Posts for goofydylan8


1 2
13 14 15
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Shiru: Yes it takes away to of there life so depending on the situation it can be quicker than simply punching them. I am currently experimenting with it in my new WIP. The problem with it is that it only works if you jump from a location higher than where they are, which does not occur very frequently. The other problem is that the placement and time to get up can be less ideal so I am not sure if it will be added much to the final video. It will also be very helpful in the last boss fight. For some reason you can jump on him and knock him back from the same level that he is starting at so that will save some time off of the last level. I have gone through the first level again and saved a lot more time than I thought and I still have to try one more thing so there is a very good chance my final version will be less than 12 minutes.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
No its fine. Sorry if it sounded wrong. I honestly want you to ask any question you have about the run. I can go through and optimize any minute thing but then if I miss something obvious to someone else then the run won't be good. Thank you for asking.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
XTREMAL93 wrote:
why you did pause at 0.43 ?
I didn't. In the first level there are portions where you have to beat a certain number of enemies before you can progress forward in the level. After killing that last enemy the first of the groups of enemies ends so a cut scene begins and I hit start to skip it. It happens a few times in the run that the cut scenes can be canceled early enough that it looks like pausing. EDIT: I just found a TAS video of the European version of the game on Youtube, it doesn't have the actual file though. It claims to be 11:56 but is 12:20 or 12:21 based on tasvideos timing. I currently am about 5 to 6 seconds ahead but I am going to go through it more intensely to see if there are any other points I can use to improve my run. With the improvements I already know I am going to use it will probably be closer to ahead by 7 or 8 seconds at least.
Post subject: Terminator 2: Judgement Day
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
I have decided that I am a fan of playing LJN games and as this was in the NES wishlist I thought I would give it a go. This game is potentially more entertaining than the Wolverine and certainly more so than X-Men but because of the more linear paths and the fact that they removed the variable jumping height and distance that was present in Wolverine this game was far easier to optimize. Here is my run finishing the game in 12 minutes and 15.9 seconds. The fastest real time speedrun I could find finished in 15 mintues 38 seconds so this is a 3 minute 22 second (202 seconds) improvement. This run is 99% done as of this moment. I know that at right around 10 minutes into the run I use a sub-optimal route by going downstairs when I could just continue right. In levels 3 and 4 there are a few spots where I jump to avoid enemies or bullets but I still have to test if simply shooting the enemy before they can harm me is faster. Other than that I think everything else is optimal but I am going to try and make sure before I submit. Other than that I may just try to make the unavoidable moments where he has to remain stationary more entertaining and then try to make the motorcycle scene more interesting. Let me know if you have any questions, suggestions or feedback. Thanks.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
I see this game is not going to be a fan favorite. Oh well, it was a fun process and at a little over 5 minutes at least it wasn't optimizing an hour movie and then having it be shot down. I understand where you all come from. After playing Wolverine I thought I would try the other LJN Marvel game and as everyone sees it was not the best choice. mklip2001: I might try to improve the King Kong 2 like you said. I do like these shorter ones since I am still honing my TAS'ing skills and I am sort of waiting for the fceux 2.16 to come out to commit to retrying the Lone Ranger. CoolKirby: I posted a WIP in the forums 4 or so days ago and I guess the fact that I didn't get a reply should have led me to understand that no one would have interest in this game. FractalFusion: Made exclusively in TAS Edit (heard there were some big improvements in it coming in 2.16 and it is all that I use which is why I am waiting to do a big movie) and as such there isn't a re-record count. I have never TAS'ed using the traditional method so I cannot even put forth a guess.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Priam. Well I feel stupid. I have no idea why the name switched in my mind half way through since I know what his name is. I have since fixed it and feel stupid. Also that is the correct ending. If you play through with two characters, never dying, collecting all of the keys, beat the bosses, collect the floppy disk things and then leaving the levels all of the same results occur. To both. I agree that it is not the most interesting video but my hopes were that the accomplishment of how thoroughly it was beaten would be enough but I understand if you disagree.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
I am using Opera 11.60 on Windows Vista 32 bit. Like I said it only changes on the homepage and the actual submission page for that movie whereas the list of SNES movies or the special movie pages which also contain the characters it does not change the font. It also occurs on the page for sparky's SNES Rockman & Forte "Rockman" so it seems to clearly have something to do with the characters. I have checked in Firefox and the font change does not occur so it seems to be Opera specific. I tried checking in IE but the fonts in IE don't match with what appears in the other browsers regardless of if those characters are present or not so I can't really comment there.
