Posts for arnaud33200

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Just today someone founds out it's faster to do 2-3 with Obelix using a same ladder glitch, this can be used for a future improvements. https://www.youtube.com/watch?v=5XcZ4dbCfgQ
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Darkman425 wrote:
If I'm reading the scores listed in the submission correctly, the listed maximum score for the submission is off by one. It should be a total of 392612 points.
Oh ... how did I miss that ahah Thanks for letting me know, just updated the submission
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Challenger wrote:
It means The8bitbeast should be added as an extra author to this run.
I just added The8bitbeast as an extra author, I thought it would be automatically added
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love it, and right about the time I'm going to receive the physical cartridge! looking forward to more active RTA runners
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Darkman425 wrote:
Is there some other ending the sources I checked don't know about?
if you use a continue after getting a game over, you get a bad ending instead of going to visitor center. I would count that as an ending because it shows a credit (with dinosaur names ahah) and it shows a "The End". https://www.youtube.com/watch?v=KNIl_LGcGLU
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I'm trusting nymx decision and it makes sense to not find everything or be the most perfect TAS. Looks like the community is less strict than before, which is nice because it opens more opportunities for beginner. Here I'm saying thegugafa has done several TAS the past days/weeks and most of their submissions have almost no notes or details about the game, the strategy, the source, the discoveries. Some of the submissions seem to focus on beating the RTA world record
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It's because I really don't know how to explain it
if you have done some research or try different things to find the most optimize strategy, I'm sure you would have always something to say. for the "how to explain", I can understand there might be some language barrier, but you should be able to list all the different things you tried, the things that didn't work or some general knowledge. Most TAS publication would organize the notes by levels. have you looked at other TAS? here are some good examples: - https://tasvideos.org/8263S - https://tasvideos.org/10123S - https://tasvideos.org/7532S When you read those, there are no doubt they tried their best
Im usually not that picky when it comes to a low rerecord count
it's just a number that can be changed in the TAS file, so it's not something I look much at, especially if the taser do a brand new tas after several attempts
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agree with somyeol, looks there a several TAS submitted by thegugafa in short period, the optimization is questionable. Speedrunners come here in tasvideos dot org to find the most optimized run and also get more information. I feel it's a bit disapointing (or insulting?) to not have both
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in your submission you say "I used the same strategy". i'm sure what strategy you are talking about, is it same as someone else TAS? your notes are way too short in my opinion, we don't know what RAM you look or things important or unique for this game. unless you just take over someone else TAS and do one improvement/optimization?
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voting no, from the notes it sounds like this is still work in progress (lags) and the intention was just to beat the WR without any other optimization
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Recently a Left+Right glitch was found by GoodShowSir: https://www.speedrun.com/asterix_sms/forums/5m9lk we would have some good time saving if we include the tornado skip I've mentioned and the wall jump on 5-3 This glitch in 2-3 can be done 2 screen lower and can be done with asterix. I haven't found anywhere else where you can use this Left+Right glitch Link to video
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when the timer hits zero, your total is $20,686.58, and then you get $3,078.54 after the time up. I was wondering if it would work if you drop the customer before the time up and have exactly a total of $20,000 (or a bit more)? Or, you need this "Time Up" in order to finish the game?
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this is a really cool TAS! to get the crazy licence, do you need $20k? if you aim at the fastest completion, do you really need to way for the time to run out?
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really love to see all the improvements, it helps for RTA! just 3 days ago I found a shortcut for 7-1 where you can use the tornado to jump above a pit and get the key. Link to video There is another skip find by cucaspeedrunner where obelix can above the screen earlier by wall jumping Link to video
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Probably this one: https://youtu.be/g_lf46Edn3M
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it's just that the definition itself unavoidably ends up being unconventional
yes it makes sense
I'm gonna go with "complete levels" as I think that gets the point across more than "full levels".
I would prefere "full levels", kind of "full length" but that's a personal preference I guess
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I'm the one who came up with this 100% simply because there are nothing more that can be done in the game. There is no score, there are no items, enemies cannot be killed. The game is all about surviving and catching jerry whenever there is a chance. The only thing would be the health, but I don't think it's count as collectable from https://tasvideos.org/PublisherGuidelines#PercentageAndCountsInLabels, probably it would fall under "use labels such as "0%" or "100%" only if there was nothing less or more". But if we consider as "does not have a built-in definition" then it would be under "100% levels" indeed.
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Chatting with someone from the Sega Crew discord server, there is another upgrade of the super bomb where it kills everyone on the screen for every arrow shot. I got curious and look at the assembly code, I found out you need to just kill 4 enemies with one shot to obtain it Link to video I think it's great to have it in the run since you can shoot this bomb arrow and quickly destroy the final gate
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Here is another quick/not optimized TAS with the earlier gate explosions after killing 16 enemies. Also I have a faster final boss, the bomb arrow makes 7 damages so only need 3 riffle shots. I'm suspecting going straight is faster than going diagonal, I need to test that. Also check if it's better to walk in the grass or go diagonal. for the end of the level, max would be 3 enemies to make sure the first spawn come faster. because we skip the blinking gate, we don't even see the dropping bomb Link to video
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This is really fun manip, love it!
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when the trainer/coach hit the mat during the down part, do you know if the hit speed is random? if you can manipulate it might be fun to make him hit the mat very fast ahah
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I'm curious, how is it an improved run if there are more lags? is it just about the number of frames?
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I've recently discover the gate can be destroyed earlier. for every level, at the end screen after killing 16 enemies, the game would allow the player to destroy the game with 16 regular ammo (M-60). it's a huge time same, I was able to save 1min in the speedrun Btw, I don't know if TASVideos would care but Rambo was only US release and Secret Command was a Europe Release. Would it be allowed to play secret command on NTSC?
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£e Nécroyeur wrote:
Which version do you plan to use?
Going back to that, I think I will choose Secret command, this version is already 2 frames faster for starting the game
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I will post some updates here sometimes as I go through the game. I used Emulicious to explore the code with the debugger, I found out how the enemies spawn works the game track the screen progress this way
  • every 8 pixels up the RAM 0x019A is increase, let's call it sub-Y
  • then every 8 sub-Y the ram 0x019B is increase, let's call it Y
there are 2 tables in the rom for defining the spawn X, Y and type
  • Table Y & sub-Y position, reference in RAM 0X01E8
  • Table Type & X position reference in RAM 0x01EE
I've parse the ROM tables in a spreadsheet https://docs.google.com/spreadsheets/d/1JMGR7M0yEuznjJpkRyIYJlGb-e69qx5x_0drpwkoW-U/edit?usp=sharing every time the sub-Y or Y position change, the game check if Y, sub-Y & X match a spawn from the table. there are 4 slots for enemies spawn (0x07C0, 0x07F0, 0x0820, 0x0850) the game would look if one slot is free. when there is no match from the table, the slots will be populated with a generic enemy (e.g. round 1 --> 14) with a random X position and a random sub type I will explore more about those sub-type, for instance the generic type 14, has 2 different behaviour: shoot 2 time + walk or walk faster and 1 shot as soon as a an enemy die / despawn, the game will very shortly spawn a new one, from the table or a random generic enemy also found out there are some hidden big bonus arrow ammo! in the code (ROM 0x02912), the game check
  • if an enemy is killed on the 2nd shot
  • if an RNG value (RAM 0x081B) or (RAM 0x0C818) match the RAM 0x0246 (probably about screen progress)
then the game give 150 ammos! ($96)