Posts for arkiandruski


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Experienced Forum User, Published Author, Reviewer, Active player (276)
Joined: 12/14/2006
Posts: 717
Yeah, I was about to upload the next WIP right before you posted. http://tasvideos.org/userfiles/info/47846594835437172 Notes: BC3: Slid down the ladder after the one Exonym slides down to reach the slide before the second set of bells faster. Still got caught by three cycles, but by drilling the first one late as possible and the next to early as possible, reached the next ladder much earlier. FR1: used faster slide technique saved a few frames on this level FR2: got better enemy behavior later, which led to a sizable saving in this level. FR3: small changes in the early level put me in a different point on the snowball cycle after I take damage on the spikes. got better enemy behavior later, which led to a sizable saving in this level. DI1: Wasn't able to find any good clips, sadly. Taking damage on the machine allows me to get four hits on the first cycle by using invulnerability to hit the guy while inside him. That cuts one cycle out of the fight. Found jumping and decelerating in air was faster than skidding for landing on the teleporter.
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Thanks, man, I really appreciate your help, even if finding new tricks like this means more work for me. I managed to get Bell Castle 3 8 frames faster than my posted WIP. I'm going to sleep now, but when I wake up, I'll double check for sync and tackle that trick from Fort Redstar.
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I'm on the complete opposite side of the fence there. I can't stand the SNES music. The person in charge of using that chipset chose all the wrong sounds. While the Genesis soundtrack has style and personality, the SNES one is off-putting at best and grating at worst, and that all comes down to the sounds they decided to use. Listening to them side by side makes me really think that the soundtrack was composed for the Genesis then ported to the SNES.
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Hum.. well alright then. I'm sure they can be counted as runs of different games, then. Based off the research I've managed to find online, I'm becoming more and more convinced that Genesis version is the definitive version of this game.
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Yeah, I tried a few clips as well just to see, mostly concentrating on trying to fall through the floor. The only content on speedrun.com for this game is this guide. https://docs.google.com/document/d/1jwAfy0jvd9SI9y7Q1q1Q41i9cnkYrfDR9wTVpMWRYWM/edit It says that you might be able to fall through the floor, but doesn't give a lot of details on how it happens, or what counts as a thin surface. I thought the cymbals may be possible. No luck yet.
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http://tasvideos.org/userfiles/info/47767641323495232 Disco Fever Act 3, 13 frames faster. Mostly in these stages, I cleaned up Exonym's WIP, not that didn't try to do things in other ways or use different techniques, just all of them failed or were slower. And since we're done with another zone, here's a video Link to video
Experienced Forum User, Published Author, Reviewer, Active player (276)
Joined: 12/14/2006
Posts: 717
Experienced Forum User, Published Author, Reviewer, Active player (276)
Joined: 12/14/2006
Posts: 717
http://tasvideos.org/userfiles/info/47689865882092515 Disco Fever Act 1 is pretty much a straight run to the right, which meant it was much more straightforward. Doesn't mean there wasn't room for optimization, though, mostly on the first metronome. This run is 6 frames faster than Exonym's WIP. I wasted way too many rerecords trying to get past that first metronome without using the drill.
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Okay, I must be missing something. When I try the downward drill to land on the platform, Aero pops upward and plays the entire animation rather than landing immediately. EDIT: Okay, FINALLY found it. Was annoying as fuck to get the rest of the level to work, but the trick eventually saved 8 frames for the level. As for the third level, I've had no luck clipping through that place I've mentioned. I'm ready to call it a day with that. Also, other health pickups are not looking promising for taking less than a second to grab. The one at the beginning of the level requires going left first to get the height necessary to grab it. The next is behind some annoying enemies and under a ceiling. I'm moving on for now. Luckily, if some good saves are found, the later levels aren't going to be killed if we fix earlier levels.
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Awesome, I had already found the place you mentioned in the last post. Didn't find the instant landing trick though, I'm going to go and implement it now. There's one more place I'm looking to clip through, and if flipping animation is what gets you on the other side, it may be possible. That is around 8:25 in the video file. If it's speed specifically that gets you through, though it may be a wash. EDIT: Went back and checked my moviefile. That's around frame 30000. P.S. Does this also mean that my movie is syncing in Bizhawk 2.2.2 for you? EDIT 2: What I meant to say was: When Aero changes direction from left to right for example, he does the same flipping animation. EDIT 3: (sorry) I tested that second place you mentioned. It ended up being slower because you land farther to the right, which means the Aero lands farther to the right on that platform before climbing the mountain.
Experienced Forum User, Published Author, Reviewer, Active player (276)
Joined: 12/14/2006
Posts: 717
Experienced Forum User, Published Author, Reviewer, Active player (276)
Joined: 12/14/2006
Posts: 717
http://tasvideos.org/userfiles/info/47611461241778537 I may do another pass of this later to clean it up. I have finally found a route that is actually faster than the route used in Exonym's test run. There may be other places to abuse this. Also, There is one place where I would love to pass through the ceiling if anyone can manage. I tried banging my head against it (or literally, banging Aero's head against it) for a couple of hours, and came out unsuccessful, but I haven't quite convinced myself it's impossible yet. The place is in Fort Redstar Act 2 after the first trampoline (around 7:15 in the video). There's a point where it looks like there's a small gap between the platform and the wall. I'm trying to squeeze Aero through that gap. If anyone manages to find a way to do that, it would be awesome. I've also just pasted Exonym's boss fight on the end of the run. He hits the guy on the first frame every time, and I like his stylistic choices during the fight, so unless I can think of something better, it stays Video: Link to video
Experienced Forum User, Published Author, Reviewer, Active player (276)
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http://tasvideos.org/userfiles/info/47538354941062653 Fort Redstar Act 2. Man that level was long. I'm taking a well deserved rest. This level is 53 frames faster than the Fort Redstar 2 on Exonym's test run. Mostly I just moved faster. I also fixed the metadata in the header, so now it gives the correct version of Bizhawk. Cheers.
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I double checked, and they're called "Extras" in game. In my defense, they are things that are classically called cheats in other games, such as invincibility and greatly increasing the speed at which you gain studs (the in game currency)
Experienced Forum User, Published Author, Reviewer, Active player (276)
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I think personally, since the run is called "all bosses" as long as you actually fight all the bosses, I would be fine. That door glitch feels like a minor issue to me. So, this discussion came up in IRC, and I wanted to ask the opinion of somebody familiar with the games. We were discussing cheats, and how that's an actual category on the movies, and I came up with a fringe case for using cheats that I might want to make a run out of one day in the (way, way, distant) future. So for example with the LEGO Star Wars 100% category, buying cheats that you find in the levels is part of the 100% completion, and most of the prices for things you have to buy are balanced to those cheats. If I were to make a movie in that category for that game, or any other game in the series, would I be allowed to turn on the cheats I buy?
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Bizhawk 2.2.2 is the version. Probably says that because I made the TAStudio project off the WIP you posted last year. It's odd, though. Your WIPs sync just fine. If anyone cares: (I half do) before I started TASing myself, I went into the metadata of the file and changed rerecords to zero, so rerecord count is accurate to my work.
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Originally I was going to vote "no" for entertainment because Chester just moves so slow without those shoes, but around level three I was starting to dig it, and then the autoscrollers hit and basically killed all entertainment for me, so all round, I'm giving this a "no". Good job on the TAS, though. Just bad game choice. See no reason this shouldn't get published.
Experienced Forum User, Published Author, Reviewer, Active player (276)
Joined: 12/14/2006
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http://tasvideos.org/userfiles/info/47450709174587413 Copy paste of what I put on the page: 44 frames faster than Exonym's test run in this level alone. Most of the time save came from getting a better balloon bounce at the beginning. I also determined that activating the final lever from below was faster than shooting above it.
Experienced Forum User, Published Author, Reviewer, Active player (276)
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I, for one, would be willing to see a N64 any% and a VC any% side by side.
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Link to video Aero the Acrobat 2 through Boardin' Zone. Fort Redstar is next. http://tasvideos.org/forum/viewtopic.php?t=5921[/movie]
Experienced Forum User, Published Author, Reviewer, Active player (276)
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http://tasvideos.org/userfiles/info/47430150908236888 Here's the WIP through Boardin' Zone 3. One thing I was able to do was reduce the number of jumps on water during the broken ice section. Really glad I was able to pull it off. Also, I was just one food item away on Zone 3 from triggering the bonus stage. How do I know? because my first pass did, and I had to find a way to not collect as much food. EDIT: Since people have asked for it to be posted here: Link to video My plan is to make an encode at the end of every world
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While I am on the fence about this goal choice, I definitely don't think using bottle adventure to accomplish it is the right call, especially since the casual viewer gets no confirmation whatsoever that all medallions are collected. As far as I'm concerned, this run collected the Light Medallion twice, and no more. On top of that, I have to ask: Does this run really provide enough to warrant this very specific category. To that I have to say "no". While it looks like it was well played, I don't think it's worth breaking that barrier. I have to vote "meh" on this.
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Okay, after blowing up #bizhawk, a useable script was made. https://pastebin.com/EhS6Tg3x Here's what I found by watching the movies with this activated. When the Boardin' Zone 2 mine dropper doesn't spawn, we manage to have the camera pass through the center of the vertical spawn zone, above the horizontal spawn zone, and then pass through the center of the horizontal spawn zone going down. In stage three, the first time he shows up, the camera just barely passes through the top pixel of his spawn zone. Sadly, it looks like the camera is at its top height at that point, so unless we can figure out a way to push the camera just a little bit higher, it's probably a "no" for despawning him there. As for the second time, it's probably a "no" as well, but I'll definitely play around with it. EDIT: wrong link in post. fixed link.
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Joined: 12/14/2006
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Tested this. 2nd player controller does nothing to affect the dog's behaviors.
Experienced Forum User, Published Author, Reviewer, Active player (276)
Joined: 12/14/2006
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Okay, I've been trying to work on this thing. I've managed to convert all the Gens functions to Bizhawk functions, so there's no error messages anymore, but now I've got a Lua script that does nothing, and I can't parse what it's supposed to be doing beyond that. https://pastebin.com/LApRL09j Any insights?
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