Post subject: Strange Homepage Font
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
I have a question about the fonts on the homepage and I figured this was the best place to put it since it really doesn't matter. On the homepage my font looks like this when any video except SNES Mega Man & Bass (JPN) "100 CDs" is listed in the featured movie box. Then when that video is the in slot my font changes to this. I was just wondering why the font changes when that video is the in the box because it stays the normal font on all other pages including other pages that list or feature that particular movie, excluding the home page and its submission page. Like I said it doesn't matter I was just curious why the change happened.
Post subject: Uncanny X-Men
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
After playing through Wolverine I thought I would try LJN's other attempt at making an X-men game with Uncanny X-Men (Marvel's X-Men on the title screen). Here is my first attempt. This can be improved and my goal is around 5 minutes 15 seconds though I am not confident I can cut that much off. The fastest realtime speedrun I could find finishes in 7 minutes 43 seconds or roughly 2 minutes 15 seconds slower than my run. To beat the game you play as one of the X-Men (Wolverine, Cyclops, Nightcrawler, Iceman, Colossus, and Storm) and then a second player or the AI controls another X-Men character. The goal of the game is to get two keys in each level and use these keys to get through otherwise impenetrable walls defeating the bosses (Boomerang, White Queen, Sabretooth, Juggernaut) collecting a floppy disk that they drop and escape the level. After you beat the four levels you enter a code and go to the secret Magneto level. This level is set up in the same way except you get an end screen when you finish this level. This game is crap. I technically play as two-player but it is essentially 1-player as I simply kill off the second (non-Nightcrawler) character as fast as possible. I do this because Nightcrawler is both far faster than any of the other characters and he can pass through walls, but doing this removes some of his life. This ability allows me to skip collecting both keys, go straight to the boss and creates far shorter paths. Playing single player would have the same strategy as your partners AI is terrible and kills himself quickly, he just does it slightly slower than he would if he is controlled. Then the boss fights. You don't actually have to fight them or collect the disks making this a game of avoiding things and then going back to the beginning. And actually the third boss never even shows up. The attack you use is "Use Mutant Power" which for half the characters is a sort of humping motion and for the other half is shooting a laser but as I kill off the other characters as quickly as possible you don't see either of these attacks much. As I said I know this game can be improved. The ways that I can improve this is 3 fold. First 3 of the levels I end the level with health remaining so I can pass through more walls than I currently do which would save time. Second I could just find better routes in general (which I know I can do on 1 of the levels). Finally if I can find a way to kill off the other character either faster or in the same number of frames but being further through the level it would speed up the level. I know this game is crap but my hopes is that if I beat it quick enough it could be entertaining enough. Let me know what you guys think.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
c-square wrote:
Good improvement. Is there any way you can get rid of some of that Berzerker meter before getting to Magneto? It takes some time counting that down at the end of the level.
I can't find a way to remove the Berzerker meter in an appreciable way to make it worth-while from the time perspective. The ways to change the final level of the meter is to: attack an enemy that was previously avoided, attack an enemy that caused Wolverine pain, be harmed by an enemy who was previously attacked and finally to be harmed by an enemy who was previously avoided. The first option would remove Wolverine life and add to the berzerker level which would cause him to go "Berzerk" which is really bad for speedruns (he jumps as if you held A for the whole time so accuracy is completely out and he stops to kick and punch if you run for too long). The second option would save Wolverine life but that would just be a worse trade-off as more would be added to the berzerker level (same as before). The third option would lower the berzerker level but would take away too much life which would slow down the final battle and possibly have Wolverine die before the fight is finished. Finally the fourth option would lower would have the save results as number 3 but even more so because an extra hp of life would be lost.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Updated File Here is the updated submission file. (Same file that was posted earlier in thread. If someone with the power could update this it would be appreciated. Thanks Warepire for filling me in on how to do this. (By the way I don't know why dehacked is claiming the movie is 8m 11.75 seconds as it is as I said above 47 frames shorter and when you run it in the emulator will come out to be 8 minutes 10.94 seconds)
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
You know I said to myself, I should post my last WIP there is something stupid I am missing, you should post it. But then I didn't. Thank you c-square, I now have an extra 47 frame improvement. How do I get them to change the file to the updated one or should I just cancel and resubmit? *Removed Link*
