Posts for Samsara


Post subject: Re: #4135: ToonLucas22's DS Tetris DS "Push Mode Level 5" in 00:19.79
Samsara
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TASVideoAgent wrote:
Well, I guess you guys always wanted to see a skilled player TAS the hardest difficulty from Push Mode in Tetris DS.
You read my fucking mind.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Link to video I remembered I had done a very quick test run up through a bit of Traverse Town a couple years back and remembered I had found a couple timesavers for the tutorial fight, so I optimized what I had done and whipped up a video really quick. Hopefully it'll be of use for an improvement/optimized version of your run? Key points in comparison to your run: *The first cutscene after entering Traverse Town can be faded out a frame earlier. *Donald's card can be collected at least 3 frames earlier. *While Donald's casting his magic, I set Sora up in a better position for the movement section. Rolling left and jumping back to the right fulfills the requirements for the tutorial and lets me attack immediately. *Since I'm not in the middle of a roll when the tutorial begins, I can attack sooner. The final hit of the first three hit combo is delayed, since the full three hit combo has that pause at the end that loses quite a few frames whenever it's used. 61 frames are saved. *In the next section, when running the cards out, using two-hit combos is the fastest method, saving 121 frames in this case. Single hits would have been about a half second slower. *Autofiring L and R during the card-shifting section, for some reason, ends the section 22 frames faster. Total: 204 frames faster (3.4 seconds)
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Absolutely excellent. Yes vote.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Oh my God, that's a lot faster than I was expecting. Incredible work. I'm still definitely planning on running this later on down the road (as said in the signature) and this will be a major help for me! It's already got me thinking about what a fully optimized TAS would time out to be... Under three hours, maybe?
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Whoa, I wasn't expecting a response on the submission after publication, sorry for the two month delay in responding!
neo_sporin wrote:
So I have started to run this game NON-TAS and was hoping you TASers might be able to answer a question or two. 1) The critical strike--what are the specific mechanics (ie, what determines if it does 2 damage vs 3 or more) from my view it seems its strictly based on how long the sword stays in the boss as it really just decreases its invincibility frames between attacks.
It's a pretty specific thing that from the looks of it you've already figured out: Pretty much just not overshooting the boss and connecting for the 6 or so frames it takes to deal the three damage. Frame-perfect strategies are basically miracles if you can pull them off in realtime, so unless you're that much of a masochist I wouldn't worry too much about trying to pull it off.
neo_sporin wrote:
2) On boss 3 does a quick kill appear possible for a human? Every attempt seems to fall 1 attack short, it seems you currently do a small move to the left to avoid his hit, is that before or after you've killed him (always hard to tell on frame perfect movements)
Oh god, the less said about the third boss, the better. Watching the run again, yeah that move to the left is to avoid a hit (it's just before the last hit I deliver since it's impossible to take him out before he attacks), since manipulating him to do that is the fastest strategy. The big thing in that battle is luck manipulation and, especially for running it non-TAS, you're going to have to get very lucky to be able to pull off any sort of quick kill. Seeing a fight like that done in real time would be incredibly impressive but I wouldn't count on it for the most part.
neo_sporin wrote:
Currently my time is 14:58 but I know I can break 13:45 if I stop choking, having trouble figuring out the rest of the time saves that are human possible Edit: So in reading the notes from the original video that explains a bit more about the critical strikes, I guess back to the drawing board for me.
