Posts for KnucklesMaster368


Post subject: S3K zipless TAS update
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a small update to the zipless TAS. I did restart to utilize newer and faster levels. four zips still remain, two in AIZ1, one in AIZ2, and one in Sando 1. Could've done sando 1 but I'm not too well versed in stair clips at the moment, but it looks likely that I can get to the right wall by walking running through a certain section of the level. The WIP has all the info. No encode because I don't want to do one.
kaan55 wrote:
I really liked the way Sandopolis 1 turned out too. I'm kinda hoping there isn't a level wrap just so I can keep it in there. If not we can probably reuse it in another run.
"Reboot it. Replay it. Reshow it. Retell it." - Yakko Warner, iirc Sando 1 route visualization (image may not be very viewable in the forum, click on the image for a clearer view) - Blue Path is the glorious no horizontal underflow route. - Red path is the path I hope I can take zipless. - Light red path is the path I fear I need to take, if it even saves time over the "standard" route. (It should) In the meantime, here's a video of Sandopolis 1 currently as it is in the userfile. Let's ignore the fact i'll probably be in LR2 by the time I make it public, struggling to dezip the stair clip at the end, then feel dumb realizing it wasn't necessary all along. Link to video Edit: here's a spliced demonstration of my plan for Sando2. I can apparently do it 2s faster than I thought, maybe even 3 (1:28 --> 1:26, possibly 1:25) Link to video
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: S3k zipless TAS
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I’m not sure how much this is in demand, but I have been working on a Sonic alone, zipless TAS. It is not glitchless. I have only banned zipping, level wrapping, and all forms of antigravity glitches (wheel glitch, AsIntended, slope glitch). Screen wrapping, and going through sprites and walls is allowed, so long as zipping is not performed. I have also decided that I want to utilize soft resets in this TAS (though none of them are in yet) and as thus, am using BizHawk to do so. My initial master plan was to start with the 2005 TAS from SprintGod as a base, and while most levels have been properly synced with that, a few levels have not been able to be properly synced. I have begun to include some improvements in, with the largest by far being the double spin dash in Flying Battery 2. Current progress is seen in this photo. The test to the left of the level is what TAS I took inputs from (SG05 is SprintGod v2, Nitsujia07 is nitsujia v2, k55 is currently kaan55’s bonus TAS) (after all, why reinvent the wheel?) While I have posted two userfiles to the site, the most recent one is only up to the end of MH2, and this goes up to Sandopolis 1, though inputs for Sandopolis 2 are in but not synced yet. (I believe I’m one to two frames late) The download link below will give you the proper progress. http://s000.tinyupload.com/index.php?file_id=81800517785878484703 I’m open to any and all improvements, so long as they follow the rule set. Video up to MH2 is here: Link to video
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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InfamousKnight wrote:
I understand this may not be done, but can you provide an encode on what you have so far?
oof this is what happens when I’m not active on the forums... I finished these a while ago but here are some encodes that you may or may not have seen. All MK+B initial TAS. Use BizHawk 2.4.2 to sync this run properly. Link to video Definitely redoing this one sometime in the near future. Free Play TAS. Requires a specific build of BizHawk (apr 6 2020 I believe) as it won’t sync on 2.4.2 due to a movie file change that happened. Partially why I want to redo this Link to video Any%. Requires DeSmuMe 0.9.9 (the previous Gold Standard for DS TASes) Link to video
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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I just got done watching the (relatively) new Sonic 3 and Knuckles “Sonic” TAS. I don’t know if anyone has pointed it out before, but there is a potential way to optimize LBZ on any non-knuckles run that has been utilized in many speedruns. Is there any good reason we don’t use a save file and play on “no save” mode, because this does require it to progress. It’s shown off at 12:24 in the video below. Link to video It is puzzling to me as it is ~60s faster in raw time, and about 25s faster than what’s currently done in the Sonic any% TAS.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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over 10 months late, but hey Fantastic!! I don't have to do warpless all the way through. And I hear that the warps TAS is 10:02 now. It's an okay start. Though I think I could do better by splicing inputs from Lost Levels Warpless and SMB Warpless. But we'll see guess imma go splicing
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: Free Play TAS heavily optimized
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Link to video In six weeks, enough discoveries were made to heavily optimize the prior TAS. It is now sub 40. Some optimizations in this TAS were just better timings and lineups for clips, others were new tricks. Time it took to TAS: 4 days. The game is surprisingly simple to TAS. The major optimizations left are: 3-5: Detonator clip in the falling room (~5s) 3-4: Swap jump up to the higher area in room 2 (~3-4s) 3-3: Doing the quad jump over the plank into the next room from the left side (~1-2s) 3-2: Character manip for Jar Jar (~3s) 2-1: Faster character manip, and correction for errors in room one and the final area (1-2s) 2-2: Routing through the conveyor belts in room 2, and less AI stupidity in room 3. (4-6s) 6-4: Character manip for Jar Jar (~3s) 6-3: Character manip for Anakin (Boy) (>.5s) 4-4: Character manip without page swap (2s) Tricks were being discovered while I was doing it, so many of the optimizations are in early levels. I will do All Minikits and Bricks as my next TAS, even though my any% TAS is very obsolete right now. Guess for length of all Minikits and bricks: 2h 45 to 3h. So expect this to take 10-15 days to TAS.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: NEW: FreePlay TAS now 8mins faster
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Man, 13 months has done a lot for this category. This is not all my doing, most of it was done by LaserTrap_ Both the userfile and the video (with captioned commentary by me) are below. Minor optimizations are left. They are mostly covered by my captions. User movie #52694188162673079 Link to video
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: How to use the input splice function in gens 11 svn351
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(I'm working on a "no zips, Sonic" TAS of S3K) I have never TASed on Gens before, so I do not know how the input splice function works. I want to form this TAS by SprintGod from a long time ago to form into my no zips TAS, since it only has 1 zip, and is perfect for this. The problem is, I have never used Gens to TAS (I used BizHawk for my previous 2 WIPs).
