Posts for Drakodan

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mohoc wrote:
This is my first experience with this game and I'm glad that I have watched the whole thing. Resource management looked both interesting and impressive, notably in the latter half of the movie. I especially enjoyed the life/energy trade-offs induced by the vampire form. Easy Yes vote!
Thanks for the kind words, glad you enjoyed the movie! The resource management towards the end of the movie is something that I was very anxious about the entire way through the project. I had "the route" planned out virtually in its entirety before the second dungeon, which is where the route stops being strictly linear and opens up to many dubious options in terms of EXP gain/item drops, but the overall idea of saving my starting inventory to use in the final dungeon was purely theoretical, and I was not able to know that it would work until I simply got there and saw it for myself. Since items are perishable in this game, getting your inventory to survive that long is something that's never been done by a human, in any setting. I hold the RTA world record by 10~ minutes, and I'm nowhere close to being able to use that as an option in my runs. I just about managed to make it in time in the movie, as the Serpent fight is the last time you can use an item from initial inventory, and my remaining inventory item spoils less than 20 seconds after leaving that fight. There's also a joint-tradeoff that's happening at the same time. The flipside of reaching the final dungeon soon enough for items to still be useable is that the Solar Stations have less reserve Energy for you to withdraw, as it's gradually accumulating whenever Django is moving. Just as with the item-lifespan theory, this factor was unknowable until I simply pulled up to the sections where I needed to withdraw the Energy reserves, and I barely squeaked by in the movie's route, with the Solar Station being fully drained by the time I do the final withdrawal and the resulting Energy level being barely enough to enable me to finish the final two fights quickly. This was further complicated by changing Sun levels throughout the rest of the movie turning out to be non-trivial. If my items don't survive long enough, just reduce Sun exposure during non-essential segments. If I don't have enough Energy banked, just increase Sun exposure during non-essential segments. Both are simple ideas in theory, but aside from being directly contradictory if I ran up against both problems at the same time, actually making those changes would cause desyncs in totally unpredictable ways. Not in terms of, "The next loading zone takes a frame longer and I need to duplicate a frame" but in terms of "Some random room 30 minutes later in the movie file now desyncs". Even if I could just duplicate a frame to "fix" that immediate problem, I had multiple instances of trying a quick fix like that at different parts of the movie only to find that RNG got altered and the remaining manipulation no longer works. So all said and done, the energy management was a product of a purely theoretical route that I really had to just trust was going to work based on my gut instinct of how much time I would save across the run, and there was very little room for making adjustments to force it to work. I'm really proud that it comes together at the end as neatly as it does.
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Resurrecting this thread as I'm currently working on a TAS of Boktai 2, and progress has been much faster than I anticipated thanks to the help of the very talented minds over at the Taiyoh Network Discord server. Boktai 2 is separated into several dungeons that must be done in sequential order: Cathedral, Remains, Dark City, Aqueduct, Spiral Tower, Undead Zone. No current means exist to sequence-break these or skip any story events, and even if you could, most of your loadout obtained through story events is required for Undead Zone. Previous attempts from others at this game didn't appear to get very far, I'm currently on the interim leg between Dark City and Aqueduct, so just over halfway through the final movie file. The biggest impediment to progress has been the EXP routing, and RNG manipulation; I had to redo Remains twice due to simple arithmetic errors in my EXP routing, even whilst working on a spreadsheet using formulas. As far as working with RNG goes in this game, the golden memory value is 46B8 found in IWRAM. which will henceforth be referred to as RNG2. RNG2 is what controls all of the random events that we care about, such as weapons dropped by enemies, forge results and other area-specific random calls. It is a value that defaults to 833 after booting the ROM, then progresses until 1023, after which it overflows to 0 and cycles again. Thus, RNG2 is always an integer between 0-1023, and is progressed by different events. Some of these are automatic, and some of these can be caused by the player. Of note is the drop table, which was published some time ago by the previous RTA WR holder, Coa, and shows which RNG2 values are required when a random drop check is called to get either a Common item or a Rare item. In virtually all cases, we are interested in Rare items, which can drop on 12 of the possible 1024 RNG2 values, approximately a 1.2% chance. 