Posts for Mr._Pwnage

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Obviously you would use a cheat to get the good parts--the parts themselves unlock based on mileage, and you won't get the best engine until 2049 miles. Unlocking the obstacle course itself, though, just takes a career total of a million stunt points, so you might want to play to that the hard way and have some bonus footage in the movie. 1,000,000 points in a single session is doable unassisted by planting the front wheels on a wall and driving into that wall for several minutes to score thousands of wheelie bonuses, but if that's the way you get there then it's obviously better to just use the cheat--such a movie would be even more boring than the Earthbound glitched debug menu, and in this case it would only be for a side goal that takes several times as long as the main event. No, I'm wondering just how big you can go by running a 1-minute stunt session, speeding once or twice (if there's time) off the central ramp, and having all the lucky bounces go your way. Getting all ten icons is a x1010 boost, meaning a pre-bonus score of just 991 will get there, and it sounds to me like focusing on barrel rolls and hitting the far side in such a way that you get a huge bounce leaves enough time to get those points (as long as you can still manage to pick up all the 2-wheel floaters and a donut at the end). What do you think...worth a try?
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You only get about 7 seconds before the second player's run is immediately terminated (and given credit for a 10-minute time), and the glitches here save enough time that the glitchless player won't even be able to finish that way.
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Only that last card is any good, and for all it can do (multiple turn-1 KOs if you can reuse it enough and don't misfire) the other big decks have explosive starts almost as fast, and a much better game after running out of steam. The idea of competitive games of this is about as appealing as "competitive craps".
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I'm planning out my commentary right now. Sorry, no British accent.
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Posts: 223
Dibs on making the audio commentary that will supersede JXQ's.
Experienced Forum User
Joined: 6/6/2004
Posts: 223
Experienced Forum User
Joined: 6/6/2004
Posts: 223
Rocks'n'Diamonds is a free game engine designed to play Boulder Dash and clones thereof. What makes it an interesting study here is that it lets you record solutions to tape, and includes the start of a TAS system for creating highly refined tapes. In fact, the most recent release exists purely to add new controls that make that process easier. Making a TAS of "the game" won't really go over well since there's nothing really branded as "official" to mark as a clear goal. The default distribution includes the original levels ported from Emerald Mine, Supaplex, and one of the various BD releases, if you want to use RnD as a TASing platform for those games. In fact, I used to have solid tapes for a few Emerald Mine and Supaplex levels, but those took heavy advantage of quirks used in the RnD engine (mostly related to finer-grained timing). The 3.3 release causes EM and SP levels to be played in dedicated engines that better reflect how the original games ran, but which also makes any theoretical TAS on those levels a lot less interesting. One set of levels I've had my sights set on recently is Snake Bite, a rather different style of game that's become the best-known custom level set for RnD. What's particularly notable here is that the author's demo tapes included with the set were constructed as TASes, and he challenged anyone to try and beat them. So of course I took up the challenge. I managed to find a couple glitches to help in that regard: the fact that it's possible to snap red mushrooms (which the object was designed to prevent) by pressing toward them for exactly one frame (though this doesn't allow you to move into a different red mushroom on your next move), and the so-called "god mode" glitch, which lets you play the rest of the level with only the disembodied head of the snake, greatly enhancing your mobility and even rendering you immune to several obstacles, which can be activated by approaching a Spike enemy on a specific movement path, a set of floor spikes or exploding bomb that's next to one of a certain few tiles, or an exploding chemical vat at just the right time. A .zip of tape files for every level in that set is at http://soniccenter.org/sm/rnd/snake_bite/snake_bite.zip ; individual levels 001.tape, 002.tape, ... 030.tape are available in the same directory.
