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DrD2k9
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Thoughts on the above area problem... Graph depiction Assuming a standard graph with X on the horizontal axis and Y on the vertical...the displayed picture actually shows y^6 + x^4 = 36xy + 4 instead of the given equation. Basically x and y are swapped. This is effectively moot because the area will be equivalent with either of the equations. Finding the solution As far as solving the question of area....one option could theoretically use calculus. Using the four component functions that are required to make the above shape (see these super complex functions are here), one could use integration from the necessary x values on those functions to yield the areas between the curve and the X-axis. These resulting area values could then be added/subtracted appropriately to yield a final answer that would be the area. So why didn't I find the answer? HA! I'm not smart enough to do the integration on those crazy equations on my own....or even figure out how to get wolframalpha to do the integration for me.
DrD2k9
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It's slightly off topic, but I'm going to throw in some thoughts here regarding SGB. There are literally NO games designed to be played on the SGB as the primary system for playing the game. Every game released with SGB enhancements was first and foremost intended to be a GB or CGB game. From the perspective of playing games on the systems for which they were originally designed, we really should question why SGB would ever be preferred over the same game in GB or CGB mode. Further, SGB enhancements are almost entirely cosmetic (visual/auditory) variations; only a small percentage have gameplay impacted. Of this list of games with SGB enhancements, only 31 out of 529 have multi-player support. I can find no other information on any game where the enhancements provided by the SGB offer anything new from a gameplay standpoint. So that leaves less than 6% of all SGB enhanced games having anything more than cosmetic variations when played on the SGB. Of those 31 games with multiplayer support, I don't know if all are simultaneous multiplayer or if some are multiplayer via sequential turns. Many of those that could potentially have simultaneous multiplayer are fighting games; meaning that the additional multiplayer gameplay enhancement provided by the SGB would be effectively meaningless from a TASing perspective aiming for beating the game as rapidly as possible. It's also possible that the multiplayer aspects of these games that the SGB allows could be just as effectively played using link cables. The SGB (at least the original version) itself also has faster CPU timing than the handheld systems for which the games were developed. It could be argued that (at least in some cases) this difference potentially alters gameplay from what was intended. TL:DR If we're going to be making the argument that games must be TASed by emulating the original intended hardware, we should never prefer SGB over GB; because SGB was never the primary intended hardware for any game regardless of whether SGB enhancements are present. If developers had wanted the SNES to be the primary system that their game was played, they would have created a SNES game, not a GB game. The SGB was nothing more than a gimmick for Nintendo to sell more systems. There's nothing gained by TASing a game in SGB mode regarding any new game content that wouldn't be available TASing the game in standard GB or CGB mode. TL:DR #2 None of this post suggests what should be done regarding allowing GB in CGB games or not, but it should cause us to question why we'd prefer SGB mode over standard handheld modes.
DrD2k9
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Just tested using DMG mode (gambatte core)
DrD2k9
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Nach wrote:
Memory wrote:
Those jumps are absolutely possible on DMG and the fact that it's a TAS means you might have trouble doing them real time.
The jumps that were bothering me took place in 6-6. I see DrD2k9 taking the most direct and obvious route possible, which I tried many times and could never accomplish. I had to come up with a different and less obvious solution. It's possible it requires frame precision to get the jump just right. But it seems impossible to me that the spikes can just be jumped with the key. I don't know that they're possible on a DMG, but I'd be happy if I was proven to be wrong about that.
It's actually possible to clear the spikes in 6-6 either direction both against and with the wind without using the wire. When going left against the wind, it requires handspring jumps. Going right with the wind actually has a relative large window in which a standard jump will cross the spikes (9 frame window for both sets of spikes).
DrD2k9
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To add to the above post regarding allowing multiple cheats for a given memory address: Another reason to allow it would be for setting two different cheats on the same address that would allow for different results depending on the 'compare' value. The following (while not exactly practical) is a valid example: In Super Mario Bros., the RAM address for lives is 0x075A. Cheat #1 could watch for a compare value of 0x00 at that address and set the value to 0x01. This would effectively produce infinite lives while still allowing the displayed number of lives to change when displayed between lives/stages. The lowest value displayed would be 2. Cheat #2 could then watch the same address for the value 0x09 and write a value of 0x08. As the above code produces a minimum number of lives, this code would limit the upper boundary of number of lives so that the displayed value could not surpass 9 when shown between stages/lives. While not really impacting gameplay, this code could be used for aesthetic reasons to prevent a crowned/glitched lives count. Even thought they are for the same address; as these two codes watch for different 'compare' values, their effects would never conflict. Therefore when these two cheats are utilized together, the displayed number of lives on the screen between stages/lives would never be outside the range from 2-9.
