Posts for DaJaWi


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Spikestuff wrote:
Can you please provide the commentary (if possible) to the submission text.
Hmm... I didn't really plan ahead when I was creating the commentary (since I just pulled it together from the WIPs), so it's all mixed up in a few .avs files. I could pick out the actual words (given time), but they would be completely without context if I just posted them unaltered in the submission text. (Unless you mean I should add enough comments to the commentary to make it clear what each bit is referring to, but that seems a little redundant.) Is it worth me doing that?
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Nice to know there are people other than me interested in this run. Keeps me motivated! And with that said, I've been pushing to get this TAS finished. The last part of the game is the part I'd planned the most, so I've been able to power through it without too much difficulty. I was half tempted to get the whole thing finished and just submit it to surprise everyone, but considering how often I've overlooked things I figured it would be best to post one last WIP. While anyone who wants to checks that I've not missed anything obvious, it will give me time to firstly write commentary for these sections, and secondly TAS the Quirrel battle which is the one thing this WIP doesn't include. Quirrel will be tricky. The first stage (knocking down the pillars) is okay, but the second stage (reflecting spells on the mirror) is harder. While difficult live, with TAS-precision it's easy to hit him 3 times on each cycle. Since he has 8 health that normally means 3-3-2, but as I was testing it out I randomly managed to hit him four times on the second cycle. A 3-4-1 should therefore be possible, but I'm really pushing to see if I can 2 cycle him, which would be a really satisfying end to the run for me. EDIT: I have now submitted it (!) so obviously most of my final comments are with the submission but I thought I'd mention here that it was possible to two-cycle Quirrell. It required making one of his shots miss the mirror during his first cycle, which may seem counter-intuitive, but allowed me to position him better so that I could damage him four times before he swapped sides.
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grassini wrote:
don't you guy have adresses to monitor rayman's position?
Looking in the EWRAM I've found these addresses: 024E89 - Rayman's position on the north-west/south-east diagonal 010754 - Rayman's speed along that diagonal 024E8D - Rayman's position on the north-east/south-west diagonal 010758 - Rayman's speed along that diagonal 024E91 - Rayman's z position 01075C - Rayman's vertical speed (EDIT: Actually, the addresses for speed seem to vary, and are not always the ones listed above, for some reason. Each time I reboot the core the speed values are in a different address. Eurgh.) Yeah... I don't know what the standard names are for isometric grid positions, as opposed to x/y for orthogonal - anyone know? Presumably there are others in there for Globox, but I've not gone looking for them yet. These can obviously be helpful generally, especially the speed ones to optimise movement, but was there any more specific use you had in mind?
Zarmakuizz wrote:
Are you sure you need to bring Globox to the end of the level everytime it appears?
It's a nice thought, but unfortunately in the levels with both characters it does check that both of them are at the finish in order to exit the level. The good news though, is that they only need to be standing near the finish. This means that if you get Globox next to the exit gate you don't need to open it and can instead jump over it with Rayman. This will save the most time on the menhir level, because you no longer need to collect any of the tablets, and just need to open the couple of gates that allow Globox to get close the exit.
