Posts for Randomno


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Joined: 2/11/2018
Posts: 186
Any encode? Did you make the .uze from a .hex? (game is spelled wrong btw)
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Had another look through These eyes in dino 2 are definitely touching. This was discussed (for far too long) on Discord whether the pink segments are touching. I think we concluded that they are as they share an adjacent pixel, with adjacent including diagonals (or, there are other ways to come to that conclusion). If anyone has a rigorous method to determine this I'd like to know. I think it's somewhat unanswerable, as the four color theorem applies to abstract shapes, rather than pixels, especially pixel art with an outline.
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To throw another thing into the mix here: I would like to do a max score TAS at some point. I haven't fully figured out the route but it would be extremely similar to this secret levels TAS, but show off some more tricks. There would be more shots that hit multiple targets, 1-ups would be prioritised, and the bug to go from level 31 to expert level 2 would be used. If it was between the two, I would rather max score be published.
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I'm requesting acceptance of this fork of Ruffle which fixes Astro Barrier. The pull request that implemented the fix is now over 2 years old; it was not merged due to potential side effects. Last month I asked the Ruffle developers if there was any possibility of some sort of official fork or development build, and they said they couldn't help. This unofficial fork is hosted by TASVideos and easily available.
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Fixed the two drawings. I hope. For the record I did this because there was a lengthy discussion about the mistakes in Discord. It's likely improvable time-wise.
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eien86 wrote:
This looks like a great shooter and truly hope Doom experts get to TAS it and submit a run.
Would a demo file of this game be submittable currently? Don't really know anything about demos.
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Seems quite similar in circumstances to #2990: Ryuto's DS Brain Age in 06:33.66.
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Note on consistency, this is the only publication that has the branch "Playaround" rather than "playaround".
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Wow, awesome. Jaffar can't be stopped.
This is the thing: their approach to this game and mine are not entirely mutually exclusive; if we were to join forces in the future, we could even be talking about optimality here.
Would that be using a brute forcer on the simulated version of the game?
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25 frame improvement (0.5s) keith improved level 25 by 3 frames. I wanted to try resetting level 47 once to avoid resetting 48 twice, and save a frame or two. Doing this I accidentally found another improvement, which was the tack bloon hitting the last pac-man, due to the different angle of the bloon after resetting. This surely means there are more improvements from having a different orientation of bloons, but I don't want to go back over the whole thing at this stage. Link to video
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I think there are so many questions that need answering that any progress on this is unlikely to happen as it is. If someone approached TASVideos with a custom TAS tool, an input file, playback instructions, and the best way to record video, then maybe it could go from there. One other concern I have is with TAS tools that are direct modifications of the game, and how you would go about distributing that tool without also distributing the game.
Editor, Experienced Forum User, Published Author, Active player (397)
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Editor, Experienced Forum User, Published Author, Active player (397)
Joined: 2/11/2018
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keithPlayzStuff wrote:
I would search for minor improvements but because bloon hitboxes are RNG they wouldn't sync, which seems quite frustrating.
Does the checksum match? Not having it sync is a bit concerning. Edit: I misunderstood, he meant finding an improvement could desync later levels from RNG.
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Had a few thoughts about publications and not sure where best to put them. Utilising the chapters feature on YouTube would be quite convenient for viewers, especially for movies with a long intro or loading. Also I think many viewers have no idea how much information there is in the submission comments about the movie. Some publications mention it in the description, but otherwise it's difficult to find for someone unfamiliar.
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ThunderAxe31 wrote:
In stage 28, I noticed that you left an array of balloons untouched on the bottom. Wouldn't save time to break those instead of the ones close to the top? Because the dart would take less time to get to the edge of the screen.
If I understand correctly, it's because there are frozen bloons in that collection. I improved level 48 by 100 frames by collecting the third pac-man earlier. I had to add 1 frame to the title screen to get it to sync for me. I did try some other routes on 48 but couldn't beat this, you might want to try as well as other pac-man levels potentially. User movie #638200852969535922 Edit: Link to video Also, the description has a small error: "sobble_p completes all 50 levels as fast possible."
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Firstly, whatever happens with the version differences this is an objective 2 frame improvement over the current submission. This was an accident in the process of testing other versions, I don't know yet if I'll look for other improvements. My previous TAS ran the same on any version, but there some differences here. There are 4 major versions of the game distinguished by the title screen: 1. Astro Barrier (2006) 2. Thinicetrobarrier (2008) 3. Astro Barrier (anywhere from 2008-2013, irrelevant for now) 4. Astro Barrier (2014) (it might have actually been late 2013, also irrelevant for now) As I said last time, I prefer 2006 mainly for superficial reasons: it requires less modification to run, it looks nicer (or at least, more authentic for a retro-style game), and it actually has an end screen. However, later versions appear to be faster: 1. Pressing Enter at the start of the game goes straight to level 1, skipping the tutorial screen (-3f) 2. The targets on level 1 are in a slightly different starting position, but this can be worked around (0f) 3. After level 5 a continue button pops up as the rest of the game was restricted to members in 2010. While clicking this loses a couple frames, it's possible to shoot at this point and so get a better setup for level 6. (-6f) Result is 3838 frames. After making the changes above, everything else synced, so I doubt there are any other relevant differences, but I haven't confirmed. I talked a bit here about running the modern version and why it's annoying. If the text was implemented properly it would add 1 frame at start. Link to video Also to note, this TAS doesn't sync on Thinicetrobarrier because the hitboxes for the final level's targets are different. So yeah, this is more confusion and doubt that I didn't really want.
