel free to do so (and maybe share it here, while you're at it). Also, in case someone wants to write a brute-force search script for a bot to solve some levels of this game, I'd suggest to make a post mentioning that it's finished & working, once that is the case, I guess, as it may be of interest for those that might be inclined to try to solve some of these by their own reasoning (depending on the degree of activity that may go into this game). And analogously, for those who are interested in solving some of these and providing their solutions via posts, I'd suggest to post their solutions after finding them, especially if they (according to the formula for calculating their time) appear to be faster than the otherwise current best solution present in any posts with solutions (or even list multiple different solution candidates per level to help exhausting the possibilities, since even sub-optimal solutions may help in finding the fastest solution, depending on what other solutions the fastest solution may be similar to), and to update their post after they found new solutions, as feedback for others to know which levels might have had a good amount of optimization or brainstorming gone into them already (just from a redundancy avoidance perspective, aswell as a perspective about what the easiest way of managing the availability of a transparent overview of the solution ideas would be). But at least for a long time there should be enough levels to optimize without having to fear that one may be redundantly trying to optimize a level that already has been perfectly optimized. Admittedly for some levels it may get bothersome trying to keep in mind the positions of Brainies if one doesn't make intermediate notes while one's trying to find a fast solution, but for many levels it shouldn't be too bad. - - - General level setting: Each of the 101 levels from 00 to 100 consists of a (chess-like) board or grid of tiles with the rectangular size of 8 tile rows times 13 tile coloumns. Each of these in total 104 tiles can be either in a (by various means) universally occupied state or a not universally occupied state (the reason for this specification is that there also exist semi-occupied tiles with coloured locks that only count as occupied for Brainies of other colour than the lock's colour). OOOOOOOOOOOOO OOOOOOOOOOOOO OOOOOOOOOOOOO OOOOOOOOOOOOO OOOOOOOOOOOOO OOOOOOOXOOOOO OOOOOOOOOOOOO OOOOOOOOOOOOO The cursor's initial position in every single level is at the tile in the 6th tile row (counting from the top downwards), and the 8th tile coloumn (counting from left rightwards), and is demarcated with an X in the scheme above, and as pink boundary of a rectangle in level images. For all times it holds that the only sprite objects that can ever change their grid tile location on a level are Brainies & the pink rectangular cursor. All other objects represented via sprites can only stay in place or otherwise vanish for the rest of the current level attempt (until the level's time runs out) if and only if a Brainie moves onto them to their respective tile location; and the only objects that can vanish are colourd bombs, hearts, clocks, joker cards, coloured locks, and Brainies themselves. Arrows, coloured warps, bouncers, stop signs, and Brainie platforms of a level stay permanently where they are located. - - - Mechanics & a list of level elements and their properties: For the game's mechanics, a grid tile is in an universally occupied state if and only if (at least but effectively also exactly only) one of the following cases is true: ° A Brainie is located on the tile; ° The tile is a black boundary tile; ° A red stop sign occupies the tile; ° A wall sprite or environmental obstacle sprite (ranging from water, rocks, ice blocks, trees, and moon-like craters to snow barriers; which differ depending on which range of same environment using 10 consecutive levels in the 101 levels the current level is in) occupies the tile; ° A bouncer is located on the tile. * Cursor (uses a pink rectangular sprite): Using Up, Down, Left, or Right, the cursor can be moved around on the 8 tiles by 13 tiles grid freely, in step-size of 1 tile, and only horizontally or vertically (but not diagonally) at a time. The cursor can not move past the level boundaries (in particular, the cursor cannot loop around from 1 boundary side to another), but otherwise, nothing stops the cursor's movement within the full rectangled grid. One can (via button input) only switch the player's control away from the cursor to any Brainie (but never more than 1 at the same time), but nothing else, and in order to do so for a given Brainie, the cursor needs to be moved to the tile at which the (grid-motion-less) Brainie in question is located. * Brainie (they come in Smarties shape and with blue, red, green, or yellow colour): One can move any currently with the cursor selected Brainie around within any level using Up, Down, Left, Right. Whenever 1 of these direction buttons (or multiple of them, but then 1 of them takes priority) is pressed to move a Brainie, the Brainie will start to or try to unavoidably move across grid tiles towards the chosen direction until the next tile on the grid in front of the moving Brainie in the direction that it is moving (or trying to move) fits into any 1 of the following cases: ° the tile is universally occupied; and in this case the Brainie will come to a halt on the last tile that preceeds this tile. ° the tile contains an arrow; and in this case the Brainie in general can and will move onto the arrow and will continue from there as before, but in the direction that the arrow is pointing at. This can in some cases lead to softlocks in which a Brainie gets endlessly redirected from 1 arrow to another. ° the tile contains a bouncer; and in this case the Brainie will not move onto the bouncer but will continue to move back away from it in the opposite direction. This can also lead to softlocks in some cases with bouncers, warps, and/or arrows being involved. ° the tile contains a lock of a different colour than the moving Brainie's colour; and in this case the Brainie comes to a halt on the last tile that preceeds this tile. Only when a Brainie is in a state of not moving, then (with a button press) the player can switch the control back from the Brainie and to the cursor (that travels with any Brainie, alongside it, but isn't visible when any Brainie is controlled) which will appear on the tile that this Brainie currently is located in. * Walls (they come with various graphics depending on the range of levels one is at): Tiles with a wall displayed in them behave like any other universally occupied tile. * Brainie platform (a round silver plate with a coloured dot in the center): Brainies can move onto any tile with a Brainie platform on it (provided the level structure allows it). For completing a level, a constellation needs to be reached in which all Brainies must end up on tiles with Brainie platforms without any Brainie being in motion anymore, and this has to line up in such a way that for each Brainie the Brainie's colour needs to match the Brainie platform's colour that the Brainie is sitting on. There is very few levels that have more Brainie platforms than Brainies. * Heart: Brainies can move onto any tile that has a heart on it (provided the level structure allows it). Whenever a Brainie moves onto a tile with a heart, the heart vanishes for the rest of the current attempt of solving the current level before the game's time runs out, and the number of times in which the player doesn't manage to complete a level within the provided time frame before the player has to restart from the beginning is increased by 1. * Stop sign (red octagon with white strike-through): Tiles with a stop sign on them behave the same as universally occupied tiles. Brainies cannot move onto tiles with stop signs on them. * Joker card: Brainies can move onto any tile that has a joker card on it (provided the level structure allows it). If and whenever (only) a Brainie moves onto a tile with a joker card on it, the joker card will disappear for the rest of the current attempt of solving the current level before the game's time runs out, and a joker card counter in the heads-up display increases by 1 but only for up to the duration of the current attempt to solve this level. * Bomb (these are either yellow, green, red, or blue, just like the Brainies): Brainies can move onto any tile that has a bomb on it (provided the level structure allows it). If and only if a Brainie moves onto a tile with a bomb that has the same colour as that moving Brainie while the player's current amount of collected joker cards is 0, then the Brainie will be stopped on the tile with the bomb, turns grey and then vanishes, and the level turns unwinnable for the current attempt. If one is in the same situation but with the only exception that the current amount of collected joker cards is 1 or more, then the bomb vanishes (and cannot affect Brainies anymore in the current attempt), the current amount of collected joker cards is reduced by 1, and the level continues as if the bomb didn't exist. Note that it doesn't matter what Brainie collects a given joker card, since as long as the joker card has been collected it will be used up for any Brainie that gets into such a situation. For any Brainie with different colour than the bomb's colour, the tile with the bomb behaves the same way as if there were no bomb on the tile (i.e. the bomb doesn't affect such a Brainie). * Lock (these are either yellow, green, red, or blue, just like the Brainies): A Brainie can move onto any tile that has a lock on it if and only if the colour of the lock matches that Brainie's colour. * Warp (yellow, green, red, or blue large disk): Brainies can move onto any tile that has a warp on it (provided the level structure allows it). For any colour among yellow, green, red, blue, there exist either 2 or no warps in a given level. For any Brainie with different colour than the colour of a given warp, the tile with that warp on it behaves the same way as if there were no warp on the tile (i.e. such a Brainie isn't affected by the warp). If and only if a Brainie with the same colour as the colour of a given warp moves onto a tile with that warp (starting from a different tile), then the Brainie is teleported to the 1 other tile in the level that has a warp of the same colour on it but only if there is currently no Brainie located on this other warp tile, and in this case the Brainie will continue its movement (if possible) at the other warp tile in the same direction with which it moved onto the initial warp tile (and if it comes to a halt on the 2nd warp tile it will not be teleported back); and otherwise the Brainie will also not be affected by the warp. Note that if a Brainie ends up being positioned on a tile with a warp that has the same colour as that Brainie (which can only happen if at that time another Brainie is located on the 1 other tile with a warp of the same colour), and the Brainie that is located on the other tile with a warp of that same colour moves and comes to a halt on a different tile, then as consequence of this the Brainie that is located on the tile with that warp, that has the same colour as the Brainie located on it, will stay where it is (it will not automatically be teleported once or multiple times). * Arrow (displayed with all 4 Brainie colours): It can happen that a Brainie moves onto an arrow, stops moving and stays on the arrow, but this is only possible if the closest tile next to this arrow in the direction of the arrow is universally occupied, or occupied by a Brainie or a stop sign or a lock of a different colour than the Brainie that is on this arrow (and for a Bouncer in this spot the effect is unknown, but there is no level with such a situation). And if a Brainie comes to a halt on an arrow, then the player will be unable to move this Brainie (in particular it is not possible to make a Brainie stop on an arrow to then move the Brainie from there into a different direction than the direction to which the arrow is pointing), and only if a move (consisting of everything that happens between the start of moving a Brainie to the end of the Brainie's motion) finishes such that at some point during the move the object that was blocking the path of the Brainie on the arrow was and stayed removed from this tile (which can only happen if a Brainie was on that tile and was moved away and ended up elsewhere, or if a lock was on that tile that was removed by a Brainie that ended up elsewhere), then as soon as this happens, the game will automatically attach a move (to the end of that move by the player) in which the Brainie that was located on this arrow continues its move. At this point it is unknown what may happen if multiple Brainies placed on arrows are ''freed'' with 1 move of another Brainie (though such a situation may be impossible to get into, but I'd assume the game either has a way of determining the order in which it moves the Brainies that formerly were on arrows, or the game may just crash). Note that ''freeing up'' a Brainie in this manner is a way in which a Brainie can be moved without the cursor being attached to or