LEVEL                              |MY TAPE                 |||CREATOR DEMO
# |Name                            |Time    |Steps|Featured?|||Time    |Steps
1  entrance hall                     0:26.58   159              0:27.38   165
2  red & green should never be seen  1:17.96   425              1:31.46   501
3  rollerballs                       1:31.92   537              2:12.70   769
4  spit it out                       1:37.66   507              2:01.60   587
5  door mania                        0:55.24   249              2:24.02   723
6  intermission 1                    0:28.14   146              0:33.14   170
7  round and around                  1:46.04   548              2:01.32   620
8  r-r-rebounders!                   1:09.42   378              4:07.88  1160
9  gyro                              2:39.38   900              3:35.38  1162
10 demolition training 101           2:27.74   636  *           5:52.74  1060
11 deflectors                        1:19.84   414              2:31.66   634
12 intermission 2                    0:40.26   195              0:52.50   211
13 level 12a                         1:32.56   446              5:14.74  1252
14 rattus norvegicus                 1:41.32   560  *           3:07.24   856
15 driving range                     2:41.18   655              4:50.28  1065
16 your move, creep                  1:39.92   588              2:58.84  1024
17 i got a crush on you              2:36.70   785  *           4:53.06  1127
18 intermission 3                    0:15.16    83              0:22.76   121
19 calipso                           2:01.28   575              3:17.74   795
20 hunted!                           2:00.38   576              2:25.80   644
21 keep on rollin'                   0:57.36   314              1:12.72   416
22 mad footy skillz                  2:59.32   641              4:42.44   871
23 room 101                          3:19.18  1003  *           5:37.44  1297
24 baker street                      2:56.02   618              3:13.66   912
25 intermission 4                    0:11.56    44              0:53.04    48
26 a trick of the tail               1:36.26   458              4:12.12   844
27 rooms of doom                     1:58.38   640              4:01.48   918
28 necropolis                        2:56.50   967              6:26.52  1823
29 rumble in the jungle              3:39.82  1176  *           4:50.80  1330
30 intermission 5-20                 5:07.94  1518  *           9:15.48  2390
TOTAL                               56:26.68 16717             99:47.94 25495
A slightly outdated, video version of these tapes in action (minus 3.4 seconds of improvements): Link to video There probably won't be an RnD run going on the workbench any time soon, but if you want to TAS various levels/sets and discuss routes and any new bugs you might find, here's a place to do it (especially since the game's official forums are down for "temporary" maintenance and have been so since August 2010).
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Joined: 6/6/2004
Posts: 223
Well, it's a pretty safe bet that the damage would be somewhere between 9999 and 14850, depending on what the badges and previous stat alterations (like charge) did to the first hit. It takes considerable setup just to get above 10,100, which seems unlikely if you used a power bounce "by accident".
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The power bounce seems to have a limit on a per-enemy basis, and after so many hits it automatically stops. To test this, try equipping Double or Nothing and observe that you can have a power bounce end without a miss. For Bowser I think this is 6 hits; for a Goomba, 101. Presumably the other enemies are on a sliding scale between those.
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Posts: 223
The lockout radius between 1 and 3, if it exists, is smaller than that for the ones involving 2. I know I've hit the closest 3 spot in Meteor Herd alongside the second-closest 1 to that spot, and meanwhile that 1 proceeds to lock out everything on the ground level for 2. Then again, the best 1 and 3 in Wild Canyon (both of which make their presence immediately apparent at the start) should coincide with a naive 1/1344 probability, while I've run far more than that many "blank slate" lives in that mission (i.e. with no pieces in the bank) without spotting that collision. The actual game executable includes debug error messages such as "EMERALD A ERROR(OKISUGI)" (where C is actually item 1 and A is item 3), but figuring out what triggers them is likely off-limits without a refined disassembly. Also: One of the more recent TASes here was for Crazy Gadget, which looked solid in its own way and used some special TAS touches for once (like bouncing up to the ceiling and light-dashing a ring chain there) to take 3 seconds off the old record. Then the record-holder responded by taking off another 30, non-TAS, and almost (but not quite) in the manner I was forecasting in the first reply. It might be worth looking into the "miracle route" in missions other than 3 after all, which would now be good for about 42 seconds on all of them.
