Posts for The8bitbeast


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The8bitbeast
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That's great! Thanks for adding it in. Currently I'm TASing Alex Kidd The Lost Stars. Jumping on different frames affects the lag unpredictably. To optimise this I have to check basically every possible frame to jump. So I set a marker on a frame after jump, check position on that frame, change jump frame, check position again and so on. The same thing goes for choosing when to shoot enemies and balancing lag from the bullet on screen with the enemy on screen.
The8bitbeast
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I know I can double click, but it's getting annoying since I've double clicked the marker list 18,000 times for my current TAS. A hotkey that just does what the existing button under the marker list does would be really useful and save a lot of time.
The8bitbeast
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Would it be possible to add a hotkey for Jump To Marker Frame in TAStudio?
The8bitbeast
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Nice find! I think the choice of world 10 should be left up to the TASer and the categories should be seperated as any% and 100%
The8bitbeast
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Is anyone still working on this?
The8bitbeast
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Voted yes. This was a great improvement and looked really well optimised. My favourite part of the old TAS was the playaround in the carpet level moving in time with the music. It would be really good to see that make a return in this TAS if it's possible to add it in without desyncing.
The8bitbeast
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From my experience on the Genesis version, it was possible to completely manipulate the bosses while in the fight with very small movements. I'm not sure if the SNES version behaves the same way. It'll be good to see a TAS without the EXP glitch too. Have you considered playing this on the Famicom version and using the L+R glitch? With that it's possible to do some warps back to the town and skip the first boss and the fire dragon boss (and maybe more).
The8bitbeast
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Voted yes, this was a really good watch. Would it be possible to beat the kill screen with the 25m glitch?
The8bitbeast
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Very impressive WIP its great so see someone working on this. The movement looks well optimised so far. It's interesting to see this done with the earlier boxes used for jumps, but it looks like it turned out much faster. I would agree that getting the rest of the crystals from Tiny is probably faster than Gee wiz but you should definitely time both. The gate clip is annoying. I spent A LOT of time trying to replicate it. It was the reason I stopped working on this category and shifted to no major skips. I think if it were possible it would be possible on every gate but I have a hunch that it doesn't work on Bizhawk. I'd also suggest turning the SFX off since this is the pure any% category which is fast at all costs, but that choice is up to you. If you do leave it on, make sure you get the glitch exiting the N. Tropy fight. I noticed that you enter the warp room at frame 3161, but it's possible to enter at 3153. Perhaps there are some more frames you can save on the title screen?
The8bitbeast
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Amazing TAS! It looks really optimal and it was very entertaining all the way through.
The8bitbeast
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Looks good so far and it will be even better with the improvements that have been mentioned. I'm glad that you decided to use game over abuse.
The8bitbeast
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Is anyone still working on this game?
The8bitbeast
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Just to clarify, the music would stay on. Only the SFX would be turned off. No SFX would actually allow you to hear the awesome music rather than it being drowned out like in the N. Gin boss.
The8bitbeast
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How would people feel about turning off SFX in a Crash 3 Any% (No Major Skips) TAS? Advantages: Skip 50 seconds of cut scenes throughout the run. Also, you can hear the awesome music better. Disadvantages: No SFX (no sounds for spin, jump, slide, etc.) Note: Music would be left on because it doesn't save time to turn off.
Post subject: Improvement
The8bitbeast
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Just before Janken matches, jumping back towards the left side of the screen as in Keirden's TAS saves 8 frames. This would lead to 40 frames saved overall. Thanks to Keirden for spotting this.
The8bitbeast
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If we make the choice to use FFM, a verification movie will definitely be provided. Even with the timing starting from power on (with SRAM) FFM will still be worth it as it only takes 2 minutes or so to set up. We understand that the TAS cannot simply be labeled any%, but perhaps any% ‘FFM’ or any% ‘Dirty SRAM’ would be a more appropriate name than something like newgame+. It’s important to have any% contained within the title, because if a 100% TAS were made using FFM in the future, the naming would clash with any%. Hopefully this TAS can set an example and inspire other ‘Dirty SRAM’ TAS’s like DKR with TT, DK64 with ISG and Tooie with DCW to name a few.
