Posts for Tompa


Tompa
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There are no major improvement really. What I mentioned above, to cancel the waiting time after throwing objects, is a recurring thing that could probably save up to a second in the run. As this was long known, both used in previous OoA WIPs as well as in the published OoS run, it's a bit on the weak side that it wasn't included here as well. There are also some other minor room strategies that are slower compared to previous runs. And simply by watching this 9 years old WIP in real time, you could have improved some things: https://www.youtube.com/watch?v=FmXtWUfPixw. So a little low on the general research for the run, must say. The RNG is very painful in these games. Sometimes you are forced to go with non-optimal RNG for certain rooms, so I can't really complain much in this case. Overall, not a bad TAS, but quite improveable, as the author agrees on in the submission comments. By actually watching and comparing old WIPs, many seconds could be saved. A good job, but a fairly weak one.
Tompa
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This was a quite surprising run, as I hadn't heard anything about it being worked on, which could have been a good thing =). There were some things that could easily have been done faster, that were already present in the old WIPs done by Swordless Link and myself. First thing that comes to mind: 14:26 when you throw the rock, if you press B to throw it and then press A for the bracelets. This cut down the time Link stands still by 6 frames. Something that could have been done several times in the run. I'll look through it more closely and write some more later on =).
Tompa
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I now realized that I forgot to mention something on your previous submission: In the cave section when you push against the wall after the fish jump. If you move to the left you can keep some of the speed and in the end reach the door one frame earlier. Here's my method of it: http://tasvideos.org/userfiles/info/29973110558134307
Tompa
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The In Game Timer keeps running until the screen turns black, at which point the game is automatically saved. For a run that goes by real timing, ending on the banana, those IGT frames won't matter, but will still be part of the save file. As I land on KKR slightly later than possible, because taking damage, I lose (Only if you go by a different timing) a couple of frames. But as this is a TAS, no actual time is actually lost to it. Not sure if that will clear up anything or if you are still confused. Also: I don't mind you calling me names, go for it.
Tompa
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Playing dumb? I wasn't even talking about the IGT in my previous post, lol. You save real time depending on when you choose to end your timing. If it's the banana: You'll neither lose or save time by having two Kongs. If it's on the black screen: You'll save both real time as well as in game time. It would certainly be more enteraining to run around a bit instead of just standing still after making the hit on the final boss. I should clearly end input when I lose control of my character =). And yeah, I skipped some levels that would have been entertaining to see as well. And why didn't I do some extra glitches to make it entertaining as well? Having Donkey Kong ride Donkey Kong is a classic! No, this aims to finish the game quickly, TAS timing, which is what I did. End of story =).
Tompa
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Winning with both Kongs is never faster. As you can take damage without losing any time and having Donkey in the end will cut down the victory dance time. Real time runners end the input when the banana lands however, so this doesn't effect them. Real time as in TAS time, I suppose =). As TAS timing is start playing -> stop playing the game, with some exceptions. I follow basic rules and guidelines and there is nothing wrong with my way of ending the input early.
Tompa
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No one complained in any of my three previous TASes. So it will be kept. Has nothing to do with if it's entertaining or not, it's all about the frames to me in this case. And I still think it's a pretty interesting way of ending the input, while still beating the game. Not ending the input like this, and keeping both Kongs, would waste 524 real time frames. Having Donkey in the end also speeds up the victory animation in the end, being 25 frames faster than Diddy's. I could save a total of 27 in game time frames by killing Diddy earlier and ended input with Donkey hitting as early as possible. But this run doesn't aim for in game time, and thus I end input the way I do in this run.
Tompa
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A couple of months later... First off, no, I've never used a joystick for the game. But I doubt it would differ. Did you give up on this or will it be a thing in the future? Just curious as I would really LOVE to see a TAS of this game <3.
Tompa
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You're improving a lot, very nice tgo see! Keep it up =).
Tompa
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Tompa
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If you move slightly to the right on the Ninji, before crouching for the jump, you can increase your subpixel value to 240. By doing this, I managed to save one frame up to the doorway.
Tompa
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Also some time to save in the cave by charging earlier and grabbing the enemy earlier. But yeah... Won't get to Birdo quickly enough anyway :/.
Tompa
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As the X-subpixel value is kept between the areas in a level, you could have had a higher value when going through the first door after falling, 224 instead of 192. This way you can pick up the enemy one frame earlier to be 1 pixel + 16 subpixels ahead. Not sure it will end up saving any time in this case... But you should always make sure to optimise it as much as possible =).
