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TRT
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Joined: 5/13/2009
Posts: 132
ThMrksman wrote:
adelikat wrote:
I was using 9.2+ but I think it syncs with 9.4 (but not 9.4+)
Thats cool, ill just stick with 9.2+ Also, with manipulating the hammer bros. Is the goal that you were aiming for to move one to 5-G, one to 5-mini castle and thus avoiding having to get past one in 5-3? I quickly looked through the forums and i don't think anyone has mentioned what the x-speed and y-speed addresses are. Could you possibly tell me? Finally, what method have you been using to manipulate the hammer bros.? I remember someone mentioning changing the score.
I'm trying to narrow down addresses as to what determines the contents/route of the flying boxes. I do not know if they apply to hammer bros though, but I'm still trying to see if these addresses actually have anything to do with the flying boxes. I've narrowed it down from the 12 of a previous post to 5: (all are 1 byte) 02094D2D 02094D2E 02094D2F 020956E7 02095777 As for the hammer bro manipulation, getting hammer bro or a flying box to 5-Ghost will lead to a huge time saver in the elevator section of the level. I'm pretty sure it is either the score, the enemies you kill, or (a recent hypothesis I came up with) the route you take as you are heading right in a level (ie. go underneath a row of blocks or run on top of the 2nd row like in 1-1) Right now, these pictures describe the route that the red block and hammer bros have taken in my current run. I'm not sure if the Hammer Bros would follow me to 5-Ghost though. @greenalink: Is there a particular spot where you can get the fireflower and not lose time?
TRT
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andymac wrote:
Newer versions of Desmume has lag reduction. which is probably the reason that the map screen runs slowly on one, and faster on the other.
Hmmm, yes that makes sense. But I think its too late for me to change emulator versions at the moment. Anyways, I am currently up to 5-3, trying to manipulate one of the following: 1) Hammer Bro to move to 5-Ghost and give a mini-mushroom. 2) Red Block to move to 5-Ghost and give a mini-mushroom. This is my current general powerup strategy after 5-Ghost: - Use mini-Mario up to 8-Tower2, where I use the Super Mushroom in the beginning and the Fire Flower in the end to quickly defeat Bowser Jr. Anyone have an alternate plan to this?
TRT
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Sneaky, unexpected, and gamebreaking. I like this glitch. Was stealing the police car part of the entertainment tradeoff (for the police chase)? Because I thought that the NPG 900 was the fastest vehicle, although one of the most craziest to handle (unless that motorcycle is unavailable in the area you were in).
TRT
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Well, in the past 24 hours, I've done a few things. 1. I've disproven my previous claim that Luigi cannot corner-boost (It is done in almost the same way as Mario). I feel kind of dumb now for claiming it was impossible. 2. I've found out that corner-boost can also increase speed to 80 for one frame as well at times. Plus, you do not have to activate the block to corner boost. 3. There are 12 addresses with values that I have a suspicion that may contain information on the contents of the red blocks (all 1 byte). 02094CCD 02094CCE 02094CCF 02094D2D 02094D2E 02094D2F 02094D5D 02094D5E 02094D5F 0209551F 020956E7 02095777 I've done 10 trials. So far, when all 12 are value 0 after level 1-1, the Red Block in level 1-2 had a blue shell. When the first 9 are value -1 and last three are value 2, the Red Block in 1-2 had a fire flower. (Haven't had any other combination yet) I may begin narrowing it down later on (or editing it). Edit: 4. I've been comparing my run with was0x's run and one thing is bothering me. I'm using Luigi again (since corner boosting is possible with Luigi) and even before the run actually starts, Luigi's runs is faster for some odd reason. Check these screenshots. Both are taken at frame 2410. The left one is was0x's Mario run and the right one is my Luigi run. Luigi is exactly 92 frames ahead by the time the first level starts. I think it has to do with the emulator I'm using (its version 0.9.2+) Edit2: I don't know if this is a time-saver or not (or if people know this or not), but when you are in the shell in 1-F destroying blocks, if you let go of the dash for one frame and jump just as you are about to hit a block, you can maintain speed greater than 46 rather than have it decrease to 44. Then you can hold the dash again and increase your speed back to 48 until your jump lands (where you can adjust so that you barely have time to destroy the next block).
Post subject: Desmume RAM Search
TRT
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I'm not exactly a noob in making TAS videos, however, I am a noob when it comes to optimizing and using the RAM addresses to my advantage. I know there are specific addresses that change values as you play the game, but I do not know how to use the RAM search tool. Right now, I am only using RAM watch using addresses that others have used. Can someone tell me the basics on how to use RAM search effectively? (I do not know if this belongs in the "Newbie Corner" or the "DS Emulators" forums)
TRT
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About the corner boost, I think it is only worth it in a TAS run. The boost only works if you jump at a specific frame (one frame too early and you hit the block and head downward, but one frame too late, and you miss the block and get no boost). In a non-TAS run, the 1 frame gain is kinda insignificant. By the way, that 100% run is looking pretty good.
