Posts for Mr._Pwnage

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Experienced Forum User
Joined: 6/6/2004
Posts: 223
If you do manage to collect all the rings in a special stage, you get a Perfect Bonus for that, which extends the score tally to the point where it won't matter how evenly split the rings are between characters.
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Metropolis 3 is a vertically wrapping level. Can't you just scroll the screen and pass the rings when they're not in memory?
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Joined: 6/6/2004
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I still think this would be better off playing all levels instead of skipping them, even if you just used the any% route while measuring the run by the number of perfects it gets.
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It lasts until you exit the level (whether by completing it or quitting to the menu), but not beyond that. Notably, it does last to subsequent lives if you die with it in effect, but that much probably isn't going to matter in a TAS.
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Is the final run going to go back and fill in the levels that got skipped? Even if "all rings" isn't an attainable goal in those levels, you could go for as many as are reachable, or even just use "most perfect bonuses" as the measure and run a pure speed route in those levels. The chances of having the run accepted will be much higher if you don't simply hand-wave 4 levels out of the game by using level select.
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Sure they can, but there's no reason to actually use them there over such mainstays as Starmie and Alakazam. None of those Pokemon are particularly fast, and speed is important in this generation because without the Quick Claw, even a TAS can't do anything to avoid spending time on the attack animation from a faster opponent.
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More specifically, in levels with face blocks, Boo doesn't have a form to physically flip the blocks back to red, so what they do instead is trigger Boo's "flips" based on the timer. Specifically, whenever it ticks down to a time that ends in 3, if the face blocks are currently white, Boo will flip them; if they're red, nothing happens and he waits 10 ticks to try again. If you play 1-2 at full speed, you'll end up hitting one of the blocks at 254, and Boo will flip it immediately after you do, closing up the pathway up ahead. This won't work. So instead, by a short, seemingly innocuous wait early on, this slows down the pace just enough so that when the timer gets to 253, that fateful block is in the process of flipping back to white, and Boo can't touch it while it's in the middle of its flip animation. This gives Mario enough time to jump through the gap and move on.
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Kirkq wrote:
Is there any reason it wouldn't technically be a 100% run?
Enemy card collection? (Granted, the only way to max that out requires going through a level 59 extra times, so any run that undertook that goal would easily be rejected.)
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Joined: 6/6/2004
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No, as paranoid as some people can be about Internet security these days, we don't have access to your local hard drive filesystem, and we can't just swipe up files from paths beginning with "C:/".
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Joined: 6/6/2004
Posts: 223
The 10-ring boxes aren't necessary, and you can even take hits and still qualify. But you have some stages coming up that might be a problem: -Aquatic Ruin 2 has some rings embedded in a wall; -Casino Night 2 has a branching path where both branches meet a "point of no return" with rings past those points, so unless a zip is possible there's no way to take both paths; -Mystic Cave has some rings way up in the ceiling that only Knuckles can reach, and only with a very well-timed glide. Special stages have perfect bonuses available too, so keep special stage 7 in mind. Maybe even special stage 4 with its 5-ply triangle at the very end. The ideal of a perfect bonus at every results screen likely isn't possible, but if you want to see how close you can get...
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No, it's based on whether the timer is even or odd. See, Eggman runs his plant on 0.5Hz AC hydroelectricity!
Experienced Forum User
Joined: 6/6/2004
Posts: 223
Bug Bite wouldn't even exist for years after this game, leaving Caterpie with only Tackle for damage--the shot at Alakazam would be quite obviously impossible with that Nerf dart of an attack (never mind you'd be going second anyway--part of ideal battles requires outspeeding all three of your opponents so that it never has to go through any attack animation from the opponent). Apart from going for critical hits (and fixing up accuracy for moves like Thunder, or particularly Horn Drill) there really isn't much you can manipulate from the game. Rentals are so far below the standards of respectable Pokemon that even if there is a set that can blow through all the required fights of a challenge, it's not likely to permit much variance, so you still won't be able to show off the menagerie you might be hoping for. That's speedrunning Pokemon battles for you.
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Even that Mewtwo isn't going to sweep the Prime Cup or GLC in one attack each, and birds in the Poke Cup are even worse because of limited type coverage and the big loss of time involved in having to switch mid-battle. Fissure and Horn Drill are going to result in faster battles than anything else at that level, and 101 battles of that would be straight-up reject-worthy to watch.