Nice work! Even after investing a few weeks into this run (and this game in general) I wouldn't be able to run it properly unassisted so major props to you for getting a time like that in a game like this! I can attempt to explain some of the timesaves since it seems like a fair number of them are possible in realtime, though to be fair I'm rather tired and still a little drunk so I might not be as coherent or helpful as I'd like: *For the most part, jumping will reduce lag, and depending on the situation slashing during jumps may reduce it further, so if you find a place to be particularly laggy see if that'll help. You can generally follow my run for that but the lag does vary quite a lot so it's probably safer to do it more often than not, even at the risk of annoyance or entertainment dropping. *I'd honestly say that, for realtime, in most cases it'd be faster and safer to avoid taking damage during the stages themselves and just going gung-ho on the bosses, using the invulnerability frames to your advantage when you get down to 1 health. The bosses have a tendency to be more random/spasmodic than most speedrunners would like, with the exception of the Stage 4 pirate boss because he literally does just stand there for the first five seconds of the fight as you've probably already noticed. *The tricky jumps (the skip in Stage 6-2 comes to mind) can be done relatively easily in realtime with some practice. One that isn't done during the run that I would definitely recommend, though, is at the end of Stage 6-2, getting on top of that last corridor before the final boss would save a lot of time for an RTA, as opposed to a TAS that can blow through the corridor itself without stopping. For the most part when it comes to trying to copy the TAS strategies, I'd really recommend watching the runs in FCEUX at half/quarter speed, or even frame by frame, and seeing how things are done. Doing that with JXQ's run is what gave me the knowledge I have about speedrunning this game, so I'm sure it'd help immensely for an RTA as well. Again, apologies for the two month late response and good luck on future runs should you be reading this and still running the game!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Warp wrote:
I would consider this an improvement if the arbitrary code did something more impressive than the first submission.
Ahem.
Mothrayas wrote:
100% less MLP is an obvious significant improvement.
If you look at it from an audience perspective, it's a lot more technically impressive since this run delivers nearly the same amount of control over the game (in much less time) as well as making the run accessible to as many people as possible. Not everyone is an MLP fan, and hell, a fair amount of people outright despise the idiotic fandom it spawned. On the opposite side of the spectrum, everyone knows pi, right? It's a common concept, everyone's going to "get it", and even the people who saw the last control hack will still be impressed because this shows something new. And, as I said before, this run does it... what, a little over 10 minutes faster? This means there's no 12-minute wait to get to something that might piss off half or more of the people watching the run, and it gets to the entertaining action that much sooner as a result. What the last run does for setting a precedent, this run does for accessibility. Less wait to get to the payoff, an interesting concept that goes far, far further than just the game itself, and something that everyone watching can enjoy without a bunch of idiots spouting out shit about ponies or pony hating. The right decision was definitely made to have this obsolete the last run.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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Location: Northern California
Yes vote, and obsolete the pony run.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Alright, I went through my WIP and jotted down notes and explanations for everything I did. I apologize for the length. It took a good hour and a half to write it all down and by the end I was pretty hungry and ended up rushing it at the end. It's somewhat disjointed and confusing but hopefully it's explanatory enough for anyone interested in the run. If there are any questions, I'm more than happy to answer them as soon as I remember to check back in this thread. TAJ BASE *Landing Cancel: Hitting down for a frame on the frame before you land from a high jump will shorten the landing animation by 5 frames. This only works when you land somewhere you can crouch. Landing on a sleep slope means you have to wait the full 8 frames, and jumping onto a ceiling means you have to wait the full 8 frames. *Attacks: All attacks essentially do one hit's worth of damage, while the full-screen "bomb" attack does three hits worth. Slashing on the ground is 7 or so frames faster than a spinjump. Spinjumping alters your hitbox greatly and allows you to evade things a little better. If an enemy is near a pit you have to drop into, it's faster to slide into that enemy in a way where you can continue into the pit without the slide stopping. There are only two cases in the game where using a bomb attack is faster than just normally attacking, and one of them actually