Posts for goofydylan8


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mklip2001 wrote:
Nice! That was some quick work! Some comments:
Night Drop Forest: It is faster because I cannot find a way to damage boost on the first spike because you can't move fast enough. If I could damage boost on the first spike of the two than it would be faster by about 2 or 3 seconds but I cannot get it to be a damage boost where I move to the left past the spikes. I have found a way to damage boost bast the second one but the number of frames that saves is about 19 frames less than the frames used up due to no longer using the top level damage boost. That could possibly be optimized down to save 10 or so frames but at most it would be a net equal exchange. Thanks. I figured after you said to use the tornado on the rising platform to look for other slow vertical portions because I knew they were prime for huge improvements. On the way to Desert Sittem: This was another case where I couldn't get the damage boost to line up properly. After you are hit you have to wait to land before you can jump up any longer so for damage boosts to work you have to be already above the land you want to get to or the extra pixels gained have to be enough. In that case hitting the bomb dropped on you doesn't gain you enough pixels to land on the platform so what happens is that you hit it and then fall down, attach to the wall and jump up so it ends up being slower. Damage boosts work better when the item you boost off of is permanent (like enemies or spikes, not the shots they fire at you) because it tries to eject you out of danger and it seems that when the shot disappears it no longer tries to shoot you out so you don't gain enough. Desert Sittem: Thanks, I tried to spend a lot of time on this level because there are so many enemies that I have to decide to shoot or avoid. The missed shot manipulates the fish that jumps up to jump behind me. If I don't fire a shot the fish jumps up nearer to the pillar I jump to so I can't avoid him and he never positions himself for a good damage boost. Yeah, overall the boss fights are much more entertaining in my opinion this time through and that is why I am really trying to get the dual bosses to at least equal the previous attempt. No comments on the way to the King's Palace or the King's Palace Mt. Imaus: Thanks. Using tornado better was a really good suggestion. I know. It was unexpected but it ended up working and it looks way more entertaining than just walking on the platforms so it worked out great. Concerning the dual boss: I will try that out. I still haven't been able to get him to work out yet. I have some free time today so I am going to work as hard as I can at it. If I can't beat it faster today I think I am going to call it a wash and lose those 17 frames or hopefully get it down to only losing 5 or 6. I really don't like the idea of losing frames but this dang boss is taking me as long as redoing everything up to this point. Thanks a ton for the feedback. Thanks to your suggestions I will actually be able to make a detailed submission text for once since I have tested so much and have pretty detailed understanding of every aspect of the run. EDIT Got it down to losing 8 frames. I really feel that is the best it is going to be. If someone is really opposed let me know but I honestly have tried a ton of things to be quick as possible.
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OK this dual creature boss is terrible. I somehow got amazing luck last time because I have now spent 2 days and the absolute fastest time that I can get to is losing 17 frames because when the bosses swoop down they swoop a lot faster this time so I have to use a different strategy. I am 2739 frames ahead up to this point and I haven't lost frames at any point and it is pissing me off that I am losing some here so I am still trying. I know that getting close and attacking one and then getting close and attacking the other is slower but I just can't get this to work. Here is my run so far. I was going to hold out on posting another WIP for a while so that is could be a bigger advancement but whatever. I am going to continue to work on this. If anyone wants to try figure out how to get the bosses to move like they did in the first version it would be nice but I will keep trying.
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6 year old bump. This game is extremely improvable and I am sort of surprised it hasn't been. Here is a version that beats the game in 9:43 seconds which is over 5 minutes faster than the published version. Comments imply that it is a real time run but I am almost guarenteed it is a TAS because it seems pretty optimized. Link to video The issue with this game is that it is sort of hard to TAS due to the large number of aggressive enemies especially on the stairs. I started working on this and in addition to the new route which can save a ton of time I found that some of the movements are suboptimal as well. After I finish Gargoyle's Quest II I am thinking about taking up this project but if someone else wants to give it a try, and is ready for a bit of a challenge, I encourage you to try.
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Cardboard wrote:
On the contrary, would it not be very damaging to only watch runs of the games we know we like? I mean, I've TASed several games I've never played in my life. Because they seemed to be games suited for TASing.
To be honest my first console was a SNES, and it was nearing the end of its run, so I don't have much experience with NES games and as it turns out I had played 0 of the games I have TAS'ed prior to TAS'ing them. I just like playing NES and beating new games.
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Dauthus wrote:
When you grab the diamond in the mines, a boulder starts chasing you. For some reason, EVERY time I got to the next screen, I would just instantly die. Never quite figured out why.
Thanks. And by the way, when you get to the room don't move for a second and then go. There is a rock that falls and hits you that doesn't actually display as hitting you so you have to wait.
