Posts for GJTASer2018


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GJTASer2018
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Although I wouldn't consider this an arcade-perfect port of the game (here's a video link to the original arcade game in action for comparison purposes) I agree with EZGames' assessment of how impressive a piece of programming this is for the Atari 2600. Unfortunately, the entertainment factor just isn't there to put it any higher than a "Meh" vote for me. Vault material for sure.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Location: Stafford, NY
Asnivor wrote:
I guess quality control wasnt great back then :)
As I've mentioned previously, there are plenty of examples on the ZX Spectrum of buggy and broken games. Doing your research "homework" before reporting a bug is very important here!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Location: Stafford, NY
Spikestuff wrote:
(There's probably a value to show off the enemies' aggressiveness.)
Would that mean someone would have to find that value in memory and determine when it stops increasing (or does something else like a rollover) in order to satisfy Vault requirements?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Location: Stafford, NY
Umm... I think we need some more information about what's going on here (whether walking really is faster than jumping, what is meant by "horrible desync issues", etc.) before anyone can make a good judgement about this one.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
FreezerBurns wrote:
What's the decision making process behind what Cycles to use and what speed to have it run at?
I'm presuming it's a situation similar to the DOS Mega Man game submission - the speed throttling is up to the TASer's discretion as long as the game is emulated properly on a system it was originally created to run on. In this case according to the info on the game specs in the MobyGames database, the minimum processor for the floppy disc and download versions is a 286 with the CD-Rom version is a 386. So as long as the game is properly emulated on a system mimicking those processors, the speed throttling can be set as fast as the TASer wants it to be.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Location: Stafford, NY
Going to quick mention here that this was the last game developed by SingleTrac Entertainment (after being absorbed by Infogrames), best known for the Twisted Metal and Jet Moto series. Also, the game doesn't seem to have anything to do with the short-lived TV series also derived from the books. There are also PC and Game Boy Color games based on Animorphs which play very differently from this one (e.g. the Game Boy Color game being essentially a Pokemon knock-off!)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
Considering Mothrayas' comments, it seems to be "different enough" to fall in the "unlicensed/homebrew" category instead of the "hack" category, probably because of the redesigned levels. Does anyone else agree with SmashManiac's opinion?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
OK, so after doing work on WIP V2 I've discovered several more things that, unfortunately, make this a more annoying game to TAS then at first look: * You can manipulate rabbit spawns by waiting frames, similar to what Samsara did in Riddle of the Sphinx. I was able to get a better starting position this way, but doing anything more beyond that would be a tedious trial-and-error process that might not even get me what I want (i.e. never miss rabbits at all). * The alternate strategy does save frames, but only if you have all three rabbits going at once. Otherwise, the original strategy is faster. * In the Three Rabbits mode of gameplay, each rabbit will spawn in one of three different "zones", and only one rabbit will be spawned per "zone". These "zones" consist of the top three rows, middle four rows and bottom three rows respectively. If there aren't any carrots in a "zone", rabbits will not spawn there until a patch is repopulated. This limits how effective luck manipulation can be in a TAS. * At the 1,100 point mark of V2, I ran headlong into a glitch similar to this one that killed the game too early. Without yet knowing how to manipulate my way around it, that means further TAS work is on hold until I can figure that out. I am also at this point wondering if Lua scripting would be able to help with the trial-and-error of the spawn manipulation. If anyone that knows scripting sees this message and thinks it will, feel free to PM me. EDIT 2/15/19: I am intending to go ahead with this project anyways, but currently I am waiting until the next release of BizHawk to start, which will incorporate a recent update to HMOVE behavior in the A2600 core that will most likely affect sync if I try to import a TAS started in a previous version.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
ViGadeomes, the only game I see the point of using the mouse for is Civilization. King Arthur's World can already be TASed with the standard controller, and the alternate "shoot to destroy opponents" gameplay mode in Lamborghini - American Challenge can also be accessed with the Super Scope. Additionally, mouse control could end up being a very problematic thing to implement correctly - just ask c-square about what he had to do with JPC-rr!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
I am going to suggest for the final submission for this game that there be a reduced speed encode alongside a full speed one, because at full speed I think it's a little too fast for a viewer not already familiar with the game to follow what the player character is doing...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
You forgot to mention that the bonus multiplier and number of lives (at least the number displayed on screen - does the number you actually have in reserve go up or are the extras just wasted?) is capped, but apparently the number of Atollers is not. I can barely imagine how crazy this game would get at, say, Wave 163, never mind Wave 16399! EDIT: MadMatty over at World of Longplays got to Wave 16 too and game overed there.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
Post subject: Re: #5893: c-square's DOS Mario Teaches Typing "100%" in 25:57.79
GJTASer2018
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Location: Stafford, NY
Kurabupengin wrote:
Wow, someone made a TAS of my favorite Mario game Hotel Mario!? Oh, wait... ok the next best thing I guess.
