Posts for crazyjesse


crazyjesse
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Radiant wrote:
Impressive hack! Also, nice run and good commentary.
Thanks! Though it's not a hack, it's an unlicensed port of the game, published by Waixing.
crazyjesse
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How is it you instakill the bosses? Is this 2P exclusive or can this be done 1P too?
crazyjesse
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CasualPokePlayer wrote:
on the name, from what I'm seeing, "Triforce of the Gods" is just some unofficial translation? In this case, just the romanized name would be used (so instead of "The Legend of Zelda: Triforce of the Gods (塞尔达传说-三神之力)" it would just be "Sài ěr dá chuánshuō-sān shén zhī lì")
Yeah, I wasn't sure what to put for the name. Sài ěr dá chuánshuō-sān shén zhī lì literally translates to Zelda: Triforce of the Gods which is the same name of the game in Japanese. As it's a demake of that game, I thought it'd make sense to use that name but I'm happy for the mods to change it to whatever they like. Most of the time I just call it bootleg alttp lol.
Post subject: Glad to see it
crazyjesse
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Glad to see the full version! Good job on manipulating the puppy spawns/patterns from Psy-crow to get them there in peak efficiency without losses. Love the spamming of jump with the pigs in the low ceiling areas to give a pinball effect. As an aside it's a shame we can't just mute that high pitched whine. I have no idea why that is in the game. Seriously.
Post subject: Re: MORE BOOTLEGS WOOO
crazyjesse
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ThunderAxe31 wrote:
crazyjesse wrote:
Hope to see you do the other version of this run with more levels if other people are interested.
I think we need more explanation about version differences. Does the other version of this game contain all the levels from this one, with addition of more levels?
Yes, it's the same game but with more levels. See this run. Apologies for the poor quality of the video. My internet was very bad at the time. Extra levels not present in this video may be seen at 2:06, 6:50 and 8:10 in my video. It appears that there are two versions of "EWJ2" in circulation one almost finished and another with more levels. There is a further version "EWJ4" that has different levels. Sorry to throw you under the bus, XTREMAL93!
Post subject: MORE BOOTLEGS WOOO
crazyjesse
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Nice one, tight movement, good routing (as much as this game can allow routing). Yes from me, I love bootlegs and good tases of them. Hope to see you do the other version of this run with more levels if other people are interested.
crazyjesse
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Well, when I said "Originally I made this TAS just for myself to see how good my record was and to give a benchmark for runners but I was encouraged by several users to submit it with the mistake." I didn't mean I put no effort into it, just that the one mistake was there. Disappointing result.
crazyjesse
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Samsara wrote:
for an optimized TAS I would check every single ceiling along the route even if it doesn't look like you'd be able to get in. It might not work immediately: You'll probably have to adjust when you press A to swim upward alongside holding Up or Down to further fine tune the position. Once you're in the ceiling proper, you'll want to hold Up the entire time, and find the frame where pressing A zips you forward. If you can't find that frame, go back to adjusting your position: There may be a frame where you get zipped downward out of the ceiling entirely, repositioning a bit can fix that. Once you can zip, A can be pressed every 4 frames from there to continue zipping at top speed, it should look like this in TAS Editor when done optimally (hyperlinked to image because it's a bit tall).
This is awesome but right now I lack the motivation to do it. I'll look at seeing what it takes to resync your current improvements, but I don't know if I have the patience to do all that. I'm not very good with TASing as it is.
Samsara wrote:
oops i broke it
Fantastic work! Truly incredible that you could zip on the floorceiling.
Samsara wrote:
Decided to look into the floor clip. I held Down + Left until going as far down as I could. Holding Right from there and then tapping A a few times will complete the clip and put you under the level...
Sorry, I should have said I already knew how to do this and told you how but I'm glad it didn't take you long to work out.
Samsara wrote:
Which is essentially a giant ceiling. Zips all day. That userfile is a 1000 frame improvement by itself and it likely could be improved further, I was admittedly rushing it just to get the knowledge back to you. The slowdowns are to avoid swimming back up into the level (or into weirdly placed "holes" in the floor ceiling, that sure was a set of words I just typed and meant). Turns out you might not need to hold Up for ceiling zipping, though I'd imagine it never hurts to do it anyway.
1000 frame :O. Yeah those voids are pretty funny. One-way. Softlocks up the wazoo. To be avoided in marathon runs.
crazyjesse
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Samsara wrote:
Were the swimming sections done in real time? The input looks noticeably less clean in comparison to the rest of the run
Not done in real time, I was just not as good, this was my first tas and it was done on a potato by a potato.
Samsara wrote:
taking a quick scan through the second one in particular (starting at 5:36 in the encode), I can see a lot of places that look a bit odd, particularly the 10 second stretch between 5:55 and 6:05 that starts with taking the long way around that shark (requiring more time spent swimming upward) and ending with what looks like an unnecessary slowdown right before exiting that little tunnel.
