Posts for Lobsterzelda


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Post subject: Progress Update
Lobsterzelda
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Joined: 3/17/2019
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I have another update. I found a setup which seems somewhat close to actually being viable. However, in order for this to work we need 2 things: 1: A way of preventing player 1 from flying off the screen after respawning from the checkpoint glitch must be found. 2: A way to consistently make $21 contain a value other than 0, 1 or 2 must be found. Besides all of this, the objects seem to disappear within an average of about 30 frames after they spawn, so in order for a TAS to realistically pull this off (which will probably require more frames since it can't use hacks), a way to keep the objects from despawning so quickly probably also has to be found (although this may not be necessary). I have attached a movie file here which contains a description of a proof of concept TAS with memory hacks showing how this might work, which also explains more in depth what's going on behind the scenes. This movie can be found here: http://tasvideos.org/userfiles/info/64403498514772584 Additionally, I have attached a video of this hacked proof of concept here: https://www.youtube.com/watch?v=S5HVeoKtJnU For now, I have no idea how to find either of the two discoveries needed to make this work. Since I'm completely out of ideas, I'm giving up here. With some luck, someone will take the work i've done and find a way to make this actually work. If someone comes up with some ideas to circumvent these problems, then I will try to get the warp portal to spawn again. In the meantime, I'm going to move on with my 2P warps TAS, and will now start TASing the Arctic Caverns.
Post subject: One Last Update
Lobsterzelda
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There's one more important thing to note: If you hold all buttons but right on the frame where the config pointer is on controller input, then the config pointer will stay paused until you release the buttons, but the value in $0B will keep incrementing! Because of this, you could theoretically set every value in the ID row to the exact value you want in under 30 seconds, and then jump the pointer to the object ID table to spawn the warp portal. Unfortunately, there are 2 reasons why this idea doesn't work: The first is that if an object has an ID of $55, then it will despawn on the next frame. This actually occurs as a result of the object's flags being negative AND the object having an ID of $55. If the object's flags could be set to a non-negative value (which might be based on values in memory near $0B when the object spawns), then it might be able to spawn. The other issue is that the high byte of x, y, and z coordinates must all be set to 0. However, if an ID is spawned with a value of 0, it disappears on the next frame. Having said that, an object which unloads will reset its ID value to 0, so theoretically, if an invalid object can be loaded and a valid object can be forced to load on the very next frame, it could appear one slot further downwards. However, the object unloads in 1 frame, and you would generally need 2 frames to do this. The only way to do this in 1 frame would be if you could manipulate $21 to have a favorable value in it, which might be able to make it possible. However, I think that the object unloading procedure happens before spawning new objects, so this still probably won't work...
Post subject: Drac's Night Out
Lobsterzelda
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Call me crazy, but I think that a TAS of the unreleased game Drac's Night Out might be interesting!
