Posts for goofydylan8


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Experienced Forum User, Published Author, Experienced player (509)
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I currently use fceux 2.1.6 and the Ram Watch seems to not work properly. All of the addresses and names that I gave them are saved and remain but the specific details of them are not saved. What I mean by that is that the values are placed to be hex values (I believe) instead of the signed or unsigned options that I have them saved as. Is this a known bug, is there something wrong with the revision I am using, or is this someone a completely unique error? I didn't want to create a new thread. Sorry if this was not the place for this. Edit OK and now when I open the watch file that wouldn't cooperate it crashes fceux. What the hell?
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feos wrote:
I lost 2 frames in 9-3 due to boss room start manipulation. And in 9-5 due to the same thing (probably I also bumped a box to avoid the icon). As for losses after Dylan's run, it was the lag I missed at the first time, and synced the levels so, after I noticed it was too late to resync. The only thing I don't understand yet is shorter Ball 1 room. Dylan made a lower jump there and it finished faster. In Ghost room 2 I bumped the solid platform and also didn't notice that. Also, the second boss has no randomness. I saved time only thanks to better optimisation of the last hit. It would be cool if someone dumps all patterns of bosses behaviour.
The extra frames of waiting before bosses is expected as manipulation is key for them. I am not sure what your timing convention is but under my timing system we have identical times for the token countdown portion and ball throwing portion. Under my timing method (which is from first frame that any level item is visible to when the next level first item is visible from the black) both of our token levels take 407 frames and the ball portion takes 188 frames. The only thing that controls the ball portion is that you jump 2 frames before you can pick up the ball and continue jumping until you click the throw button. The boss patterns is definitely the next level of improvement for the 1-Player run, potentially including figuring out how to use the red ball glitch to speed up the boss. Figuring out the patterns probably wouldn't affect the 2-Player run but maybe it could speed it up slightly if the boss is in a better position to fall off the screen.
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feos wrote:
goofydylan8, still waiting for your comment on the run. What was new for you? http://feos-theos.narod.ru/ChipDale2_comparison.htm
The run is really solid and I enjoyed it greatly. I have sort of put the game on the back burner since my last update because I couldn't get the mummy boss to not lose my multiple seconds over Fisker N.'s run and especially over yours. Points I enjoyed. You handled damage boosts way better. The having to wait at the top of the screen after damage boosts was an annoyance that I am glad to see has been resolved. Your boss strategies are solid and it is clear you worked to manipulate luck on them. I'm glad that you were able to save back the time that Fisker N. lost on the last boss and then some.That red ball glitch on the first boss was weird and I really want to look into that. It would be cool if a boss fight could be improved by pulling glitch red balls out of a wall and attacking with them. Though with the fact that the rest of the run would have to be redone as well it would probably be wise to wait until there is another known improvement. Finally the optimization efforts are clear. Especially during the floating on fans portion it was clear that you worked to minimize tokens and get the best time.
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feos wrote:
At first we translated what we were saying to fisker and what he posted. But as it was his own submission, and as he knows nothing in English, and keeps writing in Russian, we just thought it would be too much work to translate everything. These 2 threads are directly related to him. There's no other thread where we do that. Dylan, I never posted in Russian when I was talking to you directly. You could just remind me to tell you, what's being discussed by us. But you just left the thread, while I posted rather interesting stuff after that.
I wasn't annoyed by your responses being in Russian at all, sorry if it seemed that way. Really it was just me whining. It blows mind how many people on this site and in general are so good at multiple languages. *Especially considering I can barely write in my one known language without adding in at least one edit.
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Mr. Kelly R. Flewin wrote:
First... why the hell is there a bonus stage after the final boss... and secondly, why does the input end at the final boss and not finishing off the bonus stage? Mr. Kelly R. Flewin
Final input ends after the tokens are counted down because you have to hit start to move on. And the input ends there and before the bonus stage because it allows for input to end quite a few seconds early.
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Nach wrote:
Any submissions in particular? I also recommend you add an auto translation extension to your browser. Since the world wide web is world wide after all, being able to read all languages in your browser is a must.
Not as bad as some but feos' and fisker N.'s Chip n' Dale 2 runs. I have one, but it doesn't always work as Opera's browser extensions' sort of suck in comparison to other browsers. When the full site is not in English it auto-translates but when majority is in English it almost never does and acts up when I try. I am most likely overreacting but it was just frustrating trying to follow anything in the threads that I had a solid amount of interest in when the extension was acting up or when I was on a school computer.
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rog wrote:
Have you tried asking people to post a translation along with their post?
