Posts for Twisted_Eye

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Twisted_Eye
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http://dehacked.2y.net/microstorage.php/info/1087035216/Wonder%20Boy%202%20-%20Wonderboy%20in%20Monsterland%20%28UE%29%20%5B%21%5D.mmv Here, I made this to show you some techniques to making a better run. After Stage 1, it's 3 seconds faster than your latest WIP. Try to compare to your run to see what you can do to make the run better. The first thing you'll notice is that your run uses 1274 rerecords during the entire playthrough. My WIP uses 627 for just Stage 1. That's a rerecord about every three and a half frames. It took me over two hours to do just Stage 1. That doesn't necessarily mean that that much work is required to do every stage; I was pretty distracted and spent time just figuring out the details of how to TAS this game. Try everything several different ways to get the fastest result you can find. Manipulating gold is easy, but takes a LOT of time through brute force--any slight change to Wonderboy's x-y coordinates or even his speed will alter the amount you get, so you can change how much you get without losing more than a frame or two of optimum movement. That's what took the bulk of my work time--doing the exact same coin-grab from 50 different speeds and directions to get that high score. I ended up 1 gold more than your run, and I didn't even spend any effort manipulating the gold collecting after beating the Reaper. I hope this gives you an idea what to do from here. Put more effort into frame hunting, but if it starts to suck your soul out from under you, it's okay to ease back a little until you feel comfortable. I look forward to a better run! Here's a challenge: See if you can get the end movie to be less than 11 minutes long. I'm sure you can do it!
Twisted_Eye
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This is very far from optimized, so it shouldn't be published. However, you had a lot of great ideas and techniques. The lack of optimization made this difficult to watch. For example, after killing the Sphinx, you let a coin bounce over your head, forcing you to turn around and get it, then get back to grabbing the others before the stage can finish. These kinds of little things can be seen throughout the run, especially following that same battle, the next town part looks improvable. I love this game, and love that a TAS has been submitted. The glitch is fun, too--in your text, you said that you chose not to run along the top of rooms when possible using the glitch, when, really, you should use it because it's infrequent enough that the spectacle of just running along the top would not get old--provided that it's actually faster to go that way, of course. I like what you did here! It just needs a little polish and I think you've got it good.
Twisted_Eye
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I JUST watched Nitsuja's published run yesterday and was wondering just how improvable it could be. Good job so far
Twisted_Eye
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hahahah holy cow. The Smoke vs. Nightwolf matches were mindblowing---WHAT'S GOING ON
Twisted_Eye
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This was a pretty fun watch. Nice job owning that last boss, but I especially like how after beating him Ardy's first thought is to run up to the dead girl and look up her skirt! And in the ending, during the scene in the pyramid, it looks like there's a mouse in the corner just sitting there whacking it. Jeez! Also, you'd think a guy wearing what look like punching gloves would do something other than throw. The helper mechanic reminded me of Psycho Fox and Monsterworld 4, both really fun games. The game made quite the nice TAS. Good yes vote here!
Twisted_Eye
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The run is great, but too many of the ground-based combos were the same. I liked the frequent use of rocks to pick off a quick extra little hit at the end of a combo. The taunt to dodge the psycho crusher was awesome. I just wish that the endings of the two Final Bison battles were switched, to make the movie end on that one high note. Good run, I didn't find it too repetitive for the length and entertainment presented.
Twisted_Eye
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I played this game a lot when I was younger, so the run didn't get old for me. I actually enjoy watching the wild warps run more and kinda wish the Concept Demoes section was used more, like say for a 'Final Race' concept run for Genesis' Road Rash--some games work best when arbitrarily shortened, and have enough potential for good entertainment that they deserve some kind of love. I digress. The full version Crystalis run here is pretty well done, but it does show age. I believe it earns publishing though, for a number of reasons, like in the case of nobody ever trying to beat it since it's long and improvements are probably relatively low. I say put the run up and keep the other run where it is.