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No comboing all of Sky Chase at once to the likes of over 300,000 points? 2:05 is great and all, but this is a travesty!
Experienced Forum User
Joined: 6/6/2004
Posts: 223
Experienced Forum User
Joined: 6/6/2004
Posts: 223
How well does jumping maintain speed for Tails/Eggman U-turns? It's always seemed faster to me, but I don't have a memory address for character speed lying around or anything.
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Doubtful, and I can't imagine any acceptable single-segment layouts that would get anywhere close to that time. The nice thing about Death Chamber, though, is that for both deaths you're already right next to some fire so it doesn't take long (assuming you can manipulate the keys to show up on the first three lives, of course). Contrast that with Pumpkin Hill, which has a huge and inescapable discrepancy between the game time route and a real time route.
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Joined: 6/6/2004
Posts: 223
As much experience as I have with the game, none of it has come in a setting with access to savestates, so I can't speak for manipulating the RNG at all. I'd suspect that it probably iterates every frame at least, and there are very few things I can pinpoint that actually call up random seeds on the fly (among them are digging into the ground for the possibility of an item box reward and/or a skull projectile, and the environmental hazard in Meteor Herd where meteors periodically come crashing down to a random nearby location). The Y button has a use in cycling the action window (read: the current function of B and X) when multiple actions are possible, such as using Magic Hands with Sonic, or putting on Sunglasses or Treasure Scope for Knuckles or Rouge. One more thing I just recalled: On GameCube, in the first life (and only the first life) in any given session at Meteor Herd, players have observed that the first meteor always strikes in the same location, which is a useful thing to know if you want to get hit by it (in mission 2, this has the useful side effect of spawning the back ring, which otherwise requires a significant detour to a falling weight before it can appear). No such guarantee is available in the Dreamcast version. This would suggest that randomness is reinitialized with every new stage start, except that I just went into mission 1 several times to check the piece layout, and got different pieces each time. No idea what to make of that.
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Joined: 6/6/2004
Posts: 223
Hunting items are divided into 11 groups in each stage. Group 0: Item #2 (or B, as the game calls it) locations that are visible in the open. There are 8 slots allotted to such locations. Group 1: Item #1 (C) locations out in the open--since 1 is generally supposed to be easier to find, there are 24 slots for this. Group 2: Item #2 in a concealed location, such as inside a box or other breakable item. 8 slots. Group 3: Item #1 in a concealed location. 8 slots. Group 4: Item #3 (A), usually in a place where you have to dig for it. In Wild Canyon and Dry Lagoon, the player isn't expected to have their dig upgrade; in Security Hall there are no persistent diggable surfaces whatsoever. For these three stages, group 4 is simply filled with assorted locations. In the other stages, there's a special mask on group 4 (as well as group 5) such that even if you can get out of bounds and touch the item's physical coordinates in a glide, it fails to register unless you're actually in the process of digging. 16 slots. Group 5: Item #2 in a diggable location, with the same proviso that applies to group 4. 16 slots. Group 6: More diggable locations for item #3, but these are pointless for most TAS purposes since they're reserved for 2-player mode. Group 6 replaces group 8 during 2-player games, since they don't want to make that mode too hard for casual players who also have to worry about the other player launching special attacks. 8 slots. Group 7: Item #3 that doesn't stay in one place, but rather moves along a path. 8 slots. Group 8: Item #3 in a difficult location to reach (relatively speaking), such as one that's over a void so as to provide very little frame of reference to pinpoint its position, or one that's in close proximity to hazards such as spike balls or fire. 8 slots. Group 9: The preset locations for hard mode. 3 slots. In addition, the enemies are a group, but since they don't use the same object ID as the others, there's no group number to unify them. Nonetheless, certain enemies have flags set to make them a candidate for receiving item #1 or #2, to be released automatically on destruction. The number of slots for this can vary; Pumpkin Hill reserves only 2, while Security Hall reserves 14 of these (but only uses 13). The actual placement routine goes something like this: -Did the player already collect item #1 on a previous life (without having used the Restart menu option since)? If so, keep track of the location they collected that. Otherwise, pick a random location out of groups 1, 3, and the enemy group. -Did the player already collect item #2? If so, keep track of that location. Otherwise, pick a random location out of groups 0, 2, 5, and the enemy group. If this location is close enough to the