It's in the rules to post a translation along with their post, and that wouldn't help if I don't see a thread until a day after it was made and their is already over a full page of discussion
Post subject: Forum Language Rules
Experienced Forum User, Published Author, Experienced player (509)
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To start I am trying to write this in a way to not offend anyone but I just had to ask/post. Is there any way that the language rule of the forum could start to be enforced? I understand that not everyone speaks English and as someone that doesn't speak any language other than English I am definitely not telling anyone they have to learn the language I speak but in the last few weeks it has gotten out of hand on some of the threads. As the rule says the posts should be at very least translated to English. I know recently the language in-game rule was relaxed but posting in the forums is a different matter. I ask because lately some game threads and a lot of workbench submissions have multiple pages posted solely in a different language without an attempt at even a Google Translation posted along with it leading to having to manually go through and copy paste each post to translate it to attempt to follow the thread or not understand the majority of the discussion going on in the thread and be unable to read the submitters statements.
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OK. I am officially starting a new run regardless of whether or not this run is accepted (it probably won't) and I am going to try to make it more interesting by varying the strategies between each round. I would like some opinions before I start though. It turns out that whenever you transition from left-middle-right screen to another the in-game clock stops for two frames thus making the run slower by two frames. So what I want to know is would you all consider it worthwhile to have the run still finish in 5:52 but add at most a second of real time to allow for screen transitions as it allows for a lot more diverse fighting (and not fighting) styles? If that is allowed than I believe I have a plan for each round so that (other than running to be thrown out/throw out the opponent) the style between each round should be unique.
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Officially I am going to wait to watch it to vote yes, but you can count on a very strong yes vote here. You saved far more time than I ever would have guessed could have been saved. Good job.
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andrewg wrote:
if you are doing a revision of this, I would be willing to help on a few fights as far as style goes. I have a few funny ideas because I know quite a bit about this game.
If people want to redo this and help out I am definitely for it. I need to double check but I am almost 100% sure that there is no randomness involved so it could just be assigned levels and then hexed together. I am not at my house right now but I will check later. There are 16 fights and entertainment can be improved as everyone has noted so if people want to have a collaboration I am for it. My only request for a revision is that the fight where the guy is stuck on the corner trying to attack me is left as is or at least the first ten seconds is because the fact that he is so helpless to make it around the corner is my favorite part of the current run. Brandon you want to take a couple fights?
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rog wrote:
39 frames saved on just a single fight means my vote is changed to no.
39 frames saved on a single fight is the Only fight that any frames would be saved on. In game time is exactly the same as it works on a timer until the 22 seconds is hit. As such the end game screen actually appears at exactly the same time the only difference is that the last frame of input is earlier.
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Derakon wrote:
It occurs to me that this is a fighting game. Typically we don't go for the fastest possible result in fighting games, in the interests of variety. Perhaps this game would be better suited to a playaround?
I did it as a pure speedrun as it was on the SDA site and I like having fastest time runs but it may work for a playaround. I have all of the ram values of interest in the games thread if someone wanted to give it a shot. The issue I would see is that there are not too many move options and to win and playaround would take way longer than 10 minutes which would get long.
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Brandon wrote:
A couple things in that level or would you like me to do stuff elsewhere? I can't imagine there are improvements in other levels. I could just try to redo the last level for style and match / beat the time if that's what you'd like, sure.
I just meant that level but if there is somewhere else you want to change you can. They won't be improvable from a time perspective because I made sure to either be thrown or throw out on the first frame and then the level ends on a timer. Redoing the last level for style would be good though.
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Brandon wrote:
Rough real-time improvement of 39 frames. Only final fight is modified. I'd improve it stylistic wise and resubmit it, but I doubt that you'd consider this enough work to warrant a co-authorship. Then again, this game's publishability is questionable to begin with. In the end, the important thing is I've proven that you make mistakes, and perhaps this is enough to slow down your NES reign of terror! >_<
Hell, if you wanted to adjust a couple things and resubmit I am all for it. As you said the chances of this being published is looking slim so maybe the thrill of a new submission with possible co-authorship would make people vote yes instead. NES TASES 4 LIFE! (or until a different emulator has an input method comparable to at very least fceux 2.1.5's TASEdit)
FODA wrote:
I liked the game choice and the run overall, but one thing bugged me: couldn't you send the opponent running across the entire screen at least once? Also, couldn't you get back on the ring as soon as possible and go deep back in the ring as a show off move on one of the rounds? It seems that you used the "get in the ring as late as possible" way too many times, but I'd like to see the opposite. Getting in the ring as early as possible is probably what Brandon did on his fmv :)
Thanks for the feedback. You can't throw the opponent running across the entire screen because they break out of running and then are right next to the ring and can get in before me. Getting back in the ring as soon as possible isn't possible because at around 10 seconds the opponents logic switches from fighting to do the minimum attacks possible to get back in the ring. So the earliest I would be able to get in the ring, to my knowledge, is the round where I get in and run into the ropes and barely bounce off. It is exactly what he did (though you will notice the earliest he could get in was 39 frames earlier so I wouldn't have much room for entertainment in the ring).
