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Honestly I've been bored with the ACE stuff since about the 2nd time it was done. The concept is a neat curiosity and probably interesting from a programming perspective, but these have almost nothing to do with playing, or TASing, video games.
If these runs get much more "improved" every game's any% will be turning on the console and the game ending. Certainly this is cool to be able to do, but it isn't very interesting to watch beyond the first, as every game eventually looks the same. You're playing the SNES not playing the game.
For showing off tongue glitch, I'd rather see a new any% TAS that finds creative ways to use it to actually beat the levels as shown here: www.twitch.tv/carlsagan42/c/5013023?t=31m24s
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Late to the party, but I actually feel like the entertainment value of tasvideos drops every time a new arbitrary code glitch movie obsoletes something that was actually interesting to watch :/
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I have never understood why anyone wants to time a game only to final input. It seems to me like some weird arcane goal that someone might do for fun rather than being the standard for all runs.
These are speedruns to beat the game, and thus timing should be until the game is over just like in regular speedruns.
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I have actually considered doing a playaround rather than simply remaking the any% TAS, which kind of is just a worse version of the 100% TAS. Though there are 5+ minutes of improvements to the any% TAS.
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Well, at one point I had said, "The eggs, they can do anything!" but this wasn't what I had in mind! :P
Very cool masterjun. Do you know if it's possible to do something like this with the infinite tongue glitch? Also sometimes the game crashes when you bring certain sprites, and other times bringing the exact same sprites does not cause a crash. Any idea why this may be?
These rats are also in 6-2 and 6-4, but I'm not sure if it would be faster to get to them or if those levels have all the necessary components to set up the glitch.
I'm also not sure about the route you took through 2-2, but whatever, great work :)
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I guess what I meant was you weren't using it in the same way, i.e. stealing level-ending sprites to just beat 6-8 faster or something like that.
Can't wait to see what you come up with :P I think it's neat how there are the TASers who like to do all the nitty gritty technical code stuff, and then people like me on the opposite side of the spectrum who know absolutely nothing about that sort of thing haha. It's all about routing and optimization for me (and juggling eggs).
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Let me be the first to say that I don't think this glitch makes a very entertaining run. It's really funny and amusing to see Yoshi's Magical Journey through the stage once:
But then it gets old really fast. In any case, I think Masterjun is working on an even more SMW-style glitched% run using other tricks Arnethegreat, the #yoshi IRC community, and I have discovered over the past year or so, and it would be substantially faster than using this null sprite glitch, suffice it to say.
That being said, there have been TONS of other glitches discovered since I published the last any% TAS that do not break the entire game in half, and are limited to just a level or two. I'm currently trying to plan how best to do a new any% TAS. The goal will probably be to beat the game as fast as possible while still grabbing a goal ring on every level.
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I just realized dehacked.2y.net/microstorage.php doesn't work with .bkm files. This seems really weird, anyone know if this is going to be changed at some point?
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I originally wanted to use it because we thought it would save time in only like 2-3 levels max. Then we found a bunch of other places to use it and in retrospect I agree, for a 100% run I'd rather it weren't used so all the intended coins were able to be collected. Thankfully it is still only usable rarely.
However, we wouldn't be below two hours without it! And I do think it increases the entertainment of a few sections. For example, the red coin that we skip in 2-7 involves ground pounding a gigantic pole 10 times. Who wants to see that? :P
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<3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3
It never would have happened without you Spezz. One of the first TAS's I ever watched were your Yoshi's Island runs, and I'm sure it played a large role in me getting into speedrunning and TASing it. Trihex sends you his love as well. We often found eggshots of yours that felt impossible to replicate ;) and you were working without ramwatch and everything! I wish you the best in whatever you are doing currently :D
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Trihex will be streaming the full run in 60fps with us on mumble/skype within the hour, if anyone wants to hold off for that.
twitch.tv/trihex
Sometimes snes9x 1.43 v17/18 will explode in 1-7 and other levesls, so use v13 if that happens.
F MY HOT TAS
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Yoshi's Island does not hex for crap. We're lucky to hex a single room on the same emulator. The RNG affects too much.
Also, assuming you're being sarcastic with "what a tragedy," when I said "days" that was meant to signify the actual time spent working, i.e. days = units of 24 hours of TASing. It's pretty cool to just randomly be a dick to people you don't know over a few sentences of text though :|
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Hmm, so I just thought of something. After I'm done with Yoshi's Island 100%, I'll probably continue with the hacks of the game (Kamek's Revenge and 2+2). Unfortunately, I already started both on snes9x 1.43. In fact, the first world of Kamek's Revenge is already done.
Will it be a problem to continue to use snes9x 1.43 for those? To be clear, the option is unfortunately between using 1.43 and not doing it at all, as it would take days of work to redo. If I redo the Yoshi's Island any% TAS, however, it will be on Bizhawk.
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Hi there, I'm glad you liked the any% TAS. The improvements I have in mind will not detract from its entertainment, and in fact might even add. Fortunately most of the new tricks ArneTheGreat and others have discovered have not only been fast, but also very cool :P Reconsidering though, I think I will continue with TASing one of the hacks after finishing 100% instead of revamping any%, though my plans could change (or I might work on both).
As far as a time estimate for 100% goes, we will just have to wait and see :P We are currently in 5-7. We had a pretty big stumbling block here as the route is very difficult and we have had to test many different paths. Hopefully we'll be into world 6 shortly! I'll likely stream TASing again soon.
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There have been tons of improvements, including level-breaking glitches and new techniques, some of which will be shown in the 100%.
I might start working on a new any% run once the 100% is done (or if I get extra time), possibly with ArneTheGreat. I can probably save several minutes in the current any%.
For anyone who missed it, I streamed TASing 5-5 here: http://www.twitch.tv/carlsagan42/b/334690343
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I have been trying out the new SNES-compatible versions of Bizhawk, and... I'm blown away. All my new Yoshi's Island TAS's will be on this for sure!
Thanks everyone who has worked on this! Everything is so smooth, and purty, and... and... I feel like a kid with a shiny new toy.
*goes back to TASing YI*
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To 99.999% of the viewerbase, any difference from the original was invisible. I agree in principal with what you are saying, but your analogy about using a hacked version of the game is simply not relevant in the case I am referring to: being able to do entirely different tricks with a hacked version is an entirely different thing than only being able to do the same tricks, but at the cost of some lag frames. They are simply not comparable
Anyway, compared to console for Yoshi's Island, snes9x 1.51 prevented some things that would have been doable on console without lag, so it's like.... the opposite situation. We'd be using a worse hack ;) But in either case, everything is transferable to console, the only difference is how many lag frames there are.
It's worth noting that no available emulator faithfully emulates Yoshi's Island completely, not even those based around bsnes. The goal ring loads differently which actually has drastic consequences for bonus skipping.