Posts for Yashichi

Experienced Forum User
Joined: 7/26/2014
Posts: 14
Wow, huge congrats on finishing this TAS. I've been running the game real time for about 10 years and currently hold the record for this category too, so to see this be 20 minutes faster than my time was a big surprise. Unfortunate that a few bits of movement come out looking slow, but I know they really aren't. The strict score requirements combined with Bomberman's awkward jump rigidity, only two jump heights and essentially two air speeds, having to wait for some jumps to finish and a little backtracking is inevitable sometimes. I want to take my perspective as a real time runner and comment on a few stages. There's been a lot of times I've thought "man it'd be cool to consistently do this" and your TAS humors every one of those thoughts and more.
  • Seeing the attacks from above in Secret Room was super cool, I've never manged it myself so to see it actualized was fun
  • Dropping down at the end of Dragon Road was cool, always been too scared to do it. Very stylish
  • I appreciate the optimization of Killer Gate, the rising and falling for the bombs and spacing them such that their expanding radius hits the subs just right seems like it took a ton of work to optimize. Seriously, this stage owned
  • Appreciate Baruda for the same reasons as Killer Gate. Real time we tend to sit still at the start and drop a bomb while rising once the score timer hits a certain point. Everything after that is always a mess so it was dope seeing this bird be put in his place
  • I popped off a little when you did the clip off of the generator thing to grab the safety vest in Magma Dam; I think real time runners had only discovered that one 2 years ago so I wasn't expecting to see it. How long ago was Magma Dam TASed? Don't mean to imply you like hid the trick or anything, mind, the only reason it wasn't known real time is because US 100% had gotten nearly 0 attention until just before I came across that clip. It's a little obvious even, so I'm just curious to know how long you had known about it
  • Death Garden was satisfying to watch, you made the cycles like perfectly. Did that just end up being the case with the fastest movement, or did you prevent having to watch Bomberman wait by discreetly moving a little bit slow at some parts?
  • Float Zone 🙉🙉🙉 real time I always made sure to destroy the car alarm guy even though I knew it was slow lol
  • Hard Coaster in general is such a snoozefest, and the long throw powerup makes dealing with the enemies even worse at the end. There's not even much you can do to make the downtime here entertaining. Like you can run around the platform or like move the camera around and that's it. I'm sorry you had to TAS that.
  • I spent a lot of time routing Dark Maze for my runs, maybe more than any other stage, and seeing your TAS come up with more or less the same route was super validating. There's a lot of interesting routing decisions to make swapping between the normal and salt bombs. I really love the bomb kick to hit the box in this stage
  • In your notes for Mad Coaster you mention the slugs regenerate when they die right as you leave their range. Do you happen to know how far this range is? And do other enemies share the same range? There have been a couple real time runs of 100% where the bomb rat in Warp Room respawns and we weren't sure how to replicate it well. There's also the tree beneath the Adok Bomb in Great Rock that you can duplicate too, though that's done by dropping the killing blow bomb from all the way above on those small floating platforms and waiting a second before dropping down, but that one doesn't seem to be timing based
  • Move Stone was hype as hell, you moved those stones like no other..
