Posts for ShesChardcore


ShesChardcore
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Ford wrote:
Why. Was the Chalice. In the White Castle. Instead of the Black Castle. Why?
Game 3 "randomizes" spawn locations (technically it's just seeded based on hitting select to move to game 3 on whatever frame) and if you wait long enough there is a chain of seeds that moves the chalice into the white castle. It's faster to access than the black castle so I went one by one through the seeds to find a favorable location for everything so we burn nearly 2s to get the seed from this run and go from there.
ShesChardcore
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Requesting a judge to replace the submitted file with this one which saves over 4s - https://tasvideos.org/UserFiles/Info/637879738359828927 Hopefully this is my last replacement haha
ShesChardcore
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Love this game! I had it on my radar for a bit but I'm glad to see you working on it. Can't wait to see the finished product.
ShesChardcore
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Ford wrote:
Also, I'm utterly astonished the author managed to manipulate the AI to cast Imprison on their DRAGON; by all rights, the AI should have either cast Imprison on the Shapeshifter or else summoned an elemental on it.
Thanks! I've only ever played the NES version but the AI movement is seeded based on certain frames hit when starting a new game. Summon elemental and teleport are also able to be cast entering from different frames but we don't want them. With Imprison, it appeared to always target a unit within the wizard's own attack range and if no such unit exists it goes for the dragon which I can only assume is because the shapeshifter itself has lower "stats" pre-combat or something.
ShesChardcore
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Lord Tom wrote:
Yes vote for silly Atari game crushed. Laughing that the game has like a 5 second title screen, after which the 5 separate stages documented in the comments are passed in the subsequent ~17 seconds, including stage 1 which requires obtaining 10 separate items (or 1 item 10 times, but you get the idea...) Since it looks like you only used 7 spears in stage 2, I'm assuming you need to get 10 before you can exit stage 1?
Yup, stage ends when you get the 10th one. There's a slight time gap between grabbing 2 and 3 but I don't think it's possible to close that gap and keep the "every 16 frame" cadence going based on how fast the skeleton moves in that section.
ShesChardcore
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MESHUGGAH wrote:
Difficulty. I'm unsure about using the easiest difficulty. Does this TAS make enough entertainment for the viewer by this demonstration regardless of the difficulty?
Difficulty in this particular game can be mitigated by pressing/mashing start during the AI thinking phase. This is used in the Rta run to force the opponent to make hilariously bad decisions to allow us to win quickly. It may be useful for a TAS like this as well since you can potentially open up lines that the AI would not ordinarily use. It should give you more "options" to explore and I think harder difficulty AI would be susceptible to this as well to a lesser degree.
ShesChardcore
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As a Battle Chess enthusiast I have to vote yes.
ShesChardcore
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MESHUGGAH wrote:
Tried the easter eggs, here's the TAStudio frame number and input for it: - Fastest "move on title screen before starting the game": 0003 Reset (and remove Select) 0006 Select 0012 Select (edit: or every 3rd frame after this. 0015, 0018, etc) 0024 you can go left, right, down etc. Syncs up to the end == Doesn't changes syncability - Slow down the music: This TAS goes for shortest input and the ShesChardcore's friendly bat finishes it later. The "trick" is simply pressing Select, which returns you back to the select screen while the "victory fanfare" plays slower. edit: therefore this easter egg is not applicable to the TAS.
Thanks for pointing those out. I knew about them and I opted not to go for the select screen movement because I thought it might be confusing for people who aren't experienced with the game, like a "if she's moving why isn't she just leaving the castle?" type situation and I didn't think the 90 or so frames of being on screen like that would add any entertainment value to the run. If folks think it is worth adding I can certainly add it in, however. Thanks MESHUGGAH!
ShesChardcore
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DrD2k9 wrote:
Well done! Throwing out a personal opinion here: If When this is accepted, I feel it should be accepted alongside the current run as a different branch (as opposed to obsoleting the current run), because the bat presence/manipulation introduces significantly different gameplay possibilities which yield a completely new approach the run that is simply unavailable at the easiest difficulty. The differences result in completely different routes and item use. If this is done, the current publication would likely need its publication ammended to include "easy difficulty" or something similar as its branch.
Thanks! And I agree with you. That's why I didn't mention obsoleting the current publication at all. Even though this is a "harder" difficulty, the bat really changes things up and creates an apples to oranges situation. The current publication is great and makes incredible work with the bridge and I don't want to see it obsoleted.
ShesChardcore
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Dacicus wrote:
Looks good. It's not clear to me from the submission texts, though: Which game mode(s) did the previous runs use?