Twisted_Eye
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A lot of this was really funny, but some parts went on way too long. Great job so far though
Post subject: Mendel Palace
Twisted_Eye
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Pokémon-maker Game Freak's first game ever, Mendel Palace is a pretty high quality action/puzzle game that has a fun 2p mode with some good room for goofing around. A nice TAS I see for it to be possible. Girlfriend always loved the game, so it'll be a fun gift to run (ruin? :p ) it for her. http://dehacked.2y.net/microstorage.php/info/1908071748/Mendel%20Palace.fm2 A little testrun of the first couple rooms of the easy palace. I should've run south first with Blue to be faster but it's looking like it's got some good potential for speed and fun. There's also an Extra Palace mode, 100 straight levels no stopping. Normal mode has 100 levels with an overworld map screen after every 10 and the enemies are organized into those groups of 10 levels so figured that would be a bit more fun to watch for the half hour or two that it would take to watch the whole game. Thoughts? Anyone played this game? edit: I replaced the run with a more recent attempt. I don't see why this game wouldn't be hard to hex, but I've already come up with a couple improvements so if hexing doesn't cause it to desync (like Lolo doesn't) then I can finish the whole run and then go back and do levels better when applicable. I don't like the idea of frame-hunting by fighting lag, I'd prefer the entertainment trade-off where I can get it.
Twisted_Eye
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Sweet, that worked for me, too. Thanks a lot! Sadly, I couldn't get it to run Mario Kart DS but the other games run fine, if not slowly.
Twisted_Eye
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Sadly that's all the information I have to give. Yes, it's in its own folder. I'll try updating the graphics card drivers.
Twisted_Eye
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I must be missing something. I downloaded the file in the first post, and when I try to open it, it crashes before anything appears. Any suggestion of what I may need to do to my computer to fix this?
Twisted_Eye
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I also only played the NES version, thanks to the first Animal Crossing game's birthday presents. Yeah, it started to get old, but that's what doing the rounds from easy to difficult was for. Loved the moments when you'd be waiting for something to drop to keep the combo going, so you'd idly kick a monster in the head a couple times, haha. This was a good run for some puzzle TAS fun. I liked it. Also, is the sound effect for popping a diamond supposed to sound like Daffy Duck? HOOHOO! HOOHOO!
Twisted_Eye
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nwc2.fcm haaaaaaaaaaaahahahhahahhaa oh hello
Twisted_Eye
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Let's not forget about the wicked-as-hell SMB3 and SMW runs that Genisto came out with a couple years ago. Entertainment first, pure speed second. One of those two runs was published. A run has to have both, but entertainment is the real key here. Think of how many runs have been posted that have been arguably 'really close to as fast as possible' but were rejected due to being unentertaining! Back on topic, this game absolutely deserves a run. Really awesome game. I'm super happy that there's one in the workbench, but it's not a modern-TAS-level run. Gotta frame advance it to perfection!
Twisted_Eye
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Problem is that, if you look at the exact room where the door to Area 8 is, you'll find you couldn't even make it over to the door as Jason even if you glitch the wall. So at this point, going to Area 6 is still necessary to get to Area 7, which is still necessary to get to 8. Now I'm curious about what would happen if you beat Area 2 without beating Area 1. Do you just have to go above and around the door guardian every time you pass through, since you don't have the Hyper necessary to kill it? Glitching down has actually happened to me--if you glitch horizontally 6 times and then mess with the borders between one room and the next (VERY likely to get you stuck in rock, though), I have sometimes come out of it realigned horizontally but graphically shoved one tile down. If this was possible to exploit, maybe popping down a couple tiles and into the room below is possible? And, further, I wonder if glitching 6 times in the OTHER direction results in an upward shift?
Twisted_Eye
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Ahh, okay, thank you.
Twisted_Eye
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Having a small problem with 2.0.3: When I'm TASing, the Frame counter disappears whenever the emulator is paused. Being a heavy Frame Advance-only style TASer, this is quite irritating. This wasn't a problem in 2.0.2 or prior. I haven't been able to find an option to change this, either. Does this happen to anyone else? And no, my pause button and my toggle button aren't hotkeyed to the same key, heh
Twisted_Eye
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Spider-Waffle wrote:
For level 6, if you could find some way to glitch below those destroyable platforms in the second to last room you could take a huge shortcut to the overhead level.
