Posts for Tee-N-Tee


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Joined: 5/13/2012
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I'm happy that S2K gets some attention, because I think it's a crying shame, that there's no run on the site. I also tased EH1 and got 15::19 It's most likely improvable, since it's my first testrun. I hope you enjoy ;) http://tasvideos.org/userfiles/info/19056971777110947 P.S.: maybe the Sonic 2 & Knuckles conversation could be moved to its respective topic? http://tasvideos.org/forum/viewtopic.php?t=2843
Experienced Forum User, Published Author, Player (169)
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I made a quick and unoptimised TAS with Tails in Flying Battery 1 in 46::58 http://tasvideos.org/userfiles/info/16955344100364339
Experienced Forum User, Published Author, Player (169)
Joined: 5/13/2012
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Thanks
Experienced Forum User, Published Author, Player (169)
Joined: 5/13/2012
Posts: 51
RAM addresses are being mentioned in the comments, but I can't find a RAM Search/Watch option within the emulator used (Dega 1.16 MAME core).
Post subject: SMS emulation - PAL ???
Experienced Forum User, Published Author, Player (169)
Joined: 5/13/2012
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Could someone tell me how to switch to PAL region?
Experienced Forum User, Published Author, Player (169)
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NitroGenesis wrote:
OK, so I'm workin' on improvin the published tas, and I have some decent improvements planned. Here's a WIP. It's fairly optimal but I think a few frames can be shaved. At the end of the level I'm 47 frames ahead of the published run in ingame time. http://tasvideos.org/userfiles/info/12635838219184403 Sadly 16 appears to be impossible :(
Hi, I tased this level too, since I saw a couple realtime runners getting 16s. It took me a while till I figured that they're running on PAL and that the PAL timer is borked :D Your run clocked in at 17::28, but since mike89's run had already a 17::??, the difference can't be 47 ingame frames??? Anyhow, I got a 17::13 and another 26 frames by getting to the score tally screen earlier. http://tasvideos.org/userfiles/info/14877144677004556
Experienced Forum User, Published Author, Player (169)
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BizHawk seems to store the input in an "UDLRABCS" pattern, but a gmv to bkm converted file does it in an "UDLRSABC" pattern, i.e. the converted bkm will perform the wrong inputs.
Experienced Forum User, Published Author, Player (169)
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I suggest another screenshot, frame 14226 is just epic :D
Experienced Forum User, Published Author, Player (169)
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natt wrote:
NAME OF ROM NAME OF ROM NAME OF ROM
As I said in my previous two posts, I get exactly the same problem reports no matter what Genesis rom I try. But if you insist on a rom, how about Jizz Wars (PD).bin Jizz Wars (PD).bin Jizz Wars (PD).bin
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natt wrote:
Tee-N-Tee wrote:
adelikat wrote:
Ok, I updated the link in the first post. If you downloaded it before reading this post and were using GenesisHawk you need to redownload, all your savestates have been invalidated. Sorry, for that, trying not to do any fixes that affect savestates (or sync).
I downloaded it anew, but now it crashes when I try to open a Genesis ROM.
Crash message and name of rom?