TRT
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GreenaLink wrote:
http://www.archive.org/download/2009-10-05-SDA_Speed_Runs/NewSuperMarioBros_100p_22620_part33.mp4 Unless I'm mistaken Luigi had to do a corner boost to get the 2nd star coin of 6-2 early.
I don't think that is a corner boost. I believe a corner boost involves hitting the bottom right corner of the block, not the bottom left. When Mario hits (or rather skims) the bottom right, his speed for one frame becomes 64 instead of 48, but from the bottom left, his speed stays at 48.
TRT
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It should be noted that Luigi cannot corner-boost. He just can't nip that bottom right corner of the block like Mario can, interestingly. So, as much as I enjoy playing as Luigi, I would have to say that Mario should be used in the speedrun (unless a Luigi run is made separate from a Mario run) Also, I've been wondering if anyone has found/know any addresses that deal with the red flying blocks. I think it could help a lot if you know the value in those addresses as you are playing a level.
TRT
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arflech wrote:
Another problem however may be blowing into the microphone, but perhaps that's why the raw sample option is available...
This shouldn't be a big problem either because, if I remember correctly, optimizing the mic actions if a TAS would be made would (90% of the time) involve holding the blowing to get Excellent. Then other times (one or two times) would involve a sharp strong breath to finish quicker.
Post subject: Re: Mario & Luigi: Bowser's Inside Story
TRT
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fsvgm777 wrote:
OK, so I've tested this game on DeSmuME 0.9.4, and it works. However, there are a few problems at the moment: 1. It slows down a lot (that's not the big issue) 2. The graphics become corrupted during OW->battle transition and during transition from Bowser to the Mario Bros and vice-versa (mostly the case in boss battles, also the big issue) 3. For several battles (including Giant Bowser vs his own castle), the emulator needs to be set with a 90° rotation (View->Rotation->90), which would require an encode divided into three parts if a run of it gets published. 4. Some of the sound samples sound a bit glitchy. With that being said, my conclusion is that the game is currently unTASable. Sorry. Thanks to AnotherGamer for the additional information.
I've tested it on desmume_0.9.2+ for this game and this is what I think. 1. The overworld slows down a bit (but since its a TAS, it should be too big a deal), but the battles do not lag (doesn't matter as much since it is a TAS). 2. The corruption of graphics is nothing major, to be honest. People will notice it, but it is not going to stop people from enjoying a run. 3. This is not really a problem. People can just turn their head sideways. Or you can just edit the .avi midway, then you can have only one encode. 4. I think the sound only sounds glitchy because of the lag. With that said, in my opinion, I think the game is TASable unless you have to see perfect graphics during the run.
TRT
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I beat the game already and I was actually thinking of planning a route for this game too. I think abusing "Lucky" is needed so that you can focus all stat increases on Power. However, there should be a limit to how far you try to increase the power. Having RPG elements, I think the biggest decision is the equipment you need to have. For example, you can go out of your way for a minigame to get the Daredevil Boots, but the minigame will take a while but the 2x may or may not make up for it. Then there are DX power gloves which provide 20% power boost which can make up for the enemies you most likely would not fight. Then you can get D-star wear for both brothers (one from a block and one from the Dark Star) which provide +80 power. Now for Bowser, maybe abusing Fury during boss battles can work? Many power increasing equipment are found in blocks for Bowser so his journey should not be too sidetracked. (Power Fangs X from Blizzard Midbus and Power Band + from a block) Excellent! badge with Powerful Badge provides 2x power can be helpful. Stylus action should not be a problem during the multiple Giant Bowser battles. And the minigames should be a breeze with TAS rapidfire and TAS accuracy. Another concern I might have is the running out of SP. Starting a battle with lower levels can drain SP quickly. But still, this game can be a good game to TAS
TRT
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I think the bird spamming is more entertaining than the wheel spam and faster as well. I do wonder if it could be faster in later parts of this game (if it is possible in the future) to have one TASer control both Kirby and a helper. It may help when the key objective is not to get from point A to point B.
TRT
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Well, for 0.9.2+, I kinda have a problem that is opposite of the lag. My laptop has almost no lag, but the "Increase Speed" and "Decrease Speed" do not function (although the fast forward works). The emulation would not go slower than 100%. The only way I can slow down the game is through frame-advances. Is it just my laptop? Or is there something else?
TRT
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samurai goroh wrote:
GreenaLink wrote:
Henry Hatsworth: A surprisingly good game. multi-tasking, hardcore game at best.
I'm currently playing that game on the DS & think it would make a good TAS. With the option to switch from a an Adventure game to a Puzzle, I'm sure it won't be boring at all.
I just finished gentleman mode of this game. It is surprisingly addicting and hardcore. I don't see how this would not be a good TAS. I might want to start this when I finish some other projects. Edit- I now think Mario and Luigi: Bowser's Inside Story can be a very fun game to TAS. Imagine all the awesomeness that could happen from dominating the minigames and the bosses with 200+ consequetive lucky hits :D.