Post subject: RECRUITMENT: Call for Help With New Battletoads TAS
Lobsterzelda
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Hello again everyone! I am writing this post to recruit for help with a new Battletoads TAS that I'm working on. Right now, I'm trying to create a new movie to obsolete the current 2P Warps TAS. In order to do this, I would like to use the jet-glitch in the turbo tunnel to spawn the warp portal to level 5, which would allow me to completely skip level 4 (saving over a minute!). Doing this, however, is no easy feat. I'll describe what I've learned from doing my research so far: Objects in Battletoads: In Battletoads, all properties of objects are stored in a block of memory in RAM which starts at address $3C1. There are a maximum of 15 objects that can exist at a given point in time in the game. These attributes can best be visualized in a table, where the rows of the table represent specific attributes, and the columns of the table represent specific objects. For example, ID is the first attribute, with values from $3C1 to $3CF representing the ID values of each of the 15 object slots (ex. the ID of object 2 is in $3C2, and the ID of object 4 is in $3C4, etc.). The next row stores an attribute named animation_1, which starts at $3D0, and goes up to $3DF. This pattern repeats for all attributes, and there are a total of 35 attributes for each object. However, for the purposes of the glitch I am trying to do, only a few attributes actually matter, which are ID, X-Pos_High, X-Pos_Low, Y-Pos_High, Y-Pos_Low, Z-Pos_High, Z-Pos_Low, and animation_2. To see an example of what this table looks like in memory, click the link below to a picture of this table, where the top-left-most cell represents $3C1 in memory, and the bottom-right most cell represents $5CD: https://github.com/Lobsterzelda/TAS/blob/master/Battletoads/Debug_Info/Battletoads_Objects.jpg Of particular interest in this picture is the column highlighted in blue, which represents the warp portal object. From performing some debugging, I figured out that an object MUST have two attributes equal to specific values in order for the object to act as a warp portal. First, the ID value of the object must be equal to $22. Second, the value of the animation_2 attribute must be equal to $55. If one of these values is altered using a hex editor, then the warp portal disappears, which doesn't happen when editing the other attributes of the portal. With all of that background info covered, let's get into the checkpoint glitch! The Glitch: During normal gameplay, $B7-$B8 stores a 16 bit number which represents the address where the game should look to start spawning new objects from whenever you restart a level, hit a checkpoint, or walk past the trigger for a new object to load (this is called the "config pointer"). Ordinarily, this value is something very high like $E5D3, which is high enough up in memory that it is in the game's ROM. When one toad dies on the turbo tunnel jet before the first checkpoint has been activated, the game becomes confused. Normally, if you die before activating the 1st checkpoint, you go back to the start of the level, and if you die after hitting the 1st checkpoint, you respawn at the last checkpoint you activated. As a result of these actions, when you respawn, the game tries to update the config pointer using uninitialized data, which causes 0 to be written to $B7-$B8. Since $00 is part of RAM, the game now starts loading objects based on the values stored at the start of RAM! Whenever the config pointer tries to load an object, it looks at the 11 byte sequence that starts at the address referenced by the config pointer's value, and it uses that to decide what values the new object should have for each of its attributes. The values for an object's ID, High-X_Position, Low-X_Position, High-Y_Position, Low-Y_Position, High-Z_Position, Low-Z_Position, and the object's animation_2 attribute are all determined directly by looking at nearby addresses. To give an example of how this actually works, suppose that $B7/$B8 = $0016, and the following table represents the current values stored in RAM when the new object tries to load: https://github.com/Lobsterzelda/TAS/blob/master/Battletoads/Debug_Info/Sample_Data.jpg In this case, the new object would have an ID value of $22, a High_X_Position byte of $05, a Low_X_Position byte of $5C, a High_Y_Position byte of $3B, a Low_Y_Position byte of $28, a High_Z_Position byte of $30, a Low_Z_Position byte of $12, and an animation_2 value of $48. The reason for this is that ID is calculated as the value stored at the address referenced by the config pointer, High_X_Position is copied from the location of the config pointer plus an offset of 3, Low_X_Position has an offset of 4, High_Y_Position has an offset of 5, Low_Y_Position has an offset of 6, High_Z_Position has an offset of 7, Low_Z_Position has an offset of 8, and animation_2 has an offset of 9. Since 11 total bytes make up the object's descriptor, after every time a new object loads, the config pointer has its value increased by 11. The Problem: In order for an object with the right ID and animation_2 value to spawn, the addresses near the spot where the config pointer is looking at have to have the correct values. Unfortunately, there isn't really enough manipulable addresses in a row for most of the game's memory to make this work. However, there is a strong candidate address with the potential to work: $3F4. In order for the object that spawns when the config pointer reaches $3F4 to be a viable warp portal, the High-X-Position byte of the 7th object loaded into memory must be $22, the Low-X_Position byte of player 1 must be $55, and the values of the High-X-Position byte of the 8th-15th objects loaded into memory must be values that will translate to coordinates for the warp portal that will put it somewhere reachable to the toads. The high-x_position byte of the objects that spawn into memory can be manipulated by making sure that the third address after the value referenced by the config pointer is equal to favorable values at the point when new objects are loaded. However, this is all very difficult to manipulate: Because there's only 15 object slots and