Posts for diggidoyo


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Experienced Forum User, Published Author, Experienced player (580)
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Scepheo wrote:
Thanks for testing, the first option will be included in the next release.
I'm not sure if that's necessary. It was more my fault here for not updating the tick count as well as the frame and input count. As long as all three are manually updated in the new file it should be fine. It can still work as a sort of dummy proof feature, though.
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Atma wrote:
I feel like the mid route was just as fast as the left, except that it didn't do the concrete shot on the third bomb dispenser while dropping (instead using it after landing and jumping again), so it's not really a fair comparison on that regard.
This is true, I only included it to show improvements because it was the first run. But it does use a c.shot earlier in the level on a scissor enemy that I saved for the mini boss instead. It's more of a simple improvement than a different route, but I could have used that c. shot anywhere to get a good zip and finish the miniboss off with magma, but this proved to be slower than sticking with c.shot.
Experienced Forum User, Published Author, Experienced player (580)
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Finished Hornet Man. Saved a total of 36 frames off my first run. Was enough to even save another second off the game save clock. I did change up the boss fight as well, but I wasn't able to actually find any improvements. I was close, but he's still left with 2 pixels of life at the end. Here's the file: http://tasvideos.org/userfiles/info/20776093104584871 Also, I went ahead and synced all three routes for the lulz. Like I said, it's fun to watch them run side by side. I failed at resizing the end of the video though. Left to right: Concrete Only | Concrete + Magma | Rush Coil Only Link to video
Experienced Forum User, Published Author, Experienced player (580)
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Alright, I tested your options. The second one breaks the movie outright. Stops playback immediately. The first one works great, and I could even go back and manually type in the correct frame count and still have the movie play correctly. So, it must be just the tick count that I was missing. I didn't change that value when I was editing in the first place because I didn't know what it was. Thanks for your help.
Experienced Forum User, Published Author, Experienced player (580)
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http://tasvideos.org/userfiles/info/20756350924400775 Alright, here's the alternate strategy for killing the mini boss with full concrete shots. It's exactly 100 108 frames faster going into that last screen transition. Switching to Magma here then finishing the level out like my first run should be faster by about 25 33 frames. I'll try to hex in the input later. Actually, I think there's some improvements to be made on the last half still (besides the missed ladder grab). The extendable platforms can be corner zipped off of. I only did it once, but I think there's a way to get two corner zips. We should redo the second half manually to find improvements. ::EDIT:: Deleted the encode because I found another 8 frames in the boss fight. Updated the file with the improvement. Total improvement is 36 frames now.
Mini Boss Tactic Finishes Mini Boss Frames needed Touches Boss Door
Concrete Only 29537 2152 31689
Concrete + Magma 29645 2080 31725
Rush Coil only 296982045 31743
Experienced Forum User, Published Author, Experienced player (580)
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Haha watching these two routes play out next to each other is fun. You pull ahead, then I pull ahead, then you pull ahead, then I pull a little more ahead, and you get a tiny bit more ahead, and then I finish just barely in front haha. I don't have time to test it right now, but I think the main improvement to my route would be to save one of the C.Shots for the mini boss so we'd have exactly the right amount of shots left to kill him. There's two possible shots for this. Either the first zip, since you've shown that you can kill him with the buster without having to stop, or the scissor enemy. I killed him even though I didn't zip because I couldn't find a way around him without stopping. It's possible that sacrificing the frames necessary to evade him can be made up at the miniboss.
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ALAKTORN wrote:
At 0:30 do you have to wait that long to shoot that thing in order to get shot in the correct place?
At 0:30, the c.shot is a terrible weapon for triggering those Bokazurah's to fire they're shots. There's a large portion of their sprite that actually acts as a wall, and will spawn a concrete block on them instead of actually hitting them. You can see the first one I have to run all the way to the end of the screen. That's one of the reasons why rush coil start might be faster to avoid that and zip a few more times. If the mini boss is killed faster by the magma bazooka, then it might not be beneficial to use the C. Shot at all. Zips only save 8-9 frames per zip, and there's only 14 shots available. So even with the full bar, only 126 frames can be saved by zipping, but it takes 150 frames to switch to c. shot and back. But I found some other uses for C.shot like the platforming up at the beginning which save a lot of frames so it should still be beneficial as whole. Still have a lot of testing to do on this stage. And don't worry about it got4n. I'm in the same boat. Last week was hell, but I made it through my midterms which gave me free some time to TAS. Take care of your priorities first, there really is no time limit on this thing. Hell, it took me over 4 months to do Mega Man 10, and that was with bringing my laptop into work TAS'ing over my lunch break lol. We're making pretty good progress here, but as last the last level showed, it's better to be slower and relentless to make sure we test every possible option. Also, I just watched this TAS play out next to TheTrueSigma's 32:01 RTA and we've gained about 30 seconds by this point, a 5% improvement. It might be close, but we should be able break 30 minutes and finish in the 29's. We'll need some groundbreaking discoveries in the wily levels to make it though. At this rate we're still looking at low 30's.
