Posts for alec_kermit

1 2 3
7 8
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Is this run console verifiable?
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Here's the driving portion of level 7, Streets of Bucharest: Link to video The jump at 2:16 usually triggers a slow motion cutscene of Bond's car soaring over the gap, but if you go under a certain speed then the game does not play the cutscene because it thinks the car has failed the jump and the game then resets the car's position to the other side at a dead stop. It turns out that the jump is just barely doable without triggering the cutscene and if you e-brake a certain way the game also does not reset your car's position. This trick, which was Fitterspace's idea, saved 48 frames over triggering the cutscene.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Spikestuff wrote:
Now, time to solve: Nice, lovely green line. Black square on the ground at random times Diglett's being corrupted in team lineup Anyone with prior knowledge about these for Pokemon Stadium, bring it out.
The black square on the ground is caused only by moves like Rock Slide and Strength that pull geometrical objects out of the floor during attack animation.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
TheReflexWonder wrote:
I didn't play much Stadium 1, but I played a fair bit of Stadium 2. I know that scrolling through the list of Pokémon in the latter was faster when using the C buttons, and there was also an option to list them alphabetically. Are neither of those options available in Stadium 1?
They're not available. We did find one timesaver on the Pokemon selection screen that you may have noticed: after you choose a Pokemon the cursor re-positions itself one slot to the right, but if you've just chosen a Pokemon that's on the right side column then the cursor jumps to the top left column. We used this trick to select Jynx quickly.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
ALAKTORN wrote:
One thing I find weird: you say that Ponyta is the least valuable teammate, but he’s the most used at least up to 27 minutes into the run. Or it seems like it. Can you go more into details on how you manipulate the RNG?
Well midway through the TAS we thought to TAS the entrance animations of our Pokemon, and Diglett ended up having a faster entrance animation than Ponyta by 61 frames. We had previously been using Ponyta more because Horn Drill was 1 frame faster than Fissure. This is why Diglett is used more in the later half of the TAS. Ponyta did come in handy when we couldn't seem to manipulate the opponent's team choice to what we needed while leading with Diglett, although some instances are just matter of extreme patience that we ran out of. In the scheme of things, Ponyta's vs Diglett's entrance animation is almost entirely insignificant compared to the sum of animations that the opponent's Pokemon have (each has an entrance and faint animation with different lengths). RNG for manipulating the opponent's team in a nutshell: The first, second, and third Pokemon you choose alters the opponent's choices as well as on which frame you confirm your team selection on. RNG for manipulating your move's effect on the opponent as wells as the opponent's move's effect of your Pokemon (both share the same RNG slot): The frame that the move is selected on matters and gives one result, but the position of the analog stick also affects the RNG on that same frame and you can get 4 additional results by holding/rotating the stick in different directions just as you select the move but before the black-out transition occurs. Every frame (with no stick input) gives a unique result, but with stick input every 2 frames give 4 different results.... that was... until the Elite 4 fights when the RNG seemed to change slightly and we could get 4 different results on most single frame steps.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Enjoy our month and nineteen days of RNG grinding :P
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Mr. Pwnage wrote:
Here's a sheet that should list all enemy stats: https://www.sendspace.com/file/nn4t89 For example, it shows Surge's R1 Raichu with 148 HP/88 Defense instead of the rental's 143 and 84. Some of the constituent IV and EV components are known to be erroneously pulled from the wrong data, but as long as the final stats are accurate, there are no elements in G1 that care about the difference on that level.
Very helpful, thank you!
