Posts for link_7777


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Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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Warp wrote:
What horrible sounds.
There is a Rev A where only some of the music has changed (this movie still syncs), but this is the better of the two. The sound effects can be a bit grating, in fact if I were to jump constantly the movie would be nearly unwatchable. The tune in the soda shop is best in the game, but nothing here comes close to say Batman or something. All of that said go play nes Rocky & Bullwinkle for a while and then come back and try to complain about the sound
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Yeah, I noticed in the other wip the jump sound effect is super annoying so I'm generally only jumping when there is a reason to. I think that wip also did some swag backwards jumps, but those do slow you down so I only do that if I need to slow down anyway
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I was recently watching KyhYang (WR holder) do speed runs of this on twitch. I was surprised there wasn't an existing TAS so I decided I should make one. I wanted to go ahead and post this wip which completes the game in just under 12:30 http://tasvideos.org/userfiles/download/25817311481557149 I still need to do some optimizing with damage boost choices and delaying the screen scroll on a few boss fights. I wanted to get something posted in case someone had other ideas or feedback.
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I've changed my opinion over time on the topic of difficulty, I used to think hard mode was the way to go, but now i'm convinced that for just health and enemy count differences easy is a better choice (just enemy count would be a different story, but health seems to be the bigger issue here). I did a non-optimal ssw run on hard and it wasn't nearly as good as the easy run that was published later. My original thought process is that the tas can do everything so putting the game in the hardest mode should be the most impressive. I think that statement is generally good, but it falls apart for games like ssw that took the lazy way and just gave the enemies more health for hard mode and nothing else
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I've changed my opinion over time on the topic of difficulty, I used to think hard mode was the way to go, but now i'm convinced that for just health and enemy count differences easy is a better choice. I did a non-optimal ssw run on hard and it wasn't nearly as good as the easy run that was published later. My original thought process is that the tas can do everything so putting the game in the hardest mode should be the most impressive. I think that statement is generally good, but it falls apart for games like ssw that took the lazy way and just gave the enemies more health for hard mode and nothing else
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As an FYI that ~30 second run was using a level select code
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Yeah, it is pretty nice, makes level 1 short. It is a little sad to skip fighting the probe droid though, with the glitch you can get up there with the taun taun. The game isn't expecting to display them both so the graphics glitch out a bit. It could be shorter. If you skip the light saber it would only be a few seconds. It would be slower though since you'd need to get the light saber upgrade (which I skip), and the AT-ATs would take forever. It doesn't let you sabotage on foot if you don't have the light saber.
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I have begun the process of updating my existing TAS so it is time to post some new information in this thread. Initially I just wanted to get the movie to sync in bizhawk (which it doesn't), but eventually I got into doing live runs. I noticed a couple of things during the live runs that made me think I needed to revisit the TAS and save some frames. In the process of starting fresh in bizhawk to add improvements I found a couple of other glitches which will result in a much shorter level 1. First I noticed that if you jump a frame early when hitting the water while on the taun taun you can avoid the instant death of your ride. Next I found that using the select button while in the air on a taun taun does interesting things. At first it looked like it would allow you to jump off the ice blocks (instead of crushing them), and then I noticed that when falling a longer distance you can use the select button to bump your X position (you are normally locked in to an X position when falling). I believe the physics engine isn't properly escaped when hitting select while in the air, it is attempting to allow you to dismount (which is disallowed in the air), but it screws up some of the detection. The final result I found is that if you hit select while in the air and then jump on the next frame the game is tricked in to letting you jump, this effectively allows you to fly (note that this only works while on the taun taun). Due to the way this game works this allows for a major sequence break, effectively level 1 is broken. I do still need to go down and get the light saber, but then I can go back up and go over the top of the level. You can also skip the boss because the invisible walls that keep you in the boss fight are triggered by the spawn, so as long as you don't get too close you can just skip past. The final trick for this level is that the ending is based on the X position (positions are calculated from the top left of the map), and going to the beginning of the level (left instead of right) results in an underflow and ends the level. All of this put together gave me a WIP that has level 1 just under a minute which you can find here: http://tasvideos.org/userfiles/info/24051503840904190
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Exonym wrote:
mklip2001 wrote:
how does this run compare against the old submission by link_7777?