Don't hold your breath waiting for one, even as a joke - Phillips CD-I is not in a very advanced state of emulator support. Intense typing FTW, so Yes vote!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
Aha! Very interesting, Yes vote and basically solid proof that Todd's previously claimed times would be impossible to get in a "legitimate" way, although I imagine that you could get a time to show up for an unedited screenshot with the barn glitch (particularly the 32.04 time). All this difficulty switch "cheesing" in the TAS actually has a precedent! It is known that times in Skiing (a similar style game programmed by Bob Whitehead, also of Activision) can be manipulated by using the difficulty switches. You can also cheat in Spider Fighter (another Activision game, this one by Larry Miller) to play in the hard difficulty while earning the easy difficulty points. Perhaps there's a running theme of this kind of difficulty switch exploit in Activision-made games that Todd (shamelessly) used to cheat his way into the record books?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
Also voting "Meh" - it's a very quiet and seemingly-dull puzzle game, even with all the tile clicking attempts at entertainment. This submission will probably just go straight into the Vault. Now, if you played all the levels (not just the minimum required to get to the ending) and tried to keep as many bombs rolling as possible the whole playthrough, we might be talking something worthy of Moons! Yes, it would definitely be a lot more work, but I'm pretty sure it would be worth the effort MUGG. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
I'm surprised "Secondary Game Mode" didn't already have a tag - there's plenty of games (both already with a submission and without one done yet) with that kind of thing!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
WIP V1 TAS that hits the killscreen -> http://tasvideos.org/userfiles/info/46029671199000949 This is a very crude and probably far from optimal effort, but I still decided to put it up here for three different reasons: 1. As a baseline for comparison of a different strategy I want to try out in V2. 2. To get feedback and suggestions for improvements beyond simply needing to learn how to manipulate the rabbit spawns. 3. To illustrate a glitch in the game that seems to have been revealed for the first time in this TAS (because this roughly comparable RTA run on TG doesn't have it). This V1 WIP run is based around the general strategy of, whenever possible, hitting the rabbits after they have grabbed the carrots, as this gets 10 points per rabbit vs. 5 points if you hit them before they grab the carrot. The upside of the strategy is that this means fewer rabbits to hit to get to the required 1,300 points for the killscreen. The downside is that you are still depleting your carrot patch doing this (because the removed carrots aren't replaced when you hit the rabbit) and each "cutscene" to fully replenish the patch costs at least 250 frames (exact amount is RNG-dependant because the "cutscene" can play out differently each time it occurs). V2 WIP will have the strategy of simply hitting rabbits as soon as possible regardless of how many points each one gives. I already suspect for some circumstances it would be faster than the current strategy, but won't know without testing whether it overall is actually faster than the one in V1 due to more rabbits having to be hit using it. I will keep the community updated on this as I work on V2. -------------------------------- Newly Discovered Glitch: If you cross the 1,200 point threshold with any rabbits on screen that normally come from the left side holes and hit them, the rabbits will "moonwalk" to the right edge of the screen and get stuck zipping back and forth in a small area between two right side holes! At the killscreen, they will not despawn but instead will be seen running in place on the right edge of the screen. Doubtless this is linked to what causes the killscreen in the first place and gives a possible idea of why it happens. -------------------------------- Conjectural Killscreen Theory: There are 10 holes on the screen, alternating left and right as you go down from the top. (Why the alternating pattern? The limitations of the system - look up "Venetian Blinds trick" to get a better idea of why.) Let's assume that behind each hole, on the edge of the screen, is an invisible (colored to match the background) rabbit sprite facing toward the center of the screen. The programming to control the movements of the rabbits would then go something like this: * Look up RNG value to determine which row(s) will spawn a rabbit. * Set an "in use" flag for the chosen rows (so that the game won't try to spawn more than one rabbit on a row at a time). * Start the rabbit moving by having its sprite be redrawn a certain X distance from its previous value each frame (lets call it VX for brevity's sake), that value being determined some way from the player's current score. * When rabbit sprite meets or exceeds a certain X value (corresponding to the center of the hole on screen), it changes color to become visible and collision is turned on. * Redraw rabbit "moving" by the VX value for each frame, checking for collision conditions afterward. (The illusion of movement is enhanced by constantly cycling the sprite through several poses every fourth or fifth frame.) * If X value of rabbit sprite is > or = X value of carrot sprite, set rabbit X value = carrot X value, despawn carrot sprite, flip rabbit sprite and continue previous movement by VX. * If X value of rabbit sprite is = X value of player shot, freeze rabbit's X position, change sprite to "hit" state by turning off collision detection (and blinking colors), and flip sprite if not already previously flipped. After this, continue previous movement by VX. * When rabbit sprite reaches previous X value corresponding to the center of the hole it "came out of", turn off collision (if not already done so) and recolor sprite to background colors again. * Flip sprite, stop movement and clear "in