Posts for giant_woman


Experienced Forum User
Joined: 11/27/2018
Posts: 5
I'm not sure how to import that I tried to add it to the .bk2 archive file "input log" but it has a format like this [Input] LogKey:#Reset|Power|#P1 Up|P1 Down|P1 Left|P1 Right|P1 Select|P1 Start|P1 Y|P1 B|P1 X|P1 A|P1 L|P1 R|#P2 Up|P2 Down|P2 Left|P2 Right|P2 Select|P2 Start|P2 Y|P2 B|P2 X|P2 A|P2 L|P2 R| |..|............|............| [/Input] instead of |.|............ There's also this "zipping glitch" I found in the tasvideos resources for this game, but I'm unable to get it to work.
Zipping glitch Actually, a time-saving use hasn't been found for this yet because of the difficulty of activating it, but perhaps someone else can? Here's an example SMV:http://dehacked.2y.net/microstorage.php/info/173937966/ActRaiser%20%28U%29%20%28Aitos%20Act%201%20zip%29.smv
I tried loading it in 1.51 snes9x which the file lists as the needed version, but upon opening it, it tells me I need to load it in a different version.
Experienced Forum User
Joined: 11/27/2018
Posts: 5
I haven't gotten anything done in 3 weeks because I've been pushing for a world record in my other game. I'll have progress soon. I learned what lagframes were and managed to get rid of the random lagframe when the boss dies, by jumping. It's extremely finicky. I'd take a look at the script for crest/boost
Experienced Forum User
Joined: 11/27/2018
Posts: 5
One thing that would help a lot is the ability to reproduce the old TAS action segment inputs into the bizhawk piano roll. I had to reconstruct the old one frame-by-frame to make a pure version to compare to. Do you use discord? giant woman#0022
Experienced Forum User
Joined: 11/27/2018
Posts: 5
dunnius wrote:
One thing to keep in mind when comparing runs is the difference in the amount of HP after beating the boss. Because the health bar refills, the difference of HP makes a very small difference in the number of frames. Of course damage boosting has priority, but damage on a boss should be avoided if it doesn't save time over the refill time.
I did test this, and the health refill had technically cost 2-4 frames in the ending sequence, however, it still took the same amount of frames for me to load into the sim as the version with 1 more health. Basically it delayed the sequence, but the delay took up part of the loading screen and evened out. I want to test again.
dunnius wrote:
I looked through the TAS resource to refresh my memory on things, and I remember why I never got around to this. The movement on the Action is a bit complicated. I made a lua script for the jump and crest boosts to know when it is optimal to jump or use the height boost, which I can find if you need it, unless you made one. But yes, the planning for chain of optimal boosts kept me away from TASing immediately, so I am glad you are taking this up.
Currently I can use RAM Watch to read the memory addresses of those two values, unless you mean something more than that.
dunnius wrote:
I noticed while working on Kasandora that the pointer movement affects where things are built, and thusly the time it takes.
Could you elaborate on this? I can't tell if you're talking about a level of detail beyond what it sounds like.
dunnius wrote:
My bot testing will take a while, so I think you should work on the JP Special Mode first. You won't have to worry about Stardust in that mode! Plus, it will make it easy to redo parts if you discover something later on. Having to redo the simulation parts is a bit annoying.
I must admit I have slightly more interest in the sim than the action. That's what brought me here. My next step is to work on the Fillmore sim if only to familiarize myself with how sims truly work, and then decide from there what is next. I would not be able to tolerate only doing the 12 action stages. It sounds miserable, especially since I use the time consuming strategy of not even referencing the old TAS until after I finish the level. I feel that strategy is responsible for most of my ideas, improvements, and fun.
Experienced Forum User
Joined: 11/27/2018
Posts: 5
So I started up a new TAS after a dilemma in the speedrunning route between going for a 38 or 39 cycle strategy. They both have upsides and downsides. I'm only a spectator of sYn_stream on Twitch so I don't actually speedrun the game, and my understanding of the sim sections was lousy so I wanted to TAS it to understand it. I ended up spending 40-70 hours on the first action segment though. Much of it was spent simply learning the ropes and seeing if I can further understand the AI by inspecting the RAM. I kinda wanted to get it over with, but there were many obvious time saves to me despite the 400iq needed just to fucking jump around thanks to the fact that every jumpboost you do has an effect on your jumpboost windows for every single jumpboost thereafter, causing immense amounts of permutations and making certain maneuvers possible or impossible. I'm doing this on bizhawk/bsnes. It has much longer loading times than the Snes9x 1.51 TAS, probably due to emulation accuracy. I lose 41 frames before level 1 even begins, however the action segments suffer no differences so far. Here are my current time saves on Fillmore Act 1. video: https://youtu.be/MVlSyWPyC2g -2 frames On the very 2nd jump, I fit in a full 4pixel jumpboost -2 frames On the enemy immediately following the above jump, I damage boost him as opposed to jumping over, because there isn't enough space to do a 4pixel jumpboost. An ordinary unboosted jump will cost you 4 frames of crouching idle upon landing. A 4pixel jumpboost will push you forward the equivalent of 2 frames of running, thus halving the cost of jumping, down to 2 frames. A damage boost will cause 2 frames of idling during the animation, thus it is equal to a 4pixel jumpboost. -9 frames I precisely damage boost the gorilla to be launched onto the branch. There's only a two-frame window to execute this, but it's a major frame save, as opposed to the slow jump over his head from the 2011 TAS -x frames Due to oddities in hit registration, I take damage from the hornet on the hopping tree a frame earlier than I would if I was going a frame slower. That is to say, despite the fact that the hornet has been spawned for the same amount of time, and despite the fact that all of his RAM addresses are 100% identical, and the fact that we meet at the same exact coordinates, we register impact 2 pixels sooner than we would if I came into the area on a different interval. This fact doesn't slow me down, but it does shuffle my jumpboost opportunity around and makes me have to jump a frame earlier to get a 4 pixel jumpboost, meaning I land 2 pixels less far than the other TAS. This was a problem because I couldn't 4pixel jumpboost onto the following stump in a position that let me complete the following section as fast as the old TAS, no matter how many permutations I tried, and I always lost a single pixel because I couldn't get the 1 frame of falling accel boost onto the 2nd hopping trees hand. However, I was able to jump off of the tree while it was a few pixels higher in the air, letting me fall 1 pixel further, thus making up for the lost pixel described above. -2 frames I land next to and damage boost the brambles -12 frames While falling into the bosses room, I shorten my distance by 2 pixels to offset myself by 1 frame due to a hit registration issue in the middle of the fight. If I don't offset everything by 1 frame, I'll get hit on the frame one of my attacks is supposed to come out. It was very difficult to find new ways to get hits in. At one point, I turn around and do a back slash to evade taking damage from a mysterious hitbox that immediately disappears, which is also why I have to turn back around to keep attacking. This would be a 13 frame save, but for reasons unknown, I get an extra lag frame loading the boss, as opposed to my bizhawk reconstruction of zidanax's TAS. all in all this is the first serious TAS I've attempted. I quite like it. edit: I've overhauled the 2nd paragraph, the explanation of the first -2 frames, and the 1st paragraph of the -x frames explanation