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feos wrote:
That is what I figured. Yeah, I found that going back through. Unless I am mistaken my newest version (which isn't posted yet because I want to get at least back to the point of my previous WIP) should remove almost all (or all) instances of stopping to avoid an enemy so that I can use up all of the damage boosts. UPDATE/EDIT So here is the WIP I was talking about. This is the most different version from the original posted run as damage is used to a great extent. This run is 5.25 minutes into the run and I have saved 00:14.15 seconds from the original run and I have saved 00:06.95 seconds from the previous WIP that I have posted. The biggest time saver is a huge shortcut on the level before the first boss. I damage boost up and over the wall of spikes removing a chunk of the level. Other savings are I am able to save the frame I had previously lost on the three ghouls. I saved 20 extra frames on the first boss through getting the boss to land (and stay) on the left platform. I save 2 extra frames on the broken bridge (I don't know if this is due to lag or better jumping, but regardless they are saved). Finally 34 extra frames are saved in the river of flames (Again not sure where these frames are saved as I redid the level. Simply a closer attention to detail reduced lag and wasted frames on the jumps.)
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feos wrote:
Saved you 14 frames lol. http://rghost.ru/36985881 It frustrated me extremely that you wait while the enemy passes. The first input change that came to my mind manipulated him to vanish much faster. Just open the project, it's set to the first frame of difference. I have an advice for you for future.
It wasn't actually set to where the input started but if the saved time referred to avoiding the one eyed flying thing in Eturia without having to stop then thanks but I found that already. As I said I redid the first level since the last WIP as I discovered I can take more damage on each level and finding that was a side effect. If you have any other ideas let me know.
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mklip2001 wrote:
As for this new WIP, things look pretty good! (with the exception of the new damage-taking opportunities you mention). One comment, though, is that you're sometimes bumping walls in the overworld. Is that deliberate?
Not deliberate but didn't try to avoid it. I didn't even realize the noise occurred when hitting walls until watching the youtube encode as I spend most of the time with my computers audio off. It doesn't slow you down or cause you to stop so it doesn't hurt the time of the run but if it makes it appear suboptimal I can change it as the overworld is almost impossible to make suboptimal.
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I am officially embarrassed by my previous submission. I can't even explain how I did so bad. I am 1/4th of the way through the run now and I have saved 00:20.40 seconds. If I maintained the savings through the run the final time would be 27 minutes and 35 seconds so at very least it is almost guaranteed to be less than 28 minutes. Hell, excluding taking some damage that I didn't do in the previous attempt, I haven't even used the advice given yet and I have saved this much time so it potentially could be a low estimate. Here is the breakdown so far. Saved 1 frame getting the vial in the training center simply through better jumps. Saved 359 frames in Etruria after the training center through better jumping and taking some damage but this was 90% lag reduction from smarter shooting of enemies. Saved 2 frames on boss 1. These were through better positioning for the last shot so that I could leave the stage on the first possible frame. Lost 1 frame fighting the ghouls. I spent a while trying to fix this but I can't. Due to the random x and y velocities while jumping I have to hold jump for an extra frame to reach the proper height to hit the first ghoul, which loses me 1 pixel moving right so I lose a frame. Saved 6 frames crossing th broken bridge. This was due to better lag management. Saved 65 frames crossing the river of flame. This resulted from better jumping and flying on the floating platforms which meant my x-velocity was maximized. Finally 792 frames saved in Hinom Forest. This was due to better jumping, taking damage which saved a lot of time off of waiting, reduced a lot of lag and the luck was improved. EDIT So I just figured out how health worked since I hadn't died in my previous run and hadn't tested it out. After you beat each boss (possibly after you get a new item but I know it is after the bosses die) your health completely refills so I can use 1 more health boost before the first boss and 1 more before the second boss, and I have a spot where I have to wait in both of those cases so expect even more improvements.
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In 2.1.6 after a certain amount of time, regardless of if I am frame advancing or if it is just sitting there, I am prompted to "Save As..." the movie. I believe I have all autosave settings off but it keeps happening.
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Here I go again. In hindsight restarting this run was definitely necessary. This is going to be much faster and I am almost embarrassed that I thought that other run was good enough. I am no where near the point that people have suggested improvements and I have already completely obsoleted the run. Here is WIP 4. It gets up to the first boss, Nagus, in 02:27.33 which is already a 00:06.00 second improvement. I decided that now that I know the route I would focus more on reducing lag as much as possible and through killing extra enemies and choosing frames to not move right I was able to save a large amount of time (I told you guys there was a ton of lag). With any luck savings like this will persist and then enough time will be removed so that those who voted (or would have voted) meh will instead vote yes. As always let me know what you think.