DrD2k9
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WarHippy wrote:
I know it’s pretty late for this, but there are several levels where on the final screen you simply land and walk all the way to the end. Is there a reason you don’t try using up fuel during these sections? And does it cost time to fire the laser? Just another way to use up fuel before the end. (I’m assuming less fuel equals faster level end)
The power/fuel meter is simply a timer. Hovering doesn't cause it to reduce any more rapidly than standing still. I tested hovering on the very first stage of the game. Simply starting the stage and standing still results in death due to power loss at frame 6526. Staring the stage and hovering upward continuously until the power meter is drained also results in death at frame 6526. I honestly didn't check this aspect of the other two ports (probably should have, and I will do so then update this post as I'm able.) I did not test continuous firing the laser, but I will and include the info when I update this. EDIT: Firing the laser did not impact the rate of power decrease either. EDIT 2: For both Coleco and Atari, the Power meter is also just a timer; Hovering and laser firing have no impact on rate of decrease.
DrD2k9
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I don't agree with the maximum lives classification. The lives value clearly rolls over; and thanks to the additional overlay, we can see what the equivalent RAM value is. While this does stop increasing briefly at -8, it restarts increasing later on. Unless I'm missing something, this movie doesn't achieve maximum lives...it only (apparently) achieves the maximum obtainable lives before the first stage timer runs out. Given that the lives counter completely rolls over at least once through all 256 possible values in this video, it can be assumed that further rolling over of this RAM value would be possible using subsequent lives on the same stage. Therefore, this movie fails to achieve what it claims it is because a maximum cannot be defined. Further, as already mentioned. this doesn't beat the game. While interesting, I don't believe this video is publishable. I would be interested to find if increasing the lives value above 0xFF affects the next RAM address value in such a way that may lead to a glitch.
DrD2k9
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Radiant wrote:
Yay! That's the version I was hoping for when this site got its first HERO run. Plus I always like being able to compare various ports of a game. Yes vote!
3 Platform comparison. Link to video
DrD2k9
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Maybe my recent DK run can stand as a pseudo-example. While it has now been console verified, it took extra preparation work (involving pre-seeding the system's wRAM using a different cart) to make happen. Thus, the inputs in the publication alone aren't always going to work on console. This results from the fact that BizHawk uses a standard initialization of wRAM (for determinism sake) before the game code is run. However, the game itself uses uninitialized wRAM to seed its RNG as opposed to a preset RNG seed value. As this uninitialized wRAM can vary from console to console (or even on the same console depending on the previous game played), the published movie isn't going to console verify consistently without actively preparing the wRAM before each and every console verification attempt. This means that even if the game completely syncs a run on the console without issue, shutting the system down and restarting will likely result in a desync on a subsequent verification attempt, as the wRAM most likely won't match what it needs to for the run. Doing multiple console runs in sequence would require additional human intervention beyond the power cycle and TAS start. Namely, between runs the wRAM would have to be actively pre-seeded by cart swapping once again before the system could be power cycled for the TAS run. By contrast; typically once a NES game has been console verified it can be reasonably consistently repeated without any extra intervention from a human beyond simply power cycling and then restarting the TAS. EDIT: Sadly, I don't believe this type of desync issue is something that can be rectified from an emulation or TAS creation standpoint. So it doesn't really help much from a development perspective. EDIT 2: (Much Delayed) My DK run has been verified.
DrD2k9
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We've realized that there were 6 blank inputs at the end of the submission file. Here's an updated movie file.
DrD2k9
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GJTASer2018 wrote:
I previously tried to improve the current submission for this game in BizHawk 2.3, but got stymied on the first "U-Turn" hover (on Level 8). For some reason, I couldn't get the player to "snap" to the ground at the end and had to manually land him instead, wiping out the previous gains I had accomplished. I gave up at that point because I assumed that the previous submission took advantage of an emulation bug (and that "proper" emulation would result in a slower submission as a result), so I would like to know if my initial conclusion was wrong or if there really WAS an emulation problem in that version...
I'm not sure exactly all the ways the emulation differences affect the run. What I do know for sure is only at the beginning of the run. There are 5 lag frames at the beginning in the old run. There is only 1 lag frame in the new one. This allows for a faster start in the new version. As far as improving the old run. I copied the inputs from the old TAS and put them into the newer BizHawk version. I then went through every single screen making improvements everywhere I could (NYMX then found further improvements). So I don't even know if our improvements would carry over and work in the older versions of BizHawk. I suppose it could be theoretically argued that all the frames we saved from minor movement optimizations could be attributed to emulation differences; but I strongly doubt that's the case. In the comparison video, I dumped the current publication video from BizHawk 1.11.9.1 and the video for this submission from BizHawk 2.5. Even still, if you look close, it's possible to see some instances where the current publication gets closer than necessary to the rock walls before dropping bombs. So there was some optimization done beyond emulation differences. All that said: Without seeing your inputs, I can't explain why you had trouble with the hovering "U-turn" in stage 8 on your attempts. NYMX understands the flying mech a bit better than I do, so maybe he'd have some insight.