  • Eye Snake seemed tough, were you manipulating the movement of the snakes at all or are they actually just random? Never been able to tell
  • The wait in the Cronus refight was super unfortunate, but as I understand it the RNG value only advances on certain events and isn't tied to any global timer or anything, and I don't think your actions as Bomberman can ever affect it directly. Really, really unfortunate that you got stuck with Cronus not playing nice
  • Your Natia refight was beautiful. Seeing them just stand there was almost cathartic
Overall, you put together a great TAS and its release was such a cool surprise. Bomberman Hero is a very simple game in some ways, but in knowing the ways in which it's not I can tell you put a ton of effort into this. Seriously, good job. I had a ton of fun watching it and I'm sure I'll be watching it again in the future
Experienced Forum User
Joined: 7/26/2014
Posts: 14
i also can't get it to work. No matter what i do. i'm starting to get a little P'd the F O
Experienced Forum User
Joined: 7/26/2014
Posts: 14
Downloads super easily and works too, but I think I'll just watch the YouTube video instead LOL Love the YouTube and run. +1
Experienced Forum User
Joined: 7/26/2014
Posts: 14
Lioncache wrote:
benstephens1000 wrote:
Below is a breakdown of what's happening in the header. It should be noted that the input count is what handles all timing related stuff. That field can be converted into seconds by dividing it by 234 which comes straight from the Citra source code. I have tested this pretty extensively and confirmed that it is very accurate. Input count can also be converted to frames by multiplying it by 0.255689103308912 and rounding to the nearest integer. This is not currently in the Citra source code, but it is based on extensive testing done by me that I'm working on getting merged into the main Citra branch. Basically all of my documentation can be found here. Once again, I feel I'm a guest here, mostly, so I would never ask anyone to take this on for me. I will be working to see what I can throw together based on what I know.
nice big bendian diagram lol (great work on the TAS!)
That's fucking funny. And yeah, the TAS was great. Couldn't have been done without citra and its contributors though.
Experienced Forum User
Joined: 7/26/2014
Posts: 14
benstephens1000 wrote:
Below is a breakdown of what's happening in the header. It should be noted that the input count is what handles all timing related stuff. That field can be converted into seconds by dividing it by 234 which comes straight from the Citra source code. I have tested this pretty extensively and confirmed that it is very accurate. Input count can also be converted to frames by multiplying it by 0.255689103308912 and rounding to the nearest integer. This is not currently in the Citra source code, but it is based on extensive testing done by me that I'm working on getting merged into the main Citra branch. Basically all of my documentation can be found here. Once again, I feel I'm a guest here, mostly, so I would never ask anyone to take this on for me. I will be working to see what I can throw together based on what I know.
Wonderful image. Helps me understand what's going on a lot. Thanks so much
Experienced Forum User
Joined: 7/26/2014
Posts: 14
benstephens1000 wrote:
Hey, I made a thing: Link to video My plan was honestly to submit this movie as a surprise and let the discussion on whether Citra runs ought to be publishable be a part of the movie discussion. I have also gone to great lengths to document Citra found here: https://pastebin.com/JZyVM7TL I would love to be able to submit this movie for judging but I didn't realize that the submission process automatically checked file format of the movie file. I'd love to discuss this and maybe see about getting my movie submitted :) I'd also like to note that I see myself as sort of a guest on this site. I do not want to cause controversy or whatnot because of some unfamiliarity about how things are done around here. I tried to read as many discussions and post try and learn the lay of the land before posting about this, but my methods are likely imperfect. I hope people enjoy the TAS regardless :)
Love this. Bump
Experienced Forum User
Joined: 7/26/2014
Posts: 14
I don't know how to watch this TAS normal style, but I saw it stream ways. Good TAS and I like it
Experienced Forum User
Joined: 7/26/2014
Posts: 14
TaylorTotFTW wrote:
me on the right
Experienced Forum User
Joined: 7/26/2014
Posts: 14
Samsara wrote:
Yashichi wrote:
Samsara wrote:
TaylorTotFTW wrote:
this is the biggest mistake you will ever fucking make mark my words i will burn this website to the ground
classy response mate, way to take constructive criticism like a champ buddy, you're gonna go far on this site kid, nice one friend-o, good post pal
thanks
classy response mate, way to shitpost like a champ buddy, you're gonna go far on this site kid, nice one friend-o, good post pal
uh, thanks
Experienced Forum User
Joined: 7/26/2014
Posts: 14
Samsara wrote:
TaylorTotFTW wrote:
this is the biggest mistake you will ever fucking make mark my words i will burn this website to the ground
classy response mate, way to take constructive criticism like a champ buddy, you're gonna go far on this site kid, nice one friend-o, good post pal
thanks
Experienced Forum User
Joined: 7/26/2014
Posts: 14
Glitcher wrote:
I think this is a reasonable category, since we know how much Link hates doors. There's enough creativity put into the run for me to vote yes.
agreed. nice avatar btw
Experienced Forum User
Joined: 7/26/2014
Posts: 14
holy shit. this is really something else! this is incredible!
