Posts for Meerkov


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I didn't see the script linked in the description, but to me it sounds like this used a breadth first search strategy. While RAM has certainly gotten cheaper over the years, my bet is you could also use a more efficient algorithm. 3-SAT, sounds honestly more complicated than necessary. I'd suggest something like A-star rather than BFS.
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Nice run :) I'm not sure if you know, but you can use the R and L bumpers to tilt the table. This might let you make some shots that you had to take a few tries to line up.
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On level 1 it looks like you go backwards at the end to get the pin. Does that cost time? In level 2, when you hit the top of the finish line, does that cost time? Might be nice to add a sentence about that in the description because I wasn't sure. Neat video
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While I agree the other movie is entertaining, I'm not sure we should be comparing a playaround run to a simple any% run... I don't really think that's fair. The two categories optimize different things. While the playarounds are cool, they often are *really long and honestly kind of boring after the first couple of images*. A pure any% speedrun without trying to draw silly pictures will tickle a different kind of entertainment factor. That said: Spikestuff is correct, that it looks like this is not yet approaching optimal speed. My gut feeling is that I'd rather see a suboptimal run accepted, and later beaten, than to see no run at all. But I think the precedent tends to be: if the staff beat your run, they reject it out of hand and suggest coming back with a more optimized run. I'd rather the staff could give a clear "if you optimize better, we won't reject you for game choice", which I think is a bit unclear after the last message whether the game would be rejected out of hand or not.
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So, firstly, I'd like to say: I think this should be published (to the vault). I don't like the policy of rejecting games just because the aren't interesting. That's a total conflation of audience reception into the judging of the vault. The vault is not supposed to care about audience reception. Barney H&S is one of only ~900 games published for the genesis. These games were bought and played by many of the same people who would have owned star-tier games like Sonic. While the movie may not be entertaining, the game certain deserves a place among other ho-hum platformers. However, I would go a step farther and suggest that this needs a branch of "No-Autoplay", and we should also accept the null-input run as the any% record. While the "null input" has been rejected as trivial (something I disagree with...), this branch (whichever it is accepted to) must implement the no-autoplay rule or else the game will end up in a pickle. Consider this: you can walk right on the last level, and simply end input 1 frame earlier. Barney will do a little jig and then walk the rest of the way by himself. This adds ~25 seconds of video, but wins the any% category against this video. Or, you could end the input 3000 frames early, and get a similar additional amount of seconds of video after end of input... You can see how this would inevitably push people to simply end input earlier and earlier, until we get back to the null input submission (which again: I think we should revisit and accept). However, if the judges are still not convinced about allowing a null-input run, then the rule for this game must simply be that *any* amount of auto-playing is illegal. Which is a weird constraint on any%, but it's better than no submissions accepted at all.
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One problem with writing the entire writeup as an extended series of jokes is that it becomes hard to understand what actually is occurring here... If I remember correctly, can't you simply not push any buttons and the game plays itself? What is the reasoning behind not letting the game play itself? Is this intended as a different branch or something?
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Kind of an interesting run. Message for future runners: the optimization here isn't perfect. The "door trick" is often not good, as it results in losing momentum. Unfortunately, at least the places I looked, I wasn't able to use the momentum to gain any frames, due to other issues with having to wait for enemies or traps to get out of the way. But I think there are still frames to be saved in this game.
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It's difficult to resync the movie to mGBA, but from what I can tell, I think the first level can still be faster.
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Stupendous work 100th_Coin. Great write up as well! I feel like most people, even trained programmers, struggle with assembly. But your writeup hopefully will make this awesome glitch a little easier to understand, or at least appreciate, to the rest of us :)
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Looks good. One question: At 3:45, there is a long hallway and you go diagonal towards the wall before strafe-boosting. Would it be faster to go directly to the wall (left), instead of diagonal? Nice run
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Nice run. If you can get the sub, you can save like 15 seconds. That's probably enough time that doing some kind of modification to the route is possible. You can see my TAS of the boss fight with the sub here https://www.youtube.com/watch?v=TTVxBbBU7sU Sync the videos so they both start at "POWER LEVEL RAISED", and you can see that my TAS using the sub gains about 15 seconds on this run. (unfortunately, I started about a minute behind because I had to do the bonus game).
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I don't agree with this one's acceptance 8 years later. Another vote for Bizhawk.
