Posts for Jigwally


Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Lately I've been checking out Kanshaku tamanage Kantarō no Tōkaidō Gojūsan-tsugi aka 53 Stations of the Tokaido as a possible TAS game. Here is the GameCenter CX episode devoted to it: http://www.youtube.com/watch?v=2mcSzBmKuHM There are a lot of interesting things about the game engine. First, your weapon is a bomb/firework that travels in an arc, so it is harder to control than a typical platformer weapon. Secondly, the enemies actually have surprisingly good AI for a Famicom game. They actually react in an intelligent manner to your attacks and movement. I could see three different styles of TAS for this: 1 - using warps (according to the video there is both a 3-level warp and 6-level warp so luck would need to be manipulated to get the 6-level warp each time) 2 - warpless 3 - pacifist. I think this would be really fun to watch, because the enemies chase after you if you don't kill them, and a whole bunch of them swarm you at once. As I mentioned before, there is a lot of potential for manipulation of enemy movement, which would definitely be a requirement for pulling this off... if it's possible at all.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
EDIT: This post contained a technical question that I figured out the answer to on my own :)
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
scrimpeh wrote:
a whipping 11 times.
I see what you did there
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Well I left this alone for a really long time because my life is a mess right now, but here is a complete run: http://dehacked.2y.net/microstorage.php/info/940420785/Gargoyle%27s%20Quest%20-%20Ghosts%27n%20Goblins.vbm Well sort of. Huge chunks of the run after the halfway point are copy-pasted from MattyXB's run, because (1) they were sections that seemed optimized to me already, and (2) because I am too burnt out to do anything else with it right now. So I'm not really considering this version for submission since it's pretty blatantly plagiarized. The final frame difference between the two runs is 6594 (just under 1m50s). I'm sure there is plenty more time to be saved in terms of lag management. Oh and something interesting to note: earlier I talked about the possibility of saving time by intentionally killing myself and respawning at the last dungeon instead of having to cross the bridge again. Well I tried it out and amazingly there was a ZERO frame difference. I literally ended up progressing to the next area on the exact same frame despite them being very different routes. Weird. and to answer Derakon's question, the next upgrade I get changes my jumpheight + wingpower to the same level independent of my previous upgrades
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Oh wait... I just tested it out, and it's possible to cross the gap without either item! :D
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Okay, so as far as I can tell, there is absolutely no different in movement speed between jumping high, jumping low, flying or walking, provided that you don't trigger any lag frames. So I made it through the dungeon and back to the town, and now I realize something: by bypassing the fingernail and beating the 2nd boss, I'm now unable to obtain it at all. The second bridge works like this: if you talk to the NPC without having the upgraded Wings, he steps aside. If you obtain the wings first, though, you have to fight him. This is probably why in the published run he talks to the NPC first, grabs the wings, then walks past him. This probably ended up being faster than fighting. On a rough estimate based on watching the published run, the amount of time it takes to go into town the first time and get the fingernail is less than the time it takes to go back and get the wings (around 8 seconds faster). In addition, having the extra jump height saves me some time on the bridge and in the 2nd dungeon. So... I'm going to have to redo this section. Oh well, at least now I know the faster route. Regardless, I'll post my WIP here: http://dehacked.2y.net/microstorage.php/info/1876602244/Gargoyle%27s%20Quest%20-%20Ghosts%27n%20Goblins.vbm I did find a new trick just now, though. If you die after completing the 2nd dungeon (or any other dungeon, presumably), you respawn there after you die. By killing myself off after talking to the NPC in town I can teleport there which is possibly faster than crossing the bridge again. To optimize this I'd need to get into a random encounter as soon as possible though. So I'll have to do some investigation into the RNG.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
When using the wings you seem to mash A versus jumping and then just letting the wing run out. I know in the NES version it is the same or worse to do it this way compared to just letting the wing run continuously and from what I can tell he doesn't use it in the published run. Have you tested to confirm that this approach is faster?