I can't say for sure exactly how much the difficulty change saved by itself, but that run was still pretty suboptimal. This one is 14754 frames faster up to the last shot that "completes the game". However I had to add 2470 frames to reach the actual credits.
Generally I feel it is better to pick a higher difficulty level since it often makes for more impressive runs, but in this case I agree with the feedback on both my submission and this one. A higher difficulty would just take longer and would not be more interesting. As far as the differences I'd say most of the savings is due to the boss skip that I missed, the shorter boss fights, and the rock climbing (which was awesome!). Exonym definitely did a better job with lag management and optimizing movement which I'm sure saved a bit of time. Great run!
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Voting yes. It is possible that the route could be improved, I see he waits a few frames for the snake sometimes, but he does take advantage of the monster that flips tiles for him pretty well. I did play around with this game a bit, but I didn't really spend much time on figuring out how to plan a route. I will say that even in frame advance that stupid snake makes a dogged pursuit.
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Thanks for the tip pootrain. To shift gears on this thread a bit, I figured I'd take a look at Empire Strikes Back. This game is much longer, and even on 'brave' not 'jedi' it was quite taxing just playing in frame advance. I may as well post my first pass play through here in case anyone is interested. Unfortunately the games is pretty long, it came out around 52 minutes, and I'd be surprised to see an honest TAS come in too much shorter than 45 minutes.
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Tompa, thanks for your tips. I think I improved interrupting the slide in the middle of the run, so there probably are some places early on where it isn't the best. It is a bit difficult to say with the random nature of some things though. I thought I needed to jump to get the weapon upgrade in the first level, but it is possible that I don't if i interrupt the slide in the right place. Thanks for the tip on level 4, I did try L and R on a few things, but maybe not as much as I could have. There may be some places where I can take advantage of the thermal detonator, but it does have a bit of lag, and it is also only available for at limited time. This would be even more helpful if I could manipulate some drops close enough to boss fights. I didn't really put much effort into manipulating the drops. For level 11, I'm not sure how much more can be done to get the small robots to push you along. I won't count it out, but for the most part you're probably better off just sliding along. I did try using L/R to manipulated the platforms, but it didn't seem to work. I may not have tried the manipulation far enough ahead, and I didn't check the RAM addresses to be sure. It may be possible. I know the Sarlacc fight looks pretty sub-optimal, but I'm not sure there's a lot I can do. Movement in the quicksand is pretty slow, so jumping is really the only option. I need to move closer and further away to prevent the Sarlacc from retreating into the ground. Also the blaster isn't very powerful. I can't guarantee this fight is optimized, but I'm quite sure it doesn't "look" optimized.
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First I think it might sync in Bizhawk 1.2 if you pause the emulator before loading the ROM. There was an issue fixed just before the 1.3 release where some things weren't getting reinitialized when you reload the ROM (which happens when you start the movie) Second I used Bizhawk instead of snes9x because I really only do TAStudio among many other reasons. To address a couple of other concerns the Sarlacc Pit Monster fight looks pretty bad because I have to keep jumping towards him to keep him from retreating into the ground. Then I have to get away to avoid being destroyed, also shooting the rocks before they hit me is taxing. It's possible that there are a few stray shots that didn't get cleaned up, but almost all of them are to break out of the slide. It won't let me jump mid-slide I'll just slide all the way into the pit. I can break out of the slide to shoot though, so I do that and then jump. Edit: Also running up steep slopes is pretty slow and the slide sends you backwards. Sliding on a gentile slope is ok.
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To clarify a bit, I think TAStudio is usable in at least some reasonably recent svn versions, and probably in the next release. I'm guessing the previous release is probably not usable.
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I was afraid of desync issues. I'm running bizhawk rev 3628 it looks like. I haven't tried playing it back on a released version or the latest svn revision. Edit: Upon further investigation it looks like it does sync about half of the time. Edit2: Bizhawk snes had an issue with clearing the state when you reload the rom. This has been fixed an the run syncs now.