I didn't realise you could go the other way around that shark, but yes the end of the tunnel was a blunder that I didn't want to fix because it'd require me to redo the TAS. Originally I made this TAS just for myself to see how good my record was and to give a benchmark for runners but I was encouraged by several users to submit it with the mistake.
Samsara wrote:
I played around with the swimming section and found that the ceiling zipping used at 5:46 can be applied in many other places, anywhere you can get into the ceiling in fact. Using it effectively also means you don't have to switch to Diddy at all since you have more room to avoid enemies even with Donk's bigger donk. I made a quick test of what this would look like and saved over 90 frames (changed input starts around frame 21300): User movie #68190864367937085 I imagine much more careful usage of the zipping across all the swimming stages can save several seconds overall. There's a frame rule in effect, too: At one point I ended up with a file where the stage ended on the exact same frame even if I switched to Diddy, but even with that there's still a lot of potential time saves.
This is awesome. I really had trouble getting the ceiling zipping to work consistently, and was a pure coincidence to find, in RTA we just clip in and don't zip, ans I couldn't exactly work out the magic behind it so I'd love to get some input from you on correcting these water levels. I also discovered a glitch after finishing the TAS that when timed RTA didn't seem to save time versus clipping, but zipping is probably better. Seen here: https://www.twitch.tv/videos/408927904?t=00h05m54s
crazyjesse
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Great questions Nicos.
the menu swaps are pretty fast but seems optimised (the comment made sense)
So, in this sense I don't think there's any menu downtime, you can move the cursor on the frame that the last character of an item name appears, so I do this and try to move through the items with the shortest text to get to an item. Text entry (like bighouse) is optimized, you can only go left, right, up, down, every other frame so I make sure to use horizontal and vertical buttons in a zigzag to save time where possible.
the missed shots i "might" have spoted seems to be there to waste ammo for inventory management.
There is one shot at the beginning I missed due to not knowing the full inner mechanics of how the shooting works, but correcting it would desync the whole tas and only saves under a second, the only other missed shot is indeed due to inventory management.
is this a shotgun shell box or the battery ?
Battery, but the shotgun is actually close nearby if I wanted to get it, but doesn't appear to really save any time (I'm open to suggestions!)
you kept the knife till the end of the game how much time would it cost / save to drop it in a box ?(can you even drop it ?)
You cannot drop items in this. The game would likely be much faster if you could. In my normal RTA attempts I would typically run out of bullets and so I thought I needed to keep it in my inventory, but as have seen, my ammo management actually worked out perfectly. So theoretically I could place the item in the storage box, but I would need to either take it back out or pick up the extra knife in the spider room in order to cut the webs that block your path as this is hardcoded in. To be honest, I'm not sure how much faster or slower it would be. If I added it to the box, I would have to scroll over it every time, which would lose time on its animation in the box, but I'm not sure how this compares to the time loss every time the item list is shown. I did find it helpful in navigating items because its text is only two characters (as is the pistol) it's short to move over, but other items like keys tend to have item names over 12 characters long.
crazyjesse
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The parts that I think are most interesting about the game is that its engine is a ripoff of RE Gaiden, but the game and story is a rip-off of RE original. For those asking about how this compares to the normal game, it's actually quite an impressive demake. The map is drawn properly to scale with the area and most of the original story and events are preserved. Unfortunately there is no Chris campaign and of course, in typical bootleg fashion many of the events and flags are improperly coded. So we can skip certain sections entirely, and need only use things like shield/sword keys once to have all their doors unlocked. If you did a full proper playthrough of this game as intended, this would take a while as the code "BIGHOUSE" is only obtained through a lengthy sequence and is metaknowledge on my part. I would have hoped that this run would be interesting to people who have played the original resident evil and/or have a cursory knowledge of RE:Gaiden.
crazyjesse
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brunovalads wrote:
Very nice run! It's unfortunate that rolling and jumping slows you down, bootlegs ¯\_(ツ)_/¯
¯\_(ツ)_/¯
brunovalads wrote:
Just one thing: why the Kong swap in that water level? I don't know how they differ there.
Yeah I wrote this in the notes because it's not obvious. The Kongs have different movement speeds, Diddy runs faster and Donk swims faster. So we'd use him as much as possible in water. However, because the fish have particular movement patterns, if you switch to Diddy you can "full speed" through them as Diddy, whereas DK's speed/hitbox would have you get bopped and therefore require you to slow down and wait for a cycle. I hope that explains it. Happy to answer any other questions.
crazyjesse
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xxezrabxxx wrote:
Would you like a direct encode just incase somebody wants to watch a version without commentary?
I don't mind, I would have thought people would simply download the movie file and watch it via FCEUX. Where would the encode be hosted? Also, oops, the submission time should be somewhere around 14:45 TAS timing. I kept the movie file going until the console resets so that the whole end credits would play (though I don't push any buttons) I thought it'd auto detect last input.