7 of these are obtained over the course of the run so far, with a planned collection of two copies of a specific tarot card, "The Tower", which is on a separate drop table at a rate of 40/1024, or 3.91%. The most critical element of the route by far has been forging a Katana at the earliest possible opportunity. Some posts were previously made about getting access to better weapons, and which weapons would be best to take into the boss of Dark City, Red Durathror. Something that these posts omitted is that weapons in this game are level-locked; it would do no good to magically get the best weapon in the game to drop, because you're not a high-enough level to equip it at any point in an RTA run, let alone a TAS. By the point that forging becomes relevant, you are generally Lvl 12. The best weapon you can reasonably take into the next dungeon (Dark City) is the Lvl 13 sword, Long Sword. Hammers and Spears are also usable in this game, but Swords are overwhelmingly the best weapon choice due to their attack speed. However, the TAS route hinges on crafting a Katana, which is a Lvl 17 weapon, then taking the most efficient EXP grind possible in order to be able to equip it for the boss fights in Dark City. This sounds like a sub-optimal solution, but the timeloss of taking your next-best options into Durathror is much worse, to the tune of a few minutes. Getting the Katana craft to work at all was a near-impossibility, we knew it should have been theoretically possible, but it had never actually been proven in RTA play. First of all, I needed eligible craft materials. Forging in this game follows different rules depending on which types of weapons you use as materials; same-type weapons will always result in a weapon of that type, whilst different-type weapons will result in the remaining type. In order words, Sword+Sword will always create a Sword, whilst Hammer+Spear will also always create a Sword. However, where these situations differ is the level modifier applied to the resulting weapon. When using same-type weapons, the game will tell you explicitly which weapon you will get as a result of the forge, because a high level modifier is applied to the resulting weapon; the result of a forge is (Weapon A Level + Weapon B Level) / 2 + r, where r = 6 when materials are of the same type. You will always get the highest-level weapon that does not exceed the final level value. As a practical example: Short Sword (Lvl5) + Broadsword (Lvl9) = Long Sword (Lvl13) (5 + 9) / 2 + 6 = 13 This is simple enough for same-type weapons, but when different-type weapons are used, r will become a random number between -6 to +6. In the above scenario, the +6 bonus is necessary to create the Long Sword, and any lower value results in a Broadsword, as it is the next-highest weapon after the Lvl13 Long Sword. This is a problem for the TAS route, because we don't have access to high-level swords as crafting materials! The only high-level weapons that can be manipulated during Remains are Maces, the Lvl 9 Hammer. We must do two crafts to get the Katana, and they're both different-type crafts, which turns our automatic +6 weapon level bonus into a random -6 to +6 bonus. Only +6 works, so both crafts are now a 1/13 chance to result in the correct weapon. Thus, the craft route becomes: Short Sword (Lvl5) + Mace (Lvl9) = Lance (Lvl13 Spear) Lance (Lvl13) + Mace (Lvl9) = Katana (Lvl17 Sword) But we're not done yet, the Lvl17 Sword is the Zweihander, not the Katana. At least, that's the weapon you'll get 99 times out of 100. The Katana is an "R-rank" weapon, essentially a Rare craft. An additional check is performed when initiating the craft to see if the weapon will be eligible to progress to "R-rank", which for all intents and purposes means hitting a short frame window; in the TAS I have a 1% chance of getting an R-rank craft, which is defined as starting the craft in a 4-frame window, on a framerule of 400. If the craft is successfully started at the correct time, RNG2 must also be at the correct value when the forge finishes in order for the resulting weapon to be the Katana instead of the Zweihander... And I have next to no control over how RNG2 advances during the forges. Additionally, I'm trying to apply an extra variable during the Katana forge by giving the weapon its "SP effect", which is granting extra attack power based on your Agility stat. Thankfully, this variable is skipped in practical terms by simply doing enough strikes in the forge to grant a 100% chance for SP effect acquisition, which also allowed me to finish on the correct RNG2 value to get the Katana SP. After gaining this weapon, it's basically "go-mode", just get to the end of the game as fast as possible. No weapons later in the game are worth taking the time to collect and use, as the Katana remains a competitive damage option up to and including the final boss, and due to its SP effect it punches even further above its weight (Essentially gives you +6 Strength) and never suffers durability loss that forged weapons normally suffer over time, which causes their damage to degrade over time and causes undesirable lag whenever this degradation occurs. My current WIP file should be available for download through my uploaded files, and should sync on the newest Bizhawk release, 2.9.2. I'm using the unmodified JP 1.0 ROM, so don't attempt to play the movie on a patched ROM or it will not sync.
