Posts for The8bitbeast


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Post subject: Ys TAS Demo (No Mirror Glitch)
The8bitbeast
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Made this little TAS demo. Probably a few minutes to save, but gives an idea of what a glitchless / intended route TAS could look like. Final input is 1:19:47 Button file: https://tasvideos.org/UserFiles/Info/638297800988489082 Video with commentary & explanation: https://youtu.be/IYhDSVgEax8
The8bitbeast
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So here's a button file without FM sound used. Can this please be used instead of the file on the submission? https://tasvideos.org/UserFiles/Info/638173343366217052 It took me a while to resync this but it mostly came down to re-manipulating RNG. This saves 76 frames over the FM sound version both due to loading but also because I could incorporate a new timesave at the start of level 7. Threecreepio found a way to get over the lava pit without hitting it, which saved about 50 frames. When Resyncing, I also noticed that I was wrong about level 7 loading slower on Master System, that turned out to be a typo on my spreadsheet. It's exactly the same as GG, meaning that Master System and GG are nearly identical speed-wise for this game.
The8bitbeast
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Darkman425 wrote:
SMS Rastan wasn't released in Japan, and the FM Sound Unit was only released in Japan. As such, this game shouldn't be using the FM Synth music and sound. I tried doing a direct transplant of the inputs with the PSG sound and it desynced on the first boss.
Dang, I should have caught that :( Working on a resync now. Up to the end of level 2.
The8bitbeast
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CoolKirby wrote:
Pretty cool platforming action. It's a shame about the sound, but maybe a second encode could be made with SFX on, since it's a few frames here and there. I will say that watching Juni move around silently gave me a sense of flow, only interrupted by the end-level score tally. Though most viewers might prefer to play music while watching it.
Yeah I was pretty torn on the sound situation. It is pretty easily resyncable by just inserting a blank frame each lag frame, so definitely a possibility.
The8bitbeast
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Challenger wrote:
Sonic Blast is an interesting game to TAS, and I loved working on that back from 2017. I'm more surprised with the upper route at the start of Red Volcano 2, because the jump up looked impossible given the stiff gameplay physics, so I didn't test at all. Very neat! The water current from Blue Marine 1 is the main enemy of this act. I'm not sure if the pipe route on Blue Marine 2 was tested before (I lost my project months after the publication), but avoiding the sucker back would be unlikely for me. Glad both skips are actually possible after all the years :) Green Hill Zone looks much more polished with the improved speed management knownledge (I focused avoiding the rings rather than rolling down a hill - my bad), and I liked the route change on Sliver Castle 2 - doing many jumps under the spikes and taking damage at the end not only for losing rings but to allow a faster turnaround was clever! Excellent work on this game and yes vote.
Thanks Challenger, this TAS wouldn't have been possible without your prior work on it. There was some very clever stuff in your run. Silver Castle 2 was nearly identical in speed to be honest (a tiny bit faster), the speed building strat there was so cool that I was very glad it worked out this way.
The8bitbeast
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Nice work, yes vote. I remember playing this on PS2 as a kid, so this was a fun nostalgic watch. Love seeing it broken open with the speed tech in this TAS.
The8bitbeast
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CoolKirby wrote:
I'm happy to see an optimized run of this category! Thanks for the detailed notes, it answered every question I had about it. I also liked the entertainment like when you imitated Flappy Bird, around 2:06. I should note that the old TAS you referenced was by Tee-N-Tee; I just made an encode of it. I should have been more clear about that.
Thanks CoolKirby, I've updated the submission text with that info about Tee-N-Tee. Glad to hear someone noticed the flappy bird playaround too!
The8bitbeast
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XYZ wrote:
Yes. So much art in moving this time. I like crab boss left-right wall glitch. What about "all *" run?
Thanks! All stars is on my radar for sure. I think it'd be different enough to make an interesting run.
The8bitbeast
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wafflewizard1 lapogne36 Spikestuff
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Spikestuff Infoteddy
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Winslinator DrD2k9 Ezgames69
The8bitbeast
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I've been made aware of a 1-2 second timesave found by Sonikkustar on the Cannon in Scene 1. Holding jump with some particular timing can make you shoot higher, saving a little bit of time on the movement after. With the nature of this game I'm unable to resync it without redoing the whole TAS.