Unfortunately, glitching can only be done with Jason outside the tank, so that can't work--though I have tried in the past. You can glitch around fine, but to get to the boss cave you need the tank. If we're going to use a continue to get the tank back then it might be an improvement to do when leaving Area 6, though--shortcut through that room, go back to the area-door, die, respawn at the entrance from Area 4, die 3 times and respawn at Area 1? Actually, nevermind, it would be faster to save the continue use for Area 4, since we're glitching past Key.
UraniumAnchor wrote:
I was messing around with this in level 5 because I think it might be possible to skip level 5 with this door glitch as well. However, this was as far as I managed to get before the game would bug out on me. Copy-paste this link for a screenshot Also, here are some maps you may find helpful. The game loops both vertically and horizontally.
That was a really awesome try! It's unfortunate Jason just can't jump any higher, because that would be a great skip. I found out that it IS 'possible' to skip from 2 to 7 with a LOT of effort (you have to climb down from the top of the long vertical room while glitched, using the enemies to slow your drop so you take less damage from falling. It MIGHT be possible.) However, it's not possible to get to the boss' cave without either Hover or Wall1--hmmm, though it appears that there's some hover in one of the other caves... skipping level 4-6 would be awesome, but that drop down would be damned near impossible. For a reference, go to Cheats... in FCEUX and set $040D to FF. Then, watch this: http://dehacked.2y.net/microstorage.php/info/318469287/BMBigSkip.fm2 If we could manage damage somehow, this would work. It's just there's a LOT of falling to work out. --Oh, also, the amount of enemies is a lot larger for real, I was using an old savestate where most of them were shot dead.
Twisted_Eye
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Another 'teaser' TAS here: This one is full-on TAS, and in the process I discovered that I should again change my route. I'm now skipping Britain and taking the moongate over to Minoc so that I can get battles with multiple Vampires ASAP. This will balance out the 250xp gathering and the 10-or-11 battle maximum requirements (for gold, 75-99 per chest) real well. So, since this little mini-TAS is obsolete, I'll post to show progress and that the run is still being worked on. At the time that this run ends, it's about 10,000 frames ahead of the previous run! http://thatdenny.googlepages.com/UQotA.fm2
Twisted_Eye
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I liked this. I found it interesting throughout, and I challenge anyone to prove to me that a game resembling Marble Madness is a bad thing! I will cede that a game like this may be optimized but can look unoptimized. Difficult controls make for a tricky TAS--I honestly can't say just by looking how optimized each individual movement, turn, and corner is, but I can tell you that the paths and techniques are fantastic. Near the end, when you zipped straight down the room, barely jumping over the pits between the diagonal bridges, I was amazed. But, like you said, it looks from up here that it's possible to improve that maze room, either through path or through different movements at each bit for a frame dig. I approve of this run, though, as it is! Short, speedy, well thought-out. --Ah, except for one thing. Easydizzy? Is that an easier difficulty level? What is the difference between Easydizzy and Spindizzy? If there aren't reasons why you can't reasonably use the hardest difficulty level, I would argue that you should.
Twisted_Eye
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Link them then? (Pun unintentional)
Twisted_Eye
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It already means that for every TAS of any game on any system, it's an integral part of the whole "near-perfection" thing we strive for here.