isn't faster in game time, but serves as a way to end input earlier. *Jumping: The maximum jump height is achieved by holding B for 12 frames. *Spinjumping: Spinjumping actually reduces your jump height, so keep that in mind for smaller jumps. *Sliding: Sliding off ledges can save one or two frames depending on when you start the slide. Obviously this run uses as many 2-frame saves as possible. *Falling Farther Off Ledges: I'm actually not completely sure what triggers this. I think it's holding down+(direction) a few frames before you actually fall off the ledge so that you immediately do a midair kick. Either way, it saves a couple frames here and there, but occasionally (like the first ledge fall in Taj Base) you'll be able to land in a place where you can cancel the landing. *Luck Manipulation: Luck manipulation is, as far as I can tell, completely based on the position of your character. Bosses will react differently if you're closer or farther away, different enemies will spawn, et cetera. I don't think you can manipulate item drops. The slight jitter in the movement that loses 2 frames while walking towards the big wall in Taj Base actually manipulates an alien away, which would've lost me many more frames to kill. *Wall Climbing: Spinjump constantly. Also, please tell me if there's a faster way. I swear I've tested everything but I still don't think I have the fastest way in the WIP. *Landing Cancel 2: In most cases, if there's an incline past a flat surface, it is faster to land on the very edge of the flat surface and landing-cancel rather than go the full distance, land on the incline, and wait the extra frames. *Glitchy Slide: An aesthetic choice involving what I think is a sudden change in incline on a slope. It wastes the 2 frames a slide would normally save, but it looks kinda funny. *Landing Cancel 3: If you land near a platform you have to jump onto, you can jump a frame or two before landing and keep moving almost immediately. This is only faster when a jump is necessary and close enough to where you land or when you land on an upward slope. *Jumping Onto Platforms: The game will helpfully push you up onto a solid platform if you jump near the ledge the correct way. Being pushed up onto a platform is the fastest way of getting up onto one, just remember to landing-cancel to get on your way sooner. *The First Miniboss: This is only one of two minibosses you face without the upgraded saber, and from what I tested a while back it's the only one where having the upgraded saber actually matters. Then again, it takes far too long to get the upgraded saber before fighting it. This miniboss takes 10 hits, and the fastest kill will have it explode just after it transforms. *Jump-Slashing: Your slashing attacks fire off faster when you're in the air. Jump-slashing this first miniboss will save two frames. *Invulnerability Time: It's 50 frames for any boss or miniboss that flashes. *Victory Skip: After every miniboss, your character will do a victory pose that wastes a lot of time. There's a window of time where, as long as you're on the ground, your character will victory pose. As long as you're in the air across this period of time, you'll skip the pose. *Camera Control: The camera in this game sucks. I'd say that's the end of that story, but there are a few ways to make it work slightly more in your favour. I'll have to get a bit tricky with the explanations here... 1. The camera has to "lock" before it'll continue in certain places. It follows a sort of pre-determined track and doesn't always follow your character 2. Running on a flat surface will speed the camera up horizontally. Jumping and running up a slope will speed it up vertically upwards. The camera will always follow you correctly when you're falling. 3. If you alternate left and right every frame while dashing, the camera is tricked into moving at "running speed". If you do it on a slope, it'll move at running speed vertically. This can make the camera lock and allow you to continue much quicker than normal if you do it in the right positions. A good example is just before the second miniboss in Taj Base, where I use the trick to speed up the camera vertically and progress to the second miniboss faster without needing to jump and waste extra time. I then do it horizontally to move the camera forward while keeping myself stationary since it doesn't waste any time, as the boss spawns when the camera's in position, not when the character approaches. *The Second Miniboss: The red one will always drop a saber upgrade if you don't have one yet. Red one takes 5 hits to kill and cannot be manipulated to stay out for all five hits. You can fit in three hits before it retracts into the wall. Don't forget to victory cancel afterwards! *Victory Cancel 2: In this case, you'll want to land on the ground on the same frame the right arrow at the top of the screen appears. It's a nice visual cue to tell you that you won't victory pose anymore. *The Plane: Entertainment! I always disliked this part of the WIP because I kept screwing up on slashing to the music and didn't care enough to fix it meticulously. You just want to make sure you end up at the middle-right of the plane when things start popping out of it. *Pre-Boss: The