Posts for Lord_Tom

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Lord_Tom
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Joined: 5/25/2007
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Location: New England
Hopefully this is the right thread for this sort of problem, but this is what I get when I try to play Pitfall II - Lost Caverns (1984) (Activision) [!].a26 on BZ 1.4.0: :( I read this game cartidge has some custom features which I'm assuming aren't emulated correctly (or at all), though I'd love to hear it if there's a way to play/tas this title.[/img]
Lord_Tom
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I used Lua and Java to crank out a "complete" map! It's about 4 MB so may look blurry or not load in some crappy viewers. I call it "complete" after 600 sections because I estimate one would reach 1 million points at around 560 sections of TAS play.
Post subject: River Raid
Lord_Tom
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I've been working on River Raid for the past couple of weeks and I think it has the most potential for an entertaining TAS out of any Atari 2600 game I'm familiar with, plus it was my favorite game. (25 years after I last played the game, I still remembered all the point values...) The game finishes at 1,000,000 points, which human players (a VERY few have done this!) report takes about 3.5 hours, though at TAS speeds I calculate around 1.5 hours. I'd like to ultimately write a Lua script to play through to 1,000,000, since hundreds of hours of my childhood demand a video of this game being annihilated start to finish, but the decision making can be very complicated, so I doubt it'd be all that close to optimal without bringing in a team of AI PhD's. So for now I'm trying for a goal of 'fastest 100,000', which should be about 9 minutes of gameplay and about 60 bridge sections/levels. This last is important since the game stops getting more difficult (fuel more scarce) at level 48, so in a run to 1,000,000 nothing would change from levels 48-~600. Here's my WIP of the first 16 sections.
Lord_Tom
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I'd like to do the other cups in Time Trial mode, though will probably experiment with the Death Race and GP first to see what's most appealing (both to the audience and in terms of being fun to do). Incidentally, I'd welcome help if anyone's interested in a collaboration...
Lord_Tom
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Nahoc wrote:
YES vote. Loved the run and nice submission text, too!
CoolKirby wrote:
I also really enjoyed the submission text. Despite being an F-Zero Xpert, you explained everything well enough so that it made sense to someone with no experience with this game (like me). Thanks for that, Lord Tom.
Lord Tom <-- secretly very proud of his submission texts :D
Lord_Tom
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I definitely respect the opinion of those who'd like to see all the tracks, or to see GP mode done. I think it was important, though, to put this submission in to get some feedback and gauge the audience for future efforts...it would suck to spend 5 years doing 24 tracks on time trial if everyone wanted GP! I think for me it would be interesting to try a track or two on GP and just see how it works balancing advanced techniques/speed against managing the AI opponents. And I agree that SM64 comparisons don't fully apply. SM64's forum topic has 500k views, vs 12k for F-Zero X. To be sure, truly massive TAS efforts such as the recent SM64 120 stars run can and have been done, but I think widespread, enthusiastic audience & TAS'er interest is a prerequisite, so it's a tough standard to apply to less popular games. All this aside, thanks for watching, all!
Lord_Tom
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Big yes vote. Great style and optimizations, I also loved the spinning on the final boss, and the area 7 skip with the door glitch was very zany and unexpected. Good job!
Lord_Tom
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Apologies if my amateurish encoding attempts are not up to scratch; I'll happily replace with a better one if/when available. Enjoy!
Lord_Tom
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Bummer to hear about MrFixIt...hopefully all will settle out with a new domain name and not much will change. I can definitely imagine the death race being difficult to TAS. Since it's so short, maybe I'll tackle that after I finish the Jack Cup (just finished lap 1 of Port Town).
Lord_Tom
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Thanks, scepheo. Sounds like from people's comments that the 'single-cup' approach is worth a try; I'll knock out Port Town in the next couple weeks (hopefully) and put together a submission. In addition to the 4 cups in time trial, one could also do the death race: http://www.youtube.com/watch?v=Shit8eVjBug I believe this was done by the tasvideos user xenos, not sure why never submitted but pretty impressive!
Lord_Tom
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I uploaded a wip of the 1st five tracks. Encodes for individual tracks are up on my YouTube channel. I'll probably submit once I finish the last Jack cup track...see if there's any interest in handling racing titles like this with many individual tracks that can be tackled in any order a bit differently from 'must play entire game' normal games. It's difficult to imagine someone wanting to a) watch all 24 tracks in sequence rather than a few at a time or b) want to tackle improving a potential run and having to complete all 24 tracks to do so. Individual level tables, like at SDA, or individual-cup (6 tracks each) seems a lot more appealing both content and execution-wise IMO.
Lord_Tom
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TAS of Sand Ocean 1 done in 48.570, fast lap of 14.081: http://www.youtube.com/watch?v=rNyZYzFzMFg&feature=youtu.be
Lord_Tom
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Made some progress on Sand Ocean, the 3rd track, finishing the 2nd lap over a second ahead of JKT's TAS: http://tasvideos.org/userfiles/info/1879834403753105
Lord_Tom
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Basically, the game thinks Samus has entered a door (and starts the appropriate animation) if Samus' position enters within a certain box. Ordinarily, the door must be open for Samus to get into the appropriate position. However, in this case Samus is able to push into the right position just as the door comes into existence - actually IIRC the fastest entry pushes right for 1 frame, causing Samus to get ejected from the door to the left, thereby hitting the trigger.
Lord_Tom
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Just saw this...great new zipping glitch, that was a shocker!
Lord_Tom
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Checkbox/encode status sounds like a great idea if not too difficult to implement. Perhaps for display purposes there could be status icons that go next to the movie name, rather than a separte column - that would make it visible from the front page and main submit page. I guess it's an admin call whether giving encoders edit priveleges is worth it on the forum-clutter issue. It'd be nice to get that communication out of the forums, however it's accomplished, but no big deal - most important is you're able to coordinate your encodes (whether it's "claiming" or not isn't relevant to me as a player/viewer).