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EZGames69 wrote:
>DrD2k9 & NYMX's Coleco H.E.R.O. in 09:20.42 >DrD2k9 & NYMX's A2600 H.E.R.O. in 09:48.27 >NYMX & DrD2k9's C64 H.E.R.O. in 10:07.03 This annoys me to no end.
The one who did the bulk of the work for each port was listed first.
DrD2k9
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Something else to consider with TASing a DOS game for TASvideos.org is that some DOS games need to be run at native CPU speeds in order to be eligible for publication. Here is the pertinent rule. In the youtube video linked above, DOSBox is set to Maximum 100% cycles for CPU speed. This means that the emulated CPU may be running faster than a CPU that was actually available at the time of the game's release. This could potentially be allowing for faster movement/actions in-game than could have been done on a proper era CPU. All that said, it's possible that a JPC-rr TAS could match or even be faster than the video posted. Primarily, the RNG would be knowable and the inputs could be planned in order to eliminate any time loss from unknown RNG events. Also, it may be possible to manipulate the RNG; either through altered input or possibly by altering the emulated real time clock settings (as has been done in other DOS games published here). Further, JPC-rr (with TAScript) allows for sub-millisecond precision with inputs, which may provide opportunity for an even faster run. Sadly, I don't know of a way to convert what you have to a JPC-rr movie/input file. To TAS this game in a way that would be publishable using JPC-rr would likely require a complete redo.
DrD2k9
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Chakratos wrote:
EZGames69 wrote:
You need to get an NTSC console.
But then i had to rebuy all the expensive and "rare" games i already own :( Isn't there any other way? Or maybe some PAL Tas M64 files?
While TASvideos.org is the one of the primary places regarding creation and archiving of TAS runs; console/hardware verification is not as big of a part of this particular community. We do mark runs that have been verified on consoles, but the actual work of console verification isn't heavily discussed here typically. If you're wanting more information on running TASes on original hardware, look into the TASBot community. Individuals there are more heavily involved in running TASes on real hardware, and they can likely give you some good direction on how to proceed in achieving what you're desiring. https://tas.bot/ http://discord.tasbot.net/
DrD2k9
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psychicide wrote:
no... i know there's no game page, but what i''m asking is: how do i get a game page to be created?
It depends on whether you are wanting a publication page, or a resource page created? Publication Page: Submit a TAS worthy of publication and the publication page will be created by a publisher. Resource Page: A staff member can create the page for you, but it will be blank. It'll require editor rights to add anything to that page. If you don't have any pertinent info for the resource page, there's not much reason to create one.
DrD2k9
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There is no current publication for Equinox. There is also no game resource page. There is a forum page for the game.
DrD2k9
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The biggest deterrent when it comes to various sports games is that many of them have a clock that runs for a preset amount of time. Thus there's no real way to "speedrun" them from the standpoint of two runners competing for the fastest time; because no matter what is done in-game, the final run time can be matched fairly easily. This is one reason that it's difficult to get the TAS of a sports game eligible for vault publication. Moon tier publication would require a certain level of audience entertainment value for publication, but wouldn't be as restricted by the time factor. If you can prove that there are indeed methods to reduce the overall time of this game somehow and prove that it's not trivial to do so, there MAY be a chance it could be published in vault. But I think vault publication would be a very tough argument for Tecmo Super Bowl as it sounds like the only way to minimize time is to avoid clock stoppages. While it may not be exactly easy to accomplish (even in a TAS), the minimum possible time is still limited by the game clock. Thus, no matter what any TAS author chose to do in-game, as long as the clock never stops, the minimum possible TAS time will be achieved and is effectively pre-determined. Ultimately, the decision would be up to the site's judging team (of which I'm not part). So to answer your question as directly as possible: A TAS of Tecmo Super Bowl may be rejected as un-publishable in vault if it doesn't attain a high enough entertainment response from viewers of the submission to warrant publication in the Moon tier. EDIT: Please do not let this response deter you from TASing the game if it's something you want to do.
DrD2k9
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Memory wrote:
It's a purely arbitrary criteria I won't be aiming for.
...yet will successfully accomplish anyway.
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ThunderAxe31 wrote:
I'm forming a team with RetroEdit, ViGadeomes and DrD2k9.
Confirming.
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I'm in. Even though I didn't like last years game, I tend to find these contests interesting to be a part of.
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Arc wrote:
I'm just saying I think that the movie should be rejected because the gameplay lacks user creativity rather than rejected for not being a game at all.