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I've been having a lot of fun playing around more with the punch hopping trick recently. I've not yet got to the stage of creating any WIPs because I don't yet know how to use it optimally, but I think I'm getting closer! (Warning: Essay ahead :P - just skip to my explanation of the lua script if you want to experiment and don't care about the details) I've found some memory locations that track Rayman's speed, and discovered more how Rayman's speed works. When Rayman punches, his speed rises above it's normal maximum, and after the punch ends it eventually resets. But the key is that there are a few frames after the punch ends where the speed is stilll above maximum, and another punch done in those frames will raise the speed higher. (This only works if Rayman is in the air, but obviously using this trick he will be in the air pretty much constantly.) This is why punch hopping (punching when in the air, jumping the frame the animation ends and then punching again the next frame) works so well, not just because Rayman can go indefinitely high, but because his speed is constantly rising. However, now that I understand why the speed is rising, I realise that in general he would move quicker if he didn't jump in between the two punches, because this loses some momentum. He does still need to stay in the air though, so you have to jump occasionally, but only enough to stay off the ground. To summarise, the best way through a level is: - Start by taking a running jump, and punch the next frame - When the punching animation ends (the 'critical frame') jump again, and punch the next frame - From now on, at every critical frame, do one of the following: A: If you can do it without landing, just punch B: If you need more height, jump and punch next frame - Then wait until the next critical frame, rinse and repeat This means the normal strategy (i.e. to stay a roughly consistent height) is to alternate punch hops and just punches, taking a bouncing movement around the level. I'm really pleased with this, not just because it's faster, but because it means an optimal run won't happen all off the top of the screen anymore! There is one further issue, which is that since we're abusing the fact that the speed does not reset by stringing together punches, it becomes very hard to turn corners, the best you can do is take a long sweeping arc. If you need to turn a corner sharply though, there is a way you can do it at the cost of some speed. If, after jumping while holding your new direction, you wait a few frames before punching, this gives your speed in the previous direction some time to reduce, and therefore means you can turn at a sharper angle. The exact amount of frames you should wait depends on how sharp a turn you need to make, but it should never need to be more than about 10. Knowing all this, I created a series of macros to automate the trick, for my own use and if anyone else wants to play around with it. There are three different options available, mapped to the keys J, K, and L (but feel free to remap them to suit your preferences): J: Standard Punch Hop - Jumps, punches next frame, and waits until the critical frame. Use to get off the ground originally, or when you need more height. K: Punch Boosting - Punches and waits until the critical frame. Use when you can do it without landing. L: Delayed Punch Hop - Jumps, waits 10 frames, punches, and then waits until the critical frame. Loses speed so use only for turning sharply. Using these, the normal strategy around a level is simply: J, J (to get into the air), and then alternating K,J,K,J... with an extra J if you need to gain extra height and L if you ever need to turn sharply. To use them, hold the direction you want to travel and the necessary key, and press frame advance. The action occurs with a delay of one frame (because it was easier to code that way :P) and as such each macro actually takes you to the frame before the critical one so that they can be strung together. They will sometimes fail if there was lag on the first frame (although it should work around any other lag). If that happens, go back and wait one frame first before using it. The 10 frame wait in the delayed punch hop is kind of arbitrary. To really optimise a turn you would need to choose the minimum wait necessary. This would have to be done manually, but I put that macro in just for help with routing. If anyone else wants to experiment, these macros should make it a lot easier to do so. Even if you just want to mess around, it's a lot of fun to hold down J and frame advance and blast all over the level with reckless abandon! One other thing. I mentioned before that it was possible to get over certain gates. Now that it's so easy to use this trick I've realised you can get over all gates in the game, as long as you are high enough above them! That means the routes for most levels will be even shorter, since you don't have to press most of the switches. The only gates you need to open now are ones for Globox to get through. And to think I used to play this game normally...
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WIP 9 As well as the Wingardium Leviosa Challenge it includes the Library and both remaining Quidditch matches since they're so simple. Also, since it's been a while, I made a video with commentary of the last couple of WIPs: Link to video The new content from this WIP begins ~6:41 Next we're really entering the endgame: Heading into the Forbidden Forest to meet Voldemort, and then to the 3rd Floor Corridor. Fun stuff.
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Zarmakuizz wrote:
The fact that the music stays the same...
Ha, yeah, while the single track would have originally been due to technical imitations on the ZX Spectrum, I've no idea why for this port they upgraded the graphics but not the sound. That music's been haunting my sleep for weeks!
ars4326 wrote:
1st submission of 2015!
