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My only comment on this is to delay depreciating 1.13.x for quite a while. Some of us don't have 64 bit systems and aren't able to upgrade to BizHawk 2.x.x
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And now I'm back to square one on this run. FractalFusion pointed out a faster way to input text commands.
It unfortunately affects every single text input in the run meaning I have to start from scratch. But it also means it could save a significant chunk of time.
EDIT: Radiant, are you interested in helping dig into the RNG some more since I have to start over anyway?
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I had not tried this as I didn't know it was possible. But now I have....and I think I'm going to pout in the corner.
Using this will probably save 5-7 frames per text command as well as some time that would otherwise be spent between multiple commands performed in series. (i.e. the stand/jump sequence on the conveyor belt in the freighter.)
TASing this game was TEDIOUS, and I'm not very excited about having to start it all again from scratch. But I guess I have no choice as this run is now known to be sub-optimal.
Thank you for the suggestion; It's always helpful even when it hurts.
Cancelling due to anticipated improvements. :.-(
EDIT: Clicking the mouse instead of pressing 'Enter' is not going to save as many frames as I expected, but it is still slightly faster. After the first 4 commands (through getting the power supply with the grabber) I'm only about 3 frames ahead. At that rate, it's only going to save about 1 second off the total time.
I, however, am curious to see how this pans out over the course of the run and will thus continue with the improved method.
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The key I found with the robot battle was actually retreating instead of blocking a couple of Elmo's punches. This allowed me to avoid being hit while also depleting his energy and positioning myself to attack quickly.
I'm also not sure how many runners of this game know that it's possible to still use the mouse for robot movement instead of directional keys. This allows for more efficient movement. Unfortunately attacking/blocking is still limited to slow keyboard input.
Sadly, due to the 7-frame input issue, Elmo can attack twice faster than Roger can block twice.
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Perhaps. I tried a few different paths to the site, but all my attempts resulted in them leaving at roughly the same time. Perhaps no random calls on Ortega happen before then so RNG would need to be manipulated earlier if they are indeed random.
I'm really hoping I don't have to re-run this game.
Nope. I think it's around 45 seconds from leaving Pestulon before the warning for the battle with the space bandits.
I will probably look into it eventually. I'll likely attempt to finish out the SQ series first though.
I'm also considering some Lucas Arts games (Indy and the Fate of Atlantis for one).
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...and done.
I'll upload the temp encode and submit the run tomorrow.
Temp encode runs 16:38. Final input is much earlier as there is quite a bit of endgame cut-scene and credits.
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AAAAARGH, I did the whole trash zapping sequence typing 'zap' each time instead of using F3. Crud...that was a bunch of wasted time....oh well, going back and redoing.
As far as Arnoid is concerned. The scorpazoid showed up a few times in my trials which changed RNG in some paths. I did use one extra screen transition to get the RNG to make him spawn very quickly, but it also yielded him arriving from the top of the screen and getting to the pods faster than other directions. This was the fastest way I could find from the different permutations of paths to kill him with the pods.
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Update: I've gotten Arnoid to appear at the pod screen by doing a couple extra screen transitions. I'm going to play around some more and try to minimize this until we can find a more controllable method of manipulating the RNG.
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But how did we know the calculation? I've been looking everywhere i can think of and searching online and can't find anything.
How did you find it for SQ1?
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If it takes much RNG manipulation (other than altering the initial RTC time) it probably isn't worth it. I.E. changing screens a few extra times may negate the savings in time for the arrival delay.
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Thanks! I will try some different directions and see what results. At least I know I only have to wait about 10 seconds to know if he's going to show or not.
Other potential uses of RNG manipulation (depending on game code):
Shortening the wait for the space pirates to leave the survey site on Ortega.
Preventing Attacks/blocks in the Robot Fight.
Speeding up the arrival of enemy ships in the space battle at the end of the game, and/or changing the pattern of ships in front/back (though I don't think I've ever seen this as anything but alternating front/back).
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Ok, challenge. Can someone figure out if the time Roger has to wait on Phleebhut for the terminator is RNG dependent or a set amount?