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Sorry, should have spent more time writing the text to make sure I didn't forget anything. Acknowledgement of feos and TheHepper now included.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Finished correcting errors and trying a new strategy and have submitted. Overall I saved 3.6833 seconds or 221 frames from the previous WIP through optimizations and slightly different paths on some levels. I do not know how it happened because all I tried to do was maintain the same path but I actually managed to save time on each level with 7 and 4 having the largest savings. Hope you like it.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
1) Yeah that would probably be my choice as well. We will see which one makes for least damage though I bet it is him as I had avoided him at one point. 11) Vertical swim speed is similar to vertical jumping speed. When you are falling you alternate between falling 1 or 2 pixels per frame at random. After falling for an amount of time you begin falling 2 or 3 pixels per frame also at random, then it is 3 or 4 for the rest of the fall. In the 1:55 video he falls for about 120 frames before beginning to swim up and in the 2:03 he only falls for roughly 98 frames so the only difference is that he just didn't have time to transition into the higher velocity range before I had to stop him. I have to stop him earlier because of that moving enemy at the bottom would damage damage Wolverine twice instead of the once that occurs in the video. 12) This actually happens a few different times in the video. While the damage animation plays during that part Wolverine does not actually lose any life. It seems that there is is a problem with the damage calculation that when you barely graze an enemy you can appear to be injured without losing health. I'm probably going to start my final run-through tonight or tomorrow and am sure I will finish within the week (damn University starting back up again tomorrow so I will actually have commitments to tend to). And yeah, I specifically looked for a run that would be under 10 minutes. Was not ready to do another run that not only meant doing a full hour but also mean that if you fixed a level 5 minutes in had another 55 minutes of slight desyncs you had to correct.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Thanks for the help TheHepper. Just started testing these and some are helping. I will try to answer all those questions for you. I only adjusted frames and then reverted so I could test later parts quickly so these savings are estimates and slightly different health management options may occur when I actually correct things so some of these may be moot points. 1) You are correct. The direct consequences of those two are that I would be a combined 19 pixels further to the right, but indirectly it also appears to help avoid the enemy at the second location, saving 3 health so I might be able to avoid jumping over an enemy, or at least jumping slightly less high so it is looking like ~25 pixels, which is like 12 or 13 frames can be saved ideally. 2) Another correct one. If you land on the platform running off the edge is the fastest way so you can't jump earlier and hit the water but it made me think to just skip the platform and jump further over it. Doing that made me 5 pixels further along than I would have been, and since swimming speed is a constant 1 in the x-direction it places me another 5 frames ahead. 3) This one does not save time. As I said above while swimming your x speed is either 0 when you are not holding right, or if you are shoved up against a wall, or your x-speed is 1 if you are holding right. Because of this there isn't a top speed to hit so it doesn't actually save any time over. As I said to feos though this is probably another case of your suggestion would look more "TAS'ed" so I might change it anyways, I am not sure which would look better. 4) Trial by Terror was by far the level where I had to be concerned with making sure Wolverine did not die so that is why some of the jumps do not look ideal. Jumping on the skull pile has to happen as it does so that I can just barely get above the green thing that pops out and avoid losing health because I need every bit I can save. The skull throwing guy was the only one I could not figure out another way to avoid. He only throws it when he is within a certain x distance of you but no combination of jumping and running could get me around him. I thought it looked sort of interesting looking but to each his own. (Also I have to avoid him because it takes away 8 health if you get hit which would force me to avoid 3 other things) 5) I am not 100% sure what you are saying here, there are a few different ways of landing and jumping on the platforms and stair to avoid hitting any of the enemies here (only 2 life left and everything does at least 3 damage so can't get hit) and it just happened this was the quickest way this time that I went through. I will try messing with it when I re-record as the jumping speeds will be screwed up anyways and a different order might be best. Hitting the roof doesn't stop you momentarily. I do stop going left but it is because if I kept holding left any longer I would miss the platform and fall on the 3rd green thing as there is not a way to jump over all three in one jump and not get hurt. 6) Finally a question I already know the answer to! The way in the video is in fact the quickest way of doing it. Running further to the left and then jumping or jumping and going left and then right for a different amount of time is slower than as shown in the video. 