Doing this in the GB version does allow me to cross larger gaps by using up less wingpower. It allows me to sequence break by crossing a normally impassable hole at the beginning of the second bridge. However, what you are probably asking here is, does this trick give me different x-velocity than usual? I haven't really checked this in detail. I have the RAM value for the x-position, but last time I looked at it there did not seem to be any variation in Firebrand's movement speed no matter how I chose to travel. Thanks for asking me that though, I'm going to double check.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Another WIP: http://dehacked.2y.net/microstorage.php/info/1301389782/Gargoyle%27s%20Quest%20-%20Ghosts%27n%20Goblins.vbm Here I show what I was talking about earlier, skipping the dialogue in the town and crossing the bridge without needing the Fingernail. I'll need to get it later though. This ends in the middle of the 2nd dungeon. I'm still trying to figure out the best way to manipulate the movement of the floating platforms.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Well this is embarrassing but... soon after my last post in this thread, I somehow managed to overwrite my input file, and I didn't have it backed up. To make matters worse I had a lot of real-life things to attend to so I didn't have time to remake it. Luckily this gives me a good reason to go back over my previous route and try to find more improvements. Here is my best run for the first level so far: http://dehacked.2y.net/microstorage.php/info/1314698072/Gargoyle%27s%20Quest%20-%20Ghosts%27n%20Goblins.vbm It is nearly 12.5 seconds faster than the published run, mostly from killing the boss more quickly. It also improves on my previous WIP with better lag management. Since Firebrand's fireball attack actually causes the game to lag in many cases, I tend to (1) only kill enemies when it saves me time and (2) attack as closely to the enemies as possible to reduce the number of frames the fireball is present.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Okay, so I have a complete run of the game finished and just as I predicted I'm 90 seconds ahead of the published run, but I'm not gonna submit it yet because I'm not even close to completely optimized. Here are my major changes thus far - Instead of scaling walls by jumping back and forth (as in the published run), I climb faster by simply scaling a single wall - The first boss (giant fish) is beaten much faster by standing point-blank and rapid firing - In the second dungeon, I was slightly quicker maneuvering around the floating vase-like platforms - After the second dungeon, I took the southern path back to the bridge, which is faster than going the northern route and having to fight enemies - This is by far the single greatest improvement to the run. On the second bridge, you aren't supposed to be able to cross the giant gap at the beginning without obtaining an item that gives you longer flight time. I found that, by periodically disabling and re-enabling your flight on the way across the gap, Firebrand travels farther than intended, and is able to cross the gap. There are probably several other places in the game where this can be used for optimization. -After the final boss fight, I speak with the king immediately instead of talking to the other NPCs. This is kind of a cheap "improvement" since this was an intentional entertainment tradeoff but I'm gonna list it anyway I've found another sequence break, but I haven't tested it out fully. Normally, you are required to obtain the Specter's Fingernail to give Firebrand a higher jump to pass the blockade on the first bridge. I've found that, with perfect timing, it's possible to pass the blockade with your normal jump, preventing you from having to talk to the NPC in town beforehand. However, the next dungeon needs to be completed using your weaker jump, which probably takes considerably longer than normal. I'll have to redo this section to see if it's any faster.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Is anyone actively working on an updated TAS for this game? I just recently started a non-wall glitch run and am already 20 seconds ahead of the published TAS. I figure I could probably save 1.5 minutes in all
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
I second (J) version. The language difference doesn't matter much since most of the English text gets skipped too quickly to read anyway.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Yeah, about Pirate Ship 4, on my non-optimized run through the game I found the key in the very bottom-right vase without breaking any others. This was on the Euro version too. So not all vases need to be broken.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
It's okay, this is just a freaky coincidence. You have obviously been working on this longer than I have. Just got finished watching your run. Nice job!
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
la mammal wrote:
Is this yours? The user name is different and you said that you would use the Japanese version of the game, so I guess that submission is from a different person.
OH COME ONNNNNNNNN
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
Atma wrote:
I had intended on watching this, but apparantely I don't have whatever version of snes9x you're using. Care to share? I'd suggest using microstorage rather than mediafire for supported formats, as it allows you to provide a bit more information and details what was used to make it.
I used Snes9x 1.5.2.0 I had intended to use Microstorage, but it was telling me that my file was invalid. In retrospect that might have been because I was still using the PAL ROM. I'll try it again with my next WIP.
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
OK, I took your advice and converted my run to the Japanese ROM. http://www.mediafire.com/?t9s23qk2flk5t9g This run also includes the rest of the first world (up to the first password screen.) The very last section (running from the giant snowball) looks unoptimized, but when I tried to complete this section as quickly as possible I somehow managed to "outrun" the snowball so that it did not follow me like it should have. Since I'm essentially on a timer for this section anyway, I just let it follow behind me to prevent this from happening. Also, at the end, instead of ducking under the snowball, I let it "bump" me up onto the platform. I don't know if this trick saves me any time overall but I liked the way it looked. The only non-cosmetic differences I have noticed thus far are 1. In the first section, there is an additional jelly enemy that was not present in the PAL version. It does not change my route at all but it makes me suspect that there are other subtle changes in enemy placement to follow. 2. In the PAL version, there are a few times where text pops up at the beginning of a level to remind you of some of your abilities. This text does not appear in this version, which shaves some time off.
Post subject: Whirlo / Xandra no Daibōken
Jigwally
He/Him
Experienced Forum User, Published Author, Active player (418)
Joined: 3/11/2012
Posts: 119
After years of admiring the TAS process I finally decided to try my own. This is a pretty unique platformer by Namco that was never released in the US. Right now I am running the European version. This is the only TAS thus far I've seen of the game: http://www.youtube.com/watch?v=0sEDfVX9fAw My run beats it by a small margin though. Since this is my first TAS let me know if I did anything terribly stupid. http://www.mediafire.com/?8iktgbteqt4g6jz