Experienced Forum User
Joined: 7/26/2014
Posts: 14
FaschZ wrote:
Kurabupengin wrote:
New RTA WR:
Thanks
yeah, thanks
Experienced Forum User
Joined: 7/26/2014
Posts: 14
mzxrules wrote:
MoronicTAS wrote:
Also I found something (useless) and I don't know what excactly happens. Maybe someone in here is able to explain it. Just watch this video and read the description :) https://www.youtube.com/watch?v=8idkTNlFIvc&feature=youtu.be
ok first of all, can everyone use real N64 addresses instead of whatever address mhs reports? They aren't that hard to figure out and having them makes it 100x easier to use addresses across different emulators. I really should make a proper guide for this, but writing takes a lot of effort for me. I wonder how many people still think that MHS doesn't work with PJ64 Assuming your monitoring NTSC 1.0, the first address's real address is 8011A5D0 (it's actually a word sized variable here, but if you treat it as a short it would be at 8011A5D2). Also, that second address you list is actually used for setting up where you go to NEXT, not for storing your previous entry point... that's what the first address is for. Anyway, looking into it, I figured out everything that is going on in the video. Before I can begin, I need to explain zoneout types. There is a variable that stores what type of zone out occurred last. There are a few values that have different effects to them, but the most important ones here are zoneout types 1-3, and -3. Types 1-3 are special because these respawn link based on a previously stored coordinate. Type 1 is used for standard oobs checkpoints, Type 2 is used for returning from a grotto, Type 3 is Farore's Wind. Type -3 is used for zoning out from a warp song, but overwrites some of Type 2's variables. You start off by playing Minuet, while locking your current entrance index in order to reach the top of Tower Collapse. When warping with Minuet, Type 2's entrance index is overwritten, setting things in motion. When you reach Tower Collapse, zoneout type 1's respawn is set. You then lock the current entrance index to 61. This is actually wrong because the value of 61 is the scene id for the Grotto, not a proper entrance index to one. It works out fine though in your video because the proper entrance index is 0x3F (63 in decimal), and you are an adult, giving you a complete entrance index that takes you to the grotto, but if you were a child you would end up in the shooting gallery. Now when you fall oobs like you do in your video, you trigger a Type 1 zoneout, causing you to reload the tower collapse zoneout coords. Your next entrance address is set to the tower collapse zoneout, but locking the current entrance index variable to 61 causes you to spawn in a grotto. When you spawn in the Grotto, zoneout type 1's respawn is NOT set, because this is special cased. There are two reasons for this. First, when setting the return point Farore's Wind copies zoneout type 1's coordinates over into zoneout type 3. Second of all, it's a little known fact that Farore's Wind initially work everywhere at one point during development. This brings us to exiting the grotto. Leaving a grotto sets zoneout type 2, and zoneout type 1's respawn is not updated again. The zoneout type 2 respawn is only fully initialized on entering a grotto. By default, all variables for zoneout type 2 are zeroed out, meaning that you spawn at entrance index 0 (Deku Tree), in room 0, at coordinates 0,0,0, rotation 0, with Link's spawn parameter set to 0, making him invisible and with locked controls. By playing minuet at the beginning, this sets your entrance index to 0x600 (Sacred Forest Meadow) instead, but with all other variables mostly the same. Lastly, since you spawn and fell out of bounds, you triggered a zoneout type 1, which is still the tower collapse respawn. The best part here is that you can then lock your current entrance index and start the process all over again.
what