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Here is another one from the list of games that have a SDA run but not a TASvideos run. I am currently 3 minutes 15 seconds into the SDA run and am ahead by around 35 seconds. If I continue at the pace I am currently going I should save about 2 minutes 45 seconds with a final time of a little under 13 minutes. I have no idea how accurate that estimate is, but since I had to collect bonuses on the first levels and won't on the rest I feel it is actually conservative and might be a bit faster than that. Some points to consider while watching: Walking speed is slowest at 1 pixel per second. Jumping is slightly faster at around 1.333 pixels per second. Sprinting is fastest at 2 pixels per second. I manipulate the item drops in two ways. First I get them to drop so that I get exactly enough to max out all of my stats. Second I make sure that the spear strength is at max before the first boss as it saves time on the boss. That is why the first two levels has some slight backtracking and why he comes to a stop on the items. There shouldn't be anymore that I need to pick up though so the rest of the run should be a pure run through. Let me know what you think and if you have any suggestions.
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I had never played this game before making the TAS. I encourage everyone who watches it and has an opinion to vote and voice their opinion. As you can see this run only has 4 votes so far 1 person comment on the quality of the TAS. If anything I would encourage more people to vote and voice opinion on the run. Even though it would sort of be disappointing if 100 people voted no, I would feel better about this run than a 75% yes at 4 votes because that is at least feedback. Though, I do believe this should be addressed by the Admins/Mods and an official rule should be placed on the voting page. Currently it does not address the former knowledge of the game issue which has been raised before and it would be better if an official ruling could be down.
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andrewg wrote:
I think you mean in-game time of 5:52. It's not a very interesting TAS, but it's as interesting as it can be really. The reason I did a real-time speedrun of it was because it was interesting to me how you could really exploit this game. I've always thought that there should be runs on TASes of popular/well known games, even if they aren't the most entertaining runs ever. It's always interesting to me to see the absolute limits for games I've played. Voting yes. EDIT: A no ring-out run could be interesting. I'm guessing that would involve a lot of repetition as well though.
That I did, it has been fixed to 5:52. I have literally never had a submission text that did not contain an obvious error. Thanks for letting me know. Thanks for your yes vote. I'm considering doing a no ring-out run just to see, though I am fairly confident it will be the same order of moves as they have a distinct difference in strength so it is clear what the order needs to be. I may or may not, probably would not, submit it but at least it would exist somewhere.
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MCXD wrote:
As great as this run is, it's pretty annoying that we're making yet another SM64 category here. We may as well just open a special section of the site completely dedicated to every type and combination of SM64 run possible.
There are only 2 SM64 TASes on this site. This would make 3 versions. 1 version is 5 minutes long and completely breaks the game. Then the 120 Star and this one are similar in that they collect a lot of stars but other than that they won't (even now and especially when the new 120 star is finished) be similar at all. The BLJ run will look 100% different than this once it is finished so these 3 runs will be completely different from each other. Quite a few games on this site have multiple published runs and a lot of those are far more similar in style than these three runs are.
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ThatGugaWhoPlay wrote:
Please, stop TASing NES games!!!!1 I'll wait for an encode since I'm too lazy to find the ROM.
Never. And this one was already finished in December of last year so you would need to tell this to me from 2011.
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Jigwally wrote:
Another WIP: http://dehacked.2y.net/microstorage.php/info/1301389782/Gargoyle%27s%20Quest%20-%20Ghosts%27n%20Goblins.vbm Here I show what I was talking about earlier, skipping the dialogue in the town and crossing the bridge without needing the Fingernail. I'll need to get it later though. This ends in the middle of the 2nd dungeon. I'm still trying to figure out the best way to manipulate the movement of the floating platforms.
It is difficult to compare exactly since you did not get the Fingernail but it is interesting none the less. Here are my comments and questions so far. First, that boss fight is really good. It is extremely better than the boss fight in the published run so good on you for that. Here are my questions though. When using the wings you seem to mash A versus jumping and then just letting the wing run out. I know in the NES version it is the same or worse to do it this way compared to just letting the wing run continuously and from what I can tell he doesn't use it in the published run. Have you tested to confirm that this approach is faster? I know that your run is ahead due to a far better boss battle but is it optimized in other ways? It seems, compared to the other run, that you jump higher and then fall to land on platforms whereas the published run just barely makes it to ledges. In the NES version you lose x-momentum while jumping higher so the lowest possible jump is ideal.