EDIT: I've been trying to compare the gear method vs. the pod method of killing Arnoid.
I can't get him to show up on the pod screen even after waiting over a minute (in game). I think I'm missing some trigger that causes him to appear on the pod screen.
Going upstairs in the World 'O Wonders will immediately spawn him coming up the elevator as soon as Roger reaches the upper scaffold level with the motor. As of right now, this is the faster of the two methods for this TAS even with some extra commands.
This method is rarely seen in normal speedruns. Likely because it take more time with the text input and extra screens than simply luring Arnoid to the pods.
Unless we can determine how to trigger Arnoid faster for the pod screen, I don't see how that method is going to be faster.
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Link to video
Current WIP. Using default JPC-rr settings. TASing this has been tedious.
I've discovered that the mouse is not always the fastest input method for movement (keyboard is often used at screen transitions).
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Glitches I've discovered. Some of these games had other previously known glitches as well.
C64 Congo Bongo - Found an out method of jumping to briefly reach an out-of-bounds area in the first of the 2 screens. This drastically reduces the time needed to complete that screen as well as makes difficulty changes moot for that screen. This could theoretically be used in a live run with appropriate positioning.
C64 Double Dragon - Directional inputs can be used during a 13 frame window to control the flight direction of Abobo during his damage animation. Very useful for re-positioning Abobo to attack again. Could be useful in real-time.
C64 Jungle Hunt - Opposite directional inputs on the same frame can sometimes glitch the character's position to the canopy in the latter two stages. It's not useful for anything other than possible addition of entertainment value. (Probably) Impossible in real play due to inability to input opposite directions with most stock C64 joysticks.
DOS Space Quest 1 - Setting the game to fastest speed as soon as possible and moving Roger out of the first screen quickly enough will prevent the intro text box from appearing. Saves time in TAS and could theoretically in real-time also if the inputs can be done fast enough.
NES Beetlejuice - Opposite directional inputs on the same frame can instantly glitch the character's X/Y coordinate position in the top-down levels. This is useful in bypassing doors or simply reaching other parts of the level faster. Only possible in a real-time run if a controller designed to allow opposite directional inputs is used. Not possible on stock controller.
NES Beauty And The Beast - A glitch that I don't understand allows a double hit on the first griffon boss in stage 1-2. It's exhibited in the current publication. I could not reproduce this glitch after a minor movement improvement on the stairs leading to the fight, and the double hit saved more time than the movement improvement. I'm assuming that this glitch relies on both perfect timing and position.
NES Bible Adventures - A minor glitch when throwing objects during a couple frame window of a jump results in a few pixels of additional jump height allowing the character to land on platforms that would normally be to high to reach with a normal jump. Used to improve route planning. Theoretically possible in a real-time run.
Rotating the objects on Noah's head can sometimes prevent dropping heavy objects that would normally fall during jumps. Theoretically usable in real-time runs.
Frame-perfect use of the slingshot during David & Goliath prevents taking damage from falling boulders. Theoretically usable in real-time runs.
NES Circus Caper - Discovered a glitch where a one-frame window exists in which the jump button can be pressed at the end of the damage animation to allow for jumping in air. Speeds up the final boss fight. Could be used in real time with frame-perfect inputs.
NES Track & Field II - Purely visual glitch: During the Hurdle (Steeplechase) event, running fast enough can sometimes cause the CPU players to simply run straight through the hurdles without jumping or falling.
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I did a quick comparison using real-time needed from the door of the escape pod shutting to the interior light turning off using CPU dividers of 50 (default) and 256.
The light turned off faster with the CPU divider set at 50, so it does appear that SQ3 is also not bound by frame rate. EDIT: At least for animations. :END EDIT
I think keeping the default settings will be best for this game.
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There hasn't been much response on the CPU speed topic.
I think the best course of action is to go ahead and run this game at default speed (which is comparable to real-world systems at the date of release for SQ3).
If conversation does still happen that yields a rule generalization/decision different from my proposed rules in the other topic, I will either restart this run at the higher speed option or consider re-running to obsolete an already submitted/published SQ3 run.