use" flag when edge of screen is reached by invisible sprite to prepare for next rabbit spawn. This loop of programming above would be followed each time a rabbit is sent out by the game, and works until you get to 1,100 points. Once you hit that score, you start to have problems (presumably related to the previous score rollover). At 1,100 points, the rabbit sprites will cycle back and forth within a range of X values each frame, the middle value of this range moving "normally" (although at a slower speed than before the score hit 1,100). This could be caused by the movement routine trying to make the rabbit appear in two different places at once. At 1,200 points, the movement routine seems to break down completely and rabbits will only appear for a few frames outside the right side holes. The VX value ends up set so that all rabbits will travel to the right side of the screen and stay cycling within a certain range of that side of the screen, even rabbits that "shouldn't be over there". And finally at 1,300 points you have the killscreen. VX in this case would somehow be set to zero for all active rabbits, which means they would never move from the right side of the screen and will remain permanently unhittable. At this point the code is stuck in an unresolvable loop and all you can do is turn the game off. Apologies for the long post, but the rabbits getting stuck makes things a little more interesting to watch toward the end, and I hope I can keep it in the final product. (All depends on RNG, of course...)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
WIP V1 of a TAS that hits the killscreen in A2600 game Wabbit -> http://tasvideos.org/userfiles/info/46029671199000949 Link to video Done in Bizhawk 2.2.1 on Game 5 (Three Rabbits, Single Player) and Difficulty A (on both switches), which is the maximum difficulty settings in this game. I will be the first to admit that this is a rather crude and probably far from optimal run - luck manipulation will definitely have to be employed in the final submission so that there aren't so many (and ideally none at all) missed rabbits. I also want to try a different strategy in V2 that may or may not be faster overall compared to the one in this WIP. Even for all its faults, it's still far faster (last input @ frame 7508 or 2:05.29) versus this RTA run on Twin Galaxies done on Game 5, Difficulty B. (And the TAS is actually harder difficulty wise, because on Difficulty A the player character moves slower!) Any feedback and suggestions (especially on ways to increase the entertainment value during the downtime periods) would be greatly appreciated!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
Kurabupengin wrote:
thecoreyburton wrote:
desync
Uh oh... :S
Let's hope this isn't the second coming of the sync nightmare that took down itsPersonnal's Metroid Prime submission! :(
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
Crude English translation of the submission text (thanks to Google Translate with a little help from Super Mario Wiki):
Rough stage-by-stage update Delfino Plaza You can shorten the wait time by dying after spawning the Polluted Piranha. Bianco Hills Fine optimization is the main improvement. Four seconds were saved by optimizing Petey Piranha's routing in Episode 5. Gelato Beach Fruit transport optimized here. Pianta Village Improved routing and utilization of methods to separate objects while standing still. Pinna Park The run was shortened by at least one minute by a technique that allows clearing Episode 6 without having to clear Episode 5 first. Rico Harbor Optimized approach to the Secret Stage using technique to accumulate speed while Mario is rotating. Sirena Beach Optimized manta fight to save 17 seconds. Found way to get three consecutive fruit in a row during King Boo boss fight to save about 20 seconds. Noki Bay Episode 4 was updated with a faster approach to the Eely-Mouth fight. Corona Mountain Boat movement optimized and technique used to maintain height from Rocket Nozzle blast longer. Final Bowser Battle Used Rocket Nozzle to speed up returning to the main arena after diving to hit the weak points.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
Beware that there are plenty of rumored and confirmed unbeatable games for the ZX Spectrum, so any reported problems with the emulation need to be carefully double-checked that they are not simply mimicking something known to happen on the original system. EDIT: Second thread on the same forum on the same topic.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
FractalFusion wrote:
What's great about this TAS: No save corruption, no item menu corruption (those are way too easy and have been done millions of times before). Instead, just an extremely well-planned glitch that suddenly warps you to the end.
Wonder if that could qualify making it a separate branch (e.g. "no corrupting glitches" or "no memory corruption")...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 251
Location: Stafford, NY
Yes vote for breaking the 8 minute barrier!
However, hexadecimal arithmetic is very prone to error and time consuming, so if I TAS another category for this game I’ll most likely automate the calculations to combine tables.
Sounds like a job for a Lua scripter! :P
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
It depends on the plugin and game combination you use in BizHawk. As evidenced all too well here, which plugin you use with which game is very important for N64 TASing!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
There's some stuff about that topic in the Star Trek 25th Anniversary thread. Failing that, you can talk to c-square, he's the resident JPC-RR expert around here. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
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Joined: 1/24/2018
Posts: 251
Location: Stafford, NY
BizHawk 2.2.2 is going to update the GlideN64 plugin used in it, perhaps it would be worth trying the game again once 2.2.2 is actually released?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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