Posts for E-Sh4rk

Experienced Forum User, Published Author, Player (99)
Joined: 12/30/2018
Posts: 9
Can you launch Spyro from Crash 3 also? I need Spyro reignited trilogy on switch but I only have Crash N.Sane trilogy...
Experienced Forum User, Published Author, Player (99)
Joined: 12/30/2018
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ThunderAxe31 wrote:
So here are my branch ideas:
  1. Fastest-completion (any%): Trigger the credits as fast as possible without caring about any additional content (so no Tutorial), just like the classical any% definition of speedrunning in general. This means that the run aims for real-time and saves all birds.
  2. Full-completion (100%): Unlock and beat all levels found in the game. Since the game forces you to go damageless for most levels, then you go damaless for the remaining levels as well. Should go for ingame-time, but I don't consider it a hard requirement. I personally think that there is no need to save the birds, but this is debatable (thoughts?).
  3. Remaining levels for real-time: This branch would require to start from SRAM (maybe from 100% movie), in order to get the unlockable levels without having to do stuff unrelated to the run goal itself. The goal is to beat for real-time the levels that have not been beaten in fastest-completion (any%), thus ignore the 20 main story levels that have no birds to save, as these levels have already been beaten for real-time in any%. This would result in a movie that contains no redundant content compared to the other two branches, and also feature everything that has not been done in them.
And of course, ignore cosmetic upgrades and the fact that an Easy difficulty exists, for goodness sake.
Seems relevant! Personally I don't think that the "Remaining-levels SRAM" run would really be worth it (the content would be quite similar, no new technique a priori, and I think challenge levels are more adapted to damageless). Also, I am more motivated by real time even for a 100% damageless, but if we want an in-game time somewhere, I agree that it would be the right category.
Experienced Forum User, Published Author, Player (99)
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ThunderAxe31 wrote:
On the other hand, it should be noted that the Challenge levels are shorter than Adventure levels. Maybe some levels could still even use of wall surfing or OoB goals, as you can recover the heart by quickly touching the Start zone tiles, just before proceeding further.
I think the fact that levels are short does not really make the wall clips more profitable. On the contrary, OOB ending zones will be too far away compared to regular ending zones. Moreover, the technique you mentionned to go OOB without loosing any heart takes some time to execute, and so I think it can be profitable only in a small number of challenges. So I think the TAS would be quite heterogeneous, with many levels done almost in a damageless way and a few others with wall clips (but maybe it is not a problem). Personnaly, I think that doing a damageless 100% (with challenge levels?) and an any% is enough, even if it does not allow to do lastland with wall clips nor bird levels without taking the bird. Indeed, it would not really introduce any new technique, so I don't think it is worth it. Also, I am personally not very motivated by doing an ingame-time TAS. However I would be pleased to help anyone that would do it (I could adapt the kurubot to support ingame time if I have time, but no promises).
Experienced Forum User, Published Author, Player (99)
Joined: 12/30/2018
Posts: 9
A little remark: in challenge levels we only have 2 hearts. It significatively reduces the possibilities of wall clips and out of bounds, and so it would probably be more relevant to do these levels damageless.