I was actually on the fence about whether to even submit this run or just put the video on youtube since I figured it's the sort of run that would probably only interest those few who had actually played it, but then I saw it would be the first submission of the year and I figured: Hey, the Vault exists for a reason! :P
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Thanks a lot guys, I should be able to get what I want done now. (Or at least give it a good go!) In case you're interested, this video shows what I'm trying to do: https://www.youtube.com/watch?v=2i5gSqn0OoA The map on the right screen can be accessed in game by opening the menu, but it only shows the yellow cross marking Rayman's on-screen location (which is unhelpful when using that glitch), and does not show the more useful black cross marking the ground he is actually above (which in that video I manually added). I'm trying to automate both the creation of the maps and the adding of the cross showing Rayman's real location. I've got most of it working, and your suggestions should help me finish almost everything else off. The only remaining difficulty I can foresee is a way of getting the height the black x must be at (which is not always 0). I've found an address for Rayman's absolute height value, but what I really need is either height above nearest ground, or the height of the ground below him. If I can't find addresses for those then I'll work something else out. Anyway, thanks again!
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Scepheo wrote:
File -> Screenshot -> Capture OSD.
Ah, cheers! I was sure I must be missing something simple. As for the lag, yeah fair enough. I considered that and have been stumbling through the memory trying to work out which values are which. I've not yet found anything I could use, but if I know it's really the only option then I'll redouble my efforts! As an aside, do you/anyone know if it's common in an isometric platformer to store the player's position only as co-ordinates along the diagonals? (i.e. Increasing when moving down-right, decreasing up-left, and the dual for down-left, up-right.) I guess it would make sense, and those are the only values I can find thus far, but it'll make what I'm trying to do (pinpoint the player's actual x/y position so I can mark it on a non-isometric map) a little trickier.
Post subject: Screenshot including lua graphics AND undetected lag frames
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Hi all, I have two queries that are lua related. 1: Is it possible to take a screenshot that includes any lua drawn graphics? That would be a huge timesaver for what I'm working on, and from what I can tell it can't be done easily? The obvious approach (draw graphic, advance frame, take screenshot) doesn't seem to work, and I can understand that you wouldn't always want these graphics in a screenshot. Is there an alternative method I could use? Either way, I think having the option to include lua graphics in any taken screenshot would be a nice feature. 2: I'm TASing a fairly laggy game (Rayman: Hoodlums' revenge for GBA) and I'm trying to write some macros. To account for lag, when advancing the frame during the macro I can repeat if emu.islagged(), which works for most instances of lag, but on some occasions there are lag frames that go undetected. The frame number is accordingly not red (which I presume is the indicator for a non-input frame?), even though the game does not update during the frame. I'm pretty new to TASing, so I don't know if this is a common issue across other games, or some other type of lag I don't know about (perhaps those frames accept input but then ignore it for some reason?), but whatever the reason, can anyone suggest a way I might be able to detect those lag frames in a lua script? Thanks in advance for any help, and let me know if I should provide more details.
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This was suggested before, but I agree that it would be nice to have a single area in the forum for TAS-related lua scripting queries. Currently there are many of these questions scattered all over the forum, but I feel it should be more obvious where such queries should be, if only for ease in browsing to see if others have answered your question. These queries are often not emulator specific, and are perhaps too in depth for the Newbie Corner, and too specific for General... Even if it doesn't warrant its own subforum, there should be an obvious place for them. If necessary, just adding "and for lua scripting queries" to the description of one of the existing subforums would do the trick.