Previous publication uses game 1
ShesChardcore
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I'm always blown away by Doom TASes and this one is no exception. Easy yes vote!
ShesChardcore
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MESHUGGAH wrote:
Oh god I've forgot it... :D Yeah need to rethink it then edit: my dragon route won't work, tried a lot of different delays. Don't have any idea for potential savings currently. Will retry light side edit2: light side phoenix too slow, tried other order of placing units but your userfile seems to be the fastest (and complete) movie. Good job! :)
Thanks as always for looking into it! Always good to have multiple eyes on it.
ShesChardcore
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MESHUGGAH wrote:
3611 User movie #637850288296553933 I wrote the description there: "Moved forward Dragon instead of 2nd row units to have a faster imprison and finish the game as usual" notes: - the single frame delay for starting the game before unit placement animation is the best - and starting 2nd with dark (to avoid (edit:) fighting as phoenix and aggressive spell casting or enemy attacks) is good - unsure, if it's possible to be light side and imprison our phoenix instead of djinn. there was a 4 frame fast for light side phoenix but it's dmg makes it worthless / super slow I can't think of any other improvement but will think about it
Just looked at it. It doesn't end up finishing the game since you're moving the Shapeshifter off of the center power tile.
ShesChardcore
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MESHUGGAH wrote:
Tested the route, it looks like very good. - RNG is rolled between selecting which side starts first and placement of units - If our side starts first, enemy will be way too aggressive to make a fight in turn 4 by casting a spell - Light side submitted version route: (being light while dark starts first) 4 frames faster (3260 versus 3264) at the start of battle however in this case, Djinn gets imprisoned, so Phoenix is used which only has "aoe dmg", not sure if it's faster, currently testing it. If your new userfile has a new strategy, it will work for light too. It's perfectly fine to find new improvements after initially submitting it. Going to say both: don't be too hard on yourself, and I really like your attitude for keep improving TASes :)
I tested the Phoenix this morning as well, the sorceress runs away into the corner and it takes forever for the Phoenix to get there and do enough damage. I also tried going first but like you said the AI is much more aggressive and conjures elementals instead of using imprison.
ShesChardcore
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Requesting a judge to replace the submitted file with this one: https://tasvideos.org/UserFiles/Info/637850226122032054 This is a 16 frame improvement by ending the first Shapeshifter move one block sooner. I could have sworn I tested that. I will be more careful in the future.
ShesChardcore
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MESHUGGAH wrote:
Another great job at improving / obsoleting TASes, keep up the good work ShesChardcore! - Route: Nice, didn't even knew about Shapeshifting or other features of this game because I've thought it's unavoidable to fight less than 2 times. Until now :) - Tombstones: The battlefield is a 14x11 grid and tombstones have a variable height, assuming 4 different values: max, smaller, smaller and zero. I think they are manipulatable by frame time (don't know exact place of RNG) before engaging a battle and by doing different actions, for example using the same route but moving with a different unit to the same place of this route Easy yes vote!
Thanks! I think the fight screen layout is rolled earlier than that. Possibly before the match starts. When I changed up moves or induced a different fight it would still always be that layout for the first fight of that particular game. It is likely just rolled on one of the 3 initial starting menus along with the AI movement logic.
ShesChardcore
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I am requesting this submission's file to be replaced with the one linked below. I cleaned up a routing oversight regarding baserunning and saved nearly 40 frames. Will reupload a temp encode momentarily. https://tasvideos.org/UserFiles/Info/637845913436205314
ShesChardcore
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Darkman425 wrote:
Also I forgot that I'm a Believer was an option for the final song. If only All Star was an option at the start of the game, if at all.
I'm actually glad I'm a Believer was last. It's shitty regardless and you have to hit a lot of notes.
ShesChardcore
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CoolHandMike wrote:
A lot of these homebrews that come out for ancient systems are high quality. Makes for a good looking tas too. Yes vote.
NES in general has a great homebrew scene and it's always cool to see non-nes homebrew get some love too. Also yes vote.