the config pointer needs to increase 92 times to reach $3F4, the game runs out of space to load new objects well before reaching this point (the config pointer generally increases by 11 once every frame until there's no room for more objects). As such, pre-existing objects need to unload several times in order to create enough space for the config pointer to keep increasing. If all object slots are filled and the 5th object (for example) unloads, then on the next frame, a new object will spawn in the 5th object slot. The question now becomes, how do we make the config pointer read addresses to spawn objects at points which are favorable to us, and how do we force the config pointer to get this high? Moving to the right sometimes unloads certain objects, but other times, this has no real effect on the allocated objects. The Solution: Since two minds are greater than one, I am posting here to see if anybody can help me come up with ideas to tackle this problem. Note that you DON'T need to have any experience TASing Battletoads or NES games in order to work on solving this problem. Preferably, having experience with ACE-like TASes or TASes that spawn corrupted objects (such as Mega Man 1) would be useful for figuring this out. If someone can help me figure out a way to get this to work, then I will make them a coauthor for the new TAS. The new 2P warps will be about the same level of entertainment as the currently published movies, which means it will probably be accepted for stars. As such, if you are interested in submitting a movie that will be accepted for stars, now's your chance! I have attached below a link to a lua script made by Feos which allows for objects and their properties to be visualized in FCEUX. I modified the script slightly to make it easier to display the table. https://github.com/Lobsterzelda/TAS/blob/master/Battletoads/Debug_Info/Object_Map.lua Additionally, I have attached below a link to my new TAS of the game so far, which plays up until the jet glitch is activated in level 3. As such, if you want to do some testing playing around with the glitch, you can do so using this movie file. http://tasvideos.org/userfiles/info/64374095014736966 Feel free to post a reply in this thread or send me a personal message if you have any questions about how this glitch works, or if you have any ideas for things you think I could try. Any suggestions are welcome, so don't worry about whether or not your suggestion makes sense (after all, this glitch is so complicated that almost nobody fully understands it, and I certainly don't!). I look forward to seeing what ideas the TASVideos community can come up with :) Important Update: It turns out that if an object is created with an ID value of 255, then no new object is added to the object map. Additionally, the value of the config pointer will be reset such that the addresses 1 and 2 addresses above the current config address value become the next value of the config pointer. For example, if the config address was $16 (which stores Player 2's inputs), $17 stored the value $03 and $18 stored the value $FE, and $16 held $FF, then after the next frame loaded, the config pointer would be set to $03FE, which is the address of player 2's low x-position! $17 and $18 seem to be basically random and are used to hold temporary values, so it should be theoretically possible to force the config pointer to go wherever we want now! Additionally, if the config address is $2C (which also stores player 2's inputs), then the config address will always be reset to 0 on the next frame, since $2D and $2E are addresses which always hold 0 and are unused! What this means is, there's a way to keep resetting the config pointer every other frame, there's a way to make the config pointer make one arbitrary jump, and it's possible to control the ID value of every other object in the object map table! From here, I can see a good plan for how to actually activate this warp: Keep using the above process to set the ID values of several objects to have the desired values (including waiting for objects to disappear from memory so that they can be re-allocated) so that every object can have it's id value set. Then, set the config pointer to jump to an address in the ID table, and use those values to spawn the warp portal and execute a warp! Let me know what you guys think about this idea. Second Important Update: As it turns out, whenever an object spawns with an ID value of $55, the game force-ably unloads it on the next frame (I'm not sure if it ever actually appears in the first place). Because of this, you can never set an ID value to $55, which means the above idea won't work. Is all lost then? Is there no way to pull this glitch off? Maybe not... Another possibility is to manipulate the low-x_Position byte of the objects that spawn in to match the values of the warp portal object. If you wait until the config pointer hits $21, then the low-x-position of the object that spawns in will be based on the value stored in $25. $25 stores the RNG for the game, which is calculated every frame, and is altered every time you press a button, meaning you have direct control over it! The issue? $21 is a temporary value which is almost always set to 0. $21 is used for the ID of the object to be spawned, and whenever an object has an ID value of 0, the game doesn't load it in... Besides all of this, every time you reset the config pointer, another random object gets loaded in with an ID based on the value in $0B, which is a counter that goes up by 1 every frame (and is therefore almost never 0). To make matters worse, $17 and $18 are calculated roughly based on player 2's x-position and animation respectively (with occasional rare jumps to far-away values). However, in order to move right enough to get $17 equal to $CE, you have to stop punching repeatedly. However, if player 2 doesn't punch every 4 frames, he can't reset the config pointer (since this requires pressing every button to do it). Thus, P2 is trapped in place. The only way around this is to prevent Player 1 from voiding out when you respawn, so that he can pick up player 2 and throw him somewhere else. The grind for uncovering all of these secrets in this game just never ends...