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Thanks Alaktorn. Took a ton of rerecords to find all those little tricks haha. Here's the encode, AngerFist. Think it's possible to get another corner zip at 0:46. Link to video
Experienced Forum User, Published Author, Experienced player (580)
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Well, I had some more free time so I went ahead and blew through Hornet Man's stage, too. I went with a different route skipping rush coil use again and it turned out pretty good. This stage really didn't take me long at all (compared to the other stages) so I'm not quite ready to continue on just yet. Let me know what improvements you find. I'll comb through it again later. The only improvement I can see right now is I was one C.Shot short of finishing the mini-boss so I just finished him off with the magma bazooka. Still, it might be faster to remove one of my earlier c.shots to finish him off a little quicker. Have to see how much time that extra c.shot actually saves. If need be, we can just not kill the first scissor enemy as I did and just avoid it instead. I'm pretty sure there's a faster way to kill Hornet Man, too. http://tasvideos.org/userfiles/info/20526135589881668
Experienced Forum User, Published Author, Experienced player (580)
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AngerFist wrote:
Diggi, I got to say, I love our collaboration. I do the rough work and you come like an angel and tidy things. Love that and fantastic work!
Yea, it's just good to have extra sets of eyes on these things. Helps to catch things that slip by after TAS'ing the same sections over and over lol. I know how tedious that can get.
Experienced Forum User, Published Author, Experienced player (580)
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Thanks. I do remember how I fixed it though. Simply by manually extending the original movie file in Dolphin with extraneous input until it's longer than the new input to be pasted in. Then it will play the new input correctly. There's probably a way to not have to do that, but it works for now.
Experienced Forum User, Published Author, Experienced player (580)
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When I copy/paste input to the end of a file, I then change the input and frame count to match the new number and also hit header->adjust frame count (which doesn't show any confirmation). I then play the file with dolphin, and although the frame counter on the bottom shows the correct number of frames left, the movie still ends playback at the original spot before I added input. I got it to work once but I can't figure out what I did. Am I supposed to do anything else to the file to get it to play till the end instead of stopping playback at the original spot?
Experienced Forum User, Published Author, Experienced player (580)
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All dem rerecords! I'm glad you did all that though, because it looks like your double weapon refill strategy actually is the fastest route. From what I saw, this final run of yours is a mere 2 frames faster than your run with the rush coil and finishes with the right amount of weapon energy. I just finished combing through it and I saved 22 frames just tightening up a few spots but still following your same path. Then I counted how many frames each of your c.shots saved instead of taking damage. The double zip halfway through the level saved 40 frames for instance, so 20 frames per shot. That's pretty good. But the double zip near the beginning only saved 9 frames for the second shot (with the first shot being mandatory). Then there's another shot later on that kills the big orange blob that only saves 4 frames vs avoiding it. This means we can save those two shots for the bunby catcher strat, which I just tested out saves 87 frames. I'm going to finish the stage run tonight then go ahead and finish the boss if I can get the right RNG. EDIT: Alright, here it is. http://tasvideos.org/userfiles/info/20520706368644420 Saves a total of 90 or so frames off your last WIP and I went ahead and finished off Galaxy Man. The save file is actually 1 second slower than my WIP from 2011, but I checked them side by side and since it doesn't use rush coil at all, it's still about 2 full seconds faster for real time. Finally on to Hornet Man, a stage that hasn't been TAS'd at all yet! Link to video
Experienced Forum User, Published Author, Experienced player (580)
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Haha! God damn, that was slick. Love the ingenuity here. Can't believe it's such an intense frame war with this one level. I completely forgot about that weapon refill halfway through the level that makes something like this possible. Since it doesn't use rush, it automatically saves 150 frames (losing 32 frames to pick up the refill). The only hindrance here is you ended the stage with only 5 c.shots left, when 7 are needed to kill the boss. Means we'd have to remove 2 of the c. shots and somehow still save those 5 frames you mentioned. Perhaps if we reorganized the weapon usage, by removing the non-essential shots, we could utilize that trick I told you about with the Bunby Catcher near the end. His speed might be enough to save all the frames we need. Great work on this, though! Glad we're being so critical. I had considered this level complete after I TAS'd it back in 2011 and I hadn't considered anywhere near this many options. Dat filename tho.
