Posts for Tiger-

Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Fantastic work on this TAS. Yes Vote.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Ok, that does not make any sense. I need to see the movie file to compare. I was sure a screen scroll was all it was required for a faster cutscene so my earlier tries on my second attempt at this TAS was just me holding right, because I was, again, absolutely sure walking was the fastest way for the screen to scroll to the right. Mind blown. This has really rekindled my desire to TAS this game again.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Unfortunately it is not faster. You lure the throwing axe enemy and bounce of him, hold B before starting the flaming kick animation so you get more height on the bounce. Then you spin jump to the right and if you scroll the screen enough you bypass completely the first gunship. Kind of useless though, because you face the same gunship at the end of the level. After the gunship goes away the level won't end. You can walk to the right and the level wraps on itself, you keep walking right and at the same place the first gunship normally appears the second gunship comes. Then after the second one goes away the level ends. I don't have the movie file, lost that a long time ago when I stopped using Snes 1.51. But I still have the ROM and Bizhawk installed. I'll give it a try after work, is not that difficult. Fantastic news on those improvements by the way, always thought we could save some frames on the wall jumps or the zips. Glad someone could build on the work me and Heisnaevilgenius did. Love to see that dedication we did ages ago didn't go to waste. Best of luck.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Hey Sniq, I saw the improvements you posted and gotta say, great job so far. Are you going to continue with this project? Best of luck and if you have any questions i'll do my best to answer them. Also, there's a way to skip the first gunship on 1-1, but i have not found any way to exploit it, you face the first gunship at the end of the level and the screen wraps to the start of the level, if you go back to the place when the first gunship appears the 2nd gunship comes and then you finish the level. No idea if there's a flag or something that needs to be set for the level to end. Needs more research. Thanks for posting the videos.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Warp wrote:
How about next time (if a new race is ever organized again) you use an existing game, but set a particular special goal for the run (for which there obviously would not exist any prior TAS)?
Something like, pick some Megaman game and then: RTA: Normal speedrun of the game TAS: Kill all enemies on every stage while trying to go as fast as posible ?
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Most fighting games TASes are really boring, that's because the fastest way to finish them is repeating the same combo over and over. Or in this case the Destroyer. I think showing more of the charge infinites, some clashes and the supers would be better than just finishing the game as fast as possible. Also you should totally show Baiken, since the requirements are really insane because Justice cheats like crazy. I mean spamming the laser super every time he gets in the yellow? Unfair.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Thanks to Omnigamer I got in the mood to play this again, and I've been toying with this On and Off through the last month. Found some nice improvements for the first levels, specially the boss fight in 1-2, so much faster using the bomb while tumbling. The big problem is that using Snes9x 1.51 adds lag. Between levels and when a Boss appears most notably. A small scale effort gave me a 43 frame improvement thanks to the better boss strategy and better camera manipulation. Is it no possible to remake the run on Snes9x1.43 to avoid the lag problems? Or should I look for some way to minimize them? Heres the WIP: http://dehacked.2y.net/microstorage.php/info/1794068491/Hagane%20%28U%29.smv
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
The "Play Movie" and "Stop Movie" functions under the Movie menu just open the About PCSX2 screen. Also the Record Movie option opens a "RePlay" dialog box and doesn't do anything else. :(
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Siempre un honor poder prestar ayuda a quien lo requiera.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
SC64 uses patch 1.07 IIRC. So all the bugs that came before it should be fixed. I think we still have access to CCSlide using Comsat stations though, gotta test that one. Drone float, SCV stack too.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Just watched part 1 and it's absolutely fantastic. The miniboss skip was very nice. Loved it.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Optimizing this TAS will be hell. I tried to TAS SCT01 for a couple of days and couldn't beat the SDA time, but here is something that made me shriek in terror. Fastest speed for the cursor, minimap enabled. From the center of the screen, the cursor can reach anything in 1 frame and click it on the next one. This, of course, includes the minimap. So you can reach anything on the map in 4 frames. If you want absolute perfect play you are talking about 1 action every 2 frames, relevant actions in 4 - 8 frames. That's roughly 900 - 450 Actions Per Minute. Very fast, and very useless because units don't react instantly, fire rate and unit movement is slower, I actually had to slow down a little to make perfect moving shots with Raynor's vulture. Micromanaging SCV's to mine perfectly got old, fast. So missions that center on resource management will not be very fun. Here's a WIP of SCT01. Delete your FLA save before vieweing, or it might desynch. http://dehacked.2y.net/microstorage.php/info/1153260813/Test%20Run%20T01.m64 After the 7th marine I just give up the perfect SCV mining. Also, check out ALL those prompts. My time 3:07 SDA time 2:40 It can be done, sure. But unless a major glitch is discovered, or at least a way past the dialog, i'm afraid we will always be slower than SDA.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Any recent news on this emulator? Forgot I had uploaded this a long time ago: http://www.dailymotion.com/video/xb33wa_devil-may-cry-3-special-edition-tes_videogames The fastest way to dispatch low level enemies is abusing jump canceled Helm Splitters like at the beggining of the movie, but it desynchs a lot. Best of luck.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Goemon's Great Adventure is a really fun game, but it will be a real challenge to TAS. Here's an old WIP I did to test somethings: http://dehacked.2y.net/microstorage.php/info/1821466331/GOEMONS%20GREAT%20ADV%20%28USA%29.m64 Somethings i noticed: A 2 player run is a must, the "piggyback" move and death abuse allows shortcuts on most stages. The downside is that Sasuke is just too fast for Goemon and Ebisumaru, they can't keep up, still need to test with Yae though. Jumping and using the projectile is faster than jumping and attacking with the main weapon, if you are damaged while in the air you get your jump back. Good luck
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