enemies always spawn middle > right > left. Stay as close to the next spawn as possible and hit each one with the tail end of your swing so you can start running over to the next one sooner. *Boss One: Hello, frustration. I've long lost and forgotten the RAM address that contains boss/enemy HP, sorry about that, but from what I remember it wasn't too hard to find. If I remember correctly, you should look for a value in the 3000s that goes up by one every time you hit the boss. This is probably the boss that would be the biggest timesaver when using two players, assuming you can hit it properly. The invulnerability time is... random. Sometimes you can hit it twice in quick succession, sometimes you can't hit it at all. Worst of all, it spends most of its time offscreen, and you can barely hear your hits connect. Just do the best you can while following that mysterious RAM address that I can't remember. Also, even though it appears to take a hit while it's still attached to the plane, the hit doesn't actually count. TONG CITY *Jumping VS Slashing: If an enemy is at the top of a small slope, then a spinjump that kills the enemy and lands you on top of the slope ends up being faster than a normal slash. This is seen at the beginning of Tong City. *Taking Damage to Save Time: Ah, here it is, the first solid use of taking damage to save time. What inspired the WIP in the first place was realizing that an earlier (now mostly obsolete) trick saved far less time than what you see in this small corridor. I'll explain the other trick when it comes up in the run. Anyway, turning in the opposite direction before you take damage will send you flying forward, and is what makes this area possible. *Just After That: Spikes appear from the ground, and the last one is just... entirely random in when it pops up and what its hitbox is. Just try to make it past unscathed, since it's possible, much faster, and most importantly won't kill you. *The First Miniboss: Also known as Orb Head, apparently. It has a semi-random flight pattern, so find the best one possible based on your positioning. Try to keep him low to the ground for the last hit so it explodes (and the game continues) faster. And make sure to victory skip and screen-scroll horizontally here. You can cut screen scrolling early to start climbing to save a bit more time. *Slash Cancelling/Boss Spawn Conditions: Bosses only show up when there are no enemies on screen. Sadly, right here there are a lot of enemies around. I believe this is the only use of slash-cancelling in the entire run, used to clear the last enemy then immediately scroll the camera over to allow Kurtz to spawn. It saves a few frames. *Kurtz: Have fun! He's not too hard of a boss, especially when TASing, but you have to worry about his attack pattern and invulnerability time. For some reason, occasionally he'll take increments of 6 frames longer to hit. 56, 62, and so on. The hardest thing is making the battle entertaining while keeping him locked in a pattern that minimizes his invulnerability time. You're bound to get one longer period each time you fight him, but don't let that stop you from trying for none. I believe this first fight has none, though I'm not watching in frame advance as I've already spent the better part of an hour writing and I have other things to do today. The slide afterwards is the victory cancel, and due to the high amount of enemies it's faster than a jump. *Spinjumping: As I said earlier, it alters your hitbox, leading some to believe that it actually makes you invincible. You can jump through that pillar of fire as long as you hit it at the top using a full jump. Any lower and you'll still get hit. *The Second Miniboss: Jump. Slash. Slash. Jump. Slash. Slash. Jump. Slash. Slash. Get bored. Jump. Slash. Slash. Wonder where your life went wrong. Jump. Slash. Slash. Hooray. *That Blue Health: It's not necessary. There's only one useful place to take damage in Jodvalley, and during this huge slope ascent you'll pick up a health powerup. *This Huge Slope Ascent: It is always faster to spinjump up slopes when you need to attack. Also, this place sucks because once again you have to clear away all the enemies. *Boss 2: This is the best boss. It takes a LOT of hits, but the invulnerability time between them is only 32 frames as opposed to the normal 50. The most viable and fun strategy is to do what the previous runs have done: Dance on her head. The laser can be avoided with a well-timed spin jump or just placing yourself in a good position since it follows you. Also, bonus points if you start a slide just as the battle ends. Well, bonus points from me at least. JODVALLEY *EAGLE: OUT OF NOWHERE. Three hits. You'd think to let it swoop down as far as possible before the last hit, but it's slightly faster to hit it a bit earlier. You don't have to victory cancel here, I don't think it saves or wastes any time. It's your choice! *Taking Damage to Save Time 2: Hey look, a huge timesaver! Jump into the spikes, turn around before you get hit, dash, jump out so you don't get hit again. *The Benefits of Cancelling: They're shown off here. Landing-cancel by using a jump to save time on the slope, then a short jump to be pushed onto the low platform, then a slide