Posts for Lobsterzelda


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Lobsterzelda
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You have a huge amount of blank input at the end of your TAS, so I can't tell what the final time for this should be. Also, you should always spend at least one full day TASing a game before submitting it. If you submit a TAS in less than a day, you're doing something wrong (which you are in this case). Given how quickly you submitted this and how low your re-record count is, I can almost guarantee that this submission could be over a second faster (ignoring the blank input frames at the end). Remember, all it takes to be a good TASer is to have patience and persistence; All it takes to be a bad TASer is to not have patience and persistence. There is no difference in innate skill or ability that separates the two.
Lobsterzelda
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SonicFan53 wrote:
Thanks, Lobsterzelda :D
You're welcome.
Lobsterzelda
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SonicFan53 wrote:
So, I've decided I'm gonna TAS a game, but I wanna start with a relatively unoptimized one, or one that has yet to be TASed. Does anyone have a recommendation? Ideally one that can be done on BizHawk.
You could TAS Cabbage Patch Kids for the Atari 2600. The game doesn't have a published TAS, and there has only been 1 submission made of the game to the site, which wasn't particularly optimized. To see the movie that was posted (and the issues it had), look here: http://tasvideos.org/forum/viewtopic.php?t=21064 Also, this game is only 2 and a half minutes long, and can be TASed on BizHawk.
Lobsterzelda
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Snodeca wrote:
Also, I want to apologize for being a dick. I should have just asked for an example but I wasn't thinking ahead. I hope you're not hurt by my posts ^^; (Although I personally still do think I'm bad at autoscrollers so that part wasn't a lie but that's subjective and thus shouldn't matter.) Ok yeah looking back at my first post I was definitely being a dick considering that's not how I normally am. Sorry ^^; You still did put some effort into the entertainment so my thank you was a genuine thank you, by the way. I was half-expecting not to receive anything back.
Based on this post, I am retracting my retraction, and am reasserting the beliefs expressed in my first post in this thread.
Lobsterzelda
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Snodeca wrote:
Hello! I must say, this is quite the timing! I recently started working on a Super Mario World "No Fire Flower" TAS, and I just reached the autoscroller in the first castle level. You see, I am not good at entertainment. I always look so bad! :( So, I wanted to ask; could try to do it? It would be very appreciated! Here is the .bk2 file, if you need it: http://tasvideos.org/userfiles/info/61545395818472878 It's at frame 10,000!
Well... it looks like I was wrong. I guess there are TASers who don't like TASing the autoscroller sections of games for entertainment. I retract my original claim.
Lobsterzelda
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This would be like me volunteering to accept a superbowl ring on behalf of an NFL player if they win a super bowl. It really doesn't make a lot of sense, since the player has nothing to gain by accepting this offer, and it would deprive them of enjoying the fruits of their labor.
Lobsterzelda
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Purely from a technical standpoint, I think that my NFL Street 1 TAS is more complex, and should be the published run of the 2 of these (if one has to be chosen). For one thing, in NFL Street 1, all games are done with a team with almost no skills, whereas in NFL Street 2, after a few games, I have a team that's as good or better ranked than most of the NFL teams. NFL Street 1 is also a more well known game, so I would prefer that that be published over NFL Street 2, which is more obscure. As an aside, i've been informed recently that there is a harder difficulty mode that this game can be played on. On the harder difficulty, you only need 2 touchdowns to win each of the first 6 games instead of the 3 touchdowns that you need on the mode I played on. This means that in addition to there being a harder difficulty I could have played on, the harder mode would actually be about 1-3 minutes shorter than my current TAS as well. Anyways, that's my opinion on this decision.
Lobsterzelda
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Is this submission actually faster than the current Sonic publication is in this level?