location for item #1, throw it away and repeat this step--such a location is said to be "locked out". Keep trying until they're far enough apart. -Did the player already collect item #3? If so, keep track of that location, not that it matters for much. Otherwise, pick a random location out of groups 4, 7, and 8 (replace 8 with 6 if it's 2P mode, and if this is the first run though Pumpkin Hill or Egg Quarters, select only from group 4. This makes sure that the player will have to collect their dig upgrade in order to proceed beyond this level.) If the location is close enough to the location for item #2 (and possibly also for #1 as well), throw it away and repeat this step. Keep trying until they're far enough apart. Unlike the original Sonic Adventure (and DX), uncollected item locations are rerolled after each loss of life, making it possible to keep restarting until the closest location for #3 comes up, collect it, then keep dying until the closest #2 comes up (once you have an item in hand, you have to die rather than restart or else you lose that progress), and again for #1 which isn't subject to any lockouts. Ideally for a TAS you should be able to manipulate the random generator on the fly to get all three hits on consecutive lives. If for some reason you want to attempt mission 4, note that the no-checkpoint rule applies there even for hunting stages, making any death indistinguishable from a restart. Speedrunning 4s involves having to roll all three pieces at once, and then from the 30,000-odd configurations that are okay by the lockout rule, hoping to manipulate the single fastest one. The one thing I don't have, preventing the above analysis for being complete enough for TAS purposes, is a reliable metric for "far enough apart". I don't think a simple distance measurement will suffice, since I've observed lockouts at Meteor Herd that cover such a distance that if you applied it to a place like Security Hall, it would likely disqualify the entire stage. I've looked through dumps of all the object definition files, and don't see anything that sticks out as a possible flag for specifying which subsequent locations would be locked out by this one. However, I do see a vague sense of ordering to the items in each group--in Death Chamber, for instance, the locations in and around the red room have the lowest IDs within each group, followed by the blue room, then the green room, pyramid core, and the unaligned hallways and secret rooms after that. So there could be some kind of rule that locks out based on item ID, except that the items aren't uniformly distributed across all the noticeable zones, and assigning the enemy locations (with their varying numbers per stage) to zones doesn't seem feasible at all without hard-coding them as flags in whatever bits are left unused from setting their characteristics as...you know, enemies. Is disassembling executables of this magnitude into a readable state going to be at all feasible any time soon? Because I can't imagine it would be.
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Joined: 6/6/2004
Posts: 223
Competition as in 2-player mode done for a playaround, or as in a video quiz of some kind?
Experienced Forum User
Joined: 6/6/2004
Posts: 223
It takes 2049 miles to get the fastest engine, and even the first lap of track 6 is only 5 miles long. You could get all the race coins and not even be 2% of the way to that mark. Even the longest Circuit mode would only net about 300 miles. Not to mention it doesn't even help unlock anything beyond the mileage-based parts. Stunt mode doesn't even have an odometer, much less count your miles toward unlocking parts. There is no way you're going to get out of using the cheat menu at least for parts, unless you want to claim the #2 spot for longest submission behind Desert Bus. Although, if you do go for the stunt coins, you'll have to get points to unlock tracks 2, 3, and 4 anyway, and then it's just a matter of reaching a bit further to avoid the cheat menu for tracks. And then there's the Super Speed cheat, which is its own beast and can't be replicated by any other means. It should be worth a couple seconds on the grand finale, but no more than that.
Post subject: Boulder Dash 2K3
Experienced Forum User
Joined: 6/6/2004
Posts: 223
Another set done, at least in the sense of every level having a tape. This time around it's BD2K3 (by the same author as Snake Bite), a revamp that's not so much about revisiting Boulder Dash as about using RnD's custom elements for all they're worth in creating cool and funny traps (though a few levels do draw straight from the author's custom-element-free "Ambience Caves" set from the year before, and there are about two and a half levels that retain the "classic BD" feel). For instance, there's a level where you play Space Invaders, but as loose as RnD is it's only natural that you can get credit for destroying the same enemy 80 times, among other things. The demo tapes this time weren't TAS'd, so they aren't very comparable to my times, but cutting the total time in half counts for something (and, I guess, they do at least give a good indication of whether or not my path is much like the intended path). Zipfile is at http://soniccenter.org/sm/rnd/BD2K3/BD2K3.zip ; individual tapes are 000.tape through 042.tape in the same folder, as usual.