to cancel out the landing. It looks smooth and saves frames. *Camera Control 2: Scroll the screen while killing the dinosaur, then scroll further with the alternating left/right dash followed by just running straight left off the edge to finish off the scrolling as you fall. *Boss Spawning 2: Yeah, you have to kill the little flies before you can harm the first snake. *The Snakes: The snakes take five hits, with the base and head being your vulnerable targets. Dance on it, then finish it off at the base with a spin so you can fall through to the platform below. Do the same for the second snake. After dropping out of the second snake's chamber, pause a bit when you land before sliding off the platform to skip the victory pose. *The Fourth Miniboss: You have to manipulate it to be hit as soon as possible. I think this is another boss that randomly takes longer to hit? I'm kinda hungry and a lot of the tricks are just getting self-explanatory. *Dinosaurs: Some are in your way, some mostly aren't, just test every option to see if it's faster to kill rather than avoid. *Another Long Fall: If you time it perfectly you can just barely make the flat surface at the bottom, allowing you to cancel the landing. *More Dinosaurs: These slides and jumps also have to be timed absolutely perfectly. The first one is likely to hit (and kill) you if you don't slide at just the right time, and the second one can double back and either stop you in your tracks or kill you if you're not fast enough. *Boss 3: You land closer to it if you move all the way to the right during the fall before the battle. This battle uses what I like to call a 6-3-Up Jump: Stand in the sweet spot under the boss, press B for 6 frames, don't input anything for 3 frames, then hold up until you start spinning. Then repeat. Over and over. You can try to switch things up by slashing, but for the most part the fastest way is the 6-3-Up. Hey, people sat through the rock miniboss in Tong City. They'll sit through this, too. *Death?: I originally thought it was faster to die on the last hit to regain some health for more damage cancelling, but it's not, and you'll see why in Grey Fac. GREY FAC *The Opening Section: This happened to work out for me perfectly, so I'm not sure if there's randomness involved with the flame pillars. It should just be one jump to the ceiling and a straight dash the rest of the way through, though. *Holy Crap Aliens: That huge chain of five is the one place where it's actually faster to spinjump, since you can't hit all of them with a single slash, but you can with a spinjump and a slash. *The First Miniboss: Yeah, you have to kill those flying things. They should always drop a powerup: A saber upgrade if you don't have it, or a blue health if you do. Don't bother collecting the blue health just yet. It doesn't despawn. Now, for Engine Knight, it's another battle with positioning and manipulation. It's hard to hit, and there will be a few times where you just can't hit it after only 50 frames, but you don't "lose" much time here. Like the Eagle, this is another situation where the victory pose doesn't waste any time, so don't worry about skipping it. The screen doesn't scroll until Engine Knight explodes fully. NOW you can pick up the Blue Health before the screen starts to scroll and continue on to the left. The game automatically makes you jump here, for the record. It even cancels out of a slide if you're in one. *Damage-Cancelling: Remember last Spring when I said there was a nearly obsolete trick involving taking damage? Well here it is. If you're jumping onto a non-solid platform, taking damage at the right height will immediately place you onto the platform, allowing you to move without having to cancel your landing. Here, you can take damage off the huge sawblade and start running immediately, and the best part is the sawblade will just barely outrun you. It saves a fair number of frames and looks kinda cool to boot. *Kurtz 2: Once again, just a huge battle with positioning yourself and avoiding long invulnerability times. You have an extra point of damage here, and there are no other areas between now and the next health pickup where taking damage saves time, so feel free to get hit during this battle if it saves a few frames of invulnerability time. Take a few big jumps to avoid the victory pose. *Conveyors: Any speedrunner or TASer knows that conveyors are either very good or very bad, depending on what direction they're running. The same is true here, obviously, but for the second conveyor you land on, even though it's running in the opposite direction, it's still faster to run up it. And that's it for the WIP! The fourth boss is incomplete and will sadly remain so since Snes9x is deprecated and the movie file just doesn't translate well at all into BizHawk.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Dooty wrote:
I was trying to find where you did the "climb through walls" glitch when this happened; a mid-boss skip: http://tasvideos.org/userfiles/info/4368592115093889