Tompa
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Some other improvements: 1-2: Skip landing on the second Beezo at the beginning. Saves like 2 frames 3-1: Jump instead of fall after going through the door, saves 4 frames. You can also jump and throw the potion earlier to save another 2 frames or so. 3-2: Like a frame faster if you jump again after picking up the enemy at the start of the level, to avoid landing on the Ostro. 5-2: You can easily kill Birdo with two eggs and the fish, saving 70 frames. 5-3: Duckjump directly after the ladder so that you'll land earlier, as the charge jump doesn't charge unless you are on the ground. That in combination with not pushing against the wall saves about 20 frames. 7-1: It's faster to do a charge jump on the pillar than to use the Albatoss, up to 10 frames. Earlier jump into the hole with the rocket can save another 2. 7-2: A bit of time can be saved when picking up the Shy Guy at the conveyor belt. Both to not jump an extra time before and to jump later before grabbing the Shy Guy. Like 5+ frames saved. You could have landed earlier on the second fast conveyor belt to save another frame. And if you have stayed on it the whole way, and one less jump on the slow conveyor, another 5 frames saved. I could barely make it over the Spark in the next section. I could improve about 3 frames on the chain/ladder jump (by jumping from right to left), but meh. You could still save several frames by ducking under it rather than doing a regular jump and then some more with better chain jumping and then jumping down to the key rather than falling. Do a duck jump with the key to the keylock to save another two frames. I also feel like a few green Birdo fights could be improved... But didn't research those too much.
Tompa
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Tompa
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The ROM I used, which was the same ROM the submission used, does not even show up here: http://src.gnu-darwin.org/ports/emulators/sdlmess/work/sdlmess0120/hash/nes.hsi Even though I was quite certain that I used a good dump for it. But even so, it should be included in that page.
Tompa
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Nice WIP, not bad at all.
Tompa
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Probably =). But still, it's not that optimised for TAS standards. Up to where this old WIP ends, it's already 1:40 behind for example: https://www.youtube.com/watch?v=mFG08mZc34Q Still nice to have a finished TAS for this game! For reference, RTA WR: https://www.youtube.com/watch?v=eE2hML6YjDc
Tompa
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In levels with slopes (1-2 and 8-2) you can get a corner boost from the left corner when landing, pushing you forward one pixel. You can probably make a lua script for the camera. I've always just changed the value of the Y-cam position instead.
Tompa
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You can walljump up the wall in 1-Fort in SNES/GBA, to skip the leaf. Too bad it is slower, still neat =). Anyway, no you can't corner boost the same way here as in the NES version. Neither can you clip through the corner of blocks to get a boost. Fortranm: As Mugg never provided the .vbm, it's hard to tell for certain. You can probably optimise the 1-Fort still, by building up the P-speed earlier without having to lose time at the first "waffle". Better pattern with the Boomerang Bro in 8-Tank can let your avoid having him throw the boomerang. And I'm quite certain 8-1 can improved further as well.
Tompa
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No watched any of it yet... But here's a faster version: https://www.youtube.com/watch?v=UKfFUhSOf5k And I'm certain that not all of that is because of emulator differences. Edit: After I've watched some of your run. No, this is very unoptimised in comparision to Mugg's old run, which I'm certain of could be improved further as well.
Tompa
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I'll try to look into this more later on. For now, I'll focus on 101%. Just finished Winky's Walkway, saved 10 frames.
Tompa
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The value you want is 20. If you get a different value, but can still open the bonus, it's useless, because it can only be done from far away. The only effect that should happen is opening the bonus, no enemies can be killed that way. The reason why you hear an enemy getting killed is because when you are holding the barrel that Mankey throws, value 35, the barrel will hit Mankey and kill him. This happens when you release Y with the invis barrel, then if you keep moving forward, the bonus can spawn, changes the value of D4D and opens the bonus with the throw.
Tompa
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I should have mentioned that yes, it's possible to open the bonus from that far away. But not only will it give the wrong value to where the bonus will take me, it's also a huge timewaster. It has to be opened right next to the bonus, without the Mankey being involved at all. The midway barrel thing was interesting to me however... I can't see any direct logic to why that would change anything though =D. Were you able to get the value of the bonus for 000D4D that way?
Tompa
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For those who have seen the 2 Pauses any% TAS for Majora's Mask: https://www.youtube.com/watch?v=KaDflIPG3f4 A 3 Pauses 100% TAS for Ocarina of Time will be streamed tomorrow at 12pm PST/3pm EST on this channel: http://www.twitch.tv/zfg1 !!