Experienced Forum User, Published Author, Experienced player (580)
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Completely unrelated, but I never noticed the TASvideos logo in the up left hand corner until today. But yes, I tend to miss relatively important information due to skimming past it unconsciously. 1st world problems. Myspace was terrible for this, which is probably why Facebook began to eventually take over with its simplicity (see Yahoo vs Google). But alas even Facebook has fallen to the same pitfalls. I only register about half the screen when I'm browsing Facebook. Maybe sticky's need a tier level association to avoid entering disclaimer threads.
Experienced Forum User, Published Author, Experienced player (580)
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Seems like a good idea, but you have to be close enough to him to get into the concrete block before it forms completely. He shoots around 10 frames to early to be able to zip off him. Plus, I don't have any C.shots to spare since I use every one in this stage.
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got4n wrote:
29 frames may be different times if he's talking about Frame and not VI, VI is in all case 60fps, Frame is fps dependant, Megaman might be 4 by 4 frames, take the VI counting! (wished I could help, but I have 6 tests ;()
True, but he mentioned numbers in the 24,000's. You're right that we're actually talking about the VI, but for continuity's sake between dolphin and the rest of tasvideos, I think it's fine we call it frames. 29 would be the number of times we "frame advanced." Alright, check this out AngerFist. This is the farthest point I get ahead of rush coil in the beginning, plus a few extra frames for the editing error and missing the ladder zips. I just checked in Dolphin, and of course... it takes exactly 75 frames for your run to go from that point to mine, haha. Definitely got a hefty frame war here! No one said this would be easy. :/ Also, I found some of your lost frames, in that you actually lose a couple frames in the first teleporter room for using the coil instead of concrete. This is because your vertical acceleration as you enter the first teleporter is much higher than mine since I only jumped while you were boosted. This extra vertical acceleration is carried over when you exit the teleporter, and it takes you a few extra frames to be able to grab the ladder. There's more than that throughout the stage, but it could be little things like that that are adding up.
Experienced Forum User, Published Author, Experienced player (580)
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Yea, I'm actually surprised they are so close! But all it means is that I have to verify if using the concrete shot actually saves 75 frames or not. Zipping over the gap instead of taking damage probably saves around 30-35, platforming up to the teleporter instead of coiling might save around 25 more, then it's all about if that last part of the first screen makes up the rest. Thankfully, I kept these videos around all the years, though. The .dtm's would have been better, but this is the last stage I've ever TAS'd before. After this we wont have these reference points to go by, so we're going to have to be more analytical on our own.
Experienced Forum User, Published Author, Experienced player (580)
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Hmmm, I'm not sure. 29 frames would be half a second. I just compared the two with my crude video editing skills and it's a lot closer than that, if not slower. Your run is on the left, my old one is on the right. Few things to keep in mind, I missed two potential ladder zips, and a freeze-frame of the beginning shows your run gets a few frames of a headstart due to my shitty editing. Even with all that, it's practically dead even by 0:30. Then I pull ahead even more for some reason later on in the stage. The only thing that stuck out was a missed rush coil opportunity at 0:50. It didn't work in Concrete Man's stage because the floor was so low, but this time the floor is high enough to benefit from it. Link to video Thanks for the input file, though. I'll see if I can beat the beginning with the concrete shots again, then we can figure out what's missing from the rest of the stage. Hopefully it's enough to fix his pattern in the process. *knocks on wood*
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GoddessMaria15 wrote:
I looked at the new and first ones again to compare them. The new version looks a lot smoother than the first one. So I'm guessing that it'll be following Weakness order after Galaxy Man?
Not quite. After Galaxy Man we'll run through Hornet Man. This will give us the weapon we need for Jewel Man's mini boss. Then after Jewel Man we'll have the rush jet so we can finish Splash, Plug, and finally Tornado. Concrete>Magma>Galaxy>Hornet>Jewel>Splash>Plug>Tornado It's an odd route when only looking at the weaknesses, but it makes up for it mostly with the mini-boss fights. Especially since both the bosses we had to buster can still be beaten in under 10 seconds.
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ALAKTORN wrote:
if you space out your shots so that you always hit him first frame but you’re shooting from really far away, then you could shoot and get hit by a flame shot on the same frame to get invinicibility without losing as much time
That's a good point, and it could help on a later stage, but the problem here is magma man is right on top of us we actually need the invulnerability. When he's far away its easy to maneuver around his shots. I tried taking a hit with his shots up close but he takes too long to fire.