Post subject: FFM in the Any% TAS
The8bitbeast
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Now that the 100% Banjo-Kazooie TAS is finished, Hyperresonance and I have started planning an any% TAS. We would like to hear opinions from the TASvideos community about the use of the FFM (Furnace Fun Moves) glitch for this TAS. FFM is a glitch in Banjo-Kazooie which allows you to transfer moves learnt between files. This means that a new game can be started with all of the moves already learnt as soon as Mumbo’s Mountain is entered. For an in depth description of the glitch see: http://pastebin.com/rNaSUVqK FFM is used in every full game category of the RTA community. In 100% it saves roughly 3-4 minutes, but in any% it saves even more time as it allows 8 Jiggies to be skipped. To use FFM, a game must be completed up to Furnace Fun with the moves learnt that are to be transferred. This would mean starting the TAS from dirty SRAM. A button file of roughly 40 minutes would be included in submission of the TAS to achieve this SRAM state. While starting from dirty SRAM can be controversial, it would benefit the TAS for the following reasons. Using FFM would allow the TAS to achieve a faster time. It would also mean that the TAS route is closer to the standard route for speedruns, so the TAS can set a good example for speedrunners. This would make the TAS a lot more meaningful to the community. The 100% TAS did not use FFM as it doesn’t make as much difference in that category and FFM was found after that TAS was started. In any%, levels like Mumbos Mountain are similar to 100%, but using FFM would change the route due to the immediate use of talon trot. This would keep the TAS original rather than just redoing the early game of 100%. Using FFM allows a glitch to enter Frezeezy Peak without opening it, this would be more entertaining as it shows off more glitches. The alternative (opening FP) would be less entertaining as it is a fairly long section of straight forward lair movement and not very exciting. The other entertainment advantage of using FFM is that the intro story and enter lair cutscene would be skippable due to the previous save data. This skips roughly 4 minutes of tedious cutscenes and resets.
The8bitbeast
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As far as I know the only way to trigger a bird was to go out of bounds, which meant leaving the platform. But perhaps standing still could cause one to come eventually. I remember spending a lot of time trying to get the deathwarp to work with no luck, but it would be good if it were possible and saved a few more seconds.
Post subject: Re UraniumAnchor
The8bitbeast
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Thanks for the feedback. For 1-5 I did consider deathwarping but unfortunately there was no way to do it at the bottom without touching ground. I would have been able to at the top (on the swinging thing on the roof) but at that point it was quicker to walk back to the door. This is because to get from the door to the key without touching ground, I would have to slow down a lot to wait for cycles. It seemed to be a trend with this game that I would consider a cool glitched/unintended route through the level but glitchless/intended was almost always faster.
The8bitbeast
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Great work on this. I'm not too familiar with this game (yet), but this was still mind blowing. I found it strange that you still had to enter some random battles at the start with Terra after the Magitek armour stuff. But I don't know much about FF RNG so I'm assuming they were unavoidable. The commentary was a very nice touch. It was well done and compliments the submission text. My favourite part of the run was probably the early input ending which was suspenseful and technically impressive. Yes vote.
The8bitbeast
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I think Angerfist is arguing more that the structure of Vault should be changed to allow these sort of submissions. In his submission text he mentions the Tasmanian sword and says that he decided not to use it. So at the time of the submission there were faster routes known, yet it was still accepted. Personally, I think the original TAS should have been accepted to moons, and I feel that it might have been if it was more well known. It's very interesting since the game is usually very difficult and the swimming glitch is cool. As a new person coming to the site I would be interested to see my final time, but overall would probably rather watch Angerfist's run. New users will just see "obseleted the old any% run" on my TAS and will have no indication that Angerfist's is entirely different and might be worth watching. One of my potential TAS projects is to complete Wonder Boy 3 without charmstone doors, but using the Tasmanian sword. This would show off new glitches and be a much more entertaining run. But unless it beat my TAS or got moons, there would sadly be no place for it. I see my TAS to be closer to a game end glitch while Angerfist's omits this. The only difference between my TAS and a warp to final boss TAS is the 15 minute grind. Perhaps we should define 100% to be all bosses, call Angerfist's TAS 100% and be done with it. For my general view on the vault topic, I think the main change should be that vault publications show up by default. The (all) option is not very clear and I had been browsing TASvideos for a long time before finding the vault category. There were a lot of games that I knew in there and I personally preferred some of them over what I had already seen in moons and stars. Generally, I will watch a TAS because I know the game, not paying attention to the vault, moons, star symbol. So its good to display as many as possible by making vault default. I think that emphasis on game choice should be removed from the judging criteria. It's good to have runs of well known games, but often what is a well known game can vary. For example, more Master System publications would attract more people from PAL regions where it was much more popular than the NES. A good start would be showing vault by default, since moons and stars only shows 42% of Master System games and hides some good ones. I personally like to TAS hidden gems to try to show people some very good but not well known games.