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Let's talk about Wingardium Leviosa. It's horrible. To explain why it's horrible, it would be best to explain what happens whenever you use the spell to move an object. This will get pretty complex, so it's probably not worth reading unless you really want to know the intricacies of optimising this game! 1: You cast the spell. Harry has a short wind-up spellcasting animation before the actual spell hitbox appears. 2: The spell starts moving in the direction you were facing. Meanwhile Harry has a short wind-down spellcasting animation. 3: The spellcasting animation ends and Harry can start moving again. 4: The spell hits the object. Harry can no longer move. 5: The object has a short rising animation. Meanwhile the screen moves over to focus on the object. 6: When both the rising animation has finished and the screen has centered on the object (in whichever order they happen), it can be moved. 7: Now you actually move the object. It can only be moved in increments of 8 pixels, each movement taking 8 frames. 8: You cancel the spell and the object falls. Meanwhile the screen moves back to focus on Harry. 9: When the screen is centered on Harry, he can move again. Simple. To optimise this, you obviously want to be minimising the screen movements. Since it has to move both at the start and end of the spell (step 5 and 8), you want Harry to be standing somewhere between the object's starting location and ending location. Because the screen's horizontal and vertical movement speed is constant, there's no Pythagoras required: anywhere between the two locations both vertically and horizontally will be fine. But (surprise) it's not that simple. While the camera movement might be the same regardless of where Harry is, there's another factor that affects the overall time. Whenever Harry casts a spell, he is unable to move for the duration of the long spellcasting animation. The important part to consider here is the wind-down animation, after the spell hitbox itself has appeared and started moving (step 2). The time this animation wastes is normally unavoidable whenever you cast a spell, but there is a way here that it can be made irrelevant. If Harry is close enough to the object then the spell will hit it immediately, and the winding-down spellcasting animation (step 2) will run at the same time as the rising object animation and the camera movement (step 5). Since the latter movements have to happen anyway, and Harry is immobile for them regardless, this saves time overall because no movement time is now lost due to the spellcasting animation. So you might think that the best approach is to be as near to the object as possible when using the spell (but still in between it and its destination), however there's one more factor to consider. If Harry is too close to the object then (during step 5) the camera will have finished moving and focused on the object before the object has finished its rising animation. In that case you still have to wait for the object to rise before it can be moved (step 6), and frames are being wasted where nothing productive can happen. There's a sweet spot further from the object, but still between it and it's destination, where Harry can cast the spell, it will hit the object immediately (combining the animations from step 2 and 5), and then the camera will move over and focus on the object at the same time as it finishes rising (step 6). You can then move the object to its destination and drop it and the screen will move back to Harry, and since he is a bit further from the object's starting position then this camera movement is also shorter, minimising the overall time. Further complicating this (yeah, I know) is the fact that as pointed out earlier in this thread, Harry moves slower than the screen. This means that you don't want to go out of your way to stand in the optimal spot when casting the spell, often you just want to get as close as needed to even hit the object. It's hardest when Harry is walking through an area with many of these objects. You need to work out whether spending several frames to move Harry to a better position is worth the frames it will save on camera movements, taking into account the times when multiple objects can benefit from that better positioning. And of course, the Charms Challenge which I'm working on now has many objects to be moved, with many possible switches to move them to, and various routes between them that Harry could take. Fortunately, after this challenge it can only get easier! This is normally the point when I would apologise for going into too much detail and making everything sound more complicated than it is, but in this case I believe it really is that complicated. :P
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Thanks J.
AKheon wrote:
The storeroom part with doxies looks a bit messy, but I guess it can't be helped.
Yeah, I really can't see any way around that. Obviously the intended way is to lead them out and into the tentaculur plant, but that would take far too long. It would be a lot neater without that random 'double-doxie', but it being there kind of requires some stilted and messy movements. Fortunately the very next thing after the end of that day is a potions lesson where you get a potion that automatically heals you if you run out of health, which means all that damage you take from the doxies does not limit your options in the rest of the run. As for the final time, I think the run'll be maybe about 56 mins overall? I'm not sure, but something in that ballpark. I used to think it would be a real challenge to get sub-1hr, so I'd be very pleased with that.
