Posts for Derakon


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So...you just luck-manipulate the next bit of food to be right next to your snake every time? That doesn't seem very interesting to me. The game has all this "terrain" lying around and it never gets used.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Well, I enjoyed it. I guess you need to have something of a taste for the old 80's videogames to appreciate this kind of thing, but it's neat to see how "tight" level design had to be back in the day -- each room trying to fit as many obstacles in as possible. I am curious about how much "health" you have normally; it seems like you spend a lot of time walking through bats with only minor effects on your heartbeat. Anyway, yes vote.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Track down the RNG value in memory and you'll be able to see when it changes. To find it, search for values in memory that change every time you do something that you know is random (e.g. perform an attack, assuming this game has randomized damage).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Pretty sure you can't TAS any Steam games, period.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Presumably whether or not you get a good drop is based on the current RNG value. The wiki has an article on luck manipulation that may prove helpful.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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From the screenshots NachMothrayas suggested, I think any of these would be an improvement, ranked more or less by my preference: * Megaman in a Joe Walker mech (last row, first image) * Megaman on a pogo stick (first row, third image) * Megaman vs...Enker, I think? (second row, first image) * The reflecting lasers (first row, second image) * Megaman vs. Wily (last image) vvvv Sorry! Fixed.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Warepire wrote:
the big shield shall be gotten once it cannot be lost anymore from whatever now can make it be lost (I forgot, I haven't played the game in a long time)
You can always lose the shield, as it gets eaten by Like-Likes, a monster which I'm pretty sure shows up in even the last dungeon in the game.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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It's still a lot of work to go to to make a max-score TAS when you know that your work and the game will diverge in the (presumably fairly near) future.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Sounds like a good idea to me. You could just put "[Obsoleted]" in the title and copy the movie description including the "This movie has been obsoleted!" text from the TASVideos short blurb into the movie description.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Hm, yeah, since it's for such a short time I'd say it adds rather than subtracts from entertainment. If we were going to be stuck with that sound effect for several minutes then it'd be a different story.
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This hack is frankly amazing; the creator has managed to stretch the Rockman engine to things I would never have dreamed of seeing. It's clear that a run of it deserves to be published on this site, and this is the first such run submitted. I haven't analyzed the run in-depth, but it didn't look glaringly suboptimal -- the only real issue I have is with the missed shots in Cossack 1 during the autoscroller segment. Otherwise, this looked solid. Easy yes vote.
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The video's private, so I can't see it. Generally I'm inclined to trust the TASer when it comes to speed/entertainment tradeoffs, especially when they're as clear-cut as this one. Also, thanks for the explanation of the wetsuit + dragon fight.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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AndiHoffi wrote:
IMO a real 100%-run should actually show all the game's secrets: All the items, all the caves, all dungeons and both bomb-upgrades.
Including all the "pay me for the door repair charge" caves?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, antd! The run looks solid so far, and you have good playarounds in the autoscrolling segments. It's just a shame there's so many of those. Bossfights with the rocket suit are also quite impressive. I'm curious why you get the wetsuit though, since it's only used for a single short segment. And why did you take so much damage in the water dragon fight?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Ah, fair point. I hadn't remembered the selling glitch being used in the existing runs, hence my confusion. Thanks for the clarification.
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While that's interesting, I'm not clear on why it will speed up every run. What does unlimited money allow you to do faster, and will it make up for the time cost of getting the Fairy Card and actually doing all that selling? Granted the above is not a TAS, but I can't imagine a TAS doing it much faster than, say, 45 seconds, which is a pretty significant time cost that would have to be overcome by faster strategies elsewhere in the run.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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There are some NES games that take advantage of some hardware quirk that makes them more or less truly random (i.e. not a fixed initial RNG seed). I forget exactly what it is, but I know Blades of Steel was mentioned as one such game. But most games don't do this and just rely on e.g. the number of frames between when the game starts and when the player provides first input as their initial seed. In practice this will be good enough. But yes, as adelikat says, the important thing is that the TAS can be replicated on console, not that it can be reliably replicated. Even if you have to try hundreds of times, so long as one attempt is successful, the TAS has been proven as possible.
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Cpadolf is assuming you'd use the X-Ray Scope glitch to get out of bounds and avoid having to actually open the doors.
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I was just re-watching this run today, and while it's quite entertaining I can't help but think that the constant damage-taking kind of goes against the idea of a bullet-hell platformer. Some of the best parts of the current run are where the player finds creative ways to avoid the bullets without having to slow down. So I'd like to express my support for a no-hit run, on the off-chance that anyone's interested in running the game.
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There is clearly some force creating a degree of order here, because you wouldn't in a million years see this kind of patterning spontaneously form out of what is more or less a Maxwell distribution. Of course I don't expect a set of equations that can predict where each particle will be; I want a general sense of how this system is possible. We're not talking about forecasting the weather here; we're talking about describing the precipitation cycle.
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Uh, let's see. Assuming you don't use the X-Ray Scope glitch: * The bosses, obviously, though Torizo, Spore Spawn, Crocomire, and Gold Torizo are all skipped. * All of the metroids in Zebes, plus the zebetites if you count those. * The ninja pirates in lower Norfair -- necessary to get to Ridley, natch. I can't remember off the top of my head if you have to kill the pirates and mini-Kraid just before Kraid, but I don't think so. Hi-Jump and Plasma are both un-gettable because they're in enemy-locked rooms. Gravity is un-gettable without clearing the Wrecked Ship attic. I believe that you need one of Gravity or Hi-Jump to do Maridia; in that case getting Hi-Jump would involve fewer kills though it would make the run much longer. Some lesser upgrades (most notably the Kraid E-tank) are similarly out-of-bounds, but I'm pretty sure there's at least 6 E-tanks lying around (enough to beat Mother Brain without Gravity), and there should be plenty of ammo.
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Okay, how about answers that can't apply to any question asked ever?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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New question: what's going on in this video? The wood is dry, as is the climate; there's no oil involved; that's a random orbit sander being used. My best guess is that vibrations in the board being sanded are creating local stable nodes where the sawdust naturally clumps together, but that doesn't explain why the "droplets" flow (and per my dad, who made the video, they do flow with gravity).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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blahmoomoo wrote:
Wasn't there once a Super Metroid TAS that had an encode made that edited out item gets (and maybe a few other things)? If something like that was done, an in-game time minimizing TAS would be enjoyable to watch without compromising the integrity of the TAS itself, and you could watch the unedited version if you wanted to judge it.
Generally a run should be published on its own merits, not because of a hacked encode that changes the entertainment level. Though of course with the new tiering system that would probably just mean the difference between being published normally and being published to the vault. And yes, fast-forwarding the encode does screw with the music.
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I think it's a question of, do you make a run with the unmodified game where you have to either pursue in-game time or realtime, but can't do both? Or do you make a run with the code where you can do both together? Obviously the latter run would have trouble being submitted here but the movie will be much more entertaining. An unmodified realtime run would probably be unable to beat the unassisted records for most of the levels because weapon-switching becomes prohibitively expensive. And an unmodified in-game-time run would be pretty dang tedious due to all the pausing to switch. So basically, there is no right answer. Personally I'm fine with using the code.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.