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I've put together what I think is a reasonable run. I'll still have to go through and type up notes and stuff, but I'll post it in case someone wants to check it out. Here is Super Star Wars in 22:00.41.
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There was enough variety in the environments and music, and I didn't see anything wrong with the run. Looks like it would be pretty tough real time. Voting yes for those reasons as well as the beach babes!
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I remember playing this game, and it was fun. I was never able to land on the dumb carrier though. While I'm sure it would be boring to watch straight through on regular speed, but I think the game deserves to have a published run so I voted yes.
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Yeah, I figured I'd start at the beginning with SSW. Here is the first pass. I haven't done any encoding, so I'm just posting the input. I did it on Jedi difficulty, so in my test run I clearly waste plenty of time trying not to die. Any tips or tricks anyone has could be helpful. Clearly sliding is faster than walking, and from earlier in the thread it looks like I can keep the sarlacc from retreating. I found a few addresses. X: 0C63 Y: 0FC9 Sarlacc Health: 0A7B and 003B may be X speed? I'm not an expert with the ram search yet.
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Looks like this thread has been a bit dead for a while, but I think I may work on this a bit. I figured this was a good one to check out for a few reasons. Seems like there were a lot of desync problems, but that should be solved now with bizhawk. I stick to tastudio/tasedit which is why I didn't look at this before, but bizhawk has that too. Lastly it seems somewhat of a natural follow on because I did NES Empire Strikes Back. I did a test run and played through with frame advance to get a ballpark on the run. My run came out at 38:07.87, but there could easily be a few minutes shaved in an honest tas.
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Yes vote. I'm a bit surprised to see so many 'no' votes, especially since the game seems so much better than E.T. which was submitted about the same time. I'm sure there are plenty of bad Atari games and all the bad graphics will draw plenty of 'no' votes, which is a bit sad. I'm sure there are plenty of people out there that played a bunch of these Atari games when they were younger and would love to see them destroyed as a TAS.
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I'm actually a bit surprised about some of the negative feedback. I guess to me TAS is about finishing all games as fast as possible especially through reverse engineering, and only skipping the dullest and least challenging. Definitely a yes vote. I actually played around with E.T. when Atari started working in Bizhawk and put together a tastudio run. My run ended up at 30.50, so this submission is clearly superior. I was a little surprised not to see the teleport used in the run. I realize it costs a few frames and you have to find it, but that didn't save time? In summary: Good run.
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goofydylan8 wrote:
NitroGenesis wrote:
goofydylan8 wrote:
download link
Lol, wrong link. It's not BizHawk_1.0.4a.zip, it's BizHawk-1.0.4a.zip. Anyway, SMS works good for TASStudio on my end. Maybe you could come on IRC and discuss.
The link on the Bizhawk Release History Page still has the one I said. I need to look into it again. I haven't tried basically since that day and I and am feeling burnt out from the NES games I am currently trying so a new Emulator/group of games could be refreshing.
I'm not sure what the exact state of the release is, but TAStudio should be working for other systems on the current trunk. I also recently fixed an issue for atari 2600. There are plenty of features that are either missing or don't work properly. Let me know or log an issue and hopefully I can continue to make improvements. Also you can head to the #bizhawk IRC channel if you want more of a live discussion.
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I don't really know C# or dotnet, but programming languages are all similar enough. I'll have to dig in a bit to figure out if I'm capable, but I'm sure I'll have plenty of questions about the TASEdit implementation as well as the BizHawk engine. I'm sure the port won't be simple, so hopefully I'll be able to study it for a while and see just how big of a task it is.
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Thx for the quick response. I know there are some players like me that only use TASEdit and lua. I wanted to see if I could tweak the movies I made to get them to sync, but I'd rather use TAStudio to make the changes. TAStudio shows up as a tool, and parts of it seem to do what I would expect, but it clearly seems like a partial implementation. Once I get the thing to compile I'll have to take a look at the TASEdit implementation AnS did. It would be nice if we could get TAStudio up to basic functionality and then move on to adding features.
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