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In each level, each piece has 32 different locations it can appear at, sometimes minus a few that were evidently removed during development and never replaced. A few enemies are also designated as potential piece holders; these pieces are added to the rotation for both #1 and #2. In addition, there's a "lockout" restriction on placements, which I haven't fully decoded yet. After placing piece 1, the game makes sure not to place 2 in any location sufficiently close to 1, and likewise doesn't place 3 close to the 2 (no idea how it determines "sufficiently close," but that's definitely the type of system it uses, so I doubt there's a way to squeeze all three Wild Canyon pieces into the bottom floor while complying with the lockouts.) If you get one or more pieces and then die, the stage remembers the locations of the pieces you got, and rerolls only the unobtained ones in accordance with lockouts; still, if you're doing a speedrun segmented by death, the lockout is trivially circumvented by obtaining the pieces in reverse order. You still have to keep trying until the piece spawns in your location of choice, but at least it's possible this way; even if you can get the generator to throw you all three of the best locations on consecutive lives, from a realtime perspective this is probably slower than a good 1-life layout (except in Death Chamber), not to mention it doesn't show nearly as much of the stage to the watcher. A list of hints enumerating every piece in the Dreamcast version can be found at http://soniccenter.org/sm/files/sa2huntwcrip.txt and so on, changing "wc" to each of the other stage initials. There's at least one piece, and probably many more, that were removed between SA2 and SA2B, and maybe some that were added in that time but I can't think of any possible examples of the latter, at least not in single-player mode. If I ever get a hold of the SA2B hint lists and they turn out to be different, I'll provide those too. Current speedrun routes for hard mode are as follows: Wild Canyon 3-1-2 Pumpkin Hill each piece on a separate life, so might as well go 1-2-3 to take advantage of radar. The fastest game time also requires an annoyingly long setup where you have to die, after gliding all the way to the edge of the level, twice. From a realtime perspective I don't even want to think about how ugly this level would be. Aquatic Mine 3-2, die, 1 (or I guess in a TAS, there's no downside to getting 1 first, dying and getting 3-2.) 1 and 2 are located in opposite extremities of the level, so anything that gets both in a single life is going to appear tedious, especially on GC. Fortunately, both 1 and 2 are right next to spikeballs where you can die with a minimal waste of real time. Death Chamber 1-3-2 Meteor Herd 1-3-2 Dry Lagoon - the fastest route goes 2-1-3 but may only be possible on Dreamcast. By my understanding of Screw Kick physics and how they changed between versions, 2-1-3 should be the same Egg Quarters 2-3-die-1 (actually 2-die-3, 1, because you can squeeze out a slight bit of time by dying as part of the setup that gets you access to key 3). Attempting to visit 1 and 2 in the same life is probably a hopeless loss of time, but depending on how well it's possible for a TAS to conserve height over a long glide, you might be able to nip 1, stay on the wrong side of the wall, then cut straight across the level, hopefully emerging in the Snake Altar so that you can get 2. Security Hall each emerald on a separate life (in a non-TAS, I find the 3-1-2 order most convenient), and the deaths are practically immediate. You really don't want to TAS the SA2B version of this level unless you can find a somewhat fast way to sneak into "that" safe while it's locked. It would just look too poor otherwise. Mad Space 3-1-2. Going 3-1-die-2 may potentially be about half a second faster, but definitely not worth it in realtime or in aesthetics. I leave you with a prop bet: When those guys finally get around to Cannon's Core, will their first TAS of the level be...over/under 66.0? [EDIT:] Over, by a huge margin.
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Is Rocks 'n' Diamonds simple enough? (It comes with its own primitive TASing facilities anyway, but if it's just for testing this system then that's no big deal.)
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There are two non-boss, non-special enemies that continue to provide star points through level 26: Dry Bones and the Bombshell Bill cannons. Clearly you wouldn't want to grind with them, but if the run does seek to hit maximum level, you can adjust the amount of grinding you do elsewhere so that those few enemies (along with the anti guy squad) are enough to seal the deal and hit 27 right at the end of Bowser's Castle.
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What kind of TAS can't even beat Michael Phelps in swimming?
Experienced Forum User
Joined: 6/6/2004
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Is there any kind of limit to how far you can level the cars up? I recall that once you hit a given "qualifying time" in a TT race, you'd get a new prize every time you beat your record, and could therefore squeeze out more levels by shaving off .01 at a time. This would add up to thousands of combined prize levels, but do they stop giving stat points after a while and/or max at 255 or something? I do think there's some merit to playing tracks in 3-lap, particularly if there's a corner-cut that encompasses the starting line or if it's a short course like Cheesey Jumps.
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What is it, a minute (plus reset) per trade? Even if you can sync two emulators with different inputs to the point that they can link trade with other in a TAS, I doubt it's any faster than running into all 151 with a single game and spurious use of FCBM.
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Isn't the "randomness" from 4-2 and 8-2 controllable by changing the number of coins collected? (Check the last digit of coins.)
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How much time would be lost by getting the leaf-ride treasures with no leaves? (If 100% includes full inventory, then of course it's impossible to spend any magic beans and still have it count.)
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Depends on how receptive the game's RNG is to manipulation. You're going to have to manipulate four 1/216 shots and a 1/90 shot, which doesn't really sound so bad given the amount of time you have between them. In some cases, it makes sense to pause-restart because it moves you closer to the next piece. However, the amount of game time saved is unlikely to match the real time spend fading out and back in. What would be the way to go here? For Sky Deck in particular, the fastest game time route actually involves 6 segments, with a setup segment before each piece that consists of going up to the tilt switch and re-tilting the ship to the most favorable angle to reach the next piece in line, then restarting to keep the tilt position intact but without the time you spent doing so counting against you. I can't imagine that would look good at all.