Twisted_Eye
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http://thatdenny.googlepages.com/Ultima-QuestoftheAvatarU.fm2 Here it is, my mostly TAS-ish final testrun through the game. I stopped after 74 minutes, since the run is just some boating, some fighting, a couple of shrines, and the Abyss, and it'll look just like it would in the final TAS. Don't feel like I want/need to do that extra work. Anyway, I discovered so much more during this testrun. The path is pretty much set, with some overworld fidgeting. When I actually gate to Moonglow will depend on what the moons are doing after I exit the dungeons. If I have to wait a long time, I may put off getting the Book in the Lyceum until then. I need to do a certain test--get the sextant from Vesper and use it to find the exact coordinates of the places I need the balloon to get to and carve out a quickest path that way. I'm probably going out of my way to go to Lyceum first but that's just what the wind was already doing when I hopped in. Plus, I should be in the balloon as little as possible because it stops the random battle counter from increasing. Manipulating the random battle counter is an interesting process. Every type of tile has a different range that it can increase the counter by, and it seems to go slower when standing still. However, sometimes choosing to walk onto a Plains tile instead of a Lumpy tile will make it go up more, and USUALLY it doesn't have an effect. Checking out all of these combinations during every walking trip will need to happen, though, because maxing out the counter as OFTEN as possible is highly desired in this run, so as to have to hit up the Shrine of Humility's devils as little as possible. Which will be a very hard part of the run--manipulating Tremor will be very difficult there, and aiming for perfection could easily require a half a minute for each battle! In the dungeons, it's far easier-standing in front of a doorway beats the otherwise-omnipresent 16-frame rule, and allows for much more malleable manipulation. During the dungeon part of this testrun, I got very lazy with the TAS-ness, but now that I've figured THAT juicy tidbit out, I feel that the stones and keys hunt will be much noticeably faster in the submitted run. Still seems like 1:10 will be roughly the target time. Interestingly, the deathwarp I use in this run actually increases my Sacrifice virtue by 2! This in fact lowers the number of Healer visits I need to make by one--a great time saver. Unfortunately, the method I use to deathwarp, while quick and humorous, lowers Compassion by 2, meaning that I'll have to visit a Beggar one more time. To counter this, I just need to die in battle somewhere else--keeping the Sacrifice rating boost but not losing to Compassion (actually, I should test if dying to Poison increases Sacrifice--I doubt it, but it's worth looking into because that would be much faster) Various notes: *Should I use the name i? I think it's funny for about 10 minutes, but its better than the other non-frame-wasting alternatives: A, B, F I dunno. i has 12 golds sounds like funny to me. I forgot that I did it in the 2 1/2 hour run, though, so it's way old. *I'll get the three chests in Moonglow in the final version, and also use the moongate to get to Minoc. Getting over to those Wizards as soon as possible to maximize EXP will be the fastest way, but it'll cut down on the number of chests I pick up. *I use Yew to power-raise Compassion and Sacrifice--my first big thought was to use Skara Brae, since it also has an herb store, but Yew was so much faster and easier and, as this run shows, with manipulation herbs aren't as much of a concern. *Should've done a Beggar in Minoc while I was there. *While the trick to exit a Room Battle by just walking out of it is a nifty one I NEVER knew about before, manipulating Tremor will blow all of those wasted minutes out of the water. *I'll use Heal in the dungeons intermittently--if there are long walking spells without battles, then the MP raising per step will give the viewer something to look at. *Augh, that one battle in Despise with the four Reavers and three Dinosaurs...MAN. Those are high level creatures, so Tremor hits less frequently for them, so manipulating Tremor to destroy them will be horrrible. Also! Paste this into a txt file and open it in the Memory Watch feature--it's got the more important variables viewable there 680C Honesty 680D Compassion 680E Valor 680F Justice 6810 Sacrifice 6811 Honor 6812 Spirituality 6813 Humility !6827 Money !68b9 EXP D9 Encount|Count 0036 Random 681F Ash 6820 Ginseng 6821 Garlic 6822 Silkweb 6823 Moss 6824 Pearl 6826 Manroot | | | | 68e3 Beggar|counter 68ec Blood|counter 68e1 Meditate|counter
Twisted_Eye
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After over five months of stagnation, I am reserving this post for revealing the final test-run before the full TAS is made. The path in this version is nearly complete, and it was made to be 80% TASlike--turboing was used, a couple oopses that took less than 100 frames to fix were left in, etc., but mainly this test-run is a giant taste of what the final run will look like. I discovered so many more things during this that I'm very hyped to be getting this close to the beginning of the final stretch! At the 32 minute mark (!), I'm now entering the dungeons w/white stone in hand, and I won't leave until I have all of the stones and keys. I have 3 pieces of avatarhood, the rest are at 99 except valor, and after the dungeons are completed it's simply a matter of grabbing the two shrines in the northeast, the black stone, the items at sea, the shrine of humility and the rest of the valor points, a trip to Jhelom and its nearby shrine, and then a stop off at the shrine of justice not too far off course to finish it up for the Abyss! I used the start of your plan, TheAxeMan, to develop this path, but of course it's far from set, it all may change if we come up with any ideas. Thanks for the help so far, all!
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