Posts for Winslinator


Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Mikewillplays wrote:
Question: Wouldn't it, in theory be faster to erase double inputs (two yellows in a row for example)? I know that it would be extremely unreliable, but it's still an interesting thought
The only way to change the input sequence is to press start on the title screen on a different frame, which severely limits your ability to manipulate such a favorable sequence. I'm sure somewhere way down the line there's a start frame which yields a sequence of 31 inputs which aren't doubled anywhere, but you'd have to wait on the title screen so long that the total movie length ends up being longer. Plus, I already calculated that the sequence played in this movie does indeed finish quickest when you factor in wait time on the title screen.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Okay I have a 52-frame improvement to replace this movie with at: http://tasvideos.org/userfiles/info/69339170071981656 RNG was unfortunately slightly worse in all four stages this time around, and I forgot to mention this earlier that there is a strange framerule-like system that the game uses which limits the number of suitable RNG patterns to test. For example, in the case of the fourth stage, this was the only RNG pattern which made the fastest framerule. [quote nymx]...but I'm pretty sure that a game like this doesn't make use of subpixels.[/quote] It appears you are correct! I was using a RAM address which I thought tracked X subpixels but upon closer inspection, it does not. Visually, it is actually possible to see that the manipulation I make allows me to jump from the very edge pixel of the platform, whereas without the manipulation the rightmost I can jump is two pixels to the left of that. I have already updated the TAS notes and temporary encode to reflect all of the above.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Hold up, I found a faster way to manipulate my subpixels for skipping the first vine on stages 1 and 3. Give me a bit while I make those improvements.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
The original pattern was just too good! Welp that’s too bad, thanks for testing it out anyway
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
[quote xxezrabxxx]In my opinion if there are multiple characters to pick from and they are all different in some way, they should be branched individually[/quote] I think it would be more accurate to have separate branches for the 7 adventures than the 10 characters cause the adventures vary much more significantly (i.e. length, monsters and items, features, etc.) than the characters. In fact, I believe 9 of the characters' times would all be within about 2 seconds of each other. I arrived at that number because that is the total length of time the Waif had to stop for encounters and weapon manipulations, something a character with stronger weapons to start with could minimize. The other character, the Novice, is the only one that could save a more significant 16 seconds in Level 3 by using the double speed potion. Going off this line of thought, I already made a TAS of Novice difficulty (not to be confused with the Novice character), and I did not submit because I thought it would be rejected for not being hardest difficulty. Bottom line, could the different adventures be separate branches? If so, I'll submit it! [quote InfamousKnight]Oh wow, this one is rather long compared to the others. I watched it without the volume as I found that to be annoying. Nice run![/quote] Thank you! It's funny how 7 minutes for an Intellivision TAS is considered long :P
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
[quote GJTASer2018] Even the longest currently accepted submissions don't use any kind of speed up in the way you're proposing.[/quote] A skill level 6 submission of this would be remarkably different from those because it would feature static gameplay for LONG periods of time. It looks like those are all RPGs and one racing game where things are constantly happening, so a speed up would surely ruin those experiences. Not in the case of INTV Chess! [quote Patashu]You might be able to find a faster/less enemy thinking win than what Stockfish can offer, since Stockfish plays as though its opponent is as good as it, while the poor Intellevision in reality is no match.[/quote] I could see that. Stockfish probably made an unnecessary king move on move 24 and INTV made some really questionable pawn moves and the queen move on move 26.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