Lord_Tom
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I have a suggestion to make the encoding communication less obstrusive for (the majority of) people who just want to see comments about a submitted run: Indicate you're working on an encode by appending to the submission text (like with judging) rather than posting a message. This makes intuitive sense to me as well b/c these messages eg "working on HD encode" are processing-related, rather than commentary on the run itself. Perhaps you could then figure out a standard way to inline the encodes just underneath (or above?) the player's comments -- making for both less message clutter and a more convenient/standardized user experience. Once the relevant encode(s) are posted, that text could be deleted. Just a suggestion...you guys are the best!
Lord_Tom
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TAS Editor - I'm happy that you're doing a GP run of this game, but I'm afraid your current effort won't go far in terms of publication chances here. I'd suggest watching the vids at MrFixItOnline (or even SDA) and trying to incorporate more of the advanced techniques such as sliding, DTD's, air-ground glitch, etc. Granted you have other cars to worry about, but I'd say for a TAS your times should at least be close to the unassisted record - I think in GP mode any of the top-10 players could beat your times on console. Finally, for the strats you use in Mute City and Silence, you'd probably get a faster time with jumper settings since you don't really slide and only do a little railsliding. (of course, using slides with the slider settings would be even faster for Mute City) An alternative (like your earlier wip) would be to do more of a playaround, choosing funny challenges for each track (like killing all opponents, etc) and worrying less about time - but you'd still be well advised to show off some crazy glitches/techniques to make it entertaining. Please don't get discouraged or interpret this as over-critical; this is just what I think would give you the best shot at publication, which is only my opinion and may or may not be your main goal.
Lord_Tom
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Kingcobra52 wrote:
Lord Tom wrote:
SMB3 Walkathon WIP I needed a change of pace (har har) from the SMB3 warpless, so I started a walkathon using Alden's route and rules suggested above (B button used only for accessing inventory and opening chests). This WIP is pretty well optimized, and gets both whistles in world 1. Let me know what you think; I'll probably finish this at some point and may submit if it ends up looking good.
I'm aware this was a while back, but I've just now noticed the new discussion on the smb3 walkathon run. Glad to see my analysis/attempts haven't been forgotten. :) This WIP looks pretty good and I'd be interested in seeing it complete. Doing a comparison though, my world 1-1 turned out to be 3 frames faster likely due to corner boosting. I haven't compared 1-2 yet, but if you decide to stick with that route you can use my attempt to compare the first two levels at least. (this WIP was for the 1,2,6,7,8 route Alden mentioned before) Good luck.
I redid World 1 using corner boosting (actually got 1-1 6 frames faster IIRC) but bad randomness in the 1-3 and 1-4 area cut into the savings to the point that it wouldn't save time against the 8-T1 hammer brother frame rule. I'm currently nearly done with 8-F, will finish/submit this sometime in the next few months. In my preliminary testing, Bowser is going to be the big challenge...have to manipulate him to take the shortest pattern over and over again...
Lord_Tom
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Completed Silence I, about 0.08s ahead of JKT's prior TAS - identical strats but better optimization. I'm going to redo the landing on the last jump and try to post an encode/youtube. http://dehacked.2y.net/microstorage.php/info/1547203467/Lord%20Tom%20FZeroX.m64 1/3 through Jack Cup...it's getting (a little) easier! EDIT: http://www.youtube.com/watch?v=tWaq-QMxqRc Final time for Silence I 0.59.757
Lord_Tom
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Thanks. :) I'm currently building the wip as one big TAS with all the tracks. Personally, I think the "course table" approach at SDA makes a lot more sense for this game, but in prior discussions the community seemed to require one big run. One thought would be to do each cup separately, ie 4 6-track runs...not sure that would garner any more support though. While I'm at it, if anyone knows how to do the little jump JKT does on lap 1 of Silence 1 using Twin Noritta/jumper, that'd be a big help. My attempts so far just fling me off the edge or land on the track but without gaining any speed. :-<
Lord_Tom
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Game: F-Zero-X "time trial" (N64) Author: Lord Tom Status: Working on Sand Ocean (3rd track in Jack Cup) Discussion Link to video
Lord_Tom
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Got another 0.3s off by tightening up lap 3; new time is 1:03.07. Onto Silence 1! http://dehacked.2y.net/microstorage.php/info/696773232/Lord%20Tom%20FZeroX.m64
Lord_Tom
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It only took 20k re-records, but I finally beat the unassisted WR for Mute City 1! In my defense, a totally new strat was developed and several new marks set after I'd already put a ton of work in. This run makes use of the "Air Ground Glitch" to float around during lap 2 in such a way that I can refill life while in the air. The major improvement vs the WR is the end of lap 2, where I take a curving dive to skip the loop, then bounce off the track back into the air to skip the first quarter of lap 3. I daresay this strat would be all but impossible unassisted, but I'll never say never. Skipping the loop like that requires very particular positioning of the dive; further optimization could dive from higher up/further away and get more speed; lap 3 is also totally unoptimized - once I got the end of lap 2 working I just wanted to finish and see what time I'd get. Time (NTSC): 1.03.367 (WMJ's record is 1.05.395) http://dehacked.2y.net/microstorage.php/info/1825758785/Lord%20Tom%20FZeroX.m64
Lord_Tom
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Wow, that was a great watch. The huge frame rule for Birdo on 1-1 had seemed like an absolute...nice work wrecking it! I couldn't find it, but I think I recall a "Least likely to ever be obsoleted" thread where the published run was named by adelikat. All the more impressive!
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