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For example, there are other similar games. In FILA Decathalon, in the discus throw, the "fastest" completion arguably would be just dropping the discus. That's not very interesting. https://www.youtube.com/watch?v=lLte-pQZ0-0 So for games like that (and this one) going for highest score is probably a better goal.
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lapogne36 wrote:
TIL the name of this RNG algorithm (pretty common for RPGs), not sure why it's "bad" though.
I'm assuming they mean it's "bad" in the sense that it's bad compared to other RNGs when evaluating them on what makes RNG good. A good RNG does not allow someone to determine the next number by knowing the previous results. A good RNG has a good distribution of all possible outputs. Etc. This RNG doesn't have those qualities, so it's bad by that measure.
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I remember looking at the current run and thinking "I bet I can improve this", and then the game got desynced, and I was like "nah". Thanks for realizing the improvements I was pretty sure were there.
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Hi, just wanted to say that I'm aware of the 4 frame improvement from Spikestuff, but I don't have more time to put into this run, so it's submitted as is, though Spikestuff is welcome to join as a 3rd author on this run ;)
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Very cool glitches. Some thoughts on improvements (?) 1) I'm somewhat amazed by the glitch involving the door spawning in a wall. Why can't that be used on the "no change" levels? My guess on what is happening: The door is loading early (?) when you scroll glitch twice. So if you scroll glitch in the right way, you might be able to spawn the door that is normally at the end of the corridor into the beginning of the corridor, just like that wall in level 14. It's just a guess, but something about it seems plausible to me. (I'm guessing level memory wraps around normally) 2) I understand that the staircases load you into "glitched" areas. Just like in other NES games with similar glitches, those areas are actually just data that isn't intended to be level data (such as enemy positions, HP values, etc). Depending on *where* in memory that is, that means you can actually control the *content* of those glitched worlds by manipulating enemies/hp/item spawns/etc. This kind of glitch has been shown to completely destroy games like Megaman/Mario/Zelda/Metroid... I have the feeling that between these two glitches, there should be even more giant skips left.
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Watching the 2012 run was clear there was improvement to be had. The 2016 run capitalized on it. The 2020 run leaves me impressed that this is probably close to optimal now. Yes vote.
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Vote no: Movement isn't optimized, and I'm not convinced that the goal makes sense. "Fastest time to trigger (X) glitch" is a weird category. My guess is that something like this is happening: It's probably causing a stack overflow, and then triggering a reboot. Maybe someone could dig more into the glitch and see if the glitch can be more-precisely controlled to, for example, jump to the credits. But as it is, this movie is more like a glitch-demo than a TAS. I've used the debug mode in Sonic many times, and it's pretty fun. On the surface, it's fairly limited to just spawning items and zipping really fast, and I would be interested in seeing a run where someone really dug into the tech here and figured out what was possible.
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Current RTA world record any% is just about 1:32 now. And it still has mistakes in it. https://www.youtube.com/watch?v=ayr8P53g7sA I'm guessing TAS would clock in around... maybe 1:20-1:25. Unfortunately, it doesn't look like there is a lot of skips or fancy tech... It's like a non-stop collect-a-thon.
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I vote meh on my own movie. Also, I don't know why it thinks the movie is 19:57.48. It is pretty clear on youtube that the last input looks like it's around 19:47.
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Yes, I updated from 2.3.2 partway through this run.
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As far as I know there isn't a benefit to two players since the ball is only in one place and you can easily move the bottom paddle to where you need it.
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I'm coming for your Moon.
When a game has multiple difficulty levels, it is preferred to play on the difficulty that would make the most interesting and entertaining run. Usually, this is the hardest difficulty, and as such it is the most preferred choice for a TAS. However, there are cases where harder difficulties do nothing but add repetition to runs
As far as I know, hardmode only adds ~6 seconds worth of menuing to the front of the run... and pretty much that's all (you get less time to finish each level, which is meaningless in TAS). I'd put my vote for not using hardmode, but I thought I'd ask before I get too much deeper in the run. There are only ~40ish levels, so you'll only get 2 of those seconds back. AFAIK it doesn't change enemy health, or spawn new enemies. Any opinions on hardmode vs normal mode? My gut feeling is menus are boring, and that's all you're actually getting with the change.
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Hi, that file doesn't show it... and loads from a save which isn't very helpful. Edit: I played around a little bit on that screen and I was able to do it (Bizhawk 1.11.6). I clipped about 16 pixels below the normal ground (just below the yellow bricks) and was able to continue walking. You can fix the movie above by jumping 1 frame earlier to get the glitch to work.