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WIP 8 continues from where WIP 7 left off until the end of the day. This includes sneaking into Snape's storeroom, escaping, and finding the Mirror of Erised. These have been very tricky sections, and took a lot of work, mainly due to strict platform cycles and complicated enemy manipulations. There's also a lot of unavoidable waiting for platforms unfortunately. At some point I'll make a video with commentary, but for now I'll just address the things that may be least obvious. Escaping the Storeroom: The first part of this level is complex but there's nothing new. The fun starts at the end where the doxies are. For some reason there are two doxies on top of each other (I assume a programming mistake) in the lower right side-room, and taking damage from this double-doxie eats up two health as a result. Because of this, and because of the other doxie in the lower-left room, I need to have full health at this point in order to even survive. I pause when pressing the last switch to manipulate the doxies' movements so that I can ride the final platform to the end without taking damage that would kill me. I'm pretty confident that taking damage as I do and manipulating the doxies as I do is the best route possible. It would be nice if I could take one less damage and therefore not need to collect health earlier in the run, but the time saved by taking damage here is far greater than the time it took to collect the health earlier. The Path to the Mirror of Erised: Loads of moving platforms in this level, and lining up their cycles is very difficult. The main thing to explain is in the top-right section. After making my way up the middle of the pit and onto the three horizontally moving platforms, I cast flipendo upwards from a very precise position, hitting an off-screen switch. This switch would normally be hit later to activate a moving platform that returns you from the end to the start. By hitting it now I can use this 'return platform' to shortcut to the end instead, saving a considerable amount of time. I have to hit the switch as late as possible to make the cycle, but it can be done. The place that this platform takes you to has a small statue which must be hit with avifors to activate the three horizontal platforms in the top left of the level (the last part before the exit). You then have to loop right back around to the start and up across those platforms to the exit. I have to wait a while for the return platform when standing by the statue, which gives me a large amount of time during which I can hit the statue at any point (to start the final platforms moving). Depending on when I hit the statue during this unavoidable waiting period, the final platforms will be in different positions when I eventually reach them. Ideally I would like them to be lined up, so that I could easily run across them, but after much testing I discovered that the only timings that would allow this would be if I could hit the statue earlier than I can get there at all. After a lot more experimentation it turns out that my best option is actually to just hit the statue as early as I can, as that way when you get to the final platforms it only takes a short wait before they line up. This seems rather anticlimactic since hitting the switch as early as you can is what you'd instinctively do in a TAS anyway, but whatever. This does mean though that if a way were discovered to get to the statue on an earlier cycle, then there would be a better timing available (which wouldn't be to hit it as early as possible), but I cannot see any way that I could get to it any earlier. That's probably all completely indecipherable to anyone other than me, but at least my thought process has been recorded somewhere. TL;DR I'm making slow but steady progress. The next major level is learning Wingardium Leviosa, which should actually be pretty simple once I get used to the clunky levitation movements.
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Okay, I've been playing around some more with this trick recently. Here's a compilation of my routing updates: Link to video I should probably explain that the punch hopping trick is not useful when you have a yellow canister active (because your powered up punches lose you horizontal momentum), but jumping is still faster than walking (shown at 3:08, for example). It's really tricky cornering while punch hopping, especially when you are high up, for some reason. In fact if you're off the top of the screen then you often can't change directions without completely losing momentum. I'm getting the hang of it the more I play with it, but I'm optimistic it can be made far neater. Also, I discovered more recently that while all fences (and some walls) are infinitely high and insurmountable, you can pass over certain gates with careful movement and well timed jumps as long as you are considerably higher than them. Since I currently open gates several times in the video (which is slow) it would be nice to hop over them if I could, but I'll need to test it more to see exactly when it can be done. A full run of this game will look ridiculous. The Rayman segments and Globox segments were always differently paced, but now the contrast will be absolutely massive. I expect fully half of the run will be spent on the two Globox levels, and the rest on the other thirteen combined!
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I've posted a new WIP that includes the flobberworms and the lumos challenge, and added commentary from the point when I last had commentary until now: Link to video Since I have commentary in the form of subtitles that should explain most of the tricks, I will only talk about hitboxes, since that's something I haven't mentioned before now. When casting a spell Harry's hitbox is larger horizontally (but not vertically). Because of this I can use it to collect certain items with less movement frames, but only if I would have been collecting an item close to when I was using a spell anyway. Jlun2 made me realise (thanks!) that an extended hitbox could be used to collect any item, which does not always work with the extended spell hitbox (although it does work situationally), but it does work with the larger hitbox when playing the flute. I am therefore going to use the flute to collect certain items early and hit certain warp-zones early. The flute hitbox is only larger horizontally, and only when walking vertically or diagonally, so it cannot be used all the time, but it can be used now and then. You'll see it used for the remainder of the run. The extended spell hitbox will still be used occasionally (like in the basement for lumos) because it increases the hitbox by more pixels and therefore saves more movement frames when it can be used. Hopefully my WIP with commentary is explanatory enough, but feel free to ask questions. And, as always, feedback is welcome.