I have managed to succesfully TAS the first mission of DMC3SE. Far from optimal because the "fastest" combo desynchs the movie (Ground combo -> Launcher -> Helm splitter -> jump canceled guns to reach the ground without any lag, or, Jump canceled Helm Splitters until you can't and then just jump cancel into guns), also i was forced to kill enemies in weird sequences. So far, it looks like reproducing from a savestate is avoiding desynchs. But the emulator really dislikes my jump cancel shenanigans, it inmediately desynchs on almost all the attempts, it specially hates 1 frame links. Also further testing indicates that it also hates Million Stabs, always desynchs, always. Yeah, yeah, I managed to miss some orbs from killed enemies. Dante is just too fast. :p For the movie to synch I just let the movie play for 1200 frames, then just load a savestate from the beggining (Frame 353) and it plays without problems. Very fun so far, I wonder how long I can go until it gets unplayable. Edit: I complete the first mission 11 seconds faster than the SDA run. Collect 443 less red orbs and am 293points less awesome than James 'Psychochild' Conway.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Hotkeys: F1: Save State F2: Select Save State Slot (Goes through 0 to 9) F3: Load state Spacebar: Frame Advance P: Pause/Unpause F4: Changes Frame Limit Mode. The modes are: Normal Limit Skip VVSkip Now, for the movie. I did a short test run for DMC3 SE, using all the save slots, 2752 frames long. From power-on it desynchs on the Select game mode screen. If while running the movie I load a savestate that was made past the select game mode, it synches well until the Mission Start/Customize screen. Selecting a state at the very start of the Mission it desynchs on the first enemy, Dante starts the slash animation on frame 2223. Another state where i'm already slashing (frame 2191) synches really well until the first item pickup screen, I do a low altitude jump canceled Helm Splitter. Afterwards all the other states I have for the jump canceled Helm Splitter desynch on the Item pickup screen. With some random behavior on some of them. I'll test different Graphic/Sound configurations.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
I have been trying some random games to see how it works. Devil May Cry 3 Special Edition: Suffers from a poor framerate on my computer, it's playable but this game really wants an autohold feature. I tried some jump canceled Helm Splitters and got a few without problems. Tales of Destiny Director's Cut: Loads and plays fine, but I get a black screen after the first cutscene on Stan's side. On Lion's side I don't see problems so far, even got a random battle on the world map(Majin-Ken!). Just some framerate issues, maybe I need a real video card. Guilty Gear Accent Core Plus: Shows the ArcSystem Works logo and won't advance any further. Guilty Gear Isuka: Similar to Accent Core, it gets stuck on the Sammy logo and freezes. Arcana Heart: Doesn't work. Melty Blood Act Cadenza: I really love 2D fighters. Doesn't work. I have been trying to convert regular PSV, CBS or MAX saves obtained from gamefaqs to the PS2 format the emulator requires, there's a guide here: http://www.ngemu.com/forums/pcsx2-forum/64482-gamefaq-saves-pcsx2-memorycards.html Some documentation for the TAS features would be appreciated, I found most of them by accident. :P Thank you.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
2006-07-23 08:32:47 2009-08-30 06:52:44 3 years, 1 month, 6 days and 22 hours. (And some hours, minutes and seconds) Such a long time since the first WIP. Thanks to all the community of tasvideos.org, you guys are made of awesome. Special thanks to moozooh, your encouragement helped us inmensely. And HUGE thanks to Heisanevilgenius, without him i would have never finished this game. We will post this TAS as soon as we finish the final write up. Thank you and see you soon.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
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Location: Mexico
I don't see any problems, I would be delighted to have a joint TAS. Especially since I wasn't looking forward to redoing the boss of 3-4. :P I'm always on MSN, and I lurk the TASVideos IRC channel on weekends. MSN: lisandrog@hotmail.com
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
I found a very nice glitch, really similar to the Megaman games wall zipping, it'll force me to redo 1-2, 1-3 and 2-2 and seriously consider my strategies for any kind of vertical sections. All thanks to the awesome properties of the UP chain attack, if you face away from the wall, jump and chain UPwards you can force Hagane into the wall for about ~10 frames, afterwards the game ejects you from it. If you do a flamming kick (down while jumping) when halfway inside the wall, the game will think you reached the ground, allowing you to jump again and repeating the same glitch for insanely fast wall climbing. If you reach a corner while glitching Hagane can zip through the floor, but unfortunately the game kills you if you reach the side of the screen. Very awesome and will have to do some more testing. I'll post the movie so you guys can compare betwen regular walljump(2-2) and glitched walljump (2-3). Starts in frame 15329. http://dehacked.2y.net/microstorage.php/info/340951554/HaganeGlitch.smv
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Well, after like 3 years I'm finally back at this. Been toying for the past years on random stages, so progress will hopefully be a lot faster. Managed to shave 34 frames from my old WIP until 1-4 thanks to a faster boss on 1-2(thanks to Hyena for the strat) and better jumps on 1-3. Also managed to lose ~20 frames on 1-1 on some cool looking jumps after the first ship. Unfortunately I only have the weekends to work on this one, so the updates will not be very frequent. There's a graphic glitch if you attack with the chain, switch to the kunai or bomb and throw it while the chain is getting back to Hagane, couldn't find anything useful with that yet. Jumping and attacking UPwards with the chain gives Hagane a very small hitbox on his head on the very first frame before the animation comes out, enabling a spinjump cancel and giving me the hitbox, useful for killing flying 1HP enemies. http://dehacked.2y.net/microstorage.php/info/128349192/Hagane1-4.smv Edit: Ugh, managed to somehow not add my name on the Author Info box. Oh well. :p
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Backflipping is not the fastest method of movement as explained here: http://tasvideos.org/forum/viewtopic.php?p=189932#189932 Also you missed a cool shortcut on 1-3, and thanks to that one I'm 1089 frames ahead of you by that point in the movie. I encourage you to keep trying, Hagane is a very nice game that deserves a TAS and if you need help with anything I offer my full support.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Sure thing, just post the SMV and i'll check it out. Always a pleasure to work with another TAS'er.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Here is my very last WIP all the way to the 3-4 Boss. http://dehacked.2y.net/microstorage.php/info/1313132644/Hagane1.smv By the end of 1-2 i'm ahead of you by 19 frames and you killed the Boss a lot faster than i did. The secret is to not backflip all the stage. The thing is, at the end of the backflip Hagane has a 5 frames recovery where he slides on the ground on the same direction, but when he propels himself backwards again you lose 4 frames because he stands still. You can notice it in normal speed by seeing how to screen stops for a little bit everytime the screen moves by countinous flipping. So the key is to short hop-spin (Jump in 1 frame, release, and jump at the next frame and hold the button). When you spin you may encounter an enemy, or an object with a hitbox, in those cases you attack out of the spin with the flamming kick (Down at anytime in the jump) and in the very next frame spin and only lose 1 frame while continuing moving forward. But when there are no enemies, you just flame kick to the ground and then slide, here you lose anything between 2 and 4 frames thanks to the crouching sprite and depending how for of the ground you are when you start the kick. Here are some frame counts, damage ratings and RAM addresses:
Frame
----------
Full Triple Jump ------------ 155 Frames