Ahahaha, that's incredible. Quick encode: Link to video That's where I found the glitch, actually. I think it's one of... maybe three or four places I've found in the entire game so far. I'll try to look for a faster way, though I'm not expecting much. Edit: Taking a closer look at the input, it seems like you can ceiling dash while you're under the level, though if you start dashing too early the screen doesn't scroll down far enough to be able to skip the miniboss. It's still a few seconds longer than playing normally, sadly, but it's a start. The skip might be viable if it's possible to get past the second miniboss the same way, somehow, but I don't see that happening.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Sucks about the hard drive. A lot of my stuff was lost to my last laptop breaking so I know how it is. I figured two players would be faster because of the whole movement thing, yeah. I have a very, very short test WIP for two players that I neglected to continue since I didn't have a better way to handle two inputs aside from re-arranging my key bindings every few frames. Once again, TAStudio would fix that issue. Two players I'm thinking would actually save the most time on bosses since you don't need to race to position yourself. The last two bosses in particular would be quite a bit faster, though a second or two could be shaved off of some of the earlier level minibosses that move around a lot (Orb Head, Engine Knight). Aside from that, there's definitely a lot of improvement in Bruford, particularly the bosses. If enough time is saved through manipulating the camera and being in better position for the enemies then I'd expect something around 13:05, possibly below. The WIP I posted back in December has a lot of the new tricks I found for the run. When I get the time I'll go back through it and explain them. Might also record a video of the climb through walls glitch just for fun, too.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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Those are awesome, they'll be great once I start the run back up! I'm waiting until TAStudio is up to par for BizHawk before I start working on the run again, mostly because it would make movement (and specifically refining movement) a hell of a lot easier on me, and for a run of this length I'm definitely going to want to keep as much frustration out of it as possible. With that said, the run is most likely going to be on the (J) version. The (E) version, while having an option for English, is ultimately far slower due to running at PAL speed, alongside having slower text in general. Since most of the game is plot, it'd ultimately be more entertaining to speed up the plot as much as possible to get back to the action. I'll provide English subtitles from the (E) version alongside the run, but that's still far, far off in the future. All I need to do is remember that I said I'd do it.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
Dooty wrote:
Sorry to dig such an old topic, but I was planning an improvement on this game when I saw your signature, are you still working on it? anyway, they say we should protect our runs at all costs, so, good luck on your improvement! I'm still working on it though, but just as a pastime to see if I can find some new glitch or time saver.
Man, I really should've kept following this thread! I have a perpetually delayed improvement in the works that I'd really like to complete eventually. Run Saber is... really, really inconsistent between emulators, and switching over to BizHawk or LSNES would pretty much require another few weeks of work getting everything back in working order if I started now. If you're still working on this, by all means go through to completion! I'd really like to see some of the stuff I'm sure I missed going through the first two times. There's definitely at least 30 seconds of improvement over the published run (the improvement WIP I posted is currently hovering around 20 seconds), and it'd be awesome to find something insane that knocks it down to sub-13. I'll admit to being a little embarrassed that I my super sub-optimal run is still published. Hell, it'd be an honour at this point to be obsoleted. I don't know if I've discussed this here before, but I actually managed to find a glitch involving moving on ceilings that allows you to move through walls. I have yet to find any practical use for this yet, sadly, as the camera in this game is, quite frankly, terribly slow and tends to kill you more than anything. Also, the slopes that the glitch works on are very specific, and as far as I've tested aren't anywhere that would conceivably save time even if there was a way to... which is sad, because it's a neat and easy to do glitch (if you have a turbo controller, since it involves pressing B at 30hz), but it doesn't have any practical use aside from the entertainment of going beyond walls. All that being said, I'll definitely go through and finish up my improvement when TAStudio is working up to TASEditor standards if there's no other run published by that point.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
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Excellent, voted Yes. For those wondering, it syncs with VBA21. Newer versions desync at the first reset.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: Soon Crystal
Samsara
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JXQ wrote:
Thanks for improving this!