Experienced Forum User, Published Author, Player (99)
Joined: 12/30/2018
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A quick summary: Levels: - Training, 5 levels - 30 "main" Adventure Mode levels (from Grasslands 1 to Ghost Castle 3) - Last land, 3 levels (unlocked when all "main" Adventure Mode levels are done damageless) - 50 "main" Challenge levels (from 1-1 to 10-5) - Eleventh row of Challenge, 5 levels (unlocked when all "main" Challenge levels are done damageless) Other elements: - a cosmetic collectible in the levels 1 & 2 of each "main" Adventure Mode world - a bird in the level 3 of each "main" Adventure Mode world (collecting them all triggers the credits on collection of the last missing one) - For every level, you get a star when you complete it damageless (Adventure Mode: the dot becomes a star, Challenge: the square is filled with a star) - the game has 3 tiers of default times for every level (Trainee, Professor, Master). When you beat all times of a certain tier, you get the corresponding grade (which is then shown at the left of your username) Some potential goals would be: (Except Master Grade and 100%, Training can be added or skipped in any case) 1. Bad ending -- the 30 "main" Adventure Mode levels, the birds are NOT saved 2. Good ending (credits) -- the 30 "main" Adventure Mode levels, the birds are saved 3. All collectibles -- the 30 "main" Adventure Mode levels, with birds and cosmetic collectibles 4. All Adventure Mode levels -- /!\ would require SRAM to unlock Last land 5. All levels -- /!\ would require SRAM to unlock Last land and the eleventh row of Challenge 6. Damageless, all Adventure Mode levels -- does not require SRAM 7. Damageless, all levels -- does not require SRAM 8. Master Grade -- complete all levels damageless and beat all Master times (should actually be the same as "Damageless, all levels") 9. 100% (?) -- Master Grade with all collectibles
Experienced Forum User, Published Author, Player (99)
Joined: 12/30/2018
Posts: 9
Hey everyone! I've just released a first version of my bot. It is able to finish easy levels on its own (with or without wall clips), but for bigger levels that require some planning we should only use it on some little segments of the level (in order to perform a tricky wall clip for instance). It has already helped to improve Grasslands 1 by +30 frames, it is encouraging :) It is available here: https://github.com/E-Sh4rk/KururinTAS/tree/master/KuruBot And for the binaries: https://github.com/E-Sh4rk/KururinTAS/releases I have started to explain how to use it in the readme (I will complete it soon). Hope it will be useful! ;)
Experienced Forum User, Published Author, Player (99)
Joined: 12/30/2018
Posts: 9
Hey, Thank you Matt for your advice. I know it is an hard problem (over 2^100 states if we want to solve it exactly, without taking into account moving objects). However I have some ideas for a cost function that take into account wall clips (not an optimal one since it will not always be a lower bound of the real distance, but... maybe good enough?). As you suggested, I have planned to reduce drastically the search space by collapsing down states that are "almost equivalent". For now I am focusing on asymptotic optimisations. I will see later for other optimisations and multicore support. I finally managed to simulate the physics of Kururin (except the life system and the moving objects that are not supported for now). https://github.com/E-Sh4rk/KururinTAS/tree/master/Misc I have tested it on some levels (with Mohoc's bk2 files), it simulates perfectly the trajectory of the helirin even for wall clips and OOB collisions :) There probably still are some inacurracies in some situations, but I will fix them as and when. So now I can start the round 2: building the bot :P It will surely not be able to compute an optimal path on its own. However, when it is about finding a quick way to wall clip, it can't be worse than a human ;) I will keep you informed!
Experienced Forum User, Published Author, Player (99)
Joined: 12/30/2018
Posts: 9
Hi Matt! It is very pleasing to have you here! :) I agree with all the details you gave on the game physics: I have made the same observations. I am currently trying to simulate it exactly. I've just finished a first version, but I haven't tested it yet (at least not on a precise setup like a wall clip). It is available here (it is made in C#): https://github.com/E-Sh4rk/KururinTAS/blob/master/Misc/KuruBot/KuruBot/Physics.cs My final goal would be to make a bot like you did :) Maybe we can combine our powers? :P
Post subject: OOB Viewer (update)
Experienced Forum User, Published Author, Player (99)
Joined: 12/30/2018
Posts: 9
Hi everyone. ThunderAxe31 and I are currently working on improving the OOB Viewer script. I've just finished the v1.3, with the following changes: - The code has been refactored and commented - It now displays the helirin - The issue with some maps like Machine Land 1 has been solved Healing zones and ending zones in the OOB are still not accurate, we are working on this. Here is the repo to download it (it will be kept updated): https://github.com/E-Sh4rk/KururinTAS Please feel free to post issues or pull request!