Atma wrote:
This is 15 frames faster than the wip you posted in terms of last boss hp line disappearing. I may not have fully optimised the achievement window, I have no idea, so you should check that.
Ah I see, go left, but still force him right! I went left too early which forced his bad pattern. Thanks for the input. It now only loses 15 frames from 100% uptime. The only last improvement may be to go under him again before the last few hits so the fight ends in the middle. The post-fight cutscene doesn't actually start until you are planted on the ground, so the final jump to middle actually loses almost 40 frames in all of these fights. I'll check that and fix it if possible. But thanks for your help. EDIT: So it actually worked! I sacrificed some time to maneuver under him a second time, but this allowed the cut-scene to begin 34 frames sooner, resulting in 24 more frames saved. In total, 28 frames were saved from the first fight I posted. This should be the last boss that we have to buster fight, though, so the rest should be a lot more straightforward. http://tasvideos.org/userfiles/info/20214721285246858 Link to video
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I went left to get onto the top platform so I can keep 100% uptime on him. Going right doesn't need invulnerability, because he will be out of reach no matter what if you jump from the slightly lower platform. This is what I used in the second fight. This is faster than going left, but only because it's the better pattern as seen in the second fight. Having invincibility doesn't help there. Taking a hit helps a lot when going left, only losing 10 frames for the knockback. If he then didn't do his additional high jump for 7th jump, it would be faster by 14 frames.
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Atma wrote:
I feel like if you got hit on the 5th jump, you could potentially set yourself up better for the 6th jump to kill further downtime, and save more time overall. Just a feel though, probably wouldn't amount to anything.
Interestingly enough, I tried this and while it does allow for better positioning, being on the highest platform is what causes him to perform his extra high jump. This gains frames for better positioning, but loses frames the same way yours does by the extra high jump. It's actually one frame faster than the first fight I posted, but 3 frames slower than the one that combines our inputs. I'm still playing around with it a little more, but I think his extra long jump is going to kill any positional advantages.
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got4n wrote:
I meant when you have to go from left to the right, if there is a ladder you can grab it then release it on first frame and it saves time, take for example 0:27 in your video, there is a ladder you can grab then release on first frame while moving right, it will saves 3-4 frames :)
Ah, yes I see that now. It does look like a good spot for it. A zip saves 3-4 frames as well, depending on your subpixel position, so it might be possible to replace the first zip across the pit with a ladder-grab and just use one concrete shot as a platform. This would save a c.shot for a later spot, since I actually needed two to perform the zip. Although, that zip might have actually saved more than 3 frames since it was kind of a double zip. Have to check this.
Atma wrote:
This is what I came up with (no idea if it'll sync, I am not fond of how dolphin handles movies), which I think pulls ahead until the last 4hp, at which point it loses out due to a bad pattern.
It does sync, and yes it looks like you gained all time lost from the first jump, but then lose more during his second and third jumps, ultimately finishing 3 frames slower. The worst was when he did a high jump from the top platform costing you 24 frames. His moves should be based of your position, though, so I'll use the beginning of your fight to see if I can get him to stay near the center and not perform more high jumps. Thanks for your input! EDIT: Good news! It turns out his last high jump that messed your fight up could be manipulated out by simply following the pattern I used. So, I used your beginning input and finished him off with mine. This finishes 4 frames ahead. Thanks, Atma.
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Atma wrote:
Is that in total, or both times? According to that, taking a hit would still be faster. I tried improving the magma man fight myself because I felt it could be a little faster, but with dolphin being an ass when I tried playing it back for a comparison ("fatal desync "error in playwiimote: 4!= 7 byte 350"" what the hell does that even mean? way to be useful, error), I couldn't actually tell if I was ahead or behind at a specific point.
It would indeed be faster if those maneuvers were all subsequent to each other, but since they are spaced out over the fight, you would lose your invincibility from the first one before you'd need it for the second one. Meaning you'd have to take yet another 30 frame hit. Furthermore, these maneuvers are performed during the time he's too high to reach with a normal jump, so having invincibility wouldn't improve it. The first maneuver during his first high jump needed 11 frames, the second needed 3 to get to his other side, the third during his second high jump needed 13, and the last needed another 3 to get to his other side again. In total, 30 frames were needed off a 100% uptime. This wont be improved by taking a hit. But you're still welcome to look for an improvement. I think better positioning at the end could help, but going under him is way faster then letting him high jump. As for the dolphin error, that usually has to do with your settings for the controllers. Make sure your gamecube ports and wiimote's 2, 3, and 4 are set to none, wiimotor and speaker data off, and that your wiimote 1 configuration is consistent. But you might still have to restart it.
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