Post subject: Battletoads Improvement
Lobsterzelda
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Hi everyone. I just wanted to post a quick update with what's been going on with the Battletoads 2 players warpless TAS... After it was pointed out to me by AIVV73 that I could save over 150 frames by doing the void jump trick in level 3, I decided to go back and re-TAS the earlier parts of the game. I also decided that since I was basically starting over that I would switch to using BizHawk to make this TAS. If I recall correctly, I got the inputs for level 1 from Alyosha's WIP of the game, which in turn got its inputs from Feos's TAS of the game. I re-TASed the level 1 boss since the RNG was different there, however. The first half of level 2 is also Alyosha and Feos/Samsara/Meggusah's TAS of the level, but about halfway through the level everything completely desynced, so I had to re-TAS the second half of the level. I TASed level 3 myself, though I looked at Meggusah/Feos's game-end TAS to see what movement strategies were used there to quickly kill enemies. As a result of all of these efforts, here are the new timing results as compared to both my original WIP I posted for the game a few weeks ago (which used Alyosha's WIP for the first 3 levels), and compared to AIVV73's WIP of the first 3 levels: Level 1: I finished this level exactly tied with the original WIP. I was also 4 frames faster than AIVV73's TAS of this level due to a faster boss fight. Level 2: I finished this level exactly tied with the original WIP, and finished the level 64 frames faster than AIVV73 did due to better lag management. Level 3: I finished this level 162 frames faster than my original WIP due to the use of the void jump trick at the end of the level. However, my level 3 was 28 frames slower than AIVV73's level 3. I looked through the level, and found out that all of my timeloss compared to his WIP was from time spent waiting for the rat enemies to fall from the ceiling, which are on a global timer. For that reason, I don't think it's possible for me to finish this level as fast as was done in his WIP, but it could be that there's something I'm missing. All told, this WIP is 163 frames faster than Alyosha's WIP, and 40 frames faster than AIVV73's WIP through the first 3 levels. I'm planning to leave this here for a week so that people who are good at the game or interested in this TAS can look at what I have, and see if they can find any timesaves. However, after a week, if any small timesaves of a few frames are found in the first 3 levels, I'm not going to be going back to re-do those levels, since battletoads is a very hex-unfriendly game, and re-doing earlier levels will probably involve a lot of work to re-sync everything that comes after that. EDIT: I just found a way to save 15 frames in level 3. Disregard the above WIP. I should have an updated version posted within 30 minutes to an hour. DOUBLE EDIT: I saved the extra 15 frames in level 3. Here is an updated link to my TAS: http://tasvideos.org/userfiles/info/61269677130913745
Lobsterzelda
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Slowking wrote:
evilas wrote:
andypanther wrote:
Isn't this new route kind of bad for a TAS due to the different timing method? You warp to the very first part of the credits, which means that some textboxes will have to be cleared, while the previous route skipped them.
This isn't a new problem, though. The previous non-ACE route warped to Ganon and it had the same issue - people just cited both times iirc
There could be a problem with this though where the runner has to decide between different routes. One that is faster according to RTA timing, the other according to TAS timing. In which case, which route should one chose?
With access to TAS tools and precision, there's probably a setup that's almost identical to the current setup except being a few frames faster or slower which would warp to a portion of the credits after the last cutscene. A TASer of the game would have to find a setup which works to do that, though one almost certainly exists.
Lobsterzelda
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Whoah! The holy grail of Wind Waker speedrunning! A way to actually clip through the barrier and skip it! When barrier skip via unloading the barrier was found, I figured that was as good as it was going to get, and nobody would ever find a way to directly skip the barrier without corrupting memory to prevent it from loading. But here we are!
Lobsterzelda
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Lol. That was one of the more entertaining Atari 2600 TASes i've seen. Yes vote!
Lobsterzelda
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So I just did a more precise frame count, and found that from the start of the level up until the checkpoint being activated before the long underwater section, I saved exactly 70 frames compared to the 2 player Warps run on the terra tubes level. For now, I'm having some trouble getting the actual underwater section optimal. My current best attempt loses 30 frames from the time that the checkpoint is activated to falling back in the water after the first section where you can run on land again. Optimizing this seems like a pain, least of all because I'm not even sure what the optimal movement is beyond holding A for 24 frames and then releasing it for a frame. I guess just like with casual gameplay, water sections are always terrible to play through... Edit: Here's a link to a userfile movie of what I have so far: http://tasvideos.org/userfiles/info/61031821125173388
Lobsterzelda
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feos wrote:
Lobsterzelda wrote:
http://tasvideos.org/userfiles/info/60945646847026200
That movie doesn't work at all (in addition to having me and MESHUGGAH as authors and having some suspicious rerecord count).