[quote creaothceann]What if the emulator is in Turbo mode?[/quote] I was thinking more in terms of the encode that goes on YouTube. The fastest my PC can run BizHawk unthrottled is about 600% which is still over a 1h10m watch for me. Although this actually makes me think: I've seen encodes published at slower speeds for TASes where the game is too fast. Has the site ever put out a high-speed encode for games that are too slow? If not, is say, a 4000% speed encode so that this would fit into roughly 10 minutes something that could be arranged? If so, I just might start putting a Level 6 TAS together.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Here is the game that was played for anyone curious. Stockfish was white and INTV was black. 1. e4 e5 2. Nf3 Nf6 3. Nxe5 d6 4. Nf3 Nxe4 5. d4 Bf5 6. Bd3 d5 7. O-O Nc6 8. Nbd2 Qd7 9. Re1 O-O-O 10. Nxe4 dxe4 11. Bxe4 Bxe4 12. Rxe4 f5 13. Re1 Nxd4 14. Bg5 Bb4 15. c3 Nxf3 16. Qxf3 Bd6 17. Bxd8 Rxd8 18. Rad1 c6 19. c4 b6 20. b4 g6 21. c5 bxc5 22. bxc5 Bxh2 23. Kxh2 Qc7 24. Kg1 h6 25. Rxd8 Kxd8 26. Qe3 Qg7 27. Qe8 Kc7 28. Rd1 a6 29. Qd8 Kb7 30. Qb6 Kc8 31. Rd8#
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
[quote Spikestuff]I absolutely dislike the fact that you used the easiest difficulty in chess instead of demolishing and manipulating a harder difficulty.[/quote] Maybe I can try and convince you otherwise. Since an argument can be made that pressing the "Force Move" button means you are not playing at the highest skill level (page 12 of the instructions manual even states this), and as Patashu said skill level 7 would not be a vaultable category, it seems the type of movie you would like to see is the fastest checkmate on the skill level 6 computer without pressing the "Force Move" button. So I ran some tests: Using only moves recommended by Stockfish 12 at 35 depth, the computer was checkmated after 31 moves and thinking for 7 hours, 12 minutes, and 54 grueling seconds. Using only Leela-recommended moves, 7.5 hours were spent on the first 30 moves. On move 31, the INTV computer has so far not moved for 24 hours. I'm not sure if they will ever make a move... perhaps the computer doesn't know how to interpret that position. So now, knowing how long it would take to demolish a harder difficulty, I think it's clear why the easiest difficulty was chosen: entertainment. Nobody wants to sit around and watch this game for 7 hours and 13 minutes (or encode that movie!). Believe me, I would've had the same opinion about picking the harder difficulty if the computer wasn't so damn slow.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
I've actually found a potential improvement to this. I uploaded an edited movie file which shows that the menuing at the beginning could be 21 frames faster by using the second controller to squeeze in more commands. Unfortunately, it desyncs after the second throw so much of it would need to be redone. I would volunteer to help finish it myself but I am unfamiliar with the game's mechanics, nuances, and such. Hope this comes in handy!
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Correct, in an RTA run you’d never be able to manipulate it intentionally.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
[quote feos] Ah there's this screen here. Is it equivalent to best ending then? [/quote] Yes I forgot to mention that screen also only appears once you get 100% completion, so I suppose ‘best ending’ is a reasonable branch name too.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
[quote Samsara] First, given the TAS precision of the run, the total improvement is likely going to be about half of what is expected due to the need to go out of the way to drop off chirps (which is also slower than dropping off one continuous chain by itself). [/quote] Can confirm I did not consider the door having to open and close an extra time for the separate chirp chains so this is probably more accurate. [quote Samsara] Second, the one second's worth of improvement from skipping extra lives looks to require a specific score route that would mean the entire run would have to be redone. [/quote] Only a few of the first 16 or so levels would need redoing. And since there’s no RNG-dependent things to manipulate in the run (not as far as I know anyway), the subsequent levels should sync.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Not the most riveting speedrun but it was Intellivision so of course I voted yes ! It was actually kind of funny how close the ball came to going in the gutter on most of the shots.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
This is my new favorite tas of all time. It is Master-class!