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mklip2001 wrote:
In any case, you've taken a fairly clunky game and made it look pretty good. I'm not sure if it's improvable enough to vote Meh at this point. I will say, though, that if you attempt an improvement of any of this, I'd be thrilled to offer support and observations (I didn't know you were making this run until today... :-( ).
I am going to start over due to your and a few other complaints. It is sort of a miserable game to go through but it seems like I made enough mistakes that it could potentially be a noticeable improvement and due to the clunkiness no one else would probably make one for a while so I don't want a long-term improvable movie on the site. Plus my spring break started today and I do not have the funds to do fun things this week so I will probably be back within a week or two. And I did post 3 WIP here. I would be extremely pleased if you would comment on them if I posted WIP's. If you have any other suggestions please post them in that thread. Hopefully those of you who voted yes will feel the same in a week and those who voted Meh will be more pleased then.
Post subject: Re: Lethal Weapon
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jlun2 wrote:
I haven't watched it yet, but based on your comment on the gameplay, I think a playaround would be better due to 25 minutes of the same thing isn't exactly the most entertaining thing to watch.
I have sort of discovered that "entertainment" isn't exactly my strength, but it is pretty easy to TAS so I think I am going to continue a traditional speedrun and just attempt to be entertaining as I can. It probably wouldn't get accepted (or maybe it would, as I said, I don't really have a complete understanding of what this site finds "entertainment" factors in movies) but I really enjoy having movies available for as many games as possible. That way even if it isn't accepted at least there would be a youtube encode of it if someone did just want to watch it as fast as possible.
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mklip2001 wrote:
By the way, could you provide some details about how to maximize the horizontal distance you get from flying with limited wing power? I could never really figure out if it made more sense to keep starting and stopping flight or just to fly in one continuous motion. (This is important for the big gap you have to cross on the way to Desert Sittem.)
The biggest key is actually to just put off flight for the last possible moment. Falling after you have used the wings at all causes gravity to work more powerful on you, so if you were to turn on the wings and fly straight the frame after you started falling from a jump and then did the same thing but waited 5 or so extra frames you would be able to make it further. Whether or not you alternate on-off the wings actually does not have any effect on the distance you travel so the only control you have over it is how high you jump initially and how long after hitting the peak height do you decide to start flying. Also I have to admit that the way that I discovered this game was through your signature so you actually were the inspiration for the run so I hope you enjoy.
Derakon wrote:
I'm not convinced that the movement is fully optimized here -- for example, when returning from the desert you fly over a platform that you could have walked on, which implies that you jumped a bit high, which in turn means you were using the slower horizontal speed of jumping rather than the faster speed of walking/hovering. Similarly when backtracking across the broken bridge shortly thereafter -- it seems like it would be preferable to land on some of the moving platforms rather than jump so high. But I can believe that optimizing movement for this game would be a royal pain and I don't think it's worth going back to change these areas.
I am not sure what effect jumping over the platform there did. It couldn't have added more than a frame but you may be correct. I tried to test every jump so there is a slight chance that it didn't lose any time as it was one of the frames where x-movement occured at the same time as y. On the return across the broken bridge I know jumping so high over the platforms was faster. This is due to the large amount of lag that occurs when moving items are present on screen. In that case it became apparent that jumping way higher got the moving platforms out of frame and reduced a lot of lag.
Derakon wrote:
Other thoughts: it doesn't seem like it takes very long to switch weapons. It might have been worth using the tornado in the cave after getting the Candle of Lethe -- you have to go out of your way to get to a ledge to jump up from when you could have just made a platform. I enjoyed watching it, though I'm familiar with the game. It's almost a point-for-point remake of the Gameboy version though. Also kinda weird how the ghouls are deathly allergic to UV. Oh well. Nice work!
It only takes 3 frames to switch weapons so not a very long time at all (4 if you have to use A on the first frame back). You are probably correct on this aspect. I am glad you enjoyed it. And hey, sunburns are uncomfortable. I am sure that would be a mild nuisance to go through.
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AnS wrote:
But did you try to redo the run for Old PPU?
I didn't because I literally had to start the run over and I wasn't ready for the commitment for the new PPU when I wasn't 100% sure that my run would not sync on a real console where his would (I know those comments say it is more accurate in certain regards but it is the PPU being used in Bizhawk and I really couldn't bring myself to do it.) If this disbars my run it would suck but I guess it happens because I am not ready to redo this run to get it to line up since a lot of work was on minute optimizations that would be terrible to work through.
