Posts for kylelyk


Post subject: Pac-Man Collection
Experienced Forum User
Joined: 8/13/2010
Posts: 9
Hello everyone, I started a test run the the Pac-Attack in Puzzle Mode "subgame" in GBA Pac-Man Collection because I loved it as a kid and never beat all the levels. I've done the first 18 levels and besides some optimizations with piece placement, think its a pretty solid TAS. However, it might be that there is no way to beat level 19 without using a cheat code to skip it. Is there any movie guidelines on what to do in this situation? Edit: I found a video of a speedrun of the game and apparently there's some kind of RNG with the pieces. The speedrunner fails the level once, then gets a combination of pieces that is actually possible. Looks like I need to do more tests.
Experienced Forum User
Joined: 8/13/2010
Posts: 9
This actually looks pretty fun to TAS, and I have read a few comments on some Youtube playthroughs that this is their favorite game. I quickly did the first two events and I can see that the result from long jump is semi-random, so I might have to Lua script it (it looks to be three variables: run start, jump start, and angle). http://tasvideos.org/userfiles/info/14270747596684866 (it isn't completely optimized, just a teaser :) ) Edit: Also I will have to see if the team select screen can be manipulated to selecting com's faster.
Experienced Forum User
Joined: 8/13/2010
Posts: 9
Yah, I won't be able to see where I can waste some ammo until I see how the rest of the levels pan out. I will try to minimize the ammo I get that is out of the way to save the frames, but right now I don't spend ammo unless it saves lag or is required. I saw the few frames you saved by getting the egg right in the path last on the forest level. Good Job - I was having a hard time eliminating the wait to collect the pass card. With getting the eggs further, I used the maps to see where I needed to be in order to hit them off screen. Then I looked at the RAM to see at what value do the eggs not hit and then get closer until it does. There are a few places where, when reviewing the movie from the start, I realized that they were un-optimized. So I'll tackle them after I finished the "WIP". As for Red ammo, I'll have to review the maps, and the possibility that some ammo might be hidden and not included in them. But the major ammo planning will be later. With the rotating red ammo, some frames can be saved when shooting eggs but I see your point on killing the T-Rex earlier. The ammo left over from this should be used to destroy the eggs with the most frames to gain, which will take a while to determine and documented. The desyncs are probably from the various versions that I used to make it (since I've been using the newest version that keeps adding improvements to TAS Editor) so the version will definitely need to be considered for these WIP's. If you want, maybe you could see if there's a faster way around the dumb bouncing rocks. I tried everything I could think of and it was faster to go completely around. It really gave me a headache and I don't think I properly went through all the possibilities. Other Info: firing/cycling ammo on landing frame will fire two bullets/cycle two ammo types at the same time firing frame before lag frame will fire two bullets at the same time Moving the same amount left then right same amount produces a different result with a spitter (spit doesn't hit me) I am posting as much info as I have so that maybe we can split up some of the more monotonous work to squeeze out every last frame.
Experienced Forum User
Joined: 8/13/2010
Posts: 9
Here is my WIP back from August. I started college this fall and I didn't even want to think about TASing until break. Some things I've observed: Red ammo is laggy but can reach eggs that take longer with normal bullets. Much of the ammo can cost frames to get so every bullet must be spent wisely. I've also spent some time stitching together maps of every level before I TAS so I am then really familiar with the map. Enjoy! -kylelyk
Experienced Forum User
Joined: 8/13/2010
Posts: 9
First off, I want to say I am sorry for the duplicate post on Jurassic Park. Secondly, I don't know if I should reply to this post about my WIP on Jurassic Park. Thirdly, I am not sure if people take it the wrong way when a lurker decides to compete with a veteran over a game. That said, here is my WIP that improves 57 frames and saves 5 bullets on jlun2's latest WIP only going to the 4900 frame mark, which is a 670 frame improvement on my last run. Can someone give me some input on whether I'm going about TASing all wrong? Thanks, -kylelyk
Post subject: Thanks everyone
Experienced Forum User
Joined: 8/13/2010
Posts: 9
First off I want to say thanks for letting me know about the WIP Thread already created. I'll smack myself for that one. All of your input has been helpful and I have decided that I would like to take things slower and improve my skills before attempting a TAS for myself. I have already been to many of this sites tutorial pages, so I am asking for a good game suggestion to practice TASing. I like TAS Editor a lot because its more intuitive and easier for me to see the input on screen so any NES game suggestions would be appreciated. BTW I don't really want to try out Super Mario Bros. like almost everyone else has when they first started.
Post subject: Jurassic Park
Experienced Forum User
Joined: 8/13/2010
Posts: 9
Hey All! I have been a lurker for a while and I decided to make a TAS. After reading pretty much all of the HOW-TO pages, I downloaded Fceux. I currently have the 2.1.6 version which is not yet released because I love TASedit and the version in 2.1.5 was driving me insane. I have part of the first level TASed of Jurrasic Park so I could get used to TASedit and the game mechanics. I have link a folder containing compressed movie file fm3 file: https://docs.google.com/open?id=0BzYN4VRJkm_CMzU3YjJmNGUtOWQ2Zi00ODk0LTk1ZjItYWM4NTAyY2IzNGUw Right now it is not very optimized and I have a few ideas about better paths and movement. A few things I have questions about: How do I find glitches? I found some particularities in movement, but nothing that allows me to go faster. Is there documentation on TASedit in the newest version of 2.1.6? I haven't been able to figure exactly how branches work and I think I'm missing out on a tool that will speed up my optimization process. How do I find the memory address of the RNG? Do I have to go into assembly? Is luck manipulation just pressing keys at certain times without slowing down that will change the spawning of enemies? Is there a way to view things that are off of the screen but are held in memory? Is there a way to highlight certain sprites when they are not visible for easier movement when the character is covered? Also, could people give me feedback or tips about my movie and about TASing in general? On another note: I am so glad that TASedit was improved, I hated the savestates and writing down frames so I could remember them. I hope that I can get better at TASing in the future and I wish you all happy TASing! -kylelyk
Experienced Forum User
Joined: 8/13/2010
Posts: 9
Changed it to control and now it works. What a weird glitch! It was only with up and left, nothing else!
Post subject: Won't frame advance with up and left pressed
Experienced Forum User
Joined: 8/13/2010
Posts: 9
Is there a hotkey that is conflicting with the frame advance? I have it under / and when I hold up and left and try to advance the frame it doesn't work. Any ideas? I'm using fceux. -kylelyk