following that Brainie, nor having to move the cursor to that Brainie in order to move it. * Clock: If and only if a Brainie moves onto a tile with a clock on it, then the clock vanishes for the rest of the current attempt of solving the current level before the level's time runs out, and the collection of the clock seems to generally add 30 seconds to the current level's timer. * Bouncer (the sprite with a blue central circle and a ring around it with the 4 colours that are used for Brainies): Whenever a Brainie moves towards a bouncer (or tries to move towards it) from a neighboured tile next to the tile with the bouncer, the Brainie will not move onto the tile with the bouncer and will continue moving back in the opposite direction. Other notes on the different level objects: No grid tile of any level ever has at the same time 2 or more non-Brainie objects (from the above list) located on it (in case anyone is wondering about tiles that may only visually show the sprite of 1 object located on it but not the sprite of any further object located on it). The various objects are introduced step by step into the levels the further one progresses: Level 10 is the first level in which an arrow appears, level 20 is the first level in which warps appear, level 30 is the first level in which a bouncer appears, level 50 is the first level in which a lock appears, level 60 is the first level in which a bomb appears. Brainies always start out in tiles that would without the Brainies be unoccupied tiles. - - - Further observations, remarks and questions: The player can press both shoulder buttons, L & R, together in order to lose 1 life and retry the current level immediately (provided there was still a life left). It seems that pressing A as soon as it initiates the switch from the top-down view to the isometric view on the level works the fastest to get control of the cursor in order to move it around. The game appears to have no randomness at all, and it seems to have at most close to no lag during phases in which the player moves Brainies or the cursor around the level (exempting level fade-outs into the level time tallying screen & level load times that follow, which might take differently long depending on what happened in earlier frames). For getting control over a Brainie & moving it, it doesn't seem to matter if one keeps holding the input for the last direction in which one moved the cursor or releases it as soon as possible. The red Brainie has the slowest walking animation for its sprite, then yellow is faster, followed by green and then blue, but this seems to be just a visual difference. It is unknown if anything unusual might happen if a level's timer runs out at the same time as the level is completed or as a heart is collected or a Brainie dies to a bomb or moves onto a warp or opens up a lock or collects a joker card or a clock or moves onto an arrow or bounces back from a bouncer, or at the same time as a freed Brainie would automatically be moved, regarding any lasting effects afterwards. Apparently the cursor during its movement can move back to the tile it was just moving away from, instead of continuing further towards the last tile one made it move to, if one doesn't hold long enough towards that direction but just shortly. Other than that, GameFAQs has some guide for the levels ( https://gamefaqs.gamespot.com/snes/588227-the-brainies/faqs/35246 ) and a list of passwords to certain levels ( https://gamefaqs.gamespot.com/snes/588227-the-brainies/cheats ). - - - Time costs associated to different kinds of actions: Time cost for collecting a clock: 60 frames (since collecting a clock adds 30 seconds to a level timer and it takes the level time tally 2 frames per remaining second to finish up). For the cursor (once control is gained over it) to start moving it takes 1 frame of delay (the 1st frame that has the directional input that makes it move). Then for every step from 1 tile to another that the cursor makes it takes the cursor 8 frames (and due to its smooth uninterrupted movement when one makes the cursor switch the direction that it goes it also holds for zigzagging paths, without costing more time than avoiding movement direction changes for the cursor's path as much as possible) and it doesn't matter if the movement is sideways or vertically or if the cursor is in the foreground or background (which is all equivalent even with the isometric perspective). Then, when the cursor reaches its destination, there is 1 frame of delay for the cursor to come to a halt, and in the same frame the next Brainie can be selected with an A press in that frame (provided there is a Brainie on that tile), but a directional input together with the A press in that frame does not yet have an effect (and needs to happen at least 1 frame later to do so). For a Brainie to start moving at the beginning once it is selected it takes 1 frame of delay (the 1st frame that has the directional input that makes it move). The for every step from 1 tile to another that the Brainie makes it takes 8 more frames (independent of direction or depth of the Brainie in the isometric perspective). But also every time that a Brainie stops moving, followed by another directional input to make it move again (without any new Brainie being selected in between), 2 frames of movement delay occur in which the Brainie doesn't move (1 frame for the Brainie to stop moving, and then 1 frame of delay before the Brainie starts moving in the new direction) even if the directional input would make the Brainie move back in the opposite direction that it was moving; but every time a Brainie hits a bouncer there is 2 frames of delay aswell (but instead of not moving for 2 frames, it moves 1 frame further in the direction it was going, barely onto the tile with the bouncer, and then moves back out of the tile in the next frame). And whenever a Brainie stops moving without another directional input commanding it to move again, but in order to deselect the Brainie and get control back to the cursor, there is 2 frames of waiting time, consisting again of 1 frame of delay (for the Brainie to stop moving), and only in the next frame after that is the earliest frame in which A can be pressed to deselect the Brainie (which costs 1 frame aswell). When a Brainie moves onto an arrow, the arrow makes the Brainie continue moving smoothly (like the cursor) without any frames of delayed movement (even for being sent back by an arrow to where a Brainie was coming from). The time that teleporting a Brainie takes is 29 frames. If a teleported Brainie stops moving immediately after the teleportation finished up, then there is as well 1 frame of delay for the Brainie's movement to finish up, and only as soon as the next frame after that one can place working directional input for making the Brainie walk again. If a teleported Brainie continues moving in a direction after the teleportation finished, it does not take the Brainie 1 frame of movement delay before it starts walking again. Other time cost related notes: The score counter appears to at least visually max out at 9999, but reaching this value has no influence on the waiting time for when the game quickly counts down the remaining level time with which a level was completed (in particular it doesn't shorten this waiting time). In expectedly rather rare cases it might be faster to wait 1 frame during a level before completing it, provided that this allows the level's timer to finish its animation for decreasing its value by 1, in order to allow the quick countdown (which appears to take 2 frames per remaining second of the level time in order to finish up) of the remaining time that follows the completion of the level to finish 1 frame earlier (provided that the long waiting time after the tally finished and before the next level loads doesn't ignore such tiny frame count differences). It seems that the movement speed of the cursor is the exact same as for moving the Brainies (and they probably use the very same mechanic but are just displayed differently). - - - With this knowledge a formula can be derived for the amount of frames that different level solutions take, for the purpose of comparing them: F = 30°T + 29°W + 8°S + 3°B + 2°C + 2°D + 2°b [+ L] with: ° F equal to the total number of frames (relevant for comparing different solutions of a given level); ° T equal to the total number of clocks collected for their time bonus; ° W equal to the total number of times that any Brainie used a warp from one place to another; ° S equal to the total number of steps that were taken from any 1 tile to the next by the cursor and all Brainies, except for tile position changes that occur to Brainies when they are teleported from 1 warp to another (and when a Brainie hits a bouncer, only the associated 2 frames of delay contribute to the time, as Brainies don't move onto tiles with bouncers on them); ° B equal to the total number of times that a control switch happened from the cursor to select any Brainie; ° C equal to the total number of times that a control switch happened from any Brainie back to the cursor; ° D equal to the total number of pairs of directional input commands (in which each of the 2 directional inputs makes the same Brainie move), without any other directional input command in between the pair of directional input commands, and without the Brainie that is moved that way having been deselect in between the directional input pair; ° b equal to the total number of times that any Brainie hit a bouncer; ° L equal to the total number of lag frames that occur during the given solution process for a level. This formula may be off by 1 frame, since the formula assumes that any solution initially moves the cursor away from its starting position to select some Brainie, and in the rare case that the starting position of the cursor coincides with a tile with a Brainie on it that then is immediately selected by the cursor, the 1 frame of delay before the movement of the cursor starts doesn't apply at this point anymore. The formula also assumes that solutions never select and immediately deselect any Brainie at any time as this would be a useless 3 frames (1 frame for selecting the Brainie with A or B, 1 frame for deselecting it immediately afterwards with B or A, and 1 frame for the delay in the start of the cursor's movement) wasting move and doesn't allow a Brainie to be selected earlier by attempting to make the cursor's position jump towards another Brainie along the cursor's path. Bouncers occur rarely in levels and would rarely be useful, and as long as the number of directional input commands and the number of control switches between Brainies is similar enough between 2 different solutions, the most significant parameters regarding frame count differences would be the number of steps and the number of times that warps were used (where 1 warp takes a little longer than 3 steps). [colour 1][direction 1.1][direction 1.2]... [empty space][colour 2][direction 2.1][direction 2.2]... ... [empty space][colour n][direction n.1][direction n.2]... [direction n.m] is a suitable notation for keeping track of solutions, where [colour 1], [colour 2], ..., [colour n] can each individually refer to any colour among green, yellow, red, blue, and where Up, Down, Left, Right are the available options for [direction 1.1] up to [direction n.m]. Only in levels that have multiple Brainies of the same colour, one would be required to specify further which Brainie one is referring to in the notation, and one way to do this would be to write down a Brainie of colour X as Xn if and only if it is the n-th Brainie of colour X that one finds if one searches for Brainies of that colour starting at the top left corner of the grid, and continues to search rightwards across tile rows, and moves tile row by tile row downwards with the search (and I'll be using this order for my notation). With this notation, ° the value of B for a given solution coincides with the number of letters in the notation for the solution; ° the value of C for a given solution coincides with the number of empty spaces between the left-most & right-most letter in the notation for the solution; ° the value of D for a given solution coincides with the number of arrows in the notation for which the closest previous symbol also is an arrow. The empty space isn't needed for the notation to make sense, but it makes viewing solutions easier and less confusing. Example: R^>v B^>v G^>v Y^>v. (F = 621; S = 7+11+8+11+6+11+8+11=73; B = 4; C = 3; D = 8) B is equal to 4 in this example, because 4 (capitalized) letters (among Y, G, R, B) appear in the notation for this solution: R, B, G, Y. C is equal to 3 in this example, because 3 empty spaces appear in the notation for this solution, namely between v & B, then between v & G, and finally between v & Y. D is equal to 8 in this example, because 8 pairs of arrows appear in the notation for this solution, which are the following: (^,>), (>,v), (^,>), (>,v), (^,>), (>,v), (^,>), (>,v). Since the control of Brainies can only switch back and forth with the control of the cursor, C = B - 1 holds in general, and one may just as much shorten the total frame count formula to F = 30°T + 29°W + 8°S + 5°B + 2°D + 2°b [+ L] (- 2) or (for sole comparison purposes) further reduced to just F = 30°T + 29°W + 8°S + 5°B + 2°D + 2°b [+ L]. Good systematic ways for finding new or better solutions compared to existing ones may be to e.g. take existing solutions and choose some intermediate point in the solution to change up only the moves that come afterwards, or to fix an order in which one wants to move the Brainies and then tries to search only for solutions in which the Brainies are moved in this order (followed by checking other Brainie orders), or in some cases one may be able to find a way to move a Brainie with a different route to the same end point as in a given solution, except with less time costs involved to substitute that with what the solution has. But one could aswell approach levels by trying to figure out which actions or changes or specific moves that have to happen at least at some point in any given solution to help reducing the number of options that have to be considered (depending on how restrictive the necessary conditions for solutions are that one found). Here are some ZIPs of all levels of the game: All levels (unmodified images of individual levels): https://cdn.discordapp.com/attachments/396448200447361024/718944912908746782/All_The_Brainies_stages.zip All levels (with only grid added with 10 levels each): https://cdn.discordapp.com/attachments/396448200447361024/721188258586820668/The_Brainies_stages_with_grid_only.zip All levels (with grid & cursor position added with 10 levels each): https://cdn.discordapp.com/attachments/396448200447361024/721188435112624219/The_Brainies_stages_with_grid__cursor.zip And here are images for all levels (also referred to as stages), first how they appear in the game, and then with grid and initial cursor position overlaid: The order in which levels appear in the images is as follows (for X ranging from 0 to 9): X0 X5 X1 X6 X2 X7 X3 X8 X4 X9 Levels 00 (on the left) to 39 (on the right), unchanged: Levels 40 (on the left) to 69 (on the right), unchanged: Levels 70 (on the left) to 99 (on the right), unchanged: Levels 00 (on the left) to 39 (on the right), with grid & initial cursor position: Levels 40 (on the left) to 69 (on the right), with grid & initial cursor position: Levels 70 (on the left) to 99 (on the right), with grid & initial cursor position: Level 100, withough and with grid & initial cursor position:
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Some treadmill glitch video (where it seems like repeated sideways position shifting of the character while technically one is staying in place appears to still affect the game and where it might think is the character's relative position to the room, to eventually trigger a stage exit): https://www.youtube.com/watch?v=qZ-Kl6CTbzc A video of some audio glitch: https://www.youtube.com/watch?v=gKbPwZgDkdw Here is a text file with a list of reference points that I made for comparison purposes, from the current Super Turrican TAS: https://cdn.discordapp.com/attachments/396448200447361024/707810296810569808/current_Super_Turrican_TAS_reference_point_timestamps.txt Here is some experimentation movie files that I made a while ago when I was doing some tests (and very short input files for the first part of first attempts at the first stage) in case anything may be useful: https://cdn.discordapp.com/attachments/396448200447361024/707811597556514936/Super_Turrican_lsnes_experimentation_movie_files.zip And here is a little program that total/Tewtal made for converting Bizhawk movie files into lsnes movie files and vice versa (though I cannot guarantee that it will generally work flawlessly): https://cdn.discordapp.com/attachments/396448200447361024/707810833756848148/TASConverter.exe - - - - - I have done very little testing for this game, and to my knowledge, the ''full-screen attack'' can be used to shake the environment (including platforms that spawn when they are shot), which can make the difference between barely landing on (the corner of) a platform or missing it, but since it seems to be a rather powerful attack, it may be more useful for damaging purposes rather than helping for stage traversal. But besides that, here is some stage tilemap content (regarding which memory address determines the look and behavior of what tile in a given stage) that may help (although it does not contain information about the locations of initially invisible platforms that can be shot so that they appear): Dan made an adaptive lua script for SNES9X 1.51 rr (rerecording) which can be changed to work for various games (such as Super Ghouls'n Ghosts, Spanky's Quest, Alien 3, Sutte Hakkun, Plok, Hagane, Krusty's Super Fun House, for which I have found the corresponding memory address ranges) including Super Turrican: https://cdn.discordapp.com/attachments/396448200447361024/706544105047588864/snes9x-loop-over-memory-region_mapper_Super_Turrican.lua To use it one just adds the lua script while playing, and once running it for a given moment, it will output the room's (or stage's) tilemap data for the way it is set up in the frame (and from there one can copy that over into e.g. a txt file). Note that tilemap data changes that occur to a room at different frames may be possible; sometimes just due to straight forward direct changes that one may have caused to it, but sometimes possibly more obscure and/or larger changes due to room/stage events. Quick explanation on how to adapt it: Right at the top of it (if one opens it in notepad++) one will find the following variables: local ADDR_FIRST = 0x7E6360; local ADDR_FINISH = 0x7EA81F; local ADDR_INCREMENT = 2; local ADDR_ENDLINE = 0xC8; The ''local ADDR_FIRST'' variable refers to the first (smallest) memory address at which the lua script will start to output values of memory addresses from which follow after it (including the memory address that one chooses for it to start with, by setting the ''local ADDR_FIRST'' to it). The ''local ADDR_FINISH'' variable refers to the last (largest) memory address from which the lua script will pull the value from that is carried by it and will output it into the console. The ''local ADDR_INCREMENT'' variable refers to the step size in which the lua script should go to pick or check memory addresses after the initial one in order to paste their value into the lua script console (and this step size typically is 1 or 2, though I think it was 4 for Super Ghouls'n Ghosts, for different games and depending on if 1 byte or 2 bytes are used for determining a tile's behavior). Finally, the ''local ADDR_ENDLINE'' tells the lua script (in hex values) how many outputs it should paste in 1 line/row, or when to start the next row, and this typically would correspond to the width of the room in terms of the number of tiles are used per row. The memory addresses carry information like tile behavior and graphics of tiles, but in some games there can be different completely separate memory address ranges for carrying the values that determine the tile graphics and the tile behavior, and (if they exist) for moving layers there can be another separate memory address range that can carry the corresponding graphics data for that aswell sometimes (like in Alien 3). Changing memory address values via memory cheats for a room (or stage) for memory addresses in a range of memory addresses that one suspects of carrying the relevant tile behavior determining data (if one's searching for that) can help finding suitable memory addresses for that matter. There's surely other and better ways to find these memory addresses or to make more out of it in terms of visualizing the outputs (possibly in real time with a lua script during gameplay), but that is one way I know of. Typically the memory address value for air or empty tiles that one can move through is 00 (it has been so consistently for many games that I checked out). Typically the tilemap data is structured in such a way that some memory address (which can be in 1 byte or 2 bytes form, depending on the game) holds the value that's relevant for the behavior of the top left tile in a stage or room, and then the following addresses (either with unrelated memory addresses inbetween or without gaps) will hold the data for all tiles to its right in the same tile row, until at some point the tile row ends and the next memory address holds the data for the left most tile 1 row beneath the top left corner's tile, and so on, tile row by tile row downwards (and one may sometimes even want to check what previous memory addresses would hold in terms of tilemap data for the case that there is tiles above the highest point of a room, and the same for memory addresses that may follow after all the memory addresses have been gone through that are meant to carry tilemap data, since they may carry data for tiles beneath a room or stage) and for each tile row the order goes from the left to the right with increasing memory addresses. Typically the origin of the coordinate system used for the tile grid is in the top left corner, with increasing y-axis values the further one moves downwards, and increasing x-axis values the further one moves to the right. Another relevant parameter is the size of tiles which is typically 16 by 16 pixels or 8 by 8 pixels (like e.g. in Hagane and Super Ghouls'n Ghosts), and figuring out which it is can help finding where the game holds the tilemap data. Sometimes though (like in Super Ghouls'n Ghosts), the tilemap data is structured differently, namely by still assigning memory addresses to tiles, starting at the top left and going to the right and row by row downwards (just how text in books typically is organized), except ending the rows before the stage ends, and then continuing with the next screen part to the right in the same manner but with memory addresses that are further down in the list of memory addresses. The tile graphics are typically carried in an analogous structure/manner, and it can happen that if one changes the value of a memory address (that holds tilemap data) using cheats, one may not see any change happening for any tile while one's playing in a given room or stage until one moves the screen away and back to the tile that may be affected by this change, if the tile was on screen initially. But it can also be the case that one will not get any visual feedback at all when one changes the tilemap data with cheats (especially when the graphics for tiles are held elsewhere), so that one may have to blindly run around a room or stage until one stumbles over a block that e.g. wasn't solid before and is now solid or was solid before and now one can go past it or fall through it. - - - Here's a ZIP file that shows the tilemaps of the individual stages in their initial states (except for the stages 3, 11 which is the autoscroller stage and probably is handled separately, 12 which seems to have two separate tilemap width used, 13): https://cdn.discordapp.com/attachments/396448200447361024/706568768054362153/Super_Turrican_Stage_Tilemaps_except_stages_3_11_12_13.zip Some of them are also given in form of an Excel file though (since the stages were too wide to be properly displayed in a txt file). I guess with some more finesse one could use that information to make hitbox viewer lua scripts aswell (which would make viewing the output more easily rather than having all the digits provided). The values beneath in brackets refer to the difference of any vertically neighboured memory addresses (for example, 7E6427 +C8 = 7E64EF in hex). Stage 1: The stage loops once every exactly 12 + 1/2 screens. The rows don't extend past the level boundaries so that the memory address that comes after the memory address for a tile at the far right boundary determines the leftmost tile in the next row (which generally for other games doesn't always have to hold as tile rows can continue further into off-screen areas). ------------------------- |7E6360 ... 7E6427| |7E6428 ... 7E64EF| (+C8) | ........ ......... ........ | (...) |7EA758 ... 7EA81F| ------------------------- - - - Stage 2: ------------------------- |7E6360 ... 7E63E3| |7E63E4 ... 7E6467| (+84) | ........ ......... ........ | |7E966B ... 7E96EF| ------------------------- - - - Stage 3: (Unknown, but for most cases the memory address 7E6360 seems to be the starting place.) In this stage apparently, memory addresses 7E65E0 and 7E65E1 change the appearance of all tiles with a given tile graphic (at every spot in which that is used), depending on their value. And memory address 7E605E changes multiple tiles in some pattern aswell. - - - Stage 4: ------------------------- |7E6360 ... 7E63D7| |7E63D8 ... 7E64FF| (+78) | ........ ......... ........ | (...) |7E7A58 ... 7E7BCF| ------------------------- Apparently, the same tile values can cause differently looking tiles in different stages. - - - Stage 5: ------------------------- |7E6360 ... 7E63C4| |7E63C5 ... 7E6429| (+65) | ........ ......... ........ | (...) |7E83BA ... 7E841E| ------------------------- - - - Stage 6: ------------------------- |7E6360 ... 7E63A5| |7E63A6 ... 7E63EB| (+46) | ........ ......... ........ | (...) |7E8C64 ... 7E8CA9| -------------------------- - - - Stage 7: ------------------------- |7E6360 ... 7E64D4| |7E64D5 ... 7E6649| (+175) | ........ ......... ........ | (...) |7E793B ... 7E7AAF| ------------------------- - - - Stage 8: ------------------------- |7E6360 ... 7E6503| |7E6504 ... 7E66A7| (+1A4) | ........ ......... ........ | (...) |7E9150 ... 7E92F3| ------------------------- - - - Stage 9: ------------------------ |7E6360 ... 7E63F5| |7E63F6 ... 7E648B| (+96) | ........ ......... ........ | (...) |7E8CFA ... 7E8D8F| ------------------------- - - - Stage 10: ------------------------ |7E6360 ... 7E6413| |7E6414 ... 7E64C7| (+B4) | ........ ......... ........ | (...) |7E87F0 ... 7E88A3| ------------------------ - - - Stage 11: (Unknown for this autoscroller stage.) - - - Stage 12: For this stage I suspected that it would look as follows, but at some points the memory addresses and tile positions didn't seem to match up anymore. ------------------------- |7E6360 ... 7E63C2| |7E63C3 ... 7E6425| (+63) | ......... ........ ........ | (...) | ? ..................... ? | ------------------------ - - - Stage 13: (Unknown.) - - - - - That should be essentially everything I have for this game up to this point. Good luck.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote Marcokarty]I have a question: Can we vote in our own tas? I think that shouldn't be allowed cause the sm64 tas was done by 15 guys lol and they would obviously vote in their own tas.[/quote] As Nach explained, it is allowed, and one is free to vote (once) for any subset of eligible entries in the poll list that one sees fit. Though in response to ''and they would obviously vote in their own tas'', unless some other maybe more justified logic is referred to by this comment as being an obvious reason for this, I find it disappointing to see that apparently the logic of ''(just) voting for one's own entry/entries mostly or solely for the reason that it is one's own rather than by others'' is a more common mindset to come by with polls like this, because it increases the degree to which I doubt that this poll or these kinds of polls are functioning as well as wished by (at least parts of) TASVideos staff for its intended purpose. [quote Nach]I find it reasonable to assume that people will vote for their own TAS. With how few votes we're seeing for awards, a TAS with several authors will probably have some weighting in its favor. With the amount of active members we have, we should be seeing at least a thousand votes casts (considering you can vote for multiple entries). I hate to say it, but voting on awards doesn't seem to be very popular. If we say the average amount of votes per person is 3, then less than 60 people voted. [/quote] Yes, I agree with that view. But to be honest, I personally prefer the ''law of (gathered) reason'' over the ''law of majority (in opinion/stance)'' when it comes to approaching the right judgement (on any given topic). However, I also do think that people's opinions aren't to be dismissed or neglected, but gathering them can support a judgement by reason on a given topic. On the flip side I think ruling decisions out via popular vote can also work out by the degree to which it is true that every individual voter applies an approach by reason for providing their votes, though relying on such a condition may put up a risk.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Some general thoughts for the beginning: Credits in general are variable for many if not most games, when credits can show different stats (game-time, highscore, and many other things depending on the game) or correspond to different endings story-wise (for when a game has a story), so it makes sense to look at them as a whole set of credit sequences. And as soon as an input file (with active, non-trivial, strict inputs) reaches out to connect to some ''branch'' of what one may call the ''tree of possible credits'' for a game, then to me it makes sense to see a TAS but also in particular at least the from the game demanded activities on the player side for reaching the (proper) end of the game as finished at that point. Another manner to be considered in which a TAS could reach out realtime-wise earlier to the credits while at the same time taking more frames to enter the credits (independent of how one would define the beginning of the credits among possible reasonable ways in which one may want to do so) could for some games be by changing the platform one is playing the game on, if the game is the same on either platform, except of possibly tiny framerate differences ( http://tasvideos.org/PlatformFramerates.html ) allowing to accumulate to realtime differences. - - - On the topic of the definition of what initiates the credits: When it comes to what in particular one wants to define to be it that triggers the credits (provided one doesn't just define all frames past the last frame with non-vanishing input as part of the credits or some variation of that), one might then have to find something that is consistent over all or most games, and for games where there is multiple TASes that compete with each other and have different credits, one may have to hunt down the concrete routine or what it'd be that one may want to use to determine a reference for where all variations of the credits for a given game start (if such can be found). And then, since the game operates solely on its own towards the credits past the last frame with inputs, and if the reference frame for when the credits start wouldn't already coincide with the last frame that had (non-trivial) input, then that'd mean one would possibly have a whole collection of routines in the code that would constitute valid candidates as ''official references'' for when the credits start. So that for any routine that may be used as a reference for when credits start, one could find a whole chain of other routines before it and may have to decide between all of them. And once one would have chosen such a routine, one may have to make sure there's no way to beat the game with valid credits being triggered at the end that somehow skips either that specific routine or it's for credits triggering specified behavior. The definition of where credits actually or ''officially'' begin or do not yet begin is also an important topic, I think. And for me, the set of all ''automatic game state chains/sequences'' at the end of a game that together define all viable, legitimate credits would always already start at the 1st frame of no input beyond which no input follows afterwards anymore. And how this influences how some TASes end up optimized in that regard (like SNES F-Zero with bouncing strategies in the final track; or using automatic damage to a final boss to kill it off and reach the credits) is a different question, separate from that. As such, on could just as much say the opposite, namely: The credits in adelikat's movie actually do not start earlier in this TAS (in the sense that the input work to trigger them ends later) than in FractalFusion's TAS ( http://tasvideos.org/1166S.html ), but much rather this TAS lacks some initial optional bonus content preceeding later shared parts of the credits that the other TAS covers (among a variety of branches of ways in which the credits may play out, which may eventually merge within some range of game-states-defining aspects). And for this particular game, in the credits, the actual name-giving aspect that makes credits the credits, namely the appraisal of the authors ( https://en.wikipedia.org/wiki/Closing_credits ) of the game (usually in the form of a list of names) at least according to the video that was provided doesn't exist and wouldn't be something one could use as reference in this case (and it looks like this appraisal is by game design placed at the beginning of the game, instead). - - - Declaration of Independence (between full game optimization versus optimization of ILs over the united states of a game over all game states): For full game TASes, optimizing for the full game should obviously take the priority over the optimization of any individual levels (ILs) or pieces that are parts of it. The main reason is that the optimization of ILs (that could consist of almost anything, like tracks for a racing game, levels where 1 level follows another, fights in a fighting game, or generally a structurally coherent part or building block of a game that is clearly enough in many qualitative aspects separated from other parts of the game) may be (and certainly factually is in many games) incompatible with the goal of at the same time optimizing for the shortest total (input) time for the whole game, as there can be local sacrifices in terms of resources or other things that can make an IL take longer but save more time later. And on the flip side, one could intentionally make time sacrifices early on that get in the way of optimizing for a frame-wise earliest full game TAS completion, before one gets to a given IL that one wants to optimize, as having more resources or different RNG or just different lag behavior for an IL may be benefitial to optimizing it (in a realtime sense or in-game time sense). As such, if one would be interested in the shortest amount of time in which a game's IL can be done in TAS manner, then that should be separate, split from full game TASes, as having both (a without compromises optimized full game TAS together with all individual levels or separate blocks of it being individually optimized to the best they could be, no matter how one would change what comes before any of them) generally is just impossible. Because of that, IL optimization normally is in the way of a full game TAS and has it's place elsewhere separately, but not in a full game TAS, where one consequentially also shouldn't expect it. Furthermore, for IL optimization, there is a tag on TASVideos specifically for this, which would be the Single Level tag ( http://tasvideos.org/MovieClassGuidelines.html ) for non-standard TAS branches or goals ( http://tasvideos.org/Movies-C4000Y.html ). Why would I write about ILs in here you may ask? Well, because some people may think of other problems that the ''soonest final frame with (non-vanishing) input'' goal for full game TASes may have (for example when it comes to racing games and the final lap of a final track), but the above would explain that from a plain optimization perspective this would be a non-issue, but may then only anymore come down to entertainment differences. And at least normally if a game's community is interested in what the fastest IL completion times are, they are interested in those times with respect to everything that can be done in the game to help lowering the completion time of an IL (or within some general abstract ruleset), but are not interested in the best times within which an IL could be completed within the context of a full game TAS that carries additional ''boundary conditions'' that restrict which options can be taken for an IL at all within the full game TAS without increasing the total frame count, which means that outside of a full game TAS setting the ILs typically could be done faster. As such, at least from the perspective of ''making the final IL (whatever that may be for NES Monopoly) more entertaining to watch and consequentially keeping input usage going further than necessary'' for the the NES Monopoly game in particular, I don't think it is a game for which ILs are at the focus of interest by many people. - - - On the topic of generalisations & potential consequences: If the concrete goal-change related manner in which this TAS may be seen as being in an obsoleting position with respect to the former alternative TAS by FractalFusion which was accepted and then later cancelled by FractalFusion (as one can see here: http://tasvideos.org/1166S.html ) does end up giving rise to a new generalized fashion in which movie obsoletions are allowed to take place, then (depending on specifics) this may lead to a whole flood of obsoletions of older movies (for example I'd think there would be a lot of TASes that end at final boss fights and have inputs end as soon as the last attack is initiated that does the rest, and instead of letting the game play itself out that way one may likely in some of them be able to reach to the ''credits'' quicker by speeding up the final boss fight using further inputs, and maybe alongside this one may also in other games be able to use such a downtime near the end for showcasing glitches for which there otherwise would be no time). I probably could list up a number of examples of movies where changes may then be ''impending'', but I think that's not needed as people probably could think of or find example TASes that may fit into this case on their own easily enough. So, if this TAS makes changes compared to a different TAS on the same platform and exact same game (including version), and ''improves'' it effectively solely by means of changing the ''goal post'' (i.e. swapping the ''soonest final frame with non-zero input'' goal to ''earliest frame of entering the credits'') together with adaptions to that and saving frames with regards to it over the other TAS that wasn't optimized for this purpose but for input frames, together with just introducing some otherwise not showcased or not incorporable glitch, would this then mean that TASers are free to go and look over the vast