Lobsterzelda
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Since I didn't see this trick listed anywhere, I thought that I would post it here: In level 3, if you do a void jump at the edge of a floor section, you can actually jump into the floor and move around inside of it. The reason for this is that the platforms have collision on their tops and sides, but not on their bottoms (since they're on the edge of the screen anyways). Your max speed is reduced from 192 to 128 while inside the floor. You can get out of the floor quickly by jumping up repeatedly, which will eventually bring you to the surface. This trick doesn't really save any time, but it might look nice in a TAS of the game!
Lobsterzelda
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I think that this game is probably too trivial to be accepted to the website. The only things that seem to affect the final time are how long the initial menuing takes to start the game, how long it takes to select to clear the first obstacle (for some levels), and how quickly the obstacles on the last level are removed, which is also just done by menuing a couple of times. From both a TAS and casual gameplay perspective, this game is extremely trivial. As Blaze pointed out, the fact that it's a bootleg game also means the quality of the game itself matters in judging whether this TAS should be accepted, and clearly, this game is not very interesting. With regards to the entertainment value of this TAS, I think that I would rather watch actual bulldozers clear boulders off of the road than to watch this TAS again. Voting no.
Lobsterzelda
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Boy, TASVideos must be really short-staffed if this insta-rejectable movie has stayed up in the workbench for this long!
Lobsterzelda
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Hi Chuta, what's up?
Lobsterzelda
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I'll start the discussion off by posting my views on this topic: I believe that people should be able to include whatever political message they want in their movie submission threads, with the caveat that the political statement can't take up a substantial portion of the submission text or include any personal attacks against another TASer (naming another specific TASer to denigrate their views or character). However, if anybody wants to debate the views in the submission thread, they should make a thread in the off topic section for the purpose of discussing these views (ex. for the current Ecco submission, all debating messages could be put in a thread called "Ecco Dolphin Workbench: Black Lives Matter Debate"). Moreover, I believe that once a series of possible ideas to handle political messages are identified in this thread, a poll should be made of all the possible options. Then, a user vote should decide what course of action will be taken going forwards.
Post subject: Inclusion Of Political Messages In Submissions (Debate)
Lobsterzelda
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EDIT: This post was originally the first post in a new thread which I made to discuss including political messages in submission notes. That thread has been merged with the posts from the Ecco TAS on the workbench concerning the inclusion of political messages in submission notes. Hi everybody. I've created this thread in response to the recent submission text for the new ecco movie, which can be found here: http://tasvideos.org/6789S.html A lot of effort has been made to use existing rules to interpret whether the inclusion of political messages in movie submission notes should be allowed. However, the reality is that this sort of situation hasn't really occurred before, so the current rules neither explicitly allow nor prohibit such inclusion of political messages. As such, I have made this thread so that we can all have a debate about what we believe should be the norm going forwards. Feel free to post your opinions about this topic below.
Lobsterzelda
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Mitjitsu wrote:
As for Spikestuff. He's edited out a couple of statements that would put what I'm saying into context. <Mitjitsu> However, I will say the problem fundamentally lies with the police unions more than anything else.