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http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_the_GBC Assuming Stadium doesn't gut the storage format from GB, try searching for the following consecutive byte string, which would represent R2 Rival's Mewtwo, and see if other 48-byte strings nearby might represent other Pokemon. I'm not sure, but the first set of ??s might be 07 D0 in case you can't do a consecutive-byte search with wild cards in the middle. 96 52 5E 42 55 69 ?? ?? 13 12 D0 FF FF FF FF FF FF FF 0A 19 0F 14 ?? ?? ?? ?? 64 ?? ?? 01 9F 01 9F 01 5E 01 16 01 66 01 96 01 16 As time goes on, though, I'm becoming less convinced that a Stadium TAS could ever be interesting enough. In low level cups, it's quite possible to get a perfect cup (all OHKOs, opponent never takes any action) unassisted and with minimal luck manipulation, while still using a diverse set of Pokemon. All a TAS can bring to the table for that is streamlining the attack selection process down to the absolute fastest, and possibly choosing the attacks with the shortest possible animations that still get in for lethal. However, once you get into Poke and Prime (and I guess GLC by extension), too many Pokemon are resilient enough to withstand any standard damage-dealing attack, and you can't get any significant edge attempting to out-level them. Therefore the only viable strategy for a speed-oriented run would be to blast moves like Horn Drill through most opponents, and by the time you get to using something with a Quick Claw and Fissure and Horn Drill, it's like you're not even playing Pokemon any more, you're just playing an entirely predictable solo target practice game that inserts 30-second time delays after each stab for no real reason and that just looks a lot slower than it ought to be in a game like that, not to mention drives most of the audience to sleep or to watching something else by the time they get around to the 96th turn of that crazy little game.
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Things I'm wondering: -Pumpkin Hill, hard mode: The last piece is floating about 250 feet up in the air. Rather than obtaining it in the usual way, I've had a long-standing theory that it's possible to drop down and die by fall out, then immediately tap A twice and float up to get the piece, saving about 8 seconds over any other method. The problem, of course, is that from the moment of death you get only 2.9 seconds before the screen fades out and you get credit for nothing--even if you were on pace to hit it. Based on some non-TAS test recordings, I've run some calculations to find that it's possible to cover at least 96% of the necessary height in time (maybe more depending on how far off my lateral coordinates were during the test). The big question is...is 100% possible? -Crazy Gadget: In the room with three switches on the ceiling, press the left switch. Now go down as far as you can in this room. By jumping shortly past the bump at the bottom, it's possible (on occasion) to avoid hitting any kill planes and enter an endless sideways fall. By moving further down and towards the back (relative to what the directions were in the gravity switch room, though the camera will shift by now), it's possible to move over while falling so that you can get into the colored block area at the end of the stage (just crossing into this area triggers a fall out, though). If we could figure out what allows you to cheat the kill planes there, we could see if it's possible to start that sideways journey with any significant amount of downward momentum; if it is, I'm fairly certain a TAS could engineer a sideways fall that tags the Chao for a mission 3 clear under 50 seconds. The goal ring is significantly further away, in terms of how much further down you have to be to reach it, so that will likely stay off limits, preventing three more missions from being destroyed the same way. -What are the conditions that make arbitrary pass-through of convex corners possible? Is it any different for concave intersections? (This might require memory search/viewer, or a patch code to view the collision polygons, before we can figure it out.) I'm probably forgetting a lot more things right now, but it's not like I'll be able to run Dolphin with any kind of decent performance any time soon, and since I don't think it has memory search at this point, there's little I'd be able to get out of it even if I could.
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Speaking of Blue Sphere, you might want to look over this for a possible line of attack to that game...maybe for next year.
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I came here expecting a level select to CLEAR, then remembered that'd take only about 7 seconds.
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Special values that lead to trainers don't start until 201, so that's a pretty high barrier you're faced with.
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More so than timing, it'd help to actually guide the mice down the lower area quickly! Placing an arrow at K6 is a tremendous waste of time because the mice will wrap all the way across row 6 before they get there, a total of 11 squares. Better is to go G6-D, G7-R, then I7-D and H8-D as usual. H9-R also saves a square compared to having the mice go left to the rocket. Even with the mice coming out relatively slowly like they do there, just guiding them through a faster route takes you down to 14.74.
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