According to the eventviewer, it's actually two problem reports. The first occurs when I try to load any Genesis rom and the second when I close the window that says something like "BizHawk.Client.EmuHawk detected a problem and has to be closed." 1.: .NET Runtime 4.0 Error Reporting Faulting application emuhawk.exe, version 1.6.0.6002, stamp 52ed8fa0, faulting module libgenplusgx.dll, version 0.0.0.0, stamp 52efdb67, debug? 0, fault address 0x0009b712 2.: .NET Runtime Anwendung: EmuHawk.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: System.AccessViolationException Stapel: bei BizHawk.Emulation.Cores.Consoles.Sega.gpgx.LibGPGX.gpgx_state_size() bei BizHawk.Emulation.Cores.Consoles.Sega.gpgx.GPGX..ctor(BizHawk.Emulation.Common.CoreComm, Byte[], BizHawk.Emulation.DiscSystem.Disc, System.String, System.Object) bei BizHawk.Client.Common.RomLoader.LoadRom(System.String, BizHawk.Emulation.Common.CoreComm) bei BizHawk.Client.EmuHawk.MainForm.LoadRom(System.String, Boolean, Boolean) bei BizHawk.Client.EmuHawk.MainForm.OpenRom() bei BizHawk.Client.EmuHawk.MainForm.OpenRomMenuItem_Click(System.Object, System.EventArgs) bei System.Windows.Forms.ToolStripItem.RaiseEvent(System.Object, System.EventArgs) bei System.Windows.Forms.ToolStripMenuItem.OnClick(System.EventArgs) bei System.Windows.Forms.ToolStripItem.HandleClick(System.EventArgs) bei System.Windows.Forms.ToolStripItem.HandleMouseUp(System.Windows.Forms.MouseEventArgs) bei System.Windows.Forms.ToolStripItem.FireEventInteractive(System.EventArgs, System.Windows.Forms.ToolStripItemEventType) bei System.Windows.Forms.ToolStripItem.FireEvent(System.EventArgs, System.Windows.Forms.ToolStripItemEventType) bei System.Windows.Forms.ToolStrip.OnMouseUp(System.Windows.Forms.MouseEventArgs) bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(System.Windows.Forms.MouseEventArgs) bei System.Windows.Forms.Control.WmMouseUp(System.Windows.Forms.Message ByRef, System.Windows.Forms.MouseButtons, Int32) bei System.Windows.Forms.Control.WndProc(System.Windows.Forms.Message ByRef) bei System.Windows.Forms.ScrollableControl.WndProc(System.Windows.Forms.Message ByRef) bei System.Windows.Forms.ToolStrip.WndProc(System.Windows.Forms.Message ByRef) bei System.Windows.Forms.ToolStripDropDown.WndProc(System.Windows.Forms.Message ByRef) bei System.Windows.Forms.Control+ControlNativeWindow.OnMessage(System.Windows.Forms.Message ByRef) bei System.Windows.Forms.Control+ControlNativeWindow.WndProc(System.Windows.Forms.Message ByRef) bei System.Windows.Forms.NativeWindow.Callback(IntPtr, Int32, IntPtr, IntPtr) bei System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG ByRef) bei System.Windows.Forms.Application+ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) bei System.Windows.Forms.Application+ThreadContext.RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) bei System.Windows.Forms.Application+ThreadContext.RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) bei System.Windows.Forms.Application.DoEvents() bei BizHawk.Client.EmuHawk.MainForm.CheckMessages() bei BizHawk.Client.EmuHawk.MainForm.ProgramRunLoop() bei BizHawk.Client.EmuHawk.Program.SubMain(System.String[]) bei BizHawk.Client.EmuHawk.Program.Main(System.String[])
Experienced Forum User, Published Author, Player (169)
Joined: 5/13/2012
Posts: 51
adelikat wrote:
Ok, I updated the link in the first post. If you downloaded it before reading this post and were using GenesisHawk you need to redownload, all your savestates have been invalidated. Sorry, for that, trying not to do any fixes that affect savestates (or sync).
I downloaded it anew, but now it crashes when I try to open a Genesis ROM.
Experienced Forum User, Published Author, Player (169)
Joined: 5/13/2012
Posts: 51
While browsing the forum, I stumbled upon BKM files of the Super Mario 64 0 Stars/120 Stars runs.Post #353881
Experienced Forum User, Published Author, Player (169)
Joined: 5/13/2012
Posts: 51
What about the other way around? Does a GMV to BKM converter exist?
Experienced Forum User, Published Author, Player (169)
Joined: 5/13/2012
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Testrun of Fantasy Zone in 3:46 using demo manipulation So, it turns out that by "surviving" long enough during a demo until Opa-Opa destroys the last base, you can get control of him, but sometimes he just comes to a dead stop and you can't move around, for reasons I don't know. So my approach was as follows: get to the demo of round 7 (the last regular level) as fast as possible. You don't have to sit through the demo in its entirety, you can reset once the demo starts and the game will play the next demo after the title screen. But I had to play round 1 a bit, to get $ 3000 to buy upgrades, since I wasn't able to defeat the boss' final snake with default speed/weaponry (but it might be possible). Here's hoping that someone knows what's really happening during the demos, so that it can be manipulated more effectively. The bossrush is most likely also improvable with different money<->weapon management.
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feos wrote:
Tee-N-Tee wrote:
@feos: I'm pretty sure, the sample "console.wav" you provided in your soundtest is actually from the Sonic Mega Collection, i.e. it's from an emulator and not from the original console.