Sorry, I'll make a userfile submission of this movie that works once I finish TASing level 9. Actually, I've saved about a second in the first segment of the terra tubes level just from lag reduction, so I'm hoping to be able to save even more time in the rest of the level... I just have to be able to figure it out how to navigate with the character's Z-Coordinates offset by half a screens worth from their sprite...
Lobsterzelda
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Slowking wrote:
With this it should now be possible to skip slingshot and Ocarina: https://youtu.be/hYXq5NgEWcI
Whoa! Sub 10 Ocarina of Time TAS when?
Lobsterzelda
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Alyosha wrote:
If I remember right the enemy that comes out of the crystal on the screen before the boss is on a very long global timer, nothing you can do about it. Other then that there are a lot of little tricks to battletoads movements, feos is the expert.
I decided to use the inputs from your WIP for the first 8 levels of the game. I also TASed the boss fight at the end of level 8, and posted the resulting WIP here: http://tasvideos.org/userfiles/info/60945646847026200 My question now is, are the levels in this TAS all up to date? In other words, are there any sequence breaks or big time-saves that could be implemented which aren't in this TAS? Also, with regards to the terra tubes section, is the current fastest route through the level the same as is seen in the current 2 player warps TAS of Battletoads? I would very much appreciate any feedback or advice that anyone experienced with the game can provide.
Post subject: 2 Players Warpless
Lobsterzelda
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Hi everyone. So, i've started working on a TAS of Battletoads 2 players warpless to obsolete the current movie. I just finished the first level of the game, and made a comparison encode here showing my movie and the published movie synced at the start of level 1 and side by side: https://www.youtube.com/watch?v=qCHkBhCppMA&feature=youtu.be I lose about 2 seconds on the screen right before the boss, which I'm planning to redo. However, what confuses me is that I also lost about a second before that point throughout the beginning of the level. If anybody has any suggestions/ideas on what I should do to improve things in my WIP, I would greatly appreciate it
Lobsterzelda
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ThunderAxe31 wrote:
One question: why did you play two loops? Why not just one or more than two?
That is a good question, and it took me a while to figure out that the difficulty stops increasing after 2 loops. The most important address to look at is 0X22, which is the screen counter. This counter determines what hazards will appear on the screen, and what the background will look like (the level counter is stored at address 0X41, but changing this has no effect on the game besides changing the number displayed at the bottom of the screen for level number). If you play back my TAS but alter the screen counter to start on the first screen of a new loop (ex. 8 or 16), then it will sync up perfectly, which leads me to believe that the difficulty is not increasing. Furthermore, there are no screens after the end of screen 16 (the end of the second level) that have a new set of hazards/new number of enemies appear on a screen. The reason why the second level is also included is because there is a disappearing platform hazard that appears on the first screen of the second loop which isn't in the first loop. Additionally, on the third screen of the second loop, there are 3 ostriches walking on the ground instead of 2 (as there were in the first loop). After beating the second loop, there is no new content that appears, and no increase in difficulty, so this is where I end my TAS. I followed the convention in my Road Runner TAS (also for the Atari 2600), which was initially rejected for not playing through 2 full loops of the game, even though new content stopped midway through the second loop of levels. Thus, based on this criteria, I believe that the end of the second loop/level represents the best end point for the TAS.
Lobsterzelda
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andypanther wrote:
Two very long TASes of OoT have been published on this site in 2017, an MM one in 2018, as well as various others that never got submitted. I think OoT TASing is doing fine.
This is true, but the longer categories don't have the same level of extreme optimization as an any% TAS would. At this point, probably more than half of an any% TAS would just be cutscenes, and the initial portion of the TAS up to getting sword could be copied from an earlier TAS. That leaves about 5 and a half minutes of actual gameplay to optimize. If a good OOT TASer was interested, they could probably make a full TAS for any% in 2 weeks, with quality good enough that if it were another 3D N64 game, it would be easily published and considered to have amazing technical quality. However, OOT has a higher standard associated with it for any% TASes, so there is a good chance that this would be rejected.