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
We're past Erica's gym now and I thought I'd share a bit of the TASing process that turned out to be really intense and eventually successful... So as you know we went with Tauros as our fast offensive brute to take out offensive electric teams such as Lt. Surge's. We went with Tauros over Aerodactyl or Persian due to the fact that they both receive recoil damage from their main moves Take Down and Double-Edge, which would waste a little time each use. I used a damage calculator to see if Tauros could crit OHKO Surge's Raichu (using the rental Raichu's stats as the defender) with Strength and the results stated that we could, pretty easily. Well when we got to Raichu in the TAS we criticaled him at least 20 unique times, even restarting the fight and re-manipulating his other teammates to be Voltorb and Magnemite which have low enough defense to die in one hit as well. No luck, the Raichu is defensive. We got Raichu down to ~10hp, 5hp, 1hp... but no kill. The lowest his health got from a non-crit hit was 70hp, exactly half of his total hp, so we weren't sure if it was even possible. We settled with eating Raichu's Surf and moved on. The next day we were compelled to try again and finally got a OHKO. So the cool thing about this is that, while Aerodactyl/Persian were safe and guaranteed OHKO's but lost time from recoil, we went with the lesser attacker and in the end, due to an absolutely perfect crit range, were able to take out the toughest electric type in the castle, optimally save time in both of the pure electric team fights, and confirm our choice of Tauros as being the best and most optimal physical attacker in a Gym Leader Castle TAS.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
gamerfreak5665 wrote:
Wow, this stuff is incredible FitterSpace! With all this new clipping stuff and even more timesavers, I would be willing to try a new TAS of this game, with your help on all this new stuff of course.
Fitterspace is onboard for starting on a new TAS this Summer, I offered to help in some levels and it'd be great to have you on as well obviously! Certain parts from the current TAS can just be hex edited over to the new one (the driving portion of Island Infiltration for example).
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Warp wrote:
One thing I like about this TAS is that it manages to completely hide the fact that the control system of the game is absolutely horrendous. It almost makes it look like an actually playable game, of the likes of Super Mario 64.
Agreed. It looks like a manic Saturday morning cartoon... that I want to play, but I probably shouldn't.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
andypanther wrote:
Go for speed, this will be put in the vault anyway. I'm really interested to see how much time can be saved compared to RTA runs.
Ditto Here are the animation lengths, in frames, of all the moves that will be used in our TAS: Ice Punch (102) Rock Slide (132) Horn Drill (139) Fissure, Earthquake (140) Thunder (Starmie) (152) Fire Blast (Tauros) (162) Thunder (Jolteon) (162) Strength (172) Bubblebeam (174) Psychic (192) Fire Blast (Ponyta) (198) EDIT: After restarting the TAS we've saved 6 total seconds after completing Brock's Gym.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
We compared some attack animation lengths, Horn Drill is 59 frames faster than Fire Blast for example. So the question is should we always use a faster animation move over a slower one, even if that means moderately reducing the variety of moves used? We personally think that doing the fastest thing is best due to the already repetitive nature of the speedrun. All 6 Pokemon on our team will still be used, and you'll see plenty of moves aside from Fissure and Horn Drill as is. Going for bit more variety could end up costing well over a minute in the end.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Zarmakuizz wrote:
Nice! Please keep on - and whenever possible, I would suggest to use a different move for the OHKO. Fissure all the time for a 1h movie isn't that entertaining.
We will add as much variety possible. All moves used so far have been OHKO (and I'm certain all will be) and we've used Fissure, Rock Slide, Horn Drill, and Ice Punch.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Kurabupengin wrote:
Is there any encode of this? Also, are you using BizHawk to make the TAS?
Encoding now, and yeah we're on Bizhawk. EDIT: Quicky Encode Link to video EDIT #2: I think we will re-do the first gym due to realizing that Electrode will have no use in the run. We're considering Starmie instead for a few fire teams. We also found a small timesaver in the Pokemon selection screen, the curser jumps directly to Jynx's location after selecting Jolteon so we'll choose Jynx last.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
We started the Gym Castle TAS, it took a while to figure out how all of the RNG works but we have it completely understood now and can manipulate AI team choice (except when they always use a particular Pokemon), crits, and OHKO's. In Brock's gym the only trainer that was a nuisance was trainer #3 who always uses Dugtrio, and his Pidgey uses quick attack on Diglett... so we used Jynx and ice punch'd them all and let Dugtrio miss on us once. All OHKO's through the gym and only once did the AI have a chance to attack at all. A good start. Total time from power-on to receiving the key to Misty's Gym is 7:55.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Kurabupengin wrote:
Maybe the RTA runs of the game might give you a few more ideas?