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I saved some apparent frames by waiting and jumping lower. Didn't attempt to resync though. User movie #638198112091871221
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Not sure if these submissions are looking for entertainment feedback. I like the game and enjoy watching it, but none of my enjoyment comes from TAS elements.
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Randomno wrote:
I do have a few thoughts about the description/categories in the publication
I avoided listing any more back then at the risk of sounding ungrateful, but I feel like now is as good a time as any.
  • It's a bit misleading to say Herbert's Revenge is "based on the online Flash game with the same name". This comes from dekutony's original submission where he said "This is a game based on the online Flash game with the same name", but the online game is Club Penguin. The current description implies the online game is Herbert's Revenge.
  • The description says "It also beats the previous movie by about 05:14.18 minutes." because of a holdover from the previous description. Either "about 5 minutes", or no "about ... minutes".
  • I'm not sure Uses warps is an applicable tag. It was brought up in the judgement of the original game. I was leaning towards Notable improvement and Heavy glitch abuse, but I don't know what the expectations for those tags are and I'm not too fussed about it.
Thanks
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TheAmazingAladdin wrote:
https://tasvideos.org/UserFiles/Info/637925771447673508 Also, i saved 3 frames on it. meaning that's a little bit unoptimal, let me know if you can sync it.
Nice improvement. Not sure why I overlooked it as I used the left-to-right route in my original TAS. I probably discarded it because of the bad positioning in level 31. I improved 2 more frames, one in 31 tutorial screen, and one at the end of 34, the latter already present in the first iteration. https://tasvideos.org/UserFiles/Info/637925854264873202
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TheAmazingAladdin wrote:
What's hash for AstroBarrier2006.swf? The only AstroBarrier.swf i could find gave me green screen of death.
Unmodified: 8aee05393b84fe6bf317542179de30fa Modified (deleting all of frame 1 script): 3aaf5908619acebee62389e3cff88abf The green screen suggests you didn't remove the domain check. If you don't want to do that I suggest using thinicetrobarrier.swf, md5 is 7a6248dc6f6e8124b9112a02e4c56310. Edit: So, AstroBarrier2006 is very hard to find. If you're using the modern version that is most easily found, you should:
  • In DefineSprite 39, frame 1, change the variable on line 22 to be true. This removes the membership check to allow you to proceed past level 5.
  • In frame 1 (of the whole SWF), remove the security check on line 14.
This will give you a functioning version for playing back the TAS, but none of the text will be loaded. To do that you would either need to further edit the SWF, or download all the files used for Astro Barrier, run bootstrap.swf on libTAS instead of AstroBarrier.swf, and modify the TAS slightly because the game will now load at a later frame. There do exist standalone versions of (modern) Astro Barrier but I'm not sure how much modification is required. Given all this, I would definitely recommend using Thinicetrobarrier if you can't find the 2006 version.
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I've come across this game a few times over the years and always forget the name, so I didn't realise I was familiar with it until I started watching. I'm wondering why this is Linux and not Flash?
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Editor, Experienced Forum User, Published Author, Active player (397)
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I also preferred the WIP for the most part. There's probably some references I missed so I wanna wait for the submission comments. Couple of thoughts though:
  • This TAS clearly has to be viewed as a sequel to the existing TAS, because of the references to it
  • There are also references to the TASVideos site redesign
Both these make me wonder how well the TAS would age on the site, if it were published to obsolete the existing movie. Edit: Oops, I'm too late. Hope to see another attempt at this though :D
Post subject: Re: #7228: weils & Randomno's DS Professor Layton and the Last Specter in 1:29:06.6
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Samsara wrote:
To clarify, I'm assuming this means that the game pre-determines two lines from a pool of 3 or more that can randomly play after a puzzle, and that manipulating the absolute fastest line each time would both require manipulating it into being one of those two lines while also manipulating it to appear in the first place?
Pretty much.
If so, have you figured out what influences these things?
Nope, between the two selected voice lines, we only manipulate by waiting a few frames before finishing the puzzle, or doing the puzzle differently. I tried repeatedly starting the puzzle at different points but never got it to change the chosen two. I only know it's possible from when I was resyncing the TAS.
Also, is there an estimate on how much time could be saved from this?
These are Layton's three lines. The second loses 21 frames over the first, and the third loses 46 frames over the second (the third never appears in the TAS). The difference is similar (but probably smaller) for the other characters. I haven't checked how many times a sub-optimal voice line appears in the TAS.
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