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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GEN Sonic and Knuckles and Sonic 3 Category: Sonic, no zips Author: Me Progress in video: Sonic 3 levels complete Current progress: Sandopolis 1 done Time taken to TAS so far: ~14.5 hr Link to video Link to video Inspired off of Aglar's Sonic 1 no zips TAS, and IntelOrca's glitchless WIPs on S3K, I made this. There are glitches in this, just not zipping. Userfile: http://www.tasvideos.org/userfiles/info/43984298463057588 Objectives: *Forgoes level skip glitch *Forgoes zipping *Ignores time spent by time bonuses *Skips long cutscenes
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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100% will be very exhausting. I haven't even finished 1-1, and it's a long road ahead of us.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: 100% IL routing open for discussion
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So... how should I do 100% collectible routes in levels? Option 1. Max story mode collectibles, then Free Play Clean-up Option 2. No story mode collectibles (except for vehicle levels), then Free Play collectibles Which do you think could be faster? Me, I think option 1 is faster, but option 2 sounds faster. I will go for collectibles that aren't too far off the route in Story Mode in the run.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Thanks
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: How to get the Screen Layout used in DS TASes
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DS TASes on this site have an interesting and appealing layout, where it shows the top screen (in large) on the left, and on the right 1/4 of the screen, it has the double screen layout. I was wondering how to do it, since I don't want the video to be black lines surrounding the aspect ratio.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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I just realized I forgot to put it into VDub, which I didn't even do on my any% TAS. I can probably combine it there. Thanks for the thread redirect, almost completely forgot about it.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: LEGO Star Wars TCS (DS) TAS ending
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I'm back. So, I did an any% TAS of LEGO Star Wars: The Complete Saga for the DS. and it does finish the game... except, it doesn't reach the final credits and head back to the Cantina, it just ends at the save prompt before it. But all game input is done, so is it finished, or should I continue it and make it reach the credits? I also have this for my Free Play TAS. I can easily fix it if it's a problem.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
Post subject: How to combine avi files
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I have a WIP of Lego Star Wars: The Complete Saga (DS), and the avi came out as two files. One was 1.95 GB, and the other was 800MB. I tried combining them in 7-Zip, but it won't let me. Is there another way to combine two avi files so I have one video that's ~50 min, instead of a 33 min and 15 min? I have never had this happen before.
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ViGadeomes wrote:
It's a good TAS but you can do some little improvments as you said and I'm not sure but a lot of your shoots are useless right ? (for example in the last level) But if DeSmuME hasn't TASEditor, I understand why you don't want to clean your TAS ;). I'm very interresting about the 100% run but DeSmuME lags so much on my computer xD.