Lobsterzelda
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Another issue that has probably stopped people from trying to make an updated TAS for OOT is that the standard for optimization is so high that, for a given route, a TASer would need to make a TAS that's at most 4 frames off from the fastest possible time for a particular route. It's hard to know when you're TASing if something is really "perfect" or if there's a slightly better way to do something that you just haven't thought of, and nobody wants to spend a month TASing OOT only to find out that they could have rolled somewhere where they side hopped to save 2 frames somewhere in the TAS, and have to start over from that point. The complexity of movement in the game, and the fact that this is a 3D game instead of a simple 2D game like super mario brothers further decreases the likelihood that someone would want to make an any% TAS the game. In any event, I think it will be at least 4 months before any TASer starts working on an any% TAS, since it's likely that new faster strategies for ACE or new route changes will be discovered by then which would obsolete the current route.
Lobsterzelda
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Warp wrote:
But now that the new strat is actually doable on a N64, maybe now somebody would be willing to finally bring the TAS to the current decade (if the major hurdle has always been the need to make it a Wii TAS instead of a N64 one).
Maybe, but a lot of people won't be interested in starting a TAS of the game just yet since it's likely that new strategies/routes will be found to save time over current strategies.
Lobsterzelda
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Chutacoacko Playz wrote:
Some basics of TASing.
No offense, but that's not really how this site works. If the whole purpose of creating this movie was just meant to be an example of how to TAS a game, then this submission should probably be cancelled, since it doesn't meet the criteria of movies that are published on the website, and it belongs in userfiles instead, with a separate thread created for the movie outside of the workbench.
Lobsterzelda
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Chutacoacko Playz wrote:
Lobsterzelda wrote:
It sounds like the 3 of you expected this to be rejected, which makes me wonder: what is the purpose of submitting the TASes that the three of you have submitted? Is it because you wanted to share an entertaining movie of a game? Because you wanted to get something published on the site? Because you wanted there to be a documented run of the game? Or some other reason besides these three? If the reason is that you wanted to make an entertaining movie of a game, then it would probably be better to choose a different game than this one, or to come up with ideas for how to make this game be entertaining to viewers. If it's because you wanted a run published on the site or wanted there to be a documented TAS for a high-quality game, then I have some suggestions I could give you about games you could TAS that would be more likely to result in getting a submission accepted than this game (assuming of course that you spend the necessary amount of time TASing the game before submitting, which should be at least one week).
if it were to get published then it would be for newbie to understand
To understand what?
Lobsterzelda
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It sounds like the 3 of you expected this to be rejected, which makes me wonder: what is the purpose of submitting the TASes that the three of you have submitted? Is it because you wanted to share an entertaining movie of a game? Because you wanted to get something published on the site? Because you wanted there to be a documented run of the game? Or some other reason besides these three? If the reason is that you wanted to make an entertaining movie of a game, then it would probably be better to choose a different game than this one, or to come up with ideas for how to make this game be entertaining to viewers. If it's because you wanted a run published on the site or wanted there to be a documented TAS for a high-quality game, then I have some suggestions I could give you about games you could TAS that would be more likely to result in getting a submission accepted than this game (assuming of course that you spend the necessary amount of time TASing the game before submitting, which should be at least one week).
Lobsterzelda
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Chutacoacko Playz wrote:
Lobsterzelda wrote:
Chutacoacko Playz wrote:
Spikestuff wrote:
A "serious TASer" doesn't complete a movie in 2 hours with optimisation flaws. Stop making excuses.
he used frame advance and stuff
Well, frame advance and save states are the absolute bare minimum needed to make a TAS. Without the ability to control the speed of the game and to perform re-records, the run would basically just become identical to an RTA speedrun, and not a TAS. However, using these doesn't make someone a good TASer or a bad TASer. It just makes them a TASer...
he also used rerecording i bet pancake002's tas that he lost against pancake001 has even more rerecords and im pretty sure slowdown was used
I'm not saying he didn't use tools to make this TAS. I'm just saying it's the bare minimum to qualify as a TASer, and it doesn't make his TAS more impressive knowing that he used them. Think about it this way: I can say that I'm a baseball player if I'm capable of hitting a baseball with a bat, but being able to do that in no way guarantees that I'm a good baseball player.
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