LEVEL                          |MY TAPE           |||CREATOR DEMO
# |Name                        |Time    |Featured?|||Time
0  RETRO INTRO                   0:40.16              1:05.70
1  ENTRANCE HALL                 2:56.42              4:57.08
2  KING TUT'S TOMB               3:09.50              5:07.18
3  ONE ROCKFORD AND HIS BOULDER  1:49.68 *            4:42.04
4  AIRLOCK                       1:37.80              2:06.34
5  DIAMOND FACTORY               0:48.14              1:22.88
6  KA-PLUNK!                     1:18.66              1:57.76
7  MAKE YOUR OWN MAZE            0:47.92              0:59.68
8  DIAMOND OBSESSION             0:40.28 *            4:08.22
9  SAND TIMER                    0:42.32              1:05.60
10 WAR!                          0:51.42              2:23.02 (and desyncs)
11 THRILL OF THE CHASE           1:31.70              1:41.02
12 DEMOLITION TRAINING           2:53.36              5:35.86
13 SPACED INVADERS!              1:14.24              3:07.80
14 JAIL BREAK!                   0:48.06              1:51.68
15 ROCKFORD...WHAT A GUY!        1:51.34 *            7:46.38
16 ROCKFORD IN SPACE             3:19.34 *            4:53.96
17 OFF-SET                       1:09.34              2:50.22
18 GLADIATOR                     1:14.38              1:28.70
19 JIGSAW                        0:31.72 *            1:43.84
20 DARKNESS                      3:52.88              6:05.36
21 REMOTE CONTROL                1:36.64              4:31.98
22 HI-HO HI-HO                   3:40.88              7:49.82
23 SURVIVAL OF THE FITEST        1:55.80              3:27.04
24 MIRROR,MIRROR                 0:56.36 *            4:04.52
25 PYRAMID POWER                 1:56.80              5:19.06
26 MOUSE TRAP!                   2:14.40              3:34.48
27 THINK AHEAD!                  3:18.16              5:20.58
28 FROZEN IN TIME                1:58.48              3:11.62
29 ENTOMBED                      2:29.78              4:44.76
30 MIND RIPPER                   1:06.12              3:57.82
31 DEFLECTION TIME!              2:30.84              3:25.82
32 OLD SCHOOL                    2:43.62              7:06.80
33 SUPER PERPLEXED               3:31.84              8:05.72
34 GOING DOWN SIR?               1:56.66              2:30.68
35 CHAR RIOTS OF ICE             0:55.30              1:02.14
36 NAMELESS LEVEL                0:44.74 *            5:47.78
37 SUPER G                       2:15.26              2:32.26
38 RAN-DUM                       0:41.20              1:39.70
39 ASSAULT COURSE                3:41.82              7:17.46
40 THE END?                      5:25.46 *           12:58.14
41 THE BOSS                      0:26.30              1:55.38
42 THE END!                      0:13.58              0:50.12
TOTAL                           80:08.70            168:14.00
Levels that call up the random generator a lot (mainly 38) may yet have better possibilities that save some time. I don't yet have a way to check each of the 2^32 seeds for their optimal time other than manually playing each seed through.
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I can't view the GMV right now, but how is this going to help anything at all? The current TAS route gives little to improve upon with its quick zip to the end of the level, and non-TAS records have been under 55 seconds since at least 2004.
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Joined: 6/6/2004
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Okay, so when he picks up the bottled fairy, my first thought: "What new trick do they need a bottled fairy for now?" (Followed immediately by not one, but two decidedly pointless block-moving cutscenes.) And then the fairy never becomes a factor for the rest of the movie. 422,000 rerecords and a simple but obvious oversight like that is still in?
Experienced Forum User
Joined: 6/6/2004
Posts: 223
Is the Super Speed cheat on for this run? It's a fairly tame 5% speed boost, and notably doesn't disqualify your time from being on the record list, so if you're already going into the menu to get the parts, it's worth considering.
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