The8bitbeast
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Dimon12321 wrote:
How dependent on RNG is Crash or how inconsistent is its lagging? Doesn't it make sense to edit Rolling Stone level in TAStudio, all the level intermission screens where crystals are counted and cut the map part where you go back to Rolling Stone?
Thanks for the yes vote! Unfortunately this game is very not sync friendly. The lag kills it, but also global cycles cause some big issues too, even with subtle things like exactly where an enemy is when you bounce on it. You can sync up maybe the first 5-10 seconds of a level if you're lucky but resyncing anything long term is basically impossible.
Post subject: 100% TAS done
The8bitbeast
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I finished the 100% TAS! https://youtu.be/Hw-fQAW10Ho Just preparing the submission text and also a version with audio commentary. That should come up along with the TASvideos submission in about a week
The8bitbeast
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Memory wrote:
Is Wille Coyote's position universally tracked throughout the level or can one despawn him by having him go off screen? If the latter, could you intentionally despawn him (by stopping or otherwise) to reduce end of level delays by having him spawn sooner after you reach the exit?
So I've had a look at this possbility. 0x0BDB holds the timer that tracks his cycle. Freezing it stops the level from finishing and poking it can increase or decrease the time of completion. This byte is used by other enemies to track their cycles and can be manipulated by killing enemies for example, but it always seems to reset to the same number when Wile E is loaded (even if I poke it to something completely different beforehand). Once Wile E is loaded, thje byte increments by 9 each frame. Wile E will only come on screen each time when it wraps around to 0, so there doesn't seem to be a way to get it to 0 any sooner (e.g. having him off screen earlier). This means that rather than a global frame rule, this acts more like a local cycle that starts when Wile E is loaded. I checked by delaying my movement by 6 frames before loading Wile E and the level took 6 frames longer to complete. While this seems pretty conclusive, this would be worth looking into for any future TASes of this game in case I've missed any ways to manipulate it. I can't get Wile E to load any sooner as it appears to be based on your x position, but I have noticed that having a drastically different y-value can cause him to load in at a slightly different point in the cycle/framerule. This is probably the biggest potential for timesave, but might not be useful as routing through the level requires you being on specific platforms with specific y-values. To get him to do anything different I had to move essentially a whole screen up or down from my previous position.
The8bitbeast
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The8bitbeast
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MESHUGGAH wrote:
Easy yes vote! Question. According to this faq https://gamefaqs.gamespot.com/atari2600/563930-basic-math/faqs/29098 at section III end Controls, it says you can change the difficulty switch to get a time limit. What difficulty does this TAS uses?
Thanks! I noticed that the difficulty switches had some impact, but I kept mainly to the 8 default modes that it boots up on. Part of the reason for this was to align with the 8 RTA categories.
The8bitbeast
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Darkman425 wrote:
That was a fun watch of an interesting but flawed movie tie-in, if nothing else for the visuals and weird bosses. I noticed that there's a 2nd player available. Does that change gameplay all that much?
Oh that reminds me, I forgot to mention about 2 player in the submission text. This TAS intentionally just uses 1 player to more closely align with RTA standards. This is also because 2 player would just make bosses slightly faster due to increased firepower and not much else interesting would happen. Also with 2 players, you are forced to both do the virtual sections one by one which would be slower unless you intentionally game over player 2 in the platformer - meaning you could only use player 2 for a couple of levels before running out of continues.
The8bitbeast
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MESHUGGAH wrote:
Based on the youtube encode, at Section 2 it looks like there is 2 potential opening of the first two walls on the top and the bottom.
Thanks for the yes vote! Those openings look possible, but in all my testing, I couldn't get through. The problem is they close by the time you could make it to them. It's a weird kind of optical illusion which makes it look possible.
Post subject: Banjo-Kazooie LOTAD in 16:44 (19:28 TAS Timing)
The8bitbeast
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I've finished work on an any% LOTAD. This uses bitclips to achieve a much faster time than previously possible. It also uses position hacks to achieve the floating point precise position, as TASing it normally would take several days or weeks per bitclip, but everything in the TAS is possible to do. Video with commentary: https://youtu.be/mszPuW6n9aI Video without commentary: https://youtu.be/AMdodBJBzKo Button file: https://tasvideos.org/UserFiles/Info/637771986164365069
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