Yes, but I can cut some inputs out by looking at the TAS, and editing the file in notepad++, for example in 1-5, where the A press spam caused lag in the emulator, which looked ugly. If you're talking about the lightsaber patterns in 6-4, that was for an extra touch of entertainment while I waited for P2 to arrive. The Emperor's force is so powerful, we can't use thermal detonators. I just realized about notepad++ when I was TASing 4-2. With that in mind, I might optimize it some point soon. My main goal is to get rid of the A presses in 1-5. I know how to 100% this game, but I personally have never seen a 100% file, and I have played this game for at least 7 years. Thanks.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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That is correct, the TAS is done for Free Play. Unfortunately, I'm burnt out of this game at the moment, so All Levels and 100% will have to wait (definitely 100%, I'll need help with that) Userfile: http://tasvideos.org/userfiles/info/43520663672605039 TAS Timing (ON-Final Input): 48:00.43 (soo close to sub 48) RTA Timing (Gain Control-Results Screen): 47:08.517 (10:01 faster than the WR) Video: Link to video
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Yes, there are some clear improvements. Optimising movement is a small one, but it will cut some frames. Count Dooku in the room before the fight, you can slip under the door, but it is insanely difficult. I gave it ~150-200 rerecords, and couldn't get it. But, I have done it on my DSi. This can also be done in Free Play, but I think the emulator could be the problem here. There are general improvements in Rebel Attack, it's in the movement. In Cloud City Trap, Boba Fett spawns randomly in the room. He can (it has happened to me once) spawn very near to the door, which if replicated, will save 2-3 seconds here. There are other general improvements in this level. I just do not want to redo levels that are already good. This is where TASEditor would be useful, but it isn't in DeSmuME. Speaking of things I haven't been able to replicate on emulator, in Free Play, I have gotten several 31's in the falling room in Darth Vader. But, on emu, it just wouldn't work, and I gave it a good 100 rerecords, and the best I got was two frames away from a 31. Current Free Play TAS Progress: Done
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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LSWTCS (DS) TAS in 34:25.45 (33:19.933 RTA timing) RTA timing for this is from gain of control in first level to loss of control in last level. TAS timing is power-on to final input (but you already know that) Link to video So, there is only one problem with this TAS: it doesn't reach the credits after 6-5. Oops. I can fix that soon. Here is the TAS userfile: http://tasvideos.org/userfiles/info/43493126608353269 I'll work on Free Play RTA next, and use the best strats known. The best part is, we can use debug menus to get all characters, levels and extras, and not need to start from a savestate. Is that okay with you people? Debug code: Up, Left, Down, Right (3x) R, L, Start, Select Free Play RTA is the only category that allows this by SRL rules. All others must be "completely legit". In fact, the 57:09 uses debug cheats to skip activation panels, get all characters and extras(?). Time to mess around with strats. Free Play character selection is determined by the players input. So, with some manip, I can get Yoda (Ghost) and Jar Jar all the time. Prequels finished in 25:11.05 (~24:25 RTA about 3:23 ahead of the WR)
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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Alright here's the official comparison: 1-1: Even (-0f) 1-2: 5 frames saved (-5f) 4-1: Even (-5f) 4-2: 15 frames saved (-20f) 6-1: Even (-20f) 6-2: Even (-20f) 6-3: Even (-20f) 6-4: Even (-20f) 7-1: Even (-20f) 7-2: 4 frames saved (-24f) 7-3: Even (-24f) 7-4: 20 frames saved (-44f) 8-1: Even (-44f) 8-2: Even, but this looks slow (-44f) 8-3: Even (-44f) 8-4 Room 1: 2 frames saved (-46f) 8-4 Room 2: 2 frames saved (-48f) 8-4 Room 3: 8 frames saved (-56f) 8-4 Room 4: 1 frame saved (-57f) 8-4 Boss Room: 1 frame saved (-58f) The time from Power on to final input of marc2427's TAS is 36608 frames, or 10:09.130 If you take this timing, then the TAS loses three frames over ours in the final room. Our time from Power on to axe is 36678 frames, or 10:10.302
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Post subject: Where does timing end on TAS movies?
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What signals the end of a TAS, is it the completion of the game, or would it be the final input that ends up completing the game? For example: Super Mario Bros Would timing stop at the axe, or the last input possible that would hit the axe? I remember reading somewhere on this site that timing is Power On to Final input, but I can't seem to find it.
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Post subject: New improvement
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marc2427 has improved the 10:10.003 TAS by at least 40 frames (I think it's more) Improvements known: Better 4-2 slowdown (1 framerule) 8-4 ripped from HL's no L+R SMB TAS I do not have the input file to compare the two yet, but I will look at 7-1 and 7-2 for other FRs saved. He may have got an optimal shot, but did BBG slow. Link to video He didn't go for entertainment in the TAS. I'm waiting for the fm2 to do a comparison, add entertainment, and also look for other improvements.
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD
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I have a few categories we could do here (they're based off SRL categories for this game): Any%: Defined as completing episodes 1-6 on a new file. Completing an episode is defined as beating the fifth level in said episode. All levels: Beat all levels on a new file in story mode. 100%: do I even have to define this? NG+ (Free Play): Known more commonly as Free Play RTA, it is to beat all levels that have free play, on free play mode. Can be on a new file, or a pre used one. It can use as many extras as possible, and can use the cheat codes. Estimates for these: any% would be 30-35 mins (WR is 35:24) All levels would be about 2-2.25 hrs (WR is 2:15:09) 100% would be 5-7 hrs at minimum (Has no WR) NG+ (Free Play) would be about 50-55 mins (WR is 57:09) I spark interest in TASing this. More specifically, any% and NG+ (Free Play)
If a map had all the information, it would look like this: (shows black construction paper) "Now that's a map!' XD