I think the things that Spikestuff was referring to were from the post before the one you listed, where you said: <ALAKTORN> does that make the cop’s actions justified? lol <Mitjitsu> @ALAKTORN As I said earlier no. However, because it's evident none of you have looked into any of the specifics of the case. Floyd had told a lot of lies up that point, and we all know what happened to the boy who cried wolf too many times. As a result when he said he couldn't breathe, the police officer didn't take him as seriously as he should have done.
Lobsterzelda
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CoolHandMike wrote:
What about diving into the touchdown zone though? Is that faster than just running in?
Diving is generally faster than running into the endzone. Having said that, if the play starts close enough to the endzone, then it's faster to throw the ball to the player when they're already in the endzone than to have them dive for the ball. For some plays, I move slightly slower when I'm crossing the goal-line for a touchdown in order to manipulate the post-touchdown cutscene not to play. The difference between doing a regular dive and running into the endzone is generally about 3-6 frames. However, certain style dives can be faster or slower than this by a few frames, so this number may vary.
Lobsterzelda
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CoolHandMike wrote:
So I have a couple concerns. Like at 5:40 was there really no better play then to go straight left and wall jump to throw? At times like 13:24, 15:30 I notice that your unit is already far inside the touchdown zone when he receives the ball. I would think the ideal setup would be to get tackled or land as soon as he touches the touchdown zone. Instead of waiting until they are inside.
With regards to the wall-jump plays, the reason why I had to do that play there is that I was doing a challenge which required getting 2 wall-passes and 2 wall-diving touchdowns to win. As such, running to the wall, passing, and then diving into the endzone is the fastest kind of play I could have done there. As far as the 2-point conversion plays go, the delay was probably there to manipulate the next play to be more favorable for me. A lot of times, a delay of a frame or two can make a big difference in how far into the endzone you throw the ball. However, this doesn't make very much of a difference in how soon the player can catch the ball. How favorable of a play the computer calls on defense there is also based on the results of the last play, which in turn has to also be manipulated a lot to prevent a cutscene from playing after scoring a touchdown.
Lobsterzelda
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ThunderAxe31 wrote:
If the timer bug in level 11 was fixed in other versions, why not using the Japanese version? Wouldn't that save time?
The difficulty in the Japanese version is reduced enough that most people would probably prefer the USA version instead. Also, the BuzzBall moves slower in level 11 in the Japanese version of the game, which means that some of the time-save from not game-overing in level 11 gets negated by the level itself taking longer to beat (you can't fight the boss until the BuzzBall travels to the end of the level, which takes longer in the Japanese version as a result of the BuzzBall moving slower).
Lobsterzelda
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Nice improvement! The size of the time save gained via improved movement and better routing is surprising, considering how short this game is. Unfortunately, the horribly obnoxious music and long autoscroller section at the end act as an anchor that weighs down the entertainment value of the movie significantly. Nevertheless, I find the movie entertaining to watch as a result of the clever use of death warps throughout the game to save time, coupled with good routing (the fact that the TAS is so short also helps, since if it went on any longer, the music would make the video even more unbearable to watch). As such, I'm voting yes on this - this TAS deserves a nice spot in the back of the vault, where no human can ever be hurt by this game's atrocious quality ever again!
Lobsterzelda
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EZGames69 wrote:
here is your comparison encode, with the frame counts and comparisons per sections that I see fit.
Looks great! Thank you for taking the time to make this! I've updated the submission text to include a link to this encode in place of the level-by-level comparison encode that I originally had in my submission text.
Lobsterzelda
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EZGames69 wrote:
Sorry for bumping this old submission, but I am noticing an issue with music. The stage 1 theme appears to be un-able to play more than one note at a time, I am not sure if this is an emulation issue or if some options setting is the cause. Does anyone know why this is?
I'm pretty sure this is caused by alternating pressing pause on player 1's controller and player 2's controller every other frame, which prevents the game from ever really pausing but messes up the stage music. The submission text says it manipulates level 1's music, so I'm assuming that this is what was done.