variety of published TASes on this site and apply a very similar reasoning to obsolete them that way and have a new TAS published over that, provided that this would be generalized as a rule for acceptable, priority-taking TASes in this manner over TASes with soonest ending input frames? Is that something that makes sense to do, even when obsoleting another TAS by such means may happen to be or feel ''cheap''? - - - Submission #1166: http://tasvideos.org/1166S.html [quote Submission #1166]For Monopoly, there isn't much point to fastest input anymore. This submission can be beaten by a less entertaining run by 8 frames. [/quote] I think such an 8 frames improved TAS should then be published and should be prioritized over this TAS, provided such an 8 frames improved TAS (over FractalFusion's cancelled TAS) were to be made and submitted. [quote Personman]I personally love input length as a metric. I guess I'd be okay with switching which thing we care about on a game-by-game basis? I'd also be okay with them being separate branches when they are both interesting, but it seems that "having two monopoly runs published" is not a popular idea. [/quote] I mostly agree with Personman on this, but I think that if the differences are just quantitative but not significant & in a qualitative manner besides the frame count difference, then ''soonest final frame with (non-vanishing) input'' should generally for all games take priority over ''earliest credits''. And otherwise (for the case that there would be significant qualitative differences) I'd be in favour of then making separate branches accordingly, over having 1 TAS obsolete the other TAS with their different optimization goals. [quote Personman]The "shortest input" metric is compelling to me though because it centers the idea of the TASer as a superplayer — who cares how long the stupid old console takes to figure out that you beat it? YOU know know with certainty that you did, and are free to just walk away and start your next run. Now that's efficiency! [/quote] I also agree with this, and it may also be used as point against the claim that one would have to wait or watch a published TAS then longer, which honestly is just a matter of lacking signal or declaration in a TAS video for the point in time at which inputs have ended, so that the audience would be able to know that the rest is something that plays itself from that point on, rather than being an optimization issue where a longer video time that includes all of the credits to play out (how ever one may define an end of the credits, but this would be less problematic and reasonable cutoff times can be found) would be counted against the TASer's efforts for frame optimization when it comes to concurring TASes. [quote FatRatKnight]My own personal view is that null input is still input. Fact is, even if you drop the controller, you are still feeding empty input to the game.[/quote] Empty input is the only kind of input where if one had to actually in person (let me call it ''traditionally'' or ''commonly'') play a game, one wouldn't have to be physically present for this and only this combination of input presses being present (admittedly though there would be ways in which one could use other tools to fix something to a button to keep it permanently pressed, but unless a game platform together with a game and controls were to already start out in such a manner one would then still have to set this up before it could be left alone). As such it makes sense to see it as the default ''effortless'', inactive input state, which is also how games usually go about interpreting the effect of it in the game by doing ''nothing''. It is not as if one could for any platform take all different combinations of buttons (including other input mechanisms like joysticks, of course) held and check (for every game and every combination of buttons that are pressed) which cases among them make the game not do anything interesting or any progress, and would then find a uniform distribution for this being the case for all different combinations of buttons being held in about an equal amount of times for each of them. No it'd not be like this, but rather one consistently would find the ''no input held'' combination to be the default for a game state that best corresponds to inactivity for what the game does. Also for TASes that go by how soon the last frame with ''non-trivial'' input appears (or one could say how soon the last strictly active input state appears), the ''no input state'' also being seen/interpreted as counting input for the length of a TAS would deem every in this manner optimized TAS to be unable to ever finish, effectively infinitely long on-going, and would mean all such TASes would be instantly unacceptable for TASVideos as the input file in that sense would keep having input for ever and ever as the input files (and associated videos) would never end. [quote adelikat]I'm going to throw a very strong vote for completion time over input time. Very strong. FractalFusion's movie is a slower movie than any I listed in the submission. It's neat when someone cleverly lowers input time while still completing the movie as fast as possible. It adds a level of strategy and complexity. Shortening input but drastically increasing the actual completion time is not so cool. I am now watching a longer movie because you want to optimize the tasvideos submission parser's reported time instead of the real time.[/quote] However, as you pointed out, FractalFusion's (by now cancelled but formerly accepted) TAS ( http://tasvideos.org/1166S.html ) finishes doing the work (in terms of non-vanishing inputs) needed the soonest afterall. The completion of the work (on the inputting tool-assisted player side) needed that leads the game into doing whatever it all goes through for the credits constitutes the completion time already. It is a standard procedure that blank frames after that are cut from movie files, as opposed to an individual game by game approach being taken in which the TAS files are meant to continue with blank frames up to some (in whatever manner determined) frame during the credits, maybe just before a part of what is displayed during the credits starts looping, or just before one would gain control over the game again by being able to jump back to the title screen for example. This is not how TASVideos handles TAS movie files. It is not accounted for in the Movie length (in frames and realtime) when it is stated next to a TAS (if it is on submission pages or the actually published videos which commonly show shorter completion times than what the actual length of the video is, and as sidenote on that, from this alone someone watching the TAS let's say on youtube can comfortably get to know when the input part of a TAS ends and the game solely playing itself begins) and at least from that perspective part of TASVideos' manner of documenting TASes isn't considered to be part of TASes. [quote Mothrayas]In my opinion, ending input early is an interesting ending option, but only if the early input end outweighs the delay to the game's completion time itself. In this case, if comparing this submission to FractalFusion's cancelled submission, FractalFusion's movie ends input 2.57 seconds earlier while the game ends 1:05.85 later than adelikat's movie. In my opinion, that's not a worthwhile trade. See also for instance Magician Lord obsoleting its shorter input equivalent, where the early input end also was not considered worth for how much extra time was added to game completion. [/quote] But how would one even want to unambiguously (and maybe also decently accessibly to TASers so that it'd not be too much work to get information about it if one wanted to TAS a game) define ''game completion'' in an all (relevant) games overarching manner? To my knowledge it hasn't even been stated yet how ''game completion'' according to NES Monopoly's code with its instructions and routines is suggested to be defined for this particular movie submission. And if one were to try to figure out some ''general unavoidable earliest merging point/game state for all possible outcomes for the credits'' for games in order to then define such a merging point as the beginning of the credits (for example if from such a merging point on most differences between different ways in which the game plays out on its own are gone), then I see a few problems that could come with such an approach (as ACE TASes may be able to skip otherwise unskippable points at which all variations of the credits would merge; and separately from that, glitches may be found later that prove some point that was thought to be a merging point wrong; or there may not exist just 1 merging point for all different credits and one might need multiple) and at that point one could only anymore wish good luck in determining/finding such a thing for all games. - - - I suspect that this may be even more of a direct manner of providing a TAS that may test the limits of the rules (especially as it's a TAS by a staff member and expectedly staff members are more interested in the specifics about TASVideos' rules, compared to if it were just any ''random'' TASVideos member's submission) in order to get more interest and as consequence feedback on it rather than being just a plain submission, but I may be wrong about that. Sidenote: There's a typo (''backrupt'') in the video's description ( https://www.youtube.com/watch?v=gh7_2Jg-GjU ). I guess it may not be that important, but I thought I'd mention it anyway.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote EZGames69]This is completely false, Doomsday originally had DES as a coauthor, but it was DES who wanted it to be removed, not Doomsday's. Please do some research before you go making claims like this[/quote] Sorry, but I'm not the one not doing my research, and you are missing the point here, EZGames69. As such, I'd suggest to you to not react out of affect to posts (as it can obscure one's own judgement), but to give yourself some time for consideration a priori, so that you may reach to some further conclusions yourself without them having to be pointed out to you by others. [quote Doomsday31415]Sorry, I asked Mothrayas to update you on the situation depending on how it went, but I guess that never happened. :( In summary, DES requested to be removed as a co-author due to lack of involvement in the current TAS. This was confirmed in a discord chat room with Mothrayas present. [/quote] Being authored for a TAS or not doesn't determine how much work went into a given TAS by a given person or whose TASing skills it is that make a TAS end up the way it does as finished product. And DES requesting to be removed from the TAS doesn't negate nor eradicate DES's by the time already existing contributions, in particular and especially the input file, that constituted Doomsday31415's basis to continue working on from there. So yes, DES may not have worked together with Doomsday31415 (which confirms my initial perspective on it, because I thought the same), but worked with significant effectiveness on an improvement of Dooty's TAS long before Doomsday31415 started his own TAS project on it, according to Doomsday31415 himself. As such, I still see my critique justified.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote Doomsday31415]Simply put, my submission includes a comparison video, and this is something everyone submitting should include. It's likely part of the reason why the entertainment rating is so much higher (although it's unclear how much of that is just the length of the other game). This advantage also extends to the collaboration. In other words, if by voting myself into the lead I can encourage others to make comparison videos for their submissions, I think it's a good cause.[/quote] Pardon me, but I find this to be a cute excuse, entirely ignoring or taking in someone else's (DES's) work (reference: http://tasvideos.org/6365S.html ): [quote Doomsday31415 in Submission #6365] When I first started this TAS, I was blissfully unaware that someone by the name of DES had already made a TAS significantly faster than Dooty's record here on TASVideos. In the end, I ended up saving nearly 7 seconds compared to DES and nearly 2 minutes compared to Dooty. Given how small the vast majority of time saves are now, I'd say it's safe to say the frame wars have begun. Special Thanks DES: Without their hard work (and the input file showing how they did it), this TAS wouldn't be anywhere near as good. They also pointed out a few improvements. [/quote]