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Okay, so your video was a bit crazy got4n, but examining what's going on, it looks like jumping and then punching gives you the greatest horizontal speed, and you can chain them to increase height. After more investigation, it turns out that there's an even simpler way to abuse the jumping mechanics with punches. If you jump and then punch immediately, there is a 1 frame window between the ending of Rayman's punch animation and the start of Rayman's falling animation where you can jump again! You can then immediately punch again and chain these punch hops to obliterate any Rayman levels. (I presume this was actually happening occasionally during your haphazard jumping around got4n, although I'm not sure if you realised just how versatile the trick was!) I've made a video to demonstrate. Because Rayman's off the screen for most of it, I pasted the in-game map beside it, updated on every jump. I also inserted a black X to show the position Rayman really is, so you can see where I'm going: Link to video The main constraint with this trick is that many of the fences and walls are actually infinitely high, so you still have to navigate around them. It's also very difficult to turn when punch hopping, as you can see by the curvy route I take over the water. There's also some craziness when you hit the maximum height, not to mention how hard it is to time the jumps and movement when you can't see what you're doing... Because of the infinitely high fences, most levels will still involve Rayman having to land to press switches now and then, which means the levels aren't completely broken. Still, it's pretty sweet!
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got4n wrote:
I've forgot how to make this glitch (I found it): (video) You can break a lot of things with this.
Ha, yes! That's the sort of thing I wanted to see. I was sure there would be larger ways of breaking the game. I did look around for anyone discussing this game, but I couldn't find it...? I've mainly been playing with this game in the downtime between other TASing, but it's good to know there's more to discover if serious time can be put into it.
Post subject: Rayman: Hoodlums' Revenge
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Rayman: Hoodlum's Revenge is an isometric GBA game where you alternate between playing as Rayman in platforming sections and Globox in stealth-style sections, and some levels allow you to alternate between the two. Although fun, for a Rayman game it's not great. The controls are awkward, the plot is uninspired, and it seems hastily put together, with many programming oversights and small glitches. Despite this (or because of this) it seems like an interesting game to TAS, and I do have a bit of a soft spot for it since I played it when I was younger. Unfortunately it does have lag issues, but not to an unreasonable degree. To test it out I have been TASing each level individually and have compiled my efforts so far into one video. This displays the tricks I've found and some preliminary routing, although it's by no means optimised: Link to video (I should point out that I TASed the levels as if doing them for the first time, so all dialogues are still there. This means they are in the state they would be in a full run, albeit with possible RNG differences.) I've added level specific commentary to the video in the form of subtitles, but for reference I'll list the main tricks in more detail here: General Tricks: Camera Skipping - Whenever a trigger is activated that does something (e.g. killing an enemy to open a gate), the camera slowly scrolls over to show you what happened. This can be skipped if you are close enough to the target when you trigger it. This is usually done by killing the enemy from next to the gate it opens. Button Swapping - On a lot of levels you'll press a switch with one character to open a door for the other. You can press select just as you step on a button, which will show you the target and then return you to the other character. Since swapping between characters normally slowly scrolls the camera between them, this saves a bunch of time. Rayman Tricks: Water Hopping - The main way to sequence break. If you press jump just as you take damage when landing on water then you can hop on it without losing forward momentum. You still take damage though, and hopping on water twice without landing on ground in between does a huge amount of damage, which limits the use of consecutive water hops. Spike Hopping - Like water hopping, but on spikes :) Chopper Hopping - When the blue powerup (super helicopter) runs out, you have a one frame window where you can jump out of it, giving you extra height and no loss in momentum. This is very inconsistent though (sometimes it doesn't seem to be possible), and I haven't worked out why yet. Dialogue Skipping - Dialogue triggers (with Murphy or others) are often only on the ground, so they can sometimes be bypassed by jumping over them. Globox Tricks: The main tool Globox has is enemy manipulation, since he flees uncontrollably if an enemy sees him. This does however lead to one fun trick... Fleeboosting - Globox's fastest speed is when he is fleeing from enemies. Since you can't control this though, he usually runs in unhelpful directions, but with careful manipulation this can be used to save time now and then. These are all the tricks I've discovered so far, but the game is so clunky that I feel sure there must be other useful tricks in there somewhere. Anyone else played around with this game?
