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There are graphical issues present when this movie is played on 1.51. This movie file ( User movie #638844308257343315 ) is resynced to play on Snes9X 1.52, which fixes the issues. Thanks, darkman425.
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The YouTube encode for this will be a supercut, showing only the first and last attempts.
The archive.org encode will contain all of Lucky Draw.
...see you in 10 days!
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CoolKirby wrote:
The sound effect spam is a little much/loud, but cool movement throughout! I always enjoy these 3D platformer TASes.
A little, yeah. With libTAS I TAS without audio so I didn't notice. The encoder could turn down the sound effect volume in the game beforehand, by default it's twice as loud as the music. A good level I found was to keep the music where it is, then turn the sound level to half of the music.
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It seems I have a tendency to notice improvements immediately after uploading submissions. This one is no different.
Judge, please replace the movie with this 24 frame improvement: https://tasvideos.org/UserFiles/Info/638808738071510817
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Hello! I want to bot to find the best town map in Animal Crossing: Wild World (the one on the DS). Ideally the shop, town hall, and houses are all as close as possible, to cut on movement. The weather has to be sunny or the game takes extra time to load rain/snow effects.
The map you get is based on RNG, and the easiest way I found to change whatever the "starting seed" is without losing time is to change time a second into the future/past from NDS settings. After that it's adjusting inputs for lag frames until the map is generated, reading and saving RAM locations of the buildings, then restarting a second in the future and doing the same thing. After a while it'd have the best map. I've done it manually ~10 times but this is what people use bots for isn't it?
So, would anyone know the best way to start automating this process? Thanks.
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Some optimizations brought 1-1 to 1-4 335 frames (~4.43 seconds) faster. I also did 1-5 for funsies.
Link to video
bk2: https://tasvideos.org/UserFiles/Info/638606676238917329
Earlier I talked about the "displacements" you get from landing on the ground, i'll go into more detail about that
Whenever you land on the ground, you have the chance of going between positive/negative 73 units to the right/left. Not sure why but it means every jump has to be checked to make sure you get the best boost out of it. You can lose 1-7 frames with a bad jump (which is very bad)
There are 8(?) different boosts you get with jumps to the right, left have their own speeds. from top left to bottom right: 73, 57, 41, 25, 9, -7, -23, -39
All of these jump at the same spot but get different boosts, and looking at the difference from the first/last pic you see how much that affects it. To get a different boost just jump a frame earlier/later
Also i noticed i was getting desyncs in places where i reasonably shouldn't have, and that's because some screen transitions are longer than others. the fastest one is the horizontal stripe across the screen (51f), next is the diagonal swipe (60f), then vertical stripe (62f), and the slowest is the checkerboard (82f). So in addition to getting perfect boosts you need perfect screen transitions as well. but these can also be changed by entering 1 frame earlier/faster. Comparison: Link to video
Except in vertical stages, here the fastest is vertical stripe (69f), diagonal swipe (77f), horizontal (79f), then checkerboard (99f). Comparison: Link to video
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Judge/staff, please replace the current submission file with this one: User movie #638583237078506909. It's an improvement of 3.45s. Thank you.
1-1: 2 frame improvement in last room
1-2: 3 frame improvement in the minecart room
2-2: 6 frame improvement in river room
3-2: 166 frame improvement in spiked ball room
4-1: 2 frame improvement in 3rd room
6-2: 28 frame improvement in 3rd corridor
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In the romFs of the 3ds version, there's a cfg file suggesting a debug mode (as well as functions within the code stating the same). Weirdly the file had the debug mode set to true. There could be a code still in the game to activate it, but I don't think we'll ever find it out unless someone knows how to fully decompile the game to find it.
I tried changing various settings in the config but they don't do anything, so it's certainly an activation thing.
EDIT: Potential hint for accessing debug mode
I went back and reread the config file in case I missed something obvious, and it seems I did. Based on this comment, there was a "debug pad" for the 3ds that they used during development. If we could know what exactly that is, and hack in a way to hit debug pad buttons, mystery solved (if it's not referring to something completely unrelated)