Posts for sinister1


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Joined: 8/4/2009
Posts: 14
Can anyone explain why horizontal screen scrolling can be impacted in 2 player mode by how one chipmunk throws the other? Context: In some screens you need to scroll the screen to a certain point horizontally before you can start to ascend vertically and scroll the screen upward (e.g. Zone D screen 3). If you throw your partner normally by pressing B after the first enemy there is never any problem. BUT. If you use the four frames faster method of throwing diagonally (up + right + B) it will sometimes cause abnormal horizontal scrolling that requires you to move much further right before you can scroll vertically. This is inconsistent and only happens around half the time. Is there a way to make the screen scrolling consistent while still using the faster throw? Video for route example of using normal throw - https://youtu.be/WEiSc-yq0q8?t=196
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Joined: 8/4/2009
Posts: 14
Memory wrote:
I'm interested in tackling rescue rangers 1, fcxiaopengyou, are you still planning on working on the game?
Please contact me if you work on this game. I have several improvements to the last TAS WIP that Aglar shared.
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Joined: 8/4/2009
Posts: 14
Aglar wrote:
sinister1 wrote:
MAJOR UPDATE: This strat obsoletes the current TAS by over 2 seconds. Probably more since you can likely find a way to trigger the zip like in the current TAS, which is much faster than this box throw setup that can be done easily in real time: https://twitter.com/sinister1sda/status/1168773232276541440
Nice to see such crazy strats are making it's way into the spectacular world of RTA! Regarding the TAS though, there are faster ways to make it past that (and every other) area. I made a post about it way back in this thread, with some movefiles. But I suppose not many people check those nowadays, so here a youtube link to the fastest completetion of the first level: https://www.youtube.com/watch?v=BSdsym76GKA&feature=youtu.be
Thanks for sharing this, Aglar! I had missed it somehow and I have lots of questions now, haha. 1) Regarding the extending of zips to different levels. I was only able to replicate this in real time when falling to a lower level over a gap (e.g. right after Zipper). I was wondering how you can jump and get to higher levels while zipping? Is this something that could be done in real time? 2) It appears that you trigger one zip just as Chip is coming out of balloