Posts for arkiandruski


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Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
I agree that would be really useful.. If we were able to find the right data, would it be possible to draw boxes around the spawn triggers of different enemies?
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
Goddamn, that trick was precise. How did you even find it?
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
http://tasvideos.org/userfiles/info/47365361265872192 Okay, I was going to wait until I finished Boardin' Zone to post the next WIP, but this is really bugging me. Can anyone explain why that mine dropping bastard at the end of the second level doesn't show up at all in Exonym's WIP? I lose so much time jumping over those bombs.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
http://tasvideos.org/userfiles/info/47315411619557208 Those bell cycles are incredibly annoying. They tend to take away all your gains. I have minor optimizations that all came to nothing. Still in the end, it's one frame faster on Act 3 than Exonym's WIP. Good job on your WIPs, Exonym. The entire thing was really hard to beat. When I get my computer back home to my own internet and not a mobile hotspot, I'll post a video in the WIP thread and see if anybody bites.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
Man. I'm working on stage 3, and managed to do quite a few things faster. It was looking like a good amount of saving, but the bells took almost all of it away. I am a few frames faster than Exo's stage three past the first set of bells since I'm passing that second bell on the first frame possible when running at max speed. Exo didn't have to slow down at all to get past the bell. Thus he passed it a little later than the last safe frame. Looks like the bells are on a level timer rather than being completely random. Seems that way based off the pattern I got when I ran past them. Just double checked. After the bells, I'm two frames faster. Before the bells I was 12. (I made a Frankenstein movie with Exo's level 3 and my levels 1 and 2).
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
Maybe.. The time it takes to get it though.. The clown to the right of the ladder is jumping at exactly the right time to prevent me from being able to just jump to the powerup without drilling to it. Slowing down a couple of frames didn't help either. Yeah, I couldn't manage to get the second gear skip either. Couldn't even double drill to get over that last gear we had to grab onto. If either of those are possible, it would be a lot cooler. The way it is now, it does still end up being slower.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
Thanks for the help. Because of that movie I was able to make my level 1 one frame faster, and thankfully level 2 still synced. (This feels so good after coming from a game where making a change in the middle of your run meant restarting from that point because all input afterward was useless). Here's a WIP through the second act. http://tasvideos.org/userfiles/info/47241839483906901 Please keep helping. It seems I'm better at implementation than I am at trick finding.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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Thanks, man. To be honest, I wasn't expecting to hear from you since you haven't posted in so long. Working through the second stage, I'm already having a much larger time save. Haven't found any new techniques yet. There are a few places where I wish I could find a way to glitch into the wall to save time, but no luck on that yet.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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Since I revealed my workflow, is it possible to import a .bk2 into an already existing TAStudio project? Thanks for any help you can give.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
Okay, so branch 1 is a WIP I'm trying to beat. Branch 2 is my new run through a game or level from scratch. I get to a point in branch 2 where I want to compare, then update branch 2 so save the frame I'm on. I then load branch 1 to see where I was at that point, but branch 1 loads on the frame it was last updated, which can be far away from my comparison point. I select branch 2 and use the arrow next to the update button to turbo seek to the frame I want to compare. I can then hover over branch 2's number to see if branch 2 is farther along than branch 1 at that point. I can then update branch 1 to the comparison frame if the change is very subtle. At that point I can alternate hovering over both numbers to get a more accurate comparison.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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http://tasvideos.org/userfiles/info/47198956148359800 Found it. Exonym's WIP and the WIP I posted jump on the first frame possible after they enter the hidden passage in the wall. In this latest WIP, I delay that jump by a few frames. The end result is while I land on the pipe afterward on the same frame, I'm 3 pixels farther to the left. This allows me to grab the ladder at the highest point sooner.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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Yes I have, and it's saved me a few times in the past when I realized my mistake immediately. If I don't realize, it, however, and continue working, or worse yet, load another branch, then I am SOL. I don't see any reason why you would want to save one branch you have loaded over another. Either the branch you've currently loaded is slower, in which case, you go back to the faster one, or the branch you have loaded is faster, in which case you change it into your new main branch. If you want to hold on to the slower branch for some reason, it stays there. The branches can be resorted by dragging, so if you want your main branch to always be on the bottom, that's super easy already. No need to save over a branch you don't currently have loaded. Like I said, at least give a warning message. "YOU ARE TRYING TO UPDATE A BRANCH YOU DON'T CURRENTLY HAVE LOADED. PROCEED?" Something like that. I recently ran into a situation where by the time I realized I had updated over my main branch, the option to undo branch update was no longer in the menu. Instead the option was "Undo Branch Load", and when I clicked on that, it didn't solve the problem and didn't offer any more undo options.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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Okay, this has got to be a bug. When you use the update branch button, it should only update the branch that's currently loaded, not the branch that's highlighted, or at least it should warn you that you are trying to update a branch that's not loaded. I've lost a lot of work multiple times because I had a branch highlighted that was different than the one I was working on and I accidently saved the current loaded branch over another branch I wanted to keep. This mistake also seems very resistant to the undo function.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