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AnS wrote:
He probably speaks about old TASEdit from 2.1.5. Now that you're accustomed to new TAS Editor luxuries, try switching to old TASEdit for an hour... :)
Oh god.. The crashes, the non-existent undo, the difficulty of entering the input, the huge memory leaks, only able to insert a single frame at a time... I was a fool. EDIT For how much worse old TASEdit is compared to the wonderful TAS Editor you are providing with us, I was wondering if something like that existed that worked on other emulators. Basically does the standalone program called TASEdit (or a different program) work like fceux 2.1.5 TASEdit did or is it simply a program to combine files? I wanted to try TAS'ing another system but I can't fathom TAS'ing without software like this even if TASEdit is far behind your TAS Editor.
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Baxter wrote:
The general rule is that when a 2-player run is slower, there are often two versions, as the 1-player version is the fastest game completion, and the 2-player version adds interesting 2-player gameplay. In this case, the 2-player TAS is faster though... This is just a rule of thumb, and I am not saying that it applies in this case... but that's why I am asking why these different aspects are more interesting. I don't know how many of the people who voted yes took this into consideration when voting, so some opinions on this would be nice. I did see that AnS wrote in the previous 1-player submission that he was in favor of 2 published movies for this game.
That is true, after you said that I did notice that while the voting is positive there were not very many comments or opinions listed so it would be nice to see. (Yes this is a blatant content free post to bump this up in the hopes people will comment to help you in your choice)
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retardedhorse wrote:
TASEdit plugin ins't a good plugins for game such Mario , but still good
What do you mean by this? I have not seen a single game that TAS Editor "ins't a good plugin" for. It works in the exact same way as normal fceux except you don't have to worry about making save states and it is far easier to see and introduce patterns.
Post subject: Re: details
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antd wrote:
ah, i just used 2.1.5. goofydylan8, do you mind if i quote your 'comments' so i can post the information to my blog?
That's fine. If you want a slightly more legitimate quote you could look for one who is actually on the fceux team because I am not actually connected, I just am a user. Also thanks for the encode.
Post subject: Re: 2.1.6?
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antd wrote:
where to get 2.1.6?
To my knowledge it is going to be released in about a week or so. This is a link to their source forge page though if you want to compile it yourself. I haven't tried but I would think it would sync fine with 2.1.5 old ppu.
Post subject: Lethal Weapon
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XTREMAL93 wrote:
Lethal Weapon
In the NES Wishlist thread XTREMAL93 requested Lethal Weapon run so I thought I would give it a shot. Here is my first WIP (about a minute and a half in). I really have my doubts that this would be considered a good game choice but I may continue anyways. In the game you move right to get to the end of stages killing all of the enemies every time your progress is stopped. This same style of moving right, shooting all 3 enemies as early as possible, move right, etc. would last somewhere between 25 and 35 minutes. Let me know what you think.
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And here is the final version. In the end the run ended up being a little less than 29 minutes so I managed to beat a half hour like I wanted. This lag in this game is ridiculous. I did my best with it and would like to hear what you guys think. Hopefully it looks good because any change, even if the level ends at the same time it causes desyncs throughout the entire run. I am slightly disappointed with the look of the final boss as there are so many attacks being fired so I cannot get too close and the moving to avoid the attacks introduces more lag. The other issue was that the weapon that is used on the last boss is the only weapon that causes any damage to him but it is also the only one that can have one shot on screen at a time so having to destroy his attacks doesn't just waste a shot but also causes you to wait longer to fire.
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feos wrote:
Bosses shall be manipulated here. But I hate how the last one looks!
Believe me, I do too. Picking up the bombs is most definitely slower as it causes the boss' to act differently (I did it where I picked up every bomb, still hitting on the earliest frame and it ended up being 5 seconds slower than my current version). And that final boss is the only level in the game where lag became a problem. All other levels allowed for "dancing" without hurting the time but on that one moving around caused lag about every third frame.
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Baxter wrote:
Why are the differences compared to the 2-player TAS particularly interesting so that this game deserves two published movies?
The strategies between the two runs are very different. As stated earlier, in the two player run a solid portion of the run is spent in no-clip mode after death so that many obstacles can be avoided and shortcuts taken. Another major difference in the strategies on the boss fights. In the one player run you have to avoid the boss, collect boxes (or similar items) and then throw said items at the boss so you are limited by what the game provides for you. In the two player run you can throw the partner so attacks can happen far more rapidly. On many of the bosses the two-player run is able to win before the boss even is able to attack for the first time so there is no avoidance necessary. This may not be different enough in your opinion but if you watch the two runs the listed changes result in very different strategies on levels and boss fights.
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NitroGenesis wrote:
I liked it. It seemed well run and entertaining. I just wish you didnt moonwalk that much.
I don't actually have much control over the moonwalk. You start moonwalking when you hit the bee which was the quickest way to hop up on the platform. Once you hit the bee you begin moonwalking until the effects wear off which is just on a timer.
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