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote Radiant] Aran Jaeger wrote: I was searching and think with this thread I found an at least somewhat suitable already existing thread for what I wanted to point out in relation to the yearly awards, which would be a suggestion and a generalized concern related to it. What you're essentially proposing is that a committee decides a shortlist, and people can vote off that. Write-ins are allowed, but let's face it, the shortlist is going to have much better chances at winning. I don't see that as fair, nor do I think that one incident is grounds for this radical change to the voting process.[/quote] Please read (again) with careful attention what I wrote above, because how you are interpreting it is a misrepresentation of it. Thank you. In particular, you will nowhere find a suggestion for a proposal of some kind of ''official'' shortlist of candidates, and instead a suggestion that the various TASing efforts of eligible TASers, aswell as TASes when it is a poll about a TAS, are highlighted in a more direct manner. If this ''one incident'' that you are referring to is meant to consist of the fact of voters sometimes being bad or overly lazy or careless at comparing eligible candidates or forming their judgement about them, then personally I find that - since these award polls for the efforts of members of the TASVideos community only happen once a year, and because one can expect TASers to be patient and dedicated - more consideration should go into polls before voting, in the sense that long intense TASing work (in my eyes) deserves adequate evaluation. Now, if you are referring to inadequate comparisons between eligible candidates, then, let's face it, this isn't just 1 incident but it's rather the routined standard. So yes, if a ''radical change'' as you call it could be achieved by making voters pay more attention to what overall set of candidates it is that they are voting within, then I'd be curious about how in the world this would lead to a more unfair treatment of the polls (as if further familiarization with a topic were detrimental to one's understanding of it), rather than improving the precision with which those TASes and TASers that deserve awards the most for a given year win them. Furthermore, you may not realize it, but for some award polls it is already a shortlist with allowed write-ins that is provided by default from TASVideos' staff. Explicitly, the eligible list of Lucky TASes & Glitchy TASes that can be nominated consist only of the given year's TASes that have the corresponding tag (that is the Heavy luck manipulation tag, or Heavy glitch abuse tag or a related tag, respectively), and if such a tag appears for a given TAS to begin with may already be decided during the submission phase of a TAS, when a submitter provides this tag to the submitted TAS or not. And write-ins as you call them are also possible as it's pointed out by Nach in the Nomination rules thread ( http://tasvideos.org/forum/viewtopic.php?t=16257 ): [quote Nach]If you find something which you believe is truly eligible for a category but is missing from an eligible list due to some kind of error, please inform a staff member.[/quote] And this may cover the cases where such tag may be mistakenly missing for a TAS that otherwise would be among the eligible TASes for an award category. Besides this, if a theoretical shortlist provided by TASVideos staff is according to your perspective on it provided with greater winning chances, then I am wondering if what you are saying is meant as questioning of the staff's competence on putting up the ''right eligible TASes/TASers'' for a poll for the case that they would attempt to make such a shortlist, or rather a critique on how TASVideos members in general may be ''mislead'' by what TASes/TASers the staff theoretically provides versus what the favourit candidates in polls would otherwise be for general TASVideos members. So that maybe you are saying it'd lead to the general audience second-guessing themselves over their choices if it doesn't coincide with a provided shortlist? [quote electricslide]I don't think you can easily boil it down or attribute one choice over the other to anything other than an honest assessment of both of their abilities.[/quote] Yes indeed, and an honest attempt at a fair assessment of by how much the individual TASers competence entered their works for their respective TASes of 2019 was actually what brought me to this point, mind you.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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I was searching and think with this thread I found an at least somewhat suitable already existing thread for what I wanted to point out in relation to the yearly awards, which would be a suggestion and a generalized concern related to it. The suggestion: Turning (in future) the eligible poll entries presenting statement (in the 1st post of a poll, usually made by Mothrayas representing the site staff with it, I think) which currently is in the form ''[platform or other award category] TASer/TASes of [year] candidates:'' (followed by a corresponding list of links), and embedding it into a suitable statement or appeal (in a similar spirit as it already exists for when the audience is meant to watch a movie before giving it a yes/meh/no) alongside the lines of a statement like this: ''[platform or other award category] TASer/TASes of [year] candidates ([Please] [at least] [T]ake a look into the following eligible TASers/TASes below before voting!):'' (also followed by a corresponding list of links, of course). I did at least talk with moozooh about this suggestion and he thinks placing such appeal would be a good idea, but is sceptical about it causing much of a change. The hoped for effect: People may be inclined to follow the appeal, expectedly resulting in fairer, open-minded and in this sense improved voting results. Furthermore the hope would be that potential voters are directed in a more clear and visible manner to the actual body of work relevant for a given award category (and at least I don't think that this is pointed out well enough in the current formal poll statements), which may help avoiding potentially beforehand existing preconceptions on the side of voters from overriding or ignoring that body of work. For example, such a preconception may consist in thinking or knowing that a given candidate (in the case of eligible TASers rather than TASes) generally throughout the year did a lot of TAS work, and a voter may be inclined to think or conclude from there that consequentially the TASer must have also done well and or a lot of TAS work for games of a given platform, despite these two things potentially being entirely disconnected, as e.g. a ''TASer of a given year award'' winner may at the same time not have made a single TAS for a given platform, which should be reason enough to understand that being TASer of a given year doesn't necessarily make one at the same time the [platform] TASer of the given year for every platform, nor is the latter question reducable to the former. The generalized concern: Voters may overlook (or even not care about) the list of corresponding linked TASers/TASes otherwise or see it just as plain repetition of the list of entries in the poll above, or (in the case of links to TASers, rather than TASes where the target page of the links should be unambiguous) might see and misinterpret it as just being links to User pages of the TASers on the site, rather than it being a list of specifically for the given award category tailored links that are meant to provide insightful material that constitutes the content of what the poll is about. The concrete example concern that inspired the thought process: I was checking out the SNES TASer of 2019 thread ( http://tasvideos.org/forum/viewtopic.php?t=21502 ), looked through the corresponding TASes and submission texts, and was irritated about how it could be that the ratio of votes for and between nymx & EZGames69 was about 1:1 with a good amount of votes each. The reason for this is that for the given award category they share 1 TAS (Disney's Bonkers) and each have 1 own separate TAS relevant to the award category. In nymx's case that would be a TAS of Krusty's Super Fun House ( http://tasvideos.org/6173S.html ) which is roughly a 3 minutes improvement of a former TAS of the same game and author ( http://tasvideos.org/5863S.html ). And on EZGames69's side that is a TAS of The Incredible Hulk ( http://tasvideos.org/6441S.html ) that is a 14 frames improvement over a former TAS of the same game by Dooty ( http://tasvideos.org/3958S.html ) together with the almost 1-liner submission text stating the following with regards to the associated difficulty (from the submitter's perspective) of making these improvements: [quote EZGames69]This is a 14 frame improvement to the previous publication, the improvements simply come from optimizing small sections that could easily be fixed.[/quote] With that in mind - ''putting one and one together'' - my thought process was as follows. Provided the successful effective amount of work that was put into their shared TAS (that is the TAS of Disney's Bonkers) was not too far off from being balanced out between nymx and EZGames69 by being strongly on favour of EZGames69's side, then under this assumption together with an already rather leniently reduced assumption that I was putting on the side of potential voters, namely that voters may not check out all candidates, but would at least also look into candidates that share some TAS work with a given reference candidate from where a voter may start a comparison between the eligible candidates, that then any vote that EZGames69 got should have (from my perspective) possibly been a vote for nymx at least aswell (which could be the case since one can vote for multiple candidates at once), but even rather solely for nymx, which doesn't seem to correspond to the reality of this particular voting process. Now, an alternative explanation that I can think of could be that voters may have checked out another initial reference candidate and then compared that to EZGames69's work within the award category and come to the conclusion that both candidates did about equally well and voted for both (and or more), but stopped a comparison at that point without or before nymx's work. Separately from that, I could think of there being information about how much EZGames69 in comparison to nymx worked on their shared TAS which could explain how that situation came to be, but at least what I have heard during a discussion with nymx about this was: [quote nymx] NYMXToday at 6:29 AM well, I can say this about bonkers. he wanted to submit before i was finished looking at everything. I had to stop him. and guess what???I found a skip that he didn't look into. So yeah.[/quote] So, what do other TASVideos members think about this? I'd be curious about that.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote worsel]My vote is for NYMX but is there supposed to be some kind of button to click or box to check? I got nadda.[/quote] Before this question ends up unanswered, I think the rules are such that (and I think that was due to past abuse of the voting system) there is some forum activity related conditions that a TASVideos member needs to meet in order to be able to vote. Regarding the voting for award categories, I actually don't see a mentioning of these conditions (and maybe it would be good to add this, although that then may lead people to try to ''rush'' through whatever extra steps are preventing them from voting, but then again such behavior may be easily detectable again) within the Voting rules thread ( http://tasvideos.org/forum/viewtopic.php?t=16259 ), but I think I remember reading about them on one of the many pages that address functional aspects of TASVideos. I'm currently searching for where the rules state this (and when I find it I'll edit this post, unless maybe someone else posted it by then already) giving up on finding it for now, but can only find a TASVideos page that addresses a similar situation for Post voting at the very bottom of this page: http://tasvideos.org/Feos/Ideas.html . Edit: Also, this page mentions the topic of abuse of the voting system (near the bottom), but I don't see it answering your question, so it may be elsewhere: http://tasvideos.org/SiteRules.html . It doesn't seem to be covered in the so-called ''access map'' though ( http://tasvideos.org/Privileges.html ). The Forum Ranks page doesn't seem to go into it either ( http://tasvideos.org/ForumRanks.html ). Another edit: Ah! I found a place that at least clarifies if a member can or cannot vote, and that is for a given thread page on the site the bottom right corner after all the posts. For example for me it shows for this page: [quote SNES TASer of 2019 - Voting now! thread]You can post new topics in this forum You can reply to topics in this forum You can edit your posts in this forum You can delete your posts in this forum You can vote in polls in this forum[/quote] More editing: The Login page goes into some permissions, but doesn't seem to have more information on this either ( http://tasvideos.org/Login.html ). Furthermore, the News page ( http://tasvideos.org/News.html ) claims: [quote TASVideos News page]2019 Awards voting! posted by Mothrayas at 2020-01-08 00:37:51 The nominations are in for our annual TAS and TASer awards! During this week, registered members can now vote for their favorite TASes and TASers of the past year here.[/quote] So from just this message one may think being a registered member would suffice for rating, I guess, but this may not be entirely true. I also cannot find an answer to the question in the ''Newcomer's Anticipated Questions'' page from the ''The Newbie Corner'' topic ( http://tasvideos.org/NewcomersAnticipatedQuestions.html ).