Okay, I'm pissed and I'll tell you why in a little bit First off, I'm coming back to this run. Projects are never really fully abandoned. They're just put on hold. So far I've only got Bell Castle Act 1. Here's a WIP, it's 3 frames faster than Exonym's WIP posted above. Believe me I had to fight for every one of those frames. http://tasvideos.org/userfiles/info/47189917528496898 This is not a game where you can check a few possibilities and call it a day. There are some times where it looks like doing things a few frames later makes things slower, but then you go a few frames later than that and it gets faster again. Working with the acceleration gives lots of possibilities. Exonym's WIP was also pretty solid. It's a big accomplishment to get just that. So why am I pissed? Because the first time I ran through the stage, I was 4 frames faster than Exonym's WIP, but that got saved over and I couldn't figure out how to get it back. On top of that, when I tried to reproduce it based off of what I learned from doing it the first time, I couldn't for the life of me figure out how to get that one extra frame save to go. I know exactly where it happens, too. I should be 2 frames ahead of Exonym's WIP after I jump off the slope that I slide up backwards. I also know because I worked on that section a lot, that I should hit the mid checkpoint at frame 2465 rather than 2466 like I do in this WIP. I know one frame is pretty small to make that much of a deal of, especially at this stage, but if I can't manage to find this one frame improvement that I know is there because I've already done in in the past, it'll put a stain on the entire rest of the run. Please, anyone, if you are reading this, please help me figure out how to get my one frame back. This is bothering me so much. I know it's possible, but I can't for the life of me reproduce it.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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So after watching that moment in the comparison video for the 50th time, I finally realized I'd been stupid and missed an obvious detail. I've made a new file based on the change and requested that my old file be replaced. I hope I did everything right.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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So I have a question. How do branches work? I tried using the feature earlier, and it put a number in the left column, but I'm not sure how to go back and forth between branches, or if I even made a branch in the first place. Thank you for dealing with my ignorance.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
I saw the doggyvator in the video I posted previously. If you've seen any of the movies for this game published on this site, you would know that the preferred TAS method for vertical travel is much faster than that. Sorry, but over 800 frames is way too much of a cost, and that's just the shopping portion. Getting to the second shop on level 1 would probably put the frame cost midway between 1 and 2 thousand, and grinding up enough coins to be able to buy from any of the other shops looks comparable. I am nowhere close to being able to buy that whistle at the times that girl is on my path. Seriously, I don't think all the bosses combined in my run get over 1000 frames in runtime.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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Finally did that test on the shop girl. From the time you run into her and stop moving while the screen fades out, using frame perfect inputs to navigate the menus and buy the dog whistle to the time your allowed to move again afterward takes 872 frames. The second boss fight in my new movie lasts 389 frames from first hit to last hit.
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Joined: 12/14/2006
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Thank you for your feedback, HappyLee. I'm currently on a business trip, but once I get back, I'll definitely take your post into account. Second video is going to be something besides Mario. I've decided that already. I know Mario is the biggest series in video games ever, but we want to give attention to as many parts of TAS as possible.
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Joined: 12/14/2006
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http://dehacked.2y.net/microstorage.php/info/367571121/Conquestcrystalpalacelevel3wip.bk2 Level 3 done. Now 700 frames faster than published movie. All new saved frames have got to be from lag reduction. Without lag, there really aren't that many time savers in the level.
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So I checked out this video. Looks like the only place that dog whistle would really save time is the second stage boss, but the amount of time it takes to go to the shop and get the whistle is obnoxious to say the least. EDIT: I tried buying the whistle at the last shop before the boss. It cost 3000G, which was less than I had. I thought it was going to be 1000G. Looks like the last shop in level one, you can get it for 300G. I'm going to see how much time is lost there. EDIT 2: And now there's a problem with that because the second shop is not on the path I take. Yeah, appreciate the idea, but this is looking less and less like it'll save any time whatsoever.
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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Thank you for showing your support. I really do think this is worth putting the effort in to do, and since I'm of the philosophy if I think it's worth the effort, then it's worth it to me to show as much and get the effort started, I made a start on research for what would be the first movie. Once that gets done, I believe I have the equipment to record narration and do some rudimentary editing, though there are people who would probably be better at editing than I am. Anyway, the game I've chosen as the first in the series is Super Mario Bros. I chose it for a few reasons. The biggest of which is that on the surface it seems to be a really simple game to run. I mean all you have to do is hold right and jump at the right times, right? The history of this game will help show that we can't take things like that for granted, especially considering some of the timesavers found, which may seem contradictory at first. https://docs.google.com/document/d/1avQ4zNczd-t9Ce1g4ZkfK5sPGS5jL3QnHj94u6WAZJ8/edit That is my working document. I am currently going through the history of runs published on the site and reading the SMB thread on this forum. I really believe the interest here is the story behind the runs and the mechanics of the game, so I am using the TAS history as a stepping stone for covering those things. This may be easier to see when I make my script. Could some people from the early days of the site and people in the SMB TASing community please fact check what I have so far. Some of the dates on the early runs seems suspect. I'd like to verify. Also, for anybody that would like to help, I do know that I will need at least one thing that I won't be able to pull from the videos of runs from the site. I need two videos, which look identical to each other and start in the same place, except one video hits the 21 frame rule perfectly and the other one misses it by one frame. The time difference there is like half a second and should be visible in real time. I really would like for this to be available on an official TASVideos channel if possible. Think we can make that happen? Also I would very much appreciate if I could have pronunciation guides for some of the names (besides the obvious, like HappyLee and Phil *and now someone's going to tell me that "phil" is pronounced like "file"))
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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So I tested letting the dog stay on screen during the boss fight and while he doesn't help at all he doesn't slow the fight down in any way either. In trying to attack the boss he does take a few points of damage. What do you think, would it be worth letting the dog stay to watch him impotently jump around the screen while I'm dealing with this boss?
Experienced Forum User, Published Author, Reviewer, Active player (277)
Joined: 12/14/2006
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http://dehacked.2y.net/microstorage.php/info/1100050748/level2crystalpalace.bk2 Stage 2 done, now on a new core. 600 frames faster than published run. In order to change cores, I copied my input.txt onto a new project that specifies the NESHawk core. That means my rerecord count was reset. Before I switched over the rerecord count was 5315, if anybody still cares about that kind of stuff. There's also missing rerecords from when I made backups to see if another route was faster and found out it wasn't, so I reopened the backup and saved it over the original.
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