ShesChardcore
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I looked through everything again and I came up with a good route in terms of distance but not necessarily time. Menu to Snake Snake 3 Persia 1 Kobold 2 Man head 3 Waldo 1 517+603+357+483+907 = 2867 This is 202 pixels shorter than my TAS (with the only difference being the man head level variation) but I have 2 questions 1. How much time do we lose menuing? - looks like 79 frames if we move on the first possible frame and enter the next stage on the first possible frame. 2. How fast does the cursor move in terms of pixels per frame? Edit - I compared the man head variations in real time from A press to start the level to A press to finish the level Variation 3 - 147 frames Variation 4 - 206 frames However we have to add 79 frames to variation 3 due to switching levels so the run with 4 ends up faster with all else being equal (206 vs 226) The more I dig the more confident I become in my route haha Edit again - I can't get the above pattern to work. Man head 3 never shows up despite the logic saying that it should
ShesChardcore
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Luckily we're dealing with a very constrained data set. We know we have to start on level 1 as changing the level loses too much time. We know that we only have have 4 possible starting patterns and we know that we need either variation 1 or 2 for the final level. Snake variation 3 is very valuable since we can't get 0. This was the big time save in my TAS. Kobold level variation 2 is the best option through the pattern. This locks out variation 2 on the final level so we know what we need (variation 1) At this point we're at: Persia Snake 3 Kobold 2 Man head Waldo 1 Filling in the blanks - Persia has to be 1 or 4. However we need to get 1 back into the pool for eventually getting it on the Waldo stage. So Persia needs to be 1 Man head needs to be 0 or 4 since 1 is terribly slow. I opted for 4 as mentioned above. So we ended up with 1,3,2,4,1 which makes the most logical sense to me. We can always try to bang it out in excel to cover our bases though.
ShesChardcore
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MESHUGGAH wrote:
Without changing levels: 3, 1, 4, 0, 2 = 541 + 811 + 659 + 693 + 845 = 3549 3, 1, 2, 0, 4 = 541 + 811 + 357 + 693 + 1045 = 3447 1, 3, 2, 0, 4 = 603 + 517 + 357 + 693 + 1045 = 3215 <-- This submitted TAS 1, 3, 4, 0, 2 = 603 + 517 + 659 + 693 + 845 = 3317 4, 3, 2, 0, 1 = 611 + 517 + 357 + 693 + 907 = 3085 <-- Fastest strategy so far 4, 3, 1, 0, 2 = 611 + 517 + 771 + 693 + 845 = 3437 3, 4, 2, 0, 1 = 541 + 831 + 357 + 693 + 1115 = 3537 <-- Current published TAS 3, 4, 1, 0, 2 = 541 + 831 + 771 + 693 + 845 = 3681 Will edit later with more variations
I'm looking at my actual video (which I realized I never uploaded and can be found here) https://youtu.be/87cuwLOHfA4 It looks like my path was 1, 3, 2, 4, 1 603+517+357+685+907 = 3069 These should be the available variations by level with that path: Persia: 1, 2, 3, 4 Snake: 2, 3, 4 Kobold: 2, 4 Man Head: 0, 1, 4 Waldo: 0, 1, 3, 4 From my testing, Man Head 0 is only 3 frames faster than variation 4 so IIRC I took 4 because it showed up quicker than 0 did when hunting for the level frames.
ShesChardcore
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I picked up a lot of knowledge about the game when I was running it RTA with Overswarm. It was a fun grind. I learned what the game did with the different levels and lockouts but not necessarily why (at the code level) it was doing it. This has been fun to see it picked apart and whether or not my TAS is approved it's nice that we'll have a road map for the perfect path systematically.
ShesChardcore
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MESHUGGAH wrote:
- 2 positive values: use MAX - 1 negative 1 positive: ABS(MIN) * 2 + MAX - 2 negative values: use MIN
This should work and cover all relevant scenarios. Y location and distance probably don't matter outside of a very minor fringe case that wouldn't change the outcome of the rankings (but we can look into it if it happens). Edit: thanks again for diving into this with me!
ShesChardcore
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MESHUGGAH wrote:
Now that's where I think my math might be faulty. I currently used ABS(value) - ABS(value) but this might be just ABS(value-value) for total number of pixels between the two objects. But I'm confident in the other values/math being OK.
The distance between the scroll and Waldo should not actually matter if we're calculating each one from starting the cursor on 0 There are two scenarios at play here. Either the scroll and Waldo are in the same direction or they're in opposite directions. Same direction example - Persia 1 variation 1: Waldo (603) and Scroll (147) As we move right, we hit the scroll at coordinate 147 and we then continue from 147 to 603. We shouldn't be subtracting these numbers since the total travel distance from the cursor start is 603 Opposite direction example - Persia 1 variation 2: Waldo (-317) and scroll (171) The cursor is closer to the scroll so we move 171 right to grab it. At this point Waldo was -317 from 0 but we're not at 0 now, we're at 171 so we have to move -488 from our location (-171 to get back to 0 and -317 to Waldo.) In this instance the total distance traveled is 659 (171+488)