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Finally! I was wondering when a new TAS of this would come out. It does not disappoint and I love the new strategies for some of these levels like Round 44 in 9 seconds and abusing the floor clipping on Round 34 was funny xD However I noticed there are some improvements possible with minor changes to skip some of the bikini girl bonuses and extra life pauses, detailed in this guide. It was written up for RTA runs but there should still be viable methods here for skipping the five bikini girls and two extra life pauses.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
We’re one step ahead of ya on that :P http://tasvideos.org/5524S.html
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Thunder Castle WIP file: http://tasvideos.org/userfiles/info/67300471300731446 This completes the first loop of stages in 2:04.566. After four loops, the difficulty stops increasing and thus would be the point of completion accepted on TASVideos. I have no plans to continue working on this so anyone may feel free to continue where I left off! Link to video
Post subject: WIP Giveaway
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Due to having less free time, I have decided to step down from most of the projects I've started. Hit me up if you'd like to continue work on any of the following WIPs (Discord Winslinator#8142): GBC Bugs Bunny in Crazy Castle 4 (talk to ViGadeomes as I already handed this over to him) GBC Croc (same with this one, talk to ViGadeomes) GBC Game & Watch Gallery 3 "150 stars" GBC Paperboy GBC Winnie the Pooh: Adventures in the 100 Acre Wood "100%" Genesis Flicky Genesis Pac-Mania INTV Advanced Dungeons and Dragons: Cloudy Mountain "all items" INTV Armor Battle "2 players" INTV Atlantis "maximum score" INTV Tron: Deadly Discs
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
[quote feos]Do you think a meaningful any% record is possible for this game, without caring about score explicity?[/quote] Sure there would. You would select each next game frame-perfectly and minimize lag wherever possible, as lag plagues pretty much every Intellivision game. So while IGT is certainly fixed, TAS time has leeway for optimizations. While I think this IS non-trivial, it would not be entertaining. Whether it’s meaningful is pretty subjective. Oh yeah and input would even end a minute early as it would coincide with the last game being selected. I instead went for the far more sensible goal which circumvents the entertainment issues... so I don’t see why a hypothetical goal irrelevant to this submission should have any bearing on the decision process here.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
I have an improvement to post. This new movie gets 512 points, a gain of 10 points, and is only 16 frames slower. Submission notes and temp encode have already been updated. http://tasvideos.org/userfiles/info/65254876577894993 Instead of waiting 48 frames to start Submarine, I first waited 21 frames before I switched to Submarine and then 24 before starting. I was able to start with 4 subs on the left so I gained 1 point there. The remaining 9 points actually came from Maze Shoot. This is the 5th time I've had to redo this minigame so I think I'm just getting really good at TASing it.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
I see the points being made about the movie being incomplete and they are fair. Thing is, I only had a desire to do the first loop as that is where the RTA speedrun ends and I really don't have much motivation to go any further. That being said, if anybody wants to pick this up where I left off I encourage them to do so, just add me as a coauthor in the end. Also I should make it clear that I haven't exhaustively attempted to TAS the 7th loop so I can't say it's definitively impossible. If someone were able to crack the enemy RNG on that loop it may be possible.
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
[quote RetroEdit] What's with the pause around 2:02 in the video before ending Level 3? Also, wouldn't it save time to lure multiple enemies on one burger to drop the burgers down farther, or does the time for the enemies to move into place outweigh the potentially faster drops?[/quote] For your first question, it was to manipulate an enemy on Level 4 to spawn later which allows me to use one less pepper. As for your second question, can toppings move down more floors with more baddies in other versions? In this version, two floors is the maximum so I'll update the notes to address that. [quote nymx]I also see that you manipulate the AI correctly. My favorite version to play, growing up, was on the Colecovision. I see the same similar techniques used to do so. Although I think I remember that the speed wasn't the only thing affect...I believe the way the AI responded was different. As for using the hardest level, I plan on looking at the code to see if the level increases afterward. Hopefully I can do that soon.[/quote] As is the case with most of the arcade-style Intellivision games, selecting "disc" speed is the fastest with the three slower speeds inserting lag every few frames, and no other bearing on the game's difficulty. After each loop of the game, the speed of enemies increases and their AI slowly starts to be less predictable. With each loop, it seems that each change in direction enemies make has a higher likelihood of being a random one, and it appears no changes in enemy behavior occur beyond loop 7. I understand that the TAS would've been more complete had I beaten the first 7 loops (49 stages) but I haven't been able to complete any stage in that loop, considering enemies move more than twice the speed of the player. Therefore, I figured this would be complete enough for now but feel free to prove me wrong. You can play on the hardest loop by poking Main RAM address 71 to a value of 6 and you will start on Level 43. Similarly, poke address 6F to a value of 0-6 for the stage within the loop. Side question, how would I be able to view the code for an Intellivision game like this?
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Great TAS with some amazing improvements but I agree with what EZGames wrote about the entertainment factor. It's quite evident in the level cut encode. [quote EZGames69]Just from what I’m watching, I’m a little disappointed that you didn’t do any playaround with the snake area for example. That was what made the old movies so entertaining to watch. If they were in this new movie I would have suggested this for stars honestly. Still I’ll vote yes.[/quote]
Experienced Forum User, Published Author, Experienced player (691)
Joined: 7/18/2016
Posts: 77
Location: United States
Voting 'no' because the routing looks very unoptimized