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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I'm surprised this movie wasn't nominated so far: I nominate [4086] Genesis Sonic 3 & Knuckles "ring attack, newgame+" by Evil_3D, TheYogWog & kaan55 in 1:26:11.12. Explanation: On one side the TAS covers a lot of content, has a whole lot of fast-paced movement to show, and on the other side, whatever portion of it I check out, the TAS doesn't disappoint with fast movement (high ratio of fast paced sections to total TAS time), and not only sideways but it covers about all directions and that with quick direction switches. Also, the character doesn't only reach high speeds but comes with high acceleration to reach them quickly, so that at various points one has to pay attention to keep track of what is happening. ''Blink and you miss it''. There's also a good visual & environmental variation over the course of the TAS so that the fast motion doesn't get repetitive or easy to expect/predict. There is wall-/floor-clipping and zigzagging and often one sees the environment on the screen to just fly by. I think off-screen character movement is not featured in it, but character movement happens visibly in front of the surroundings aswell as hidden behind the scenery at other times, keeping the viewer busy trying to make out where the character will appear again. I'm also nominating and by that seconding EZGames69 on [3948] GBA Sonic Advance "Knuckles, no Ultraspindash" by GoddessMaria in 13:14.31 for sharing many of the properties with which I described the other Sonic movie above, and this movie here also has the character moving offscreen by going faster than the screen can keep up with the character at least at 1 point. Furthermore, I'm nominating [4089] Linux Celeste "100%" by euni, fishmcmuffins, keylie, dahlukeh & Lanvilla in 1:27:36.12. While overall, this to me appears to be more calm compared to the two movies that I mentioned above, for a fair perspective however, I think one should also consider that this is partially due to the fact that the screen is further zoomed out and seems to be better at moving alongside with the character, while the character movement itself chains many jumps, restlessly bends them around obstacles or zips through them and frequently flies from one side to the other.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote Nach]So your point is that you think WarHippy's only SNES related TAS is too simple to warrant an award for the work he created?[/quote] Well, to be fair, I have to say that I am not sure if the judging of the nomination of a TAS or TASer for a given award category to be ''truely undeserving'' is meant (in the original statement by you/Nach from the Nomination rules thread) in an absolute sense for the TAS/TASer together with the award category ''in a vacuum'', or if it is meant in a relative sense, when compared to all other eligible TASes or TASers. In the latter sense I think my judgement applies. In the former certainly not (as the TAS isn't sloppy or anything, and otherwise I'd think it would then not have been accepted and published and eventually appeared in the list of TASes for the eligible TASers to begin with), because for example if there were no other eligible TASers, then Warhippy's TAS would be perfectly fine for putting WarHippy into the list of eligible TASers for this award category. However, I did interpret or understand your statement from the Nomination rules thread in the relative/comparative sense, as otherwise I'd be confused about the point of the statement, because the statement does not appear to refer to mistakes in the linked lists of eligible TASes or TASers but refers to nominations from member posts in the associated nomination threads Now, if the statement from the Nomination rules thread is meant to be applied or seen in an absolute sense for a given TAS or TASer, without relative comparison to other choices for a given year, then disregard my ''(un)deserving''-related statement on the matter. But in this case, I would actually be curious about what cases should then possibly fall under this rule, where the rule would apply while at the same time the TAS or TASer would be contained in the list of eligible TASes or TASers, respectively. At least I don't think the statement from the Nomination rules thread was meant to make people point out mistakes in the list of eligible TASes/TASers (as another statement points that out already <- no, this is wrong), but to point out nominations by members, which made me think there would have to exist at least some criteria by which a TAS/TASer could be part of eligible TASes/TASers but where nominating the TAS/TASer could at the same time be ''truely undeserving'' (in some admittedly not further specified or clarified manner, at least to me, currently it seems that way). So much for the general concept related thoughts from my side. For the specific case that I was referring to, while I did watch WarHippy's TAS to get my own impression on what it is like (and to be honest, I think having 2 characters was more a help than it being in the way of TASing the game, for controlling the projectile's trajectories, but I may be wrong on that and I think WarHippy would probably be best to judge that), I was seeing WarHippy's own comments on what I thought referred to the difficulty of making the TAS, and I was checking the TAS out while going through the list of eligible TASers, and had just beforehand read the Nomination rules and had this ''please point it out'' from it in mind and remembered that WarHippy was nominated by someone. Now, if this was wrong, then I stand corrected, but in the end it anyway wouldn't be up to me to decide this, I found your appeal (from the Nomination rules thread) to be more meant as a heads-up directed at forum members for when they see something potentially fitting the case, so that members may point such out, so that staff could look into it. I think this should answer your/Nach's question 1). And for question 2), it depends on what others think of it (the TAS, or of WarHippy as the corresponding eligible TASer) I guess. I mean I could certainly think of how TASers can (let's say in this specific case for SNES TASing progress in general) contribute in various other ways that may not be tracked or shown by providing lists of TASes and who made TASes in the given year, but as (to my knowledge) there is so far in no award category for TASers (rather than TASes) ever any eligible person in a list of eligible TASers without a TAS, I think but also wonder if TASing efforts besides or outside of producing completed TASes are to be neglected or not considered for the purpose of such categories. Or are they not? Also, I guess it did help to format my post. I didn't think of it, so thanks, and I'll try to improve on that. Edit: Slight correction: There is a statement from the Nomination rules thread about pointing out eligible TASes/TASers that aren't already in the list, as opposed to what I thought, namely the pointing out of in the list contained option(s) of which someone thinks it/they shouldn't belong in there. As such, I could think of the statement [quote Nach]If you think someone has made a nomination which is truly undeserving, please point it out so there can be a proper discussion. However, arguments which are a matter of opinion and personal taste are uncalled for. [/quote] may (though indirectly then, I think) refer to ''false positives''/in the list contained options of which someone may think the option(s) shouldn't belong in there, but in that case I guess an option from the list would only be subject to be potentially removed if the option is mentioned by a member as nomination, and otherwise is kept in the list. Though for this case I think one could have just stated that if someone thinks that they found a mistake in the list, that they should point that out. Admittedly that would be a way to go about it, as ''questioning a member's nomination of a TAS/TASer'' may at that point just aswell be seen as questioning the TAS/TASer being in the list of eligible ones to begin with; fair enough. If that was the intent of it (rather than if someone thinks they see a significant relative discrepancy between nominated TASes/TASers), then I understand and would take my statement regarding EZGames69's nomination of WarHippy back.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Posts: 176
Location: Bavaria, Germany
After a decently thorough check through the list of eligible SNES TASers, I nominate (and by that, now apparently seconding Nach) nymx (for the technical and sometimes dynamic SNES Krusty's Super Fun House (USA v1.1) [3889] puzzles, routing & optimization). Sniq (for the SNES Super Metroid (JPN/USA) "100%" [4010] routing aspects, room strategy ingenuity and heavy movement and luck optimization grind). I would also nominate DES (referred to by Doomsday31415 in the SNES Donkey Kong Country 3: Dixie Kong's Double Trouble! (JPN v1.0) [3975] submission, and initially thought about nominating Doomsday31415 for it, but as afterthought I decided against it, as the major work and improvement (of about 2 minutes over Dooty's TAS compared to Doomsday31415's 7 seconds over DES) there seemed to stem rather from DES (also pointed out in the 1st line in the Special Thanks part of the submission text), while certainly Doomsday31415 also incorporated own ideas into the finished product. Other than that, I'm also wondering about Tompa with his SNES Donkey Kong Country (USA v1.0) "all stages, walkathon" [3956] submission, but when I look through the Walkathon TAS, while it visually doesn't appear to have flaws, I'm a bit skeptical about it but also find it hard to judge the difficulty of TASing it under Walkathon conditions, aswell as the effort put into it, and would leave that to others more familiar with the production of the TAS to gauge how it compares to the rest in view of nominating or not nominating Tompa for it. The optimization level of Technickle's SNES Top Gear 2 (USA) "all tracks" [4091] submission - while being a long TAS - seemed (as Maru pointed out in the judging section of the submission text) questionable, indeed. There were also (in my opinion) many ''game end glitch'' TASes, but they seemed to either build up on already formerly existing concepts that made it possible, were TASed in teams, or were provided with a route from someone else, respectively, and besides that, with them being qualitatively quite different from normal TASes, I'm uncertain as to how to sort them in with the game code technicalities as well, and I think elaborations in submission texts could have helped at some points to get a better idea of that. ------------------------------ Also (and please don't get me wrong) I don't want to come over as rude or biased either and instead I try to be objective about this; but I just also like to be thorough, and as Nach mentioned in the Nomination rules thread ( http://tasvideos.org/forum/viewtopic.php?t=16257 ): [quote Nach]If you think someone has made a nomination which is truly undeserving, please point it out so there can be a proper discussion. However, arguments which are a matter of opinion and personal taste are uncalled for. [/quote] I'd like to point out that for this specific (SNES related) award category nomination I do find EZGames69's nomination of Warhippy, well, ''truely undeserving'' (which may sound rather harsh, but I guess forum members can see and judge it for themselves). On the SNES FireStriker (USA) "2 players" [3965] submission text ( http://tasvideos.org/6391S.html ), Warhippy noted: [quote Warhippy]Other comments I chose this game for it's simple and unique gameplay and because it hadn't been done yet. It was a fun little project, and I hope to find more like these in the future. [/quote] ------------------------------ Edited by Nach to add some formatting to make this easier to read.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
[quote nymx]I nominate Aran;Jaeger, because I personally have worked with him and I know how detailed he is about trying to squeeze out frames. He is one of the few people that I know will hold on to a TAS until he is completely satisfied in every area that he can test.[/quote] I don't think I'm eligible in this category as I was part of the author list for the (by now obsoleted) published movie that is: http://tasvideos.org/5533S.html . And this movie was submitted at: 2017-06-06 16:48:55 rather than in 2019.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Link to video So good. They also cover other games :)