TRT
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It is better than all your previous runs, SDR. It was a nice balance of entertainment and speed. I vote yes because I was entertained by the run.
TRT
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Loved everything about this run. Every part was entertaining. Also liked the subliminal things that were added, like Yoshi moving to the beat of the music and Yoshi being dirty with his tongue vs Baby Bowser. By the way, in the end, where did that Toadie come from? It made me laugh to see it get shot down. As for the 100% run, as long as it gets done in the same entertaining fashion as this run, I'm not complaining. An easy yes vote from me. I don't see why anyone would vote no for this run.
TRT
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Eh...I guess the dialog is a lot because the game expects you to battle other people in the story. In fact, there are bunches of opponents you do not need to fight. Hence, the dialog (and map wanderings) ends up being longer than the total time in battle. Some days only need 3-4 battles to complete. However, in much later days like Day 15 and 16, there is less mandatory dialog and there are much more required battles. I'm already about 3/5 of the way done. I might as well finish what I started. If the final product gets approved, thats great. If it doesn't, oh well. I'll just continue my other TAS's that I'm working on.
TRT
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There were quite a few attacks that missed. Those missed attacks make the movie merely look like it is just being played well by a skilled person (without the use of tools). Its a meh vote for me. It was good, but not spectacular. Also, try to give each move a purpose next time.
TRT
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ZeXr0 wrote:
It's a nice game, but I doubt it makes a good TAS, there's too much dialog, and the story is very linear. It's pretty much like any Final Fantasy except that should almost always stay in the city. Unless you find a major sequence break or glitch, I doubt it would be accepted.
Yeah...I was hoping that the long dialogues did not affect the chances of this becoming a published movie. I was also hoping the TAS-driven battles would be almost like those arcade-style fighters; it shows off combos while defeating the opponent quickly (it is rare for humans to pull off 600-700 damage combos) Maybe there is some game-breaking glitch discovered in the future (like that Chrono Trigger save glitch to skip many things), I don't know. But for now, this is a non-glitch run focused on dominating the battles.
TRT
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The way you brutally destroyed enemies was very entertaining. TAS are meant to show games pushed to the limit, and this did it very well; it was quick and fun to watch. I actually laughed at the first round versus Vega (M. Bison). It's a yes vote for me.
TRT
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TRT
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Joined: 5/13/2009
Posts: 132
I don't know if this is correct, but I think that the use of the bicycle can be made quicker by starting in low gear then switching to high gear. It seems like low gear is faster for a few frames and then high gear is faster after that.
TRT
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MUGG wrote:
I got the game recently. It's quite funny! I haven't progressed much in the plot though. All I want to express with this post is that a play-around or entertaining trade-offs may be a better choice than a pure speedrun. Didn't the author of the GTA advance run (I can't remember his name) do the same?
That sounds like a good idea. A pure speedrun can be impossible to optimize fully. Imagine if a future speed run obsoletes the previous just because that person made a better turn in a vehicle, saving 1 second. I guess the speedrun of GTA:Chinatown Wars will have entertaining trade-offs then.
TRT
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Joseph Collins wrote:
You ARE the master of time and space!
I think he is the master of not only time, space, but saves as well. I really enjoyed all the little extra bits of fooling around while the scenes were unfolding. This was really fun to watch.
TRT
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I think this is a pretty good game to try to TAS. I don't know if this should be a pure speed run or a speed run with speed/entertainment tradeoffs because repeating the same combo over and over might get repetitive. Should the speed run end after beating Hadron, after beating Eddie in the championship, or after beating Liv in a Grudge Match? As for the robots to use, I believe sticking to the Ray MK series and Flame Gun (get it really early) is the fastest approach to save frames by not entering the shopping screen. My personal preference is Robin with the V-Laser Gun, though; Robin is fast and the V-Laser packs quite a punch when in close proximity which shouldn't be a problem with Robin's speed. I do not know if the frames from quickly crushing opponents with Robin will make up for the frames from not shopping for Robin and the V-laser. This approach would be for the Hadron finish and the Eddie finish. However, if the speed run finishes after beating Liv in a Grudge Match, there may be the need to use illegal robo parts, particularly the tank known as Jameson. Does anyone have any pointers or suggestions as to how to approach this TAS speedrun? Edit: I finished Day 1. I would really like some feed back. Anyways, here is the link to the .dsm file. I might give a link to the video later for those who do not have Custom Robo Arena. http://www.mediafire.com/download.php?yzdnjqyt3hi Edit2: I have been averaging 400 damage per combo. Therefore, since my Robin+V. Laser combo averages 300-325 damage, I think I will be sticking with the Ray MK II and III until the end (unless some extreme time saving combo can be done with a certain robo combo. However, since my Jameson combo deals 450-500 damage, I'll still use that if I were to go to the very end (beating Liv in a Grudge Match). Edit3: Here is a link to the video file for downloading (video file is compressed) http://rapidshare.com/files/236005792/CRAtas1.7z.htm