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scrimpeh wrote:
One possible improvement I've noticed is that it seems like the sparks coming from the arm cannon must leave the screen first before Astro can actually fire. Because of this, you should be as close to the center of the screen as possible when firing. I'd have to check to be sure though.
What do you mean by this, is there a timestamp example you can point out where you think what I'm doing is sub-optimal?
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Duly noted on the submission text front, updated. As for the lag emulation issue, that thread is several years old and I for one have seen that emulation quality for this game has improved in leaps and bounds since then. If the lag emulation isn't 100% identical to console, it is now at least close enough that it's a fair representation of how the game behaves on real hardware.
Post subject: Astro Boy: Omega Factor
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It looks like it's been some years since there was a thread actively discussing this game, so I hope enough time has passed to warrant a new thread being made. I've been working again at making progress at a TAS of this game, after taking an overly-long break. Included below is a recording of the progress I have so far, up to 4-2, complete with the TAStudio interface so that inputs are visible. A couple of quick notes on the movie: - It's done on Easy difficulty. I saw in previous threads that people were discussing playing on Normal/Hard, with the reason given that you have fewer Super attacks and need to be more tactical to avoid taking damage, but in most cases enemies are killed fast enough to not take damage to begin with, and I minimise the number of Supers I'm using as it costs close to 2 seconds every time you start one. Easy is also the current standard in RTA runs of this game, which is the environment I come from, and I hope to find potential improvements for RTA strats in the making of this movie. More than anything else though, it's just faster. Easy difficulty = shorter movie file. - The upgrade route, up until the point I've reached, is to simply put every point into Laser. A significant investment is required in Punch before enemies actually require fewer punches to kill, and the Punch stat does nothing in any autoscroller segment of the game where you are flying and forced to use the Laser. Jet is also not taken because you have virtually infinite Jet usage whilst grounded, and it's only your air mobility that is reduced, and moreover it's not always better to chain boosts in the air as it costs several frames to initiate a boost. Link to video Any comments/suggestions are welcome.
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letcreate123 wrote:
In CORE, wouldn't it be faster to get the forced encounters on the corridor out of the way earlier and get the 40th kill on the room right next to the door to Mettaton EX/NEO instead of having to backtrack all the way from the corridor with the forced enemy encounters to the door?
No, the time spent backtracking is negligible compared to the time spent searching for a random encounter with one or two left.
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Hi there! I did the editing for the submission text and am really proud to see this project realized. For those who are unfamiliar with this game, the closest parallel is Worms. In this case, Worms 3D specifically, so what you can expect to see in this movie is essentially the player playing like a perfect CPU, except for where it's slower to get 'perfect' shots. If you've ever wondered what an artillery-style game like Worms would look like if you never, ever missed and pulled off crazy exhibition-style play when possible, here's the result.
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EZGames69 wrote:
Drakodan wrote:
No, this is not faster than the current RTA record.
Do you mean the TAS timing or the RTA timing? If you are saying that if you were to time this run from where RTA starts and finishes, and that time is slower than the RTA WR, then why even bother submitting this?
I'm implying that due to the complete lack of technique in this game, there is almost no timesave possible. I meant "Not faster" in the sense that both this and the RTA record, under RTA timing clock in at 4:22.
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They say that your first TAS is always garbage, so I decided to make it for an incredibly simple game. No, this is not a joke. No, this is not faster than the current RTA record.