I doubt games for SDA get recorded from emulators.
Well, if you took the sample from the current SDA run (15:05 by Charles Griffin), I'm right, you can read it in the comments where he states, that he played it on Sonic Mega Collection, iirc the GC version on a Wii.
Experienced Forum User, Published Author, Player (169)
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@feos: I'm pretty sure, the sample "console.wav" you provided in your soundtest is actually from the Sonic Mega Collection, i.e. it's from an emulator and not from the original console.
Experienced Forum User, Published Author, Player (169)
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Non-TAS Link to video
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I TASed Green Hill 2 in a rather unconventional way :D
Post subject: Framerate differences
Experienced Forum User, Published Author, Player (169)
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The displayed playing time in Gens deduces from an exact 60 fps, but the Genesis movies on this site seem to have a framerate of approximately 59.922 fps. Could someone explain this?
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Qwerty6000 wrote:
New Improvements JXQ's Old Times GHZ1: 17.26 GHZ2: 11.13 GHZ3: 28.33 MZ1: 15.40 MZ2: 14.32 MZ3: 28.09 SYZ1: 20.30 DMTM & Qwerty's Times GHZ1: 17.12 (Sonikkustar made one in 17.13) 1 frame faster GHZ2: 11.11 (Sonikkustar made one in 11.12) 2 frames faster GHZ3: 28.33 (No Improvements) MZ1: 13.02 (Very thanks to marzojr) MZ2: 11.07 (Very thanks to Tee-N-Tee) MZ3: 28.09 (No Improvements) SYZ1: 20.28 (Improved by Qwerty)
Knuckles can get 10::57 in Marble 2, just like Sonic. Being in a rolling state lowers the vertical position by 5 pixels, thus allowing to zip 10 frames faster.
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Non-TAS Link to video
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Aglar wrote:
For the acts where you didn't gain any time I suppose you at least tried to - except for maybe MZ1 and SLZ1? In that case I guess you gained some pixels/subpixels but it wasn't enough to save any frame?
I tried to improve every act, also the ones where improvements seemed to be unlikely like MZ1 and SLZ1, in latter act, I tested the technique from MZ2 and came very close (10-20 subpx iirc) from getting the level wrap to work from a roll-jump, which could've saved several frames. Sometimes, due to the level layout (platforms, springs, certain enemies) pixel/subpixel improvements couldn't be kept throughout the whole act.
SmashManiac wrote:
TASVideoAgent wrote: My choice for a different ending lengthened the input file by 205 frames. Can you elaborate on that? I'm not a Sonic connoisseur, and not only do I not understand the reasoning behind this decision, but I don't see anywhere in your comments where those 205 frames are located.
Technically, no input after frame 51744 is required to beat Final Zone in 1:12::01 and thus the game, but the outcome would look dull imo, that's why I did an ending I'm happy with.
Patashu wrote:
Do you have any plans for future TASes?
At this time, no.
Hikaruon wrote:
Yes vote, but I think is possible in Final Zone do 2hit attack, sometimes I did this, but is hard to do.
I tested many possibilities which might work to double hit him, like glitching through the ground, but unfortunately there's nothing to stand on and Sonic falls to his death. You're probably referring to the fact that Robotnik can be hit again after hit 8, since he retracts slower, but this results in a hit counter underflow and it would require an additional 255 hits to defeat him :D
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I tased the first two rounds and managed to improve the currently published movie by 47 frames. Most of it comes from a different movement technique (pressing the direction every second frame instead of holding the direction the whole time). This increases running speed on average by 6 subpixels per frame and jumping by 18.
Post subject: Re: Lava Reef Act 1 Zip
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LTRP wrote:
Mr_Sweed wrote:
I hope it will works with Sonic aswell.
I highly doubt that it'll work. Even if it does, it won't matter. Since the first falling spikes in Sonic's path is nowhere near the start. Which means that if we didn't do the glitch, it would be FASTER than pulling off the trick.
I checked it, the level wrap works with Sonic. I'm also fairly certain, that the current time of 1:03 with Sonic+Tails can be improved. Sonic can get into Knuckles' path by spindashing through the left sprite wall at the end of the elevator section.
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I found a new? zip in Spring Yard Zone 3 and made a TAS in 41s15f It isn't fully optimised, merely a proof of concept. I used REV 01.