7) As I said before there isn't a difference in "top speed" so that part doesn't change anything. The jumping so you are moving faster in the y-direction did save a single frame though so that is good. 8) The main thing is to try to clear the corner in the shortest amount of time, with pillars this high where it is impossible to pass without stopping your x-direction that means jumping earliest. The current run has the earliest combination of jumping so that you get over the corners. 9) The height of the tunnel means that you can't jump when you are on top of the rock or jump far enough to make it over the rock in one jump so you have to fall off of the biggest rock. The current jumping pattern on the rocks and stairs, while choppy looking, is the fastest way. 10) Good idea. I hadn't fully taken advantage of the magnet and moving platforms. This one saves about 4 frames. Overall your ideas should save about 25 to 30 frames so about a half second and I came up with a slight different strategy on the first level to save about a fourth of a second so about 3/4 a second should be cut if I redo this and it would give me a chance to make the swimming levels look better.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
The run looks good, way better than I was doing up that point overall. I have a couple questions about the first enemy AI and the spawn location. Can you select any first enemy AI for a level without affecting the time of the previous level? So can you finish level one in a certain number of frames and without that number changing choose a separate 2nd level AI? Second do you understand how the spawning differences work? I was looking at it for a bit and it seems like the player and all but one of the enemies X-positions vary by less than 3 and then 1 enemy x-value can be as much as 40 (maybe more) depending on the frame as you said. Finally is it possible to easily manipulate this value?
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Oh wow. Well I feel foolish for the extent that I went into the last paragraph then. Swimming up early does cause you to stop having vertical speed when you clip the corner but it does not negatively affect your time up. Until your entire hit box is to the right of the corner you cannot get any higher than the position you are in when you hit the top of the corner. Swimming works in the same manner as jumping randomly alternating 1 and 2 velocities which starts the first time you press the b button so it doesn't adversely affect you to do it early. Looking at it I get that it probably doesn't look as "TAS'ed" as going around it without hitting it but unless people really have a problem with it I don't think I am going to go back through and adjust it because it could affect the randomness of swimming and jumping and I don't want to redo all the levels again to not save anytime.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Do you mean where I get into the floor and become ejected out the top of the platform or do you mean where I hit the corner and just slide up the side? If you mean the corner slides than here are the two explanations. On certain corners because of the size of the platforms that you are able to jump from to get to the higher level you can slide up the wall holding right or you can jump straight in the air (not holding right) and then move over without hitting the wall so that it causes no frame of zero X-Speed. These have either resulted in identical speeds or in some situations that the wall slide for 1 frame was quicker as it caused you to land a frame earlier. The other corner hitting situation is where I barely hit a corner for 1 frame but if I adjusted the frame where I jumped or if I held jump for an extra frame I could clear it without hitting the corner which stops the X-Speed but allows the Y-Speed to continue as always. For all corners I have tested which way was faster which was inconsistent due to the 1 or 2 velocity. If you mean the floor ejection on platforms than it is also quicker the way it is shown in the video. The reason is that you still have to go through the deceleration to 0 Y velocity and begin "falling" back down regardless of whether you land in or on top of the platform. In the situations where I use floor ejection it is the faster choice as I tested both. I did fix a lot of corners and that is where probably 2 of the 6 seconds of improvements come from but unless there is a specific corner I feel fairly confident that I have tested all the of options when it comes to going around the corners in the fastest manner. The problem is due to the RNG on the jumping speed. Your y-speed alternates between 1, 2 and rarely 3 for the first portion of the jump. Then your y-speed alternates between 1 and 0 for the portion where you are hitting the top of your arch and then that process repeats in the opposite direction until you alternate between -3 and -4 with rare appearances by -5. With the RNG it could be that you get almost exclusively 2's while jumping or exclusively 1's and this is dependent on what frame you begin jumping and for how long you hold the jump button. This causes different strategies to work best in different situations. Example of the inconsistency. At frame 21825 (6:03 in the YT2) I jump from a platform pass through another and then land on a lower platform. In WIP1 I hold jump for 2 frames and land on this platform and it worked fine. In this version if I jump for 2 frames I either miss both platforms entirely or I land on the upper platform. Yet if I jump for 3 frames I am able to land on the lower platform like I originally wanted to.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