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After some thought I've decided to try and get involved with this project myself, but this is the first time I've ever attempted to make a serious TAS, and I feel very lost. I've been messing around in TAStudio, and already found from 5 minutes of work that what I thought was the most optimal way to menu into Crazy Hard mode was extremely slow, and so far have 112 re-records saving a very large number of frames. Is there a community Discord that I can join to keep in touch with experienced TASers?
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Hi, some improvements to this movie that I know are possible, timestamped in relation to the video found here: https://www.youtube.com/watch?v=r6etML6eJbY 00:21: It is possible to partially skip this cutscene trigger with a properly-placed boost and start the running animation near the end of the hill. I don't know the exact conditions for this, but I am able to hit it fairly consistently in RTA, so it is very viable. 4:55: I believe this approach is sub-optimal. Being at the right-hand side of the screen when dropped off by the mech forces Sparkster to get bounced upwards slightly before dropping. If you end this section in the middle of the screen, it drops you straight downwards, and I don't think any time is lost from the positional difference. 6:36: I am very unconvinced that destroying this final laser door in 4 hits is faster, especially since you don't have a rocket boost charged to exit immediately after destroying it. It is probably preferable to opt for a 3-hit destruction with Boost > Roll > Roll. 14:40: I have no idea if it's possible to maintain close-quarters with Axel's mech for longer than the TAS manages, but if so there is no limit to how long your punch combination can be. If it is possible to manipulate a berserk rush from Axel as the fight begins, this will very likely be faster. Aside from that, this is an incredible TAS, and was a great source of help for me when I started running this game RTA. Now I hope to return the favour with these optimisation ideas.
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I myself would like to know how exactly one would go about manipulating the slots on Bonus Try during training. Playing this on an emulator, sometimes its possible, sometimes it isn't. There's something that seems to pre-determine whether the game will allow you to line up three golden poops on the slot machine. Anyone examined the code and figured out what decides this?
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Slowking wrote:
AngerFist wrote:
*grammar
:p Now let us see you build a perfect german sentense. Mugg you are out of this one. :D
I was about to say, pointing out spelling/grammar mistakes to a lazy native speaker is one thing, pointing them out to someone who has it as a second language is another.
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Please don't lose heart, what you've accomplished already has been AWESOME.
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This is NOT in accordance with the laws of physics. Nevertheless, resounding Yes vote.
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Tseralith wrote:
Has it been proven to be possible to win the game with defeating Bowser only twice (or once for that matter)? I mean does the game check up somehow on how many times you actually have defeated him to reach the final stage? Also can you exit the basement from the inside?
Isn't that kind of like saying "Does the game check for 70 Stars before letting you past the endless staircase?"? People have managed to get past that, so I don't see why they couldn't skip the first Bowser fight in the same way.
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... HUH? I'll vote Yes, I guess.
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Something that could possibly be sped up: Are all Super Effective hits strictly necessary? Several parts early on look to me like Rock Throw would have done the job as easily as Low Kick, and not have to display another "Its Super Effective!".
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How much faster is that than a regular fight though? It took a while to do that.
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Jeez, I didn't realise that the new 0-Star was THAT much of an improvement. You guys never cease to amaze.
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In fact, I've just had a thought whilst watching the TAS again now: Can you not make the Ocelot fight faster by using C4 against him? You have one left after getting to him, and you can chase him around the room without really wasting time between shots, it seems.
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Its almost a month on, but are there any plans to optimise this at all now? And if so, what areas would be easiest to optimise? I recall that Mantis was hard enough to just make possible.
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Is that on Wild Canyon? EDIT: Derp, missed where you said about the turtle. Obviously Dry Lagoon.
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Its just a shame that route can't be used in this TAS, since it clearly uses the upgrade items which won't have been obtained yet in a new game.
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mtvf1 wrote:
Mmbn3 only can be got 4 stars without cheat, because of the emulor. Mmbn4 5 6 can be got 7 stars (nearly 100% run). Do you mean the 100% is getting all HP up, MB up, all Standard chips, most megachips and gigachips I can get, complete all jobs and most PA, and get 4 stars? I don't think I can collect all Navi Customizer Programs in 10 hours. =.=
What I mean is beating Alpha Omega, which, like I originally thought, isn't really possible on a single cart. Still, it would be great to see somehow.