Thanks for watching and commenting, and another thanks for making your runs in the first place!
1:36 - I remember trying this and failing, but it would be awesome if the top level was somehow grabbable between the two spike ceilings. I know you can end up in that state by falling from above, but I wasn't able to get it to work jumping from below. It would be a nice shortcut if somehow that were possible.
It would be possible if there was a double jump earlier on in the level... The platform on the left is too low to make it up there with a single jump and the platform on the right is too close to the spike ceiling.
2:35 - I never did figure out the mechanics of why falling through the stairs is possible here (which will lead to a question later). 4:43 - If these stairs are similar to level 3, maybe you could fall through them here and save a bit of time? I tried here but wasn't able to make it happen since I didn't fully understand how that glitched worked previously. 7:52 - If these stairs are like level 3's, and that mechanic is figured out, then a slight amount of time might be saved by falling through here (maybe not though, due to potentially needing to swing the sword to make this happen).
From what I can tell, you jump into the ceiling above and it pushes you down into the stair, and turning at the correct frame gives you that extra push to the left and makes you drop off. The other two staircases don't have solid ceilings directly above them, so it doesn't seem possible to fall through. You don't need to swing the sword to fall through. If the small drop at 7:52 were possible then a quick jump to the left (without a step to the right) would save the few frames there. Otherwise, for a longer drop like the one in the run it's better to just swing the sword and keep walking left.
2:49 - Similar to 1:36, though I don't remember if I tried it here, and it wouldn't save very much time if it were possible. The ledge is higher here anyway than the previous example.
I spent a while trying this. The pit's just barely too small. If it were extended to the left ever so slightly then the jump would be possible, but for now you're just a couple pixels too short.
3:56 - I wonder if there is a better spot to take this damage (if it's possible to avoid this hit without losing time), since being pushed to the right does not help when you just need to climb. Maybe you can get hit by the bird at 4:16 around where you get the sword (which would only help if you could break the chest with the sword first, then get hit). Otherwise any scenario where pushing to the right is the direction you're going.
I did a quick test of this and I ended up losing 11 frames by the final hit on the boss by taking the damage on that bird.
5:35 - I don't remember trying this, but if you can stand on the rocks the boss throws (unsure) and if a rock would persist during his explosion, you might be able to double-jump from it and kill yourself on the spikes to fade the level out quicker. Hmm, just unpaused and it looks like the rock disappears when the boss starts dying, bummer. I wonder if you can wallsnag like in SMW. I must really wish this timesaver was possible to be reaching this hard for it :]
Doesn't look like you can jump off the rock like you can with the falling ones in the level. Wallsnagging... I doubt it, sadly. I'd love to impale myself on those spikes to save those couple seconds but it looks like they're just barely out of reach. I considered waiting around a bit so I could get killed by another thrown rock but I decided it would take too much time and it wouldn't last long enough to kill myself properly.
7:07 - I remember trying this, and succeeding, but that it didn't save time (which confused me at first). I was able to get onto the top ledge here and walk all the way to the right without having to stop for the spikes in that one spot, but since I believe it required a "grab the ledge and pull yourself up" animation, it ended up being slower (and plus you'd need to take damage somewhere else).
This is actually what got me to start the run (that improvement I thought I found). The normal path with taking damage is definitely faster. There's one place in the level that would be ideal to take damage (the first moving platform), but getting to the upper path takes too much time since (as far as I've tested) you can't just grab the ledge from the slope, you have to jump off the platform to the right to get up there. It would only save a few frames at most if it were possible, but my testing had it end up almost a second slower. It's also a lot laggier up there for some reason with a few more unavoidable lag frames which further negates the improvement. You really are right about the "so many ideas that feel like they should work, and would be really cool if they did, but they didn't." I felt the same way throughout the course of making this.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Zeupar wrote:
Now all I need is more Run Saber. :P
I'm sure something will be done about that, eventually... ;3
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Quick encode added to description.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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mklip2001 wrote:
It seems like the first phase of the boss in 6.5 is a little slower... it looks like you waste a little time dodging the blue energy balls. Maybe it's lag instead though... could you compare this part to the currently published run?