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solarplex wrote:
I would say continue on and just write down proper notes so that if when you finish and someone wants to improve it(maybe even after finishing, you could go back and improve), that it is an easier task to clean up due to the knowledge being readily available.
That seems fair. There's always a chance I (or someone else) will discover other timesavers earlier in the run, and it would be foolish to redo everything multiple times. That said, I may as well upload my WIP for avifors and up to Hagrid's Hut. Avifors: - I take damage running through the tentaculur as this is not only the fastest way through the room, but the door only opens when you feed the doxies to it, and this route does that automatically. - I need just one health now, and so I take the one that can be taken without a detour. - I can now use spell swapping to manipulate gnome starting position and direction, so I can get through gnome areas with optimal movement (no need to dodge). - I have to wait a bit on the dragon statue, so I show off a weird graphical glitch I found where you can change the colour of your spells. Here I cast flipendo with alohomora colours. If I have time later in the run I might show off some of the other weird and cool combinations. To Hagrid's Hut: - No need to pause on the first gnome now that I can manipulate it with spell swapping. - The positions and timings where I cast spells at the thorn bush are the only ones in which I will not take damage from the spikes, while still allowing me to not move in any unnecessary directions. Very happy to discover this. I also found that the transition zone for his door extends wider than it looks if you come from the correct point. Next is Flobberworms. I expect this'll take me a while, as there are many routes to test, and optimising the worms' slow and clunky movement will be painful. It's possible to go either clockwise or anticlockwise around the garden (by either walking under the log in the bottom left like in my test TAS or its possible to go around the bridge without turning it at the far right), and I'll have to try both along with working out what the shortest route to have the worms take is. I guess because they move so slowly it might even be fastest to drag them all to the middle and then take them across one of the moving platforms. Like I said, lots of routes to test. Should be fun!
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Just an update, and request for advice: I'd run avifors without too much difficulty, during which I picked up two health, and then the next thing is to head to Hagrid's hut again. As I did this I discovered a way to save time on the thorn bush just before his hut by utilizing Harry's varying hitbox as he changes direction (and a couple of well-timed pauses) to get through it without taking damage. Due to this I no longer needed one of the health in avifors, and editing that out takes redoing the stuff from that point because of differing timings and subpixel alignment. I have been redoing that, but then I realised that this new trick could also be used the first time I go to Hagrid way earlier in the run. Going back to check, it saves 14 frames. If I could sort out alignment issues then I could potentially reuse some of the input I've already done (this would be tricky in itself - despite my misplaced optimism early on, I've rarely been able to sync up two inputs without a lot of effort), but any RNG sections will be different and need redoing, including any enemies and stealth sections, and presumably the flying sections too. Obviously a lot of work. Not only that, but in the garden immediately after where this improvement will happen, the extra 14 frames has put the gnomes in an awful pattern, where I don't know how I'll get through it without losing a bunch of time, and possibly even missing the platform cycle. I'm sure I can work something out, but even knowing the route, issues like this mean redoing sections won't be easy, and I may well lose some of those 14 frames on the way. Is it worth it? I guess it's only been a few weeks of work, although I've been fortunate to have a lot of time to work on it pretty solidly thus far. I'll have less time available in the future, and since I'm not doing anything new my motivation will probably be lower! Part of me wants to not bother unless there was a bigger gain to be had, but if I don't redo things then I'll always know it could be better, no matter how small the potential increase. Thoughts?