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
Considering that a while back when Nymx was bringing the topic up to me and we were discussing it for a while since I had put thought into it before to build an opinion on it, and that (to my surprise) Nymx then quickly made a thread for it, http://tasvideos.org/forum/viewtopic.php?t=21070 , (though he could have searched for already existing ones on the topic) where he mentioned our discussion, but since there was quite a bit to say on the topic from my side, and because I prefer making posts in a detailed and complete manner regarding the things I have or want to say (to reduce unnecessary double posts and avoid misunderstandings) and wasn't prepared to make a write-up and didn't feel like making one at the time spontaneously to explain myself (though Nymx didn't go into the points explicitly that I brought up, so I think there wasn't much of a reason to feel like having to do so, but none the less), I guess I'll make use of this opportunity now then. There is some guidelines for rating on TASVideos ( http://tasvideos.org/VotingGuidelines.html ), but it seems those are lacking further explanations or specifications on what value corresponds to what conditions being met or not met. I think ideally one would want large sets of easily through technical and entertainment ratings comparable TASes, but there's some problems in the way of getting to such a situation. There is no uniform/consistent/generally used scale (i.e. no consens) and mapping from abstract general or concretized conditions for what effort or lack of tests or improvability/known improvements or degree of uncertainty about the knowledge of a TAS's author over game aspects should correspond to what values from 0 to 10. As example, there is PJboy's personal scale ( http://tasvideos.org/PJBoy.html ), and I'd expect this to not be uniformly compatible with others' scales that one can find. If every user would rate every movie, and if every user over time consistently goes by and keeps the same (personal) scaling for rating and their values, then (speaking from the perspective of an idealized mathematical formulation of it) there would be a unique resulting "averaged out" scale that'd be applied to all movies, such that there would be no problem comparing TASes with each other within a consistent context, because the discrepancies between different people using different scales would cancel out if everyone rates every movie. [However, I guess this would be only true as long as no scale limit like 10 or 0 restricted a rater in the choice of the value that the person wanted to assign to a movie when that wanted to be assigned value would otherwise lie beyond that, while others would be able to exceed that range using scales that have a larger (more nuanced/detailed) range of differentiated movie qualities in mind to which they map their personal entire 0-to-10 spectrum within which they can assign values and might be able to assign values near their top or bottom limit that someone else cannot assign because his or her scale caps out already at their maximum (10) or minimum (0) rating which if translated to a more stretched out scale might mean e.g. a 8 or 3 respectively to them. So that what for one person would be a 10 would then have to be e.g. a 13 or 11 for someone else using their (assumed fixed) scale.] A metaphor to explain what I'm trying to address would be some situation like this: ''people are feeling the same temperature but go by different scales, e.g. let's say Fahrenheit or Celsius, and take the corresponding values from the respective scales and assign them as their ratings, while leaving out the (potentially crucial) indicator (or an explanation on some personal page) for what scale they used, so if one doesn't know if they used Fahrenheit or Celsius, if one just has a bunch of temperature numbers given, one will not be able to compare the real felt temperatures.'' Consequence of that then might be that effectively not only really the values from ratings themselves matter for movies but (probably much more so) the set of people that did rate them or didn't rate them, because if e.g. a bunch of ''Fahrenheit scale users'' rate a given TAS, then compared to if one had a bunch of ''Celsius scale users'' rate the same TAS, even though they might express and mean roughly the same ''temperature'' = technical quality (or entertainment), the resulting rating value can be far different, and can make a TAS look much better or worse, depending on situation. Still to some degree working (with respect to sustaining easy enough movie rating comparability) generalizations of an ''every user is rating every movie'' situation that would allow to cancel out movie rating inbalances caused through different groups of people rating some movies while not rating other movies (and this in a way that results in a chaotic complex distribution of rater-sets per movie, over all movies), could have forms as follows: 1. It'd be sufficient if it is not every user but just the same fixed (maybe through certain means restricted) set of users that do all of the rating, and this would still result in some consistent resulting scale from which the resulting rating of a movie emerges, provided those people that do rate movies keep doing so without changing their scale with respect to which they assign values. But obviously as consequence one would lose some users' opinions/ratings and introduction/contribution of their scale then, so a resulting movie rating might then not represent as much the general audience's view on a TAS, but the view of a restricted set of raters. 2. One could have a situation where the set of all rated movies is split into (preferably rather few) subsets of movies such that for each individual set it holds that any rater of any movie within the set also rated every other movie in that particular set of movies. And in this case, there would again be for each movie set 1 resulting scale so that one could at least compare movies among the same group or set, while the resulting movie ratings of 2 movies from different sets may be incomparable. 3. One could extend this even somewhat further, namely that one could get a few multiple cases of ''set X of users rates set Y of movies'', for intersection-free sets X when looking at different Y's/sets of movies, but the larger their count, the harder to keep track of what the individual averaged out scales are that are used for different sets of movies (so this would be a weakened form and if one gets to situations with more and more increased numbers of such movie and rater set correspondences, it expectedly will get chaotic, i.e. similar to the way it is currently). The issue of ''inbalances caused through different groups of people rating different groups of movies in chaotically mixed ways'' technically might not be anymore a ''big'' issue if one could view for every rating on every movie what user rated it and what their (fixed) scale is that they use (or if not fixed, one would need to know when they rated it and how their scale was at any relevant point at which they rated a movie, presume). Though then for a guest or user that wants to compare movie ratings or inform themselves in that regard, the task of comparing them expectedly becomes excessive. I guess the goal of a scale explanation would be to objectively/independently of the user that uses the scale provide or lead to the same values for ratings for when the same perception of (technical) quality of a movie is present in the different persons, similarly to clearly defined functions with inputs and outputs. I guess another idea would be to set up one or multiple test movies (maybe ones that in some reasonable sense ''cover sufficiently well the range of qualitatively different types of TASes'') together with a scale and with an explanation coming with it on what (technical) rating should a movie get according to some guidelines, and then have it be (forced or) optional for (new) raters to rate these test movies, and to then use 'how they differ in their rating of the test movies compared to the average rating' for calibrating what their personally to normal movies assigned rating value would translate into if someone else with the same perception of quality had rated the movie instead. (I.e. to e.g know or estimate that a rating 5.6 by person X would translate into a rating 5.6 + 1.3 if it were provided by person Y, if both had the same perception of quality of the same movie.) But I guess this would assume there exist some uncontroversial movies such that for them there exists a true (technical) rating for these given test movies for which a consens could be formed, which then could be used as reference for translating a rating value given by person X into what the rating value would be if person Y with same opinion/evaluation had done the rating instead (for movies of similar ''type''). Many movies lack ratings. Overall there isn't many users rating movies, so I think the larger the discrepancy/difference in the number of people rating is for any given 2 compared movies, aswell as the smaller the set of people is that rated both movies (relative to the total amount of raters for 2 movies), i.e. the larger the relative number of people is that only rated 1 of the 2 movies, the larger can probably/expectedly the resulting difference in assigned rating values be that is solely caused through different personal rating scales being used (either generally, or in particular by those that in a given movie comparison case only rated 1 movie rather than both). I guess if by groups of raters assigned values deviate too far from each other (like e.g. in the sense of a ''Fahrenheit versus Celsius'' comparison), then (provided one would know the scale candidates that exist and are out there and are majorly applied) one may be able to read out of all the assigned rating values from a given person already (to some degree of certainty) what scale might have been used, provided there's some prominent scales used rather them being of too individualized types. Generally speaking, I've been aware of these kinds of issues for a few years since I joined TASVideos and it's part of why I'm reluctant of rating movies (especially on the entertainment side of it). An alternative suggestion could be to maybe have different ways of rating movies, e.g. with a list of adjectives (maybe preferably with as little overlap of meaning between them to prevent dependencies but to keep/have an own separate meaning for each), like e.g. ''glitchy, funny, exotic, speedy, lucky'' (for which I took movie award categories as reference but other qualities could be chosen aswell instead of these) and assigning for each aspect a within a small number of degrees/steps between the opposite poles (from yes to no) lying value for example. I'm not sure what all the threads are on the topic that exist already and may be helpful if looked into, but one in particular would be this one on technical rating and player points: http://tasvideos.org/forum/viewtopic.php?t=20280 . Generally though I'd think it'd be easier to give technical ratings than entertainment ratings, but this would depend on what one in particular wants to express with it or what the technical rating should mean (the rerecord count? amount of time worked on a movie? would one want to assign ratings independently of at the time or later expected or known improvements?). So, for a technical rating to make sense, TASVideos might need to change or further specify what they want the technical rating to mean or to point towards (as in what aspects of technical quality to include, possibly even with example reference values assigned to some fixed specified existing movie for calibrating purposes, and maybe even stating which technical aspects among those that one can think of to exclude for clarification, even though users - before educating themselves on what the considered parameters are and which parameters one could come up with actually aren't among them - might/could think or expect they'd also fit in there). Hopefully some of these critiques, suggestions/considerations, and expressed ideas can help for revamping/improving the rating system.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
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