Just checked. I actually save 2 frames on that phase of the boss compared to JXQ. The energy balls home in on your character and dodging them is a huge pain since you have to move so erratically to get them to go the way you want. (Edit: Actually, I think this is the only boss fight I managed to improve across the entire run, 2 frames per phase. JXQ optimized them really well!) That being said, I'm glad you enjoyed the run! I was surprised to see it in the Vault as well, especially with how much I enjoyed the previous run and the game itself.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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https://www.youtube.com/watch?v=1scpjdpH2_g Doesn't beat existing records, voting no.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Saw the AVGN review, watched this video, and even with the knowledge of the game being impenetrable or extremely difficult to figure out or whatever I still don't see a single bit of entertainment value. I highly disagree with people voting yes just because they "played it in their childhood and are happy to see it beaten" or whatever. That's pretty much saying "Well, you should publish this Super Mario World run because it's popular!" or "We should publish this fifteenth category of Super Metroid run because Super Metroid is awesome!"
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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"Historically significant" or not, I don't find it entertaining and in my opinion it doesn't even stand out as impressive on a tool-assisted level. Not the fault of the runners, but the game itself. Voted no for game choice. I'm glad it exists for the novelty, though, and it should definitely be archived somewhere. Gruefood Delight, maybe?
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: #3710: TheZlomuS's NES Battletoads "Glitched" in 00:58.07
Samsara
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#3710: TheZlomuS's NES Battletoads "Glitched" in 00:58.07
TAS by DyLaX.
Shouldn't the actual author get the credit for the movie?
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Warepire wrote:
Samsara and Gunty: Has anything happened to this TAS?
Too much happening in my life, pretty much lost almost all of my motivation to work on anything. I'd really like for discussion and planning to keep going in case I either get my motivation back or someone else decides to pick things up. I did a VERY quick testrun on the (J) version a few months back, I've since lost the file but from what I remember it was 30 seconds ahead of my old WIP within the first two minutes of the game. About the movement optimization: D-boosting, oddly enough, makes it slightly easier since it rewards more linear movement, but it's still not exactly trivial by any means. I'd say a vast number of re-records across the various WIPs were for movement optimization alone, and while I can't speak for the other authors I can definitely say that most of mine were figuring out the fastest way to move across certain rooms. Nitrodon posted the RNG values earlier in the thread, so the luck manipulation isn't actually all that bad, it's just another mind-numbing process to make sure everything goes the way you want it to.[/code]
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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HHS wrote:
Edit: Here's a slightly improved one (8 frames): 1 1 6 1 1 2 1 8 1 1 1 1
Valid glitched password, but it sets HP to 0, disabling movement. First one you posted is the same way.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Watching my old TAS WIP is dreadful. Barely knew what I was doing, didn't really intend on finishing/submitting, and the older version of Hourglass made it damn near impossible to actually play the game. Very well done, glad to see a proper run done for this. Any other Ikiki games in mind? Buntan would be interesting with the ledge-grab glitch...
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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I'm not too familiar with the game, but I recently rewatched the AVGN review. Are you getting the clues in order? I'm unable to tell based on the run but the review says they can be obtained in any order as long as the arrest comes last. A couple more things: Would frame-precise jumping cancel out the landing animation? Seems like a fair amount of time could be saved by constantly jumping in certain places. It might look a little odd or get annoying, so I understand if it's just an aesthetic choice. Could the heart be obtained in a way that would take less time to get and use than it would to avoid damage in the sidescrolling sections? I've always wanted to see a run for this game just because of the AVGN review, and I think it's quite well done for a first TAS! Hopefully those potential improvements will be of some help. An improved version would get a yes from me.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.