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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
AngerFist wrote:
Will you guys upload yt wips? If yes then I got to subscribe.
I plan on uploading at least a couple WIPs to YouTube as the TAS moves along. The first one will be uploaded when we get to Screw Attack.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
Some new tech was discovered very recently that completely changes the way this game is TASed: extended dashing. As implied by the name, it's basically a scan dash that traverses more distance than normal due to retaining more speed. It works by jumping for a few frames, starting a dash, bunny hopping, and holding R immediately after. This trick even makes it so that Grand Abyss is no longer a once-only trick: https://www.youtube.com/watch?v=Ha3d6jjrzA8 On a related note: edzan13 and I are going to be making an any% TAS. Recent Dolphin revisions seem to do very well with syncing this game, so hopefully we can have the first publishable movie of a Prime game. For now, here's a couple TASes I made of specific sections as a bit of a taster for this run: Quad skip (made before extended dashing was discovered): https://www.youtube.com/watch?v=SC8VMQwz1xs Chykka: https://www.youtube.com/watch?v=vVFrvCPaWSE New TAS-only method of getting cannon ball: https://www.youtube.com/watch?v=aBjEvqrbNjY
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
Hello. I'm going to be making a TAS of Metroid Prime 2, but before I can do that I have a couple questions: First, I'm running Dolphin on Linux, and while I am aware that using non-stable versions of Dolphin is allowed since stable versions release very infrequently, I'm unsure if the non-stable version I have would be acceptable, since the version numbering isn't consistent with what I see on the Dolphin website (I plan on updating Dolphin as soon as I start the TAS, but at the moment I have "5.0-0491831-dirty". The "dirty" also concerns me.) If I did the TAS on this version, would that be okay? Secondly, in this game, there are cutscenes that cannot be skipped unless you've already played through the game once. These cutscenes slow the run way down, which is detrimental to the entertainment value of the run, and since I'm going to be aiming for moons tier with this TAS I'm wondering if this would be a case where starting the run with dirty SRAM would be allowed, provided that I provide a verification movie from a clean memory card. Thanks!
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
So yesterday, I made a huge discovery: In MAP30, The Lair, there's a set of dummy sectors just outside the starting area, and inside one of them, there's a usable line that when used, directly takes you to the end of the game. Miraculously, you're able to use this line even without any assistance from lag clips, so it's now possible to beat the game much earlier by using this line in this level. https://www.youtube.com/watch?v=34--yKSmEyQ For now, I won't be making another TAS that uses this until better emulation is a thing. When/if that eventually does happen, I'm thinking of treating this exit as a separate category since it cuts out a large portion of the game that you otherwise wouldn't be able to see. This isn't exactly a game end glitch either, as while it is unintended to beat the game this way, the fact that the game ends is a result of intended game mechanics and not memory manipulation. A brief explanation of what is happening: This game handles secret exits differently than Doom 1 or 2. Instead of the secret exit taking you to MAP31 by default, they made it so that the secret exit trigger will take you to the number of the map of which the line is tagged. For example, a secret exit line that has a tag of 28 will take you to MAP28. If the tag doesn't correspond to a level that exists in the game, however, it takes you to the ending sequence. In this case, the secret exit line has a tag of 70. Since MAP70 doesn't exist, it takes you to the end of the game instead. This is exactly how the game takes you to the end after The Absolution, which is why I know this is the result of intended game mechanics.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
Dimon12321 wrote:
I have only one question. Did my TAS inspired you to make this run? What inspired? BTW, Doom 64 was my first TAS too.
Doom 64 was one of the games from my childhood that has stuck with me over the years. Ever since I discovered speedrunning I increasingly became obsessed with seeing this game pushed to its limits in a TAS, to the point where I had to try it myself. Anyway, yeah, this game is hard to get to look right. If you turn up the brightness outside of the game, it might look a bit washed out, but if you don't, it might look too dark for some people. For the encode, I'd personally advise against turning the brightness up externally, because Doom 64's lighting is much more specifically composed in comparison to other games. I'd personally recommend that anyone interested in this pick up Doom 64 EX on PC to get an idea of how this game should really look like. While not a perfect port of the game, it looks amazing with the in-game brightness slider turned up alone. In my opinion, that's the type of look the encode should try and emulate, if possible.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
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Huge news: I've just completed the TAS! The final time is vastly different to what I expected even without lag clips, so I'm not going to spoil it. It will be streamed live at https://www.twitch.tv/grav on July 21 at 8PM EST. Don't miss it! I will also submit this TAS some time after the stream. I don't know if this run not having lag clips will invalidate it from being publishable, especially because some levels are significantly slower than RTA, but it's so far ahead of the fastest RTA that it should at least be considered. Regardless, I will respect whatever decision will be made, whether or not it is published. I do plan on making a new TAS with lag clips once these emulation issues are solved and lag clips are better understood.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
I managed to finish Watch Your Step much quicker than anticipated! This was difficult, but I still managed to make it work. Now I'm over ten minutes ahead of Dimon's rejected TAS with quite a few levels left to go. https://youtu.be/kXfctTCrq3Y Unfortunately, this is a level that we could skip if lag clips were possible on emulator. Since we can't do that, we have to do the level mostly normally, but there's a lot we can do to save time that's detailed in the video description. This will be the final WIP before the TAS is finished.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
Thanks! Yeah, it's unfortunate that lag clips aren't able to be used in this run. I believe this TAS should provide a strong foundation for future TASes when emulation gets better. It should be noted that lag clips are currently poorly understood. Given that this is a new and exclusive glitch to this version of Doom, the science behind it isn't exactly clear, and on console, some areas appear impossible to clip, while others are easy. A future TAS on more accurate emulation should be fully aware of what the glitch is capable of before starting.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
Here is a quick update on the status of this TAS: I have just finished Dark Entries, meaning I'm about half-way through the game. Despite not being able to utilize lag clips, I am currently on a faster pace than expected. Sub-30 is no longer the goal; the goal is now sub-29. If Watch Your Step is going to be as difficult as I expect it to be, I will consider making it a public WIP. For now, here are a few screenshots from the TAS.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
Nope. The emulation inaccuracies simply prevent lag clips from being possible. This means I lose about 39 seconds on Final Outpost and over 10 seconds on Alpha Quadrant. It doesn't appear to be anything I can avoid, unfortunately. Despite this, I'm still significantly ahead of the RTA WR. The current TAS time to the Even Simpler intermission screen is 8:26.250. I'm not sure what the implications of losing so much time to something that appears to be out of my control would be if I decide to submit this, but I want to finish this TAS no matter what.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
I have just finished one of the hardest levels in the entire TAS: Even Simpler. https://youtu.be/ipU2nL-rY3A This level is filled with RNG at nearly every moment. Two main reasons for this are because I opt to spawn prevent 4 barons, which is nearly impossible in a non-TAS setting, and kill 6 mancubi with 2 rockets, which under normal circumstances wouldn't be enough, but I take advantage of the fact that there are darts in the level in order to finish them off. See the video description for more details on what makes this difficult.
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
It's probably not possible on console, but it's definitely impossible on emulators right now. All known lag clips use the SSG, and you can't get the SSG in Staging Area. Still, I don't have any lag whatsoever, so I can't use even the lag clips that RTA can do (such as the one in Final Outpost).
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He/Him
Experienced Forum User, Published Author, Player (121)
Joined: 2/25/2017
Posts: 13
Hello everyone. I would like to make people aware of the TAS of Watch Me Die I'm creating. Link to video Due to emulation inaccuracies, I will lose 2-3 minutes from not being able to exploit lag. Regardless, I intend on finishing this with a goal of sub-30.