Enemy Invicibility Frames --------- 7 Frames


Damage
----------
Sword ----------------------- 2 Damage (Add Invicibility Frames)
Shuriken -------------------- 2 Damage (Add Invicibility Frames)
Bomb ------------------------ 2 Damage (Add Invicibility Frames)
Bomb Explosion -------------- 1 Damage (DOES NOT Add Invicibility Frames)
Chain ----------------------- 1 Damage (DOES NOT Add Invicibility Frames)

Forward Roll 1 Step JUMP ---- 6 Damage (Add Invicibility Frames)
Forward Roll 1 Step ATTACK -- 5 Damage (Add Invicibility Frames)

Forward Roll 2 Steps JUMP --- 2 Damage (Add Invicibility Frames) Lasts Long
Forward Roll 2 Steps ATTACK - 7 Damage (Add Invicibility Frames)

Forward Roll 3 Steps JUMP --- 25 Damage (Add Invicibility Frames)
Forward Roll 3 Steps ATTACK - 4 Damage (Add Invicibility Frames) Lasts Long

DOWN while jumping ---------- 1 Damage (DOES NOT Add Invicibility Frames)

Bomb----------------------- 6 Damage

RAM Address
--------------
[HAGANE USA]

7e102F,1u,1st Boss HP
7e11AF,1u,2nd, 6th Boss HP
7e122f,1u,3rd Boss HP
7e112f,1u,4th Boss HP
A little messy, but here are some explanations. The bomb explosion, that is, the blast range of a exploding bomb does 1 damage and doesn't add invicibility frames, that is if you could spam them you could continually do 1 damage as fast as you could hit with it. You can cancel both the sword and chain attacks by sliding. Also you can spam the flamming kick with, jump, kick, jump again and kick again but every time you repeat this you lose height. And finally the bomb, it does a lot of damage so i think it's a good idea to end the bosses with it, but it adds TONS of lag, never really studied it beyond that point though. That's all i think, will post if i remember anything else. Good luck. Note: Don't get discouraged with the 3-4 boss, he's real cheap. :P
Experienced Forum User, Published Author, Former player
Joined: 7/14/2006
Posts: 51
Location: Mexico
Will check as soon as i get home from work and compare it to my last unfinished WIP. If you need help I think I have some old notes on my computer at home. This is a very awesome game, even the scrolling stages are a blast to TAS. Good luck, and if you are willing maybe we can get something done together/get some competition going. :)