Obviously you're not claiming this should be accepted, but your comments regarding considering this submission as a "game" did make me pause and think. Disclaimer: I understand the site's current stance on the following topic. While I don't completely agree with it, I can respect the perspectives which guide the current rules. I'm not looking to start a debate, I'm truly just curious. So how do these intentionality and user creativity perspectives affect your thoughts regarding board game/edutainment titles validity for publication on our site? They are currently not allowed, but many of them could easily offer an opportunity for user creativity. Paraphrasing your own comments; because the software in this submission has been treated as a game, you believe that it can be considered a game. While I can follow your logic, it does introduce a comparison point regarding intention of software like this submission vs. Board Game/Edutainment titles...Namely, what its intended use actually is. This submission's "game" is simply software intended to test a system and wasn't intended by the developers to be a game from the perspective of the user achieving some goal that challenges the player. Board game/edutainment titles, however, typically are intended to be games with defined challenges that must be overcome (even if the purpose of the game itself is to reinforce the learning of some educational topic). End of curiosity question. My thoughts regarding this submission. I tend to lean toward a more inclusive perspective of what our site should consider publishing. However, when we are considering whether or not something should be deemed a game for the purposes of our site, I feel that a developer's intended purpose for a particular piece of software takes precedent over what the user actually does with that software. In my opinion, this submission's ROM should not be considered a game by our site as the software wasn't intended to be a game by the developer. It is software designed to challenge the system, not to challenge the user who happens to be operating the software.
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Fortranm wrote:
Real Mario TASes get 99 lives, and this movie is one of them. Yes vote. :P
Hah...this one gets WAY more than 99. I considered counting but have been too lazy to actually count them all.
Fortranm wrote:
https://www.nicovideo.jp/watch/sm12582961 There is a TAS of this game from a decade ago, but I guess it has a shorter time only because of emulation inaccuracies.
I have a copy of that run with both parts 1 and 2 combined together. As best as I can figure...from power-on to the input for the final throw is actually roughly 56:14. Even adding the times of the two individual parts directly on the nicovideo site yields approximately 56:14 for the final input (so nothing was changed when I combined them). I'm not sure how that author calculated the 53:46 time, but this submission is faster. While some of the stages in that run may beat the equivalent stage in this run, the two runs start with different RNG seeds/sequences which is visible as early as the 2nd stage (the fireballs jump the opposite direction out of the barrel). For what it's worth, I believe I know the RNG value that the nicovideo run starts with. I also believe that it may be the same value that TiKevin83's hardware initializes to. I've already begun working on a new version of the TAS which will use this starting RNG seed/sequence in hopes that it will console verify. Obviously that version wouldn't be able to be submitted because the RNG seed would need poked into RAM at the onset of the run (using GBC in GBA core mode). There is a possibility that a run that syncs on the console could be converted to the SGB mode (as I believe the RNG seed for SGB core may match the console). If so, I may consider converting it and ultimately submitting an SGB run if the result happens to be faster than this submission. It is only that theoretical submission that could be directly compared to the nicovideo run. As an interesting side note: I have no idea what emulator that the nicovideo run was made with. It appears to have been done in an emulator that uses the SGB border, but it doesn't have the SGB enhanced sound of Pauline screaming for help. It also lacks the non-enhanced tones that are used for her scream on standard GB or GBC hardware.
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So for those who would have rather had this TAS in Super GB mode (for the sound of Pauline yelling "Help!"), a simple conversion of movements isn't going to work. The RNG is different due to the initial value in the RAM at power-on. Thus, I can't do a simple conversion by converting frame inputs to the other format.
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SmashManiac wrote:
Thanks for the info! Might be worth confirming this 150 seconds threshold for a potential future update though.
Confirmed through testing. I tested by poking values into the timer RAM address just before the end of stages. The threshold does appear to be 150 across all stages. Even with ones that start with only 150 seconds on the clock; poking a value above 150 yields a shut door, poking anything below 150 yields an open door. Whew! One less thing to worry about (multiple thresholds) on any future TAS.
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SmashManiac wrote:
One thing I've always wondered about this game is what causes Mario to shut the door behind him sometimes at the end of a level. This appears to be a source of time loss, so I'm surprised to see it often in this TAS. Is that event not RNG-based?
So I feel like a bit of an idiot in not even noticing that those two options happen. That said, I've gone back and looked into it a bit. There is no advancement of RNG for either animation, and I've googled and found a couple sites claiming the same as what fsvgm777 mentioned regarding it being related to the time left on the timer. For what it's worth, the animation that closes the door is 38 frames longer than the one that doesn't. So the only potential improvements in this run would be stages that finish with less than 38 frames until the next timer tick that would break the threshold that determines which animation is played. If that threshold is indeed always 150, then only levels that finished with a 150 remaining on the timer would be improvable. I checked, and none of the stage times in this run were exactly 150 remaining; so I don't think trying to save time this way is worth pursuing further for this particular TAS.