Lobsterzelda
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Amaraticando wrote:
Don't ever let the State lock you down, specially if this procedure is not predicted in the law and the disease is not that bad as they said. ...don't stop going out, don't stop making exercise or walking under the Sun. Your body will need solar light.
In pretty much every country in the world, the state has the power to enforce a lockdown as a means of controlling a fast-spreading disease. I don't know of any country whose laws prohibit this. The closest I could think of to a country like this would just be a country which is so weak that it can't enforce its own laws (ex. Somalia). As far as whether or not the lockdown is justified for COVID-19 in particular, however, that depends predominantly on the location in question. More specifically, the rate of infections, the availability of ICU beds, and the number of contact tracers per 100,000 residents is the best way to determine whether or not a lockdown should occur. With respect to Brazil, it would definitely be a good idea for the country to go into a more strict lockdown. Cases throughout the country are occurring at a rate which far exceeds the capacity of Brazil's healthcare system, and the number of cases is still growing exponentially. The virus is always 2 weeks ahead of how bad it looks due to the incubation period length, so the actual situation in Brazil is probably much worse than it seems on face value. This was the case with both America and Italy, which both saw the height of their outbreaks occur some weeks after the start of their full lockdowns. Getting sunlight is definitely a good idea. However, anyone going outside should be sure to not go within 6 feet of other people, so as to avoid spreading the disease. Beyond that, people need to avoid social gatherings as much as possible for the time being. While this is certainly a difficult task, it's necessary in order to protect the greater good. Also, on an unrelated note, even if a person is young and not part of an at-risk group, they still shouldn't ignore lockdown measures. While they may be able to handle getting infected, the average person who is infected with COVID-19 spreads the disease to 3 other people before they get better. As such, within a few weeks time, many elderly and at-risk people who had no contact with the original patient zero will have gotten sick or died by the time that the infection is traced back to its source. Above all, listen to the advice of epidemiologists who are experts in the field. These people have spent their entire lives training for exactly this scenario, so they are better equipped to deal with this than anyone else is.
Lobsterzelda
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I'm glad to hear that you guys were entertained by this movie!
EZGames69 wrote:
I forgot to ask, would you like a level by level comparison?
Yes. If you're able to make a level-by-level comparison video for this TAS, I would greatly appreciate it!
Post subject: Updated Battletoads 2 Players Warpless TAS
Lobsterzelda
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Hi everyone. I've finished making a more entertaining version of my Battletoads 2 Players Warpless TAS. As such, I have cancelled my original submission, and have submitted a new movie here: http://tasvideos.org/forum/viewtopic.php?t=21884&postdays=0&postorder=asc&vote=viewresult&start=0 I hope you enjoy watching it!
Post subject: New Battletoads TAS
Lobsterzelda
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Hi everyone! I've finished making a more entertaining version of this TAS. As such, I have cancelled this submission. My new submission for the game can be found here: http://tasvideos.org/forum/viewtopic.php?t=21884&postdays=0&postorder=asc&vote=viewresult&start=0 Thanks to everyone for all of their advice about how to improve this TAS. I hope you enjoy the result of my efforts at improvement!
Post subject: Battletoads Update
Lobsterzelda
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Hi everyone! I am writing down here to give y'all a quick update on what I'm doing with this TAS: I have decided to go back through my TAS and make the sections that have downtime more entertaining. I have already added entertainment and resynced the first 5 levels of the game, so each level takes just as long to finish as the TAS submitted here. I wanted to get some audience feedback in advance before I reach level 7. More specifically, is including the message that I do in the level worth the time? Or should I scrap that to do something else? In case you didn't notice, at 9:22 in my encode of this submission, I spelled out "Lobsterzelda was here" on the screen using the movement of the toads' jets.
Lobsterzelda
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P.JBoy wrote:
I'm hyped to see an improvement to the existing run, this is my favourite category for sure; having watched the run though, I was pretty disappointed. Unrelated to all the above: are we open to considering the PAL version of this game for two-player runs? Seems silly to wait for player 2 to game over on level 11, and then we don't even get to see a two-player playthrough of that level...