The huge fire next to where Wolverine jumps at 4:57 is instant death when you contact it so you have to go around. Even if you add a cheat so that your life does not decrease you still die there regardless so that one won't help. I am making progress and have cut about 2 and a half seconds after around 2 levels. EDIT I finished my second version as shown here. I managed to save frames on all levels excluding the first one. In total 362 frames or 6.033 seconds were saved from my previous attempt placing the video at 8 minutes 16.217 seconds. This makes it about 2 minutes 12 seconds faster than the real time speed run. Unless I can find some other game changer or someone else knows something this may be the fastest I know to get it.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Thanks for that explanation. So that means I can wait to change that until right before I submit correct as it won't affect me if I only work in TASEdit? Just want to make sure because I use the export to fm2 all the time and it could become cumbersome if it changes it each time. And on the video you were correct feos. I went through level 2 avoiding hitting corners (level 1 every time the corner hits happened they were faster than trying to avoid it) and it already saved 50 frames which is excellent so I will most definitely do that for the rest as this could save a few more seconds and hopefully with a new strategy on a level I may be able to get this really close to 8 minutes. The only bad news is that whatever the RNG is that determines what the x velocity is through the air (aka whether it is 1 or 2) is dependent on the previous level which means I have to go through and correct all the other levels, which I was planning on doing anyways but it is better when it just works. I also have no idea what factors control whether it will be a 1 or 2 so I need to experiment with that. I do not believe enemies are dependent on previous levels but I can't tell for sure as my position is different.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Yeah I need to look through a few of those corner situations. Corner hitting sometimes can be the best result because missing the corner can result in being the air longer which can be slower but I do need to look into this more. X-Direction maximum speed is 2 or -2 if you are moving to the left. When jumping your speed can either be a 2 or a 1 but for the life of me I cannot determine what causes it to alternate between a 1 and a 2 because it does not appear to follow a set pattern. The Y-Direction maximum speed that I have seen is -2 when moving up or 5 when moving down though it only seems to hit this speed for one frame and then hits a terminal speed of 4. The X-Speed value of 0581 appears to always be accurate based on the x-postion value. The Y-Speed value 058C (as you said) does drop out on floor ejections so I may need to look into these to see if they can save some frames as they result in speeds of 7 or 8. As I said it looks like I have a bit of work to redo on these levels but I am happy with it as a first run through. Lastly that glitch in header, does it actually affect the movie at all or is it just for bookkeeping purposes? I am fine changing it I am just curious.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
So I decided to give this game a try and here is my first attempt. It finishes all levels in 8 minutes 22.25 seconds. I could only find one real time speed run to compare it to here and I beat this run by a little over 2 minutes. What I have found out so far about this run is this: *It is faster to run rather than jump (but this causes you to lose health) and way faster than standing and punching. *You start out with 48 life and due to the first point planning of when to take damage is very important. *If you punch when you use your claws you lose 1 hp point. *If your health gets to 16 or below you are no longer allowed to use your claws and punches without claws are too weak to kill opponents with one hit. *You have to avoid hitting too many opponents or else you what the game calls "Bezerker." This is bad because you look all control over jump length and you are constantly punching and kicking so you are slowed down while running. Overall I am happy with the run as it is. I am going to retry a few of the levels to see if I can take damage at different places to speed up the run a little. Let me know what you all think. (Also I only use TASEdit which is why rerecord count is 0)
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
I am going to continue working on this as well. It is interesting. MESHUGGAH so you know. I really feel confident that the European version is the quickest way to go. Since there are 35 total levels there will be around an extra 80 seconds of cutscenes in the Japanese version over the European. I am predicting there to be a maximum of 7 minutes for the entire video.
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Thanks for posting that. Gives me something to look at and makes me realize optimizing the weapons should get some more focus. Question, does the Japanese version run faster enough to require the change? The European version I believe to be faster overall because it has the option for fast level transitions that the Japanese version does not have. I was comparing the runs and here are the comparisons (Japanese then European): Time to get to first level: 4.267 seconds, 10.34 seconds [Difference due to European title screen being longer and going through the submenus] Time between levels: 4.033 seconds, 1.24 seconds Estimated time between all levels: 121 seconds, 37.2 seconds So, even though I am not all the way through it looks like cutscene times for both movies are looking like they are going to be Japanese = 125.2667 seconds, European = 47.54 seconds. So unless the faster running leads to more than 2 seconds per level it doesn't appear to be worth it.
1 2
13 14 15