The8bitbeast
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Samsara wrote:
Could someone familiar with both the SMS and GG versions of this game explain whether or not they're different enough to be published alongside each other?
I'll leave that opinion up to someone who didn't make the TAS, but I thought I'd point out some levels that differ the most. The biggest difference is Labyrinth 1 which has an entirely different layout. Bridge 2 and sky base 1 are also considerably different. Jungle 2 has a similar layout but the camera scrolls differently, meaning very different gameplay. Bridge 1 has some slight differences around the shield box, but these lead to some huge differences in the TAS route. Nearly all of the bosses are fought differently, mainly the first and last one. I haven't tested the Labyrinth 2 horizontal underflow on the GG version, but if it didn't work this would be another major difference. It may also be possible to split the TASs of these versions based on timing since the GG TAS optimises for game time. As for timing, a real time optimization run could be easily spliced into this run, so if a real time run beat the predicted real time optimised version of this run (14:59) then it would obsolete this. As for a game time run, I don't know how to approach an optimised run of it. But it is likely that a game time run would be nearly impossible to optimise due to the continuous possibility of creating more lag in the boss fights, reducing game time.
The8bitbeast
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Oasiz wrote:
It is possible to hit eggman on the first cycle but unlike GG version, you need to be pixel/frame perfect.
I had a very thorough investigation of this. Unfortunately, you can't hit him on the first cycle. Robotnik's height is 3 bytes at 0x149C. During the second phase, the minimum height is in fact lower than the first. This change amounts to a pixel visually (first phase on the left, second on the right. Red line is for reference): http://imgur.com/AM93oEU I also investigated whether or not you could hit him in the first phase even though he is a pixel higher. I found that freezing his height on the height of the second phase it is not always possible to hit him. It is only possible to hit him once in every 5 frames of beginning a jump (roughly). This could be due to subpixels with Sonic's collision on the ground, or the height having more variables that would require freezing. Unfortunately after freezing the height at the first phase height, none of the frames worked to hit him. I also checked every frames for some dips in his flight without freezing any values. The stuff that you described for the first phase sounds very similar to the second phase. Perhaps, the effects are the other way around in terms of the phases. However, it would be very nice if a way was found to hit him in the first phase. Robotnik's minimum height (first phase): 98 00 01 Robotnik's minimum height (second phase): E0 01 01
The8bitbeast
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I would have to agree with Angerfist. These are two very different categories. Even though this category is quicker, Angerfist's run got so see more of the game and is a completely different route. In his submission text, Angerfist says that he omits certain features (Tasmanian Sword) and a run that used them would probably be in a different category. My intention was not to obsolete Angerfist's run.
Post subject: Re: Game time
The8bitbeast
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I understand why they were using game time in the first place and I'd have to agree that basic real time should not be used. But game time isn't the only solution especially for the TAS. The first issue is the signposts. I will be slowing down so that the signposts don't fly up in the air and take longer. The reason why I want to keep this animation in the timing is that it is completely possible to speed this animation up without looking bad. You only have to slow down at the goalpost and not earlier in the level. Every frame you can save in the level is still important. Cutting this out of timing can lead to some carelessness. For example in the GG TAS at the end of Green Hill 1, they had plenty of time to line up with the sign post and stop movement before the screen caught up. But they let it fly up instead, costing real time even though hitting it slowly wouldn't affect game time. The idea of using frame count sounds better (provided it stops on fadeout, not hitting signpost), but there is still one issue with it. I'm reasonably sure that the timer doesn't increase during lag. This means that if I used game time, I wouldn't have to care about lag reduction at all. For example in BZ2, I am doing some heavy lag reduction to speed it up. If I used the in game frame counter, this would be equivalent to an unoptimized TAS that lags the game unnecessarily and takes longer in real time. Using the in game timer would cause making the TAS to be too easy especially for BZ2. The GG TAS claims to optimize for game time as far as I can tell, but it also avoids breaking the speed cap in some areas due to lag of animations. This is completely contradictory. It is sometimes slower in real time due to the lag, but faster in game time due to sonic being physically faster and the game time not counting during lag. The bonus screens on the Master System version are a lot more sensible than the GG version. The range where you should wait for the bonus time in the master system version is 26.6-29.9 seconds, where you should wait for the timer to reach 30. The GG version has bonus screens which are much more excessive. I'm hoping that none of my times fall in this range so that I can claim to optimize completely for real time. Otherwise it will be total real time minus bonus screen time. I understand that real time is bad for most sonic games, but game time has its issues too.
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