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feos wrote:
Don't feel so doleful, your WIP really helped me with that purple butterfly, that was used to doost by me too, but taking damage from spikes and starting scrolling faster jumping from below came out faster too. You remember, when you boost of that butterfly, you reach the top of the screen sooner than intended and have to wait some time. The same can be said about each room with such corner. Fridge for example.
That makes sense. I tried to figure out damage boosts to not waste time but it wasn't working.
AnS wrote:
feos, if you're talking about openness, you have to share something too! ;) goofydylan8, do you use Branches to compare alternative strategies, or you still cater to old habits? Also, this XLS looks cool, but it only compares old run with new. You should use same thoroughness when comparing your own strategies (like: whether to enter boss room at frame 10000 or 10002), but instead of making Excel tables you can simply branch your movie here and there, using Bookmarks. BTW, I hope you guys all use OldPPU.
He doesn't have to post if he wants it to be a surprise. If he is beating mine by two and a half seconds up to the fridges than I am pumped to see his run because it will blow all of these out of the water. I am using Branches though it was difficult to transition. I actually almost have to use branches because I have been using my published version and working off of it. I know it would be more thorough to start from scratch but it happens. Yeah, I was going to add the publication to WIP comparison but my screen was getting too large so I just started going back and forth between sheets comparing lengths. I don't think I will ever be able to transition into not using Excel documents. Every TAS I have made has an a document like this between versions. I am using OldPPU again and actually it appears the biggest difference is between the screen transitions because it is syncing fine as long as I align the starting frame. Though, I am still not confident that the new PPU is less accurate but until we have bsnes level accurate NES emulator I will just go with what the majority uses.
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feos wrote:
I'm surprised that you posted the WIP, I thought you wouldn't want to share your decisions. For now I am at the end of second floor of the refregerator. When the screen scrolls left and reaches the left end. Well, I reach it 164 frames faster than you. I mentioned about the openness, but didn't force anyone to share what he came up with. I find it more interesting to invent everything yourself. Also I'm paranoid and think that if you know the exact amount of frames I'm ahead, you'd TAS the shit out of that game just to match my time. Surely I hope you wouldn't and my movie would appear still faster, but whatever XD Anyway, you know my time now.
The problem is that I have been TASing the shit out of this game and tried extremely hard for the published run. It turns out you are coming up with better strategies than me and that is why I sent the WIP. I am feeling pretty confident I am not going to win this war so I just wanted to make sure that if I am obsoleted I am beaten as thoroughly as possible.
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feos wrote:
I have done a test til the beginning of level 2. I saved something about 90 frames.
If you are at 90 frames before the second level then you are ahead of me by around 14 frames. I am going to continue working on this but I want it to be the best it can so I am going to post up my information so that you can have the most recent to compare to. Here is my most recent WIP (the one that is ahead by 3.5 seconds up to the mummy ghost). And here is an Microsoft Excel document with all of my data on the run. It contains frame by frame comparisons of each black to black screen, with each level highlighted an individual color. It then shows for that individual black to black how many frames I beat, or lost, to his run by. It then has my total number of seconds to finish the movie, his total, in seconds how far ahead or behind I am total, the percentage ahead or behind, the percent of the run finished and finally the estimated amount of time saved. The first page has my published run compared to his submission so some of the factors are useless. The second page has my WIP compared to his submission so it shows some good estimates of how much time will be saved. I am going to continue to work on this but if you are going to beat me I would prefer that you beat me with the best time possible.
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feos wrote:
Going to participate. I mean, in teh war. Pity this game can't provide Y subpixel tricks the first version can, because it doesn't alter the Y subpixel while you're on the foor. And there's no X subpixels either. That means it's gonna be all about manipulation and route.
I was just wondering if you had put any work into trying to improve this run? I am currently at the mummy boss that drops rocks (the one where he beat my run by an impressive 7 seconds). Up to this point I am ahead by 00:03.58 seconds which is roughly a second faster than I believed I would be at this point. I am currently struggling to figure out how on earth fisker N. managed to get the outcome he got on this boss because it simply isn't working out for me. I could continue with the times I am getting and beat the run but only by about 3 seconds but if I can figure this out I could get around a 10 second improvement I believe so I am going to continue to work. fisker N. you do not have to inform me, since I am trying to beat you, but if you would like to share how you got such amazing luck it would be nice to hear. Was it simply brute force the frame you enter the level or is there some other trick?
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