Since PAL runs at 5/6 speed to NTSC, a PAL run of this category would finish in about 22 minutes. As such, it would be much slower, even ignoring the 10 seconds of time gained from not gameovering. However, the Japanese version of Battletoads runs at 60 fps and has the glitch in level 11 fixed. As such, a Japanese version of this TAS would finish in about 19 minutes and 16 seconds (Assuming the Japanese version doesn't patch any major glitches used in the USA version TAS). ------- In the meantime, I would like to request that this submission be set to delayed while I determine what the best course of action is going forwards. A general consensus that has emerged here is that a lot of people found this run to be much less entertaining than the TAS it obsoletes. In attempting to obsolete any movie, besides trying to be faster, I also try to make the movie more entertaining than the original movie (or at least, to not make it less entertaining than the original movie). A middleground to all of this is that I could attempt to create a run of this category on the Japanese ROM of the game. A lot of sections (except for RNG heavy ones) could probably be copy and pasted from this TAS, and pressing random garbage inputs like select can manipulate RNG, so it's possible to force a desynced run to eventually sync up as well. One thing I could change, however, is that sections with lots of downtime like Karnath's Lair could be made entertaining. It's possible that I would lose 40 or so frames in this section from not manipulating the snake head animation, but this is a relatively negligible time difference, and it's possible that careful movement could result in most of the frames saved in this TAS's level 6 being saved in a new level 6 TAS. However, before I consider doing this, I think it's worth discussing whether or not the level 3 and 5 level-end glitches should be used in a warpless run. In my opinion, since these glitches have the ability to warp anywhere in the game if manipulated correctly (including the credits), using them to just skip ahead 1 level for a warpless category seems arbitrary to me. I mainly included these skips because the current 1 player warpless TAS uses turbo tunnel skip, so it seems to be required to get the fastest time in a warpless category. I would like to put this up for further discussion, however, before I press on further. I am open to suggestions, so let me know what y'all think! EDIT: I did a little bit more research on version differences for Battletoads. As it turns out, the Japanese version has substantial differences from the American version of the game. Several difficult sections either had enemies removed, or had the health of enemies reduced. Additionally, certain jumps in the turbo tunnel section were made much easier, many spikes in Arctic Caverns were removed, and the BuzzBall in level 11 moves slower. The net effect of these changes would probably be that the Japanese version would be faster than the American version, since most of the bosses take less hits to kill. However, this does cause certain issues. Namely, if a game has an easy mode and a hard mode, a TAS is supposed to play on the hard mode. While this isn't technically 2 "modes" of a game on a single cartridge, the Japanese version of Battletoads could be thought of as Battletoads on "easy mode," since the changes that were made to the game were done purely to reduce the game's difficulty.
Lobsterzelda
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EZGames69 wrote:
Just from what I’m watching, I’m a little disappointed that you didn’t do any playaround with the snake are for example. That was what made the old movies so entertaining to watch. If they were in this new movie I would have suggested this for stars honestly. Still I’ll vote yes.
Fair enough. I guess when I was making the snakes I was really focused on finding the fastest movement to save the most frames in snake-movement, so I didn't really pay attention to adding any playaround stuff. Theoretically, I could probably still add some playaround stuff to level 6 without creating a desync (pressing select or other meaningless inputs seems to also change RNG, so any potential luck issues could be solved by checking to see which RAM addresses are different at the start of the next level, and doing different inputs until they change). However, I would only do this if a couple of people are interested in me doing this. Also, as far as the comparison video goes, what exactly did you have in mind? Would it be a level-by-level comparison, or a start to finish comparison?
Post subject: 2 Players Warpless TAS Submitted
Lobsterzelda
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It's finally finished! The submission for the new 2 players warpless TAS by me and Feos is done! Thank you to everybody who helped me to complete this TAS. The workbench thread for this submission can be found here: http://tasvideos.org/forum/viewtopic.php?t=21861
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