Thanks, I read over the guides there to learn the coverages and made changes to my list of Pokemon that should be used. EDIT: Is there a work-around for the graphical issues in the game (Diglett/Dugtrio glitched textures, missing floor texture when using Rock Slide/Strength, etc)
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
My girlfriend and I were throwing around ideas about TASing this games' Gym Leader Castle (rentals only, fresh file or registered rental team). Here are rental Pokemon we decided seemed best: 1. Diglett. 123 speed with Fissure, and Rock Slide to crit the flyers who Fissure doesn't affect. Fastest Pokemon with a OHKO move. Used to take out most teams. 2. Jolteon. 158 speed + 138 special + crit STAB Thunder for teams with water/flying Pokemon with speed over Diglett's 123 such as Fearow, Tentacruel, Dodrio, Starmie (Misty always uses), and Scyther + crit Pin Missile to OHKO Sabrina's Alakazam (always uses) and maybe Hypno. 3. Tauros. 138 speed + 129 attack + crit STAB Strength. A must for Lt. Surge's team which always has Surfing Raichu who is faster than Diglett and resistant to Jolteon. 4. Electrode. 168 speed + crit STAB Thunder. Used over Jolteon when the extra 10 speed is needed (Aerodactyl, uhhhhh...). 5. Ponyta. 118 speed with Horn Drill + crit STAB Fire Blast. Used for diversity. 6. Jynx. 123 speed + 123 Special + crit STAB Psychic. Used for diversity. Is there any team that Diglett, Tauros, or Jolteon could not cover with guaranteed OHKO's? Does anyone know when the RNG is determined for the opponents' team choice?
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Level 6, Night of the Jackal: Link to video FYI almost failed art class in highschool.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Enjoyed it more than the previous SoulCalibur II TAS, yes vote.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Phallosvogel wrote:
How did he walk through thin air like that?? And when is he going to get a sword? This thing gave me a headache
The Tingle Tuner allows you to pay rupees for temporary abilities such as using a bomb, recieving health, or walking on air (Ocarina of Time hoverboots-style). The TASer used momentum exploits paired with the Tingle Tuner's air-walk ability to hover for long distances.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Nice work! EDIT: You and others might already know this but there is a co-op version of this game included on the SW: Rogue Squadron Rebel Strike disc, allowing you to play through Rogue Leader with splitsceen. If someone does decide to TAS this game I think it would be even more interesting to see a co-op run, but I can definitely understand not wanting to double-up on the amount of complexity.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
I don't want to be the constant looming negativity in this thread but I need to say by watching your TASing technique, and the fact that your latest WIP (which is 30 minutes of gameplay) took you a day to make and only used 1277 re-records, that I call tell you that this TAS is not up to the standards of this website and will most likely not be accepted upon submission, if that is your expectation. Your aiming during the game is constantly jerking around, showing that you are not optimizing your inputs very well, and your pathing angles (which are paramount in any game) are sometimes wide and not thought-out. At 10:52 in your first WIP you even begin to briefly turn to the right to go down a hall but then change your mind and turn left which shows your are not planning ahead and are leaving in mistakes, which TASes are intended to be void of. The overall feel I get of the TAS so far is that of a good playthrough with above average aiming, but not an optimized or well-planned speedrun. I'm not telling you that you should give up on the TAS, but if your goal is to submit to this site you may want to chalk it up as good practice for a more optimized product later.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Small update here, this is the indoor section of level 6 where the hostages have to be rescued. I'm really happy about how it turned out as I thought up a couple of new strats that ended up working. (WARNING, audio is loud) Link to video
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
Nothing about that looked TAS'd but this also has nothing to do with the main gameplay... so let us see what you've got by TASing the story. I would look into the Timesplitters speedrunning community, specifically the forum on Speedrun.com to get advice on all the best strats. "JangBang" seems to be the best current player: http://www.speedrun.com/ts3#Hard_Anypc , perhaps try contacting him and studying his latest runs.
Experienced Forum User, Published Author, Active player (412)
Joined: 2/29/2012
Posts: 192
ALAKTORN wrote:
solarplex wrote:
The only thing about a Crazy Box TAS, it seems like Crazy Jump would be the only thing that went for high score..
Don’t mix them. Either go for speed or go for high score. Separate categories. Edit: Also yeah rickshaw is better.
Agreed, pick one, and I think high score would be much more entertaining.
1 2 3
7 8