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Thanks again solarplex! That makes things much easier.
jlun2 wrote:
You mentioned casting spells temporary extends your hitbox. Couldn't the 4th and 5th flower be obtained that way? Also given how slow the camera moves once you killed the troll, would wasting some frames to move closer to the right before firing be faster?
The extended hitbox when casting spells has only very occasional uses, because casting spells is just sooo slow. It's only helpful if you happen to be casting a spell anyway, and even then the increase is so minimal that you have to be right up close. Since I don't need to cast a spell near those flowers, then I don't think it would help, unless I'm misunderstanding you? As for the troll and camera, that was actually something I didn't consider, but a quick check shows that no matter how slow it looks, the camera actually moves faster than you (by about 1 pixel per frame), as I think AKheon pointed out previously. I'm currently hitting the troll in the earliest possible frame I can, so that's probably best.
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Thanks for the responses everyone! Making a video with subtitles was fun, but quite time-consuming, so I probably won't do it again until I have ~30 mins of gameplay. I'll stick with just uploading files until then. WIP 5 contains Herbology, Quidditch vs Slytherin, and the troll battle. Honestly, there's nothing particularly interesting here. I'd already done most of the route planning, and there's nothing new from my original test tas video, just better optimisation. In herbology in the bottom left I clip a hedge slightly to avoid the doxie trigger. (Very useful! Doxies are horrible.) You can see the doxies when I hit the trigger on the way out. Also right at the very end when talking to the professor I walk to the exact x position that will minimize camera movement during the cutscene. Quidditch has two sections. The first you wait for the snitch to appear then hunt it down. This can be bypassed by being on exactly the right spot when it appears. The second section is another chase section. It's essentially an autoscroller, except you don't really have the freedom to play around because if you don't stick close enough to the snitch then it slows down, and you also have to collect all the boosts. I skirt close to the other fliers and confuse the autopilot at the end again though, just because I can. The troll is really easy if you stay within a certain range of him. Any closer he attacks, and further and he stops and roars. I guide him close enough to the pit to knock him in as quickly as possible, and then run to the right to minimise the camera movement. Next up is Transfiguration and learning avifors. This is where health management starts to come into play. I still think I'll need to collect two health, because of the time later where I need full health. There's also lots of gnome manipulation, which should be easy now that I have more than one spell. And after that is the Flobberworms, which I'm already having nightmares about optimising.
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I've got a video of a new WIP up to the end of the first day (After escaping the trophy room): Link to video For those who watched the previous WIP, the new content begins roughly 9 minutes in. I've also added commentary throughout in the form of subtitles. There is one thing I thought I should explain in more detail though: During the sneaking section, the first prefect is the most complicated to dodge. Unlike the others, he begins by walking, and if you walk up to him at optimum speed then the position he stops is not ideal. Usually I would walk up to the prefect and then turn 90 degrees to leave, but he is standing too near to the right wall, so I cannot flee down-right from him (he would detect me when I hit the wall and had to walk downwards. The method I use is to edge further around him and escape to the bottom-left. This takes a little longer, but is faster than waiting for him to be in a better position before making him stop moving. Feedback and suggestions are welcome, as always. Also feedback on how I set up the subtitles would be appreciated, as I've never tried using any before.
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jlun2 wrote:
Also reading back, was this part: [something about the shortcut...] ever checked to see if it works?
Yeah, actually I checked after I found the way to break the sneaking detection. The shortcut is activated by rummaging in a bookcase, which reveals a doorframe behind it. Unfortunately whenever they want to block the shortcut they have a person in front of it, but they also have a locked door in the doorframe (hidden behind the bookcase) so there is no way to bypass them.
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Ah, nice one solarplex! It takes me so long to upload even short videos to youtube on my iffy internet connection, so I was only going to do it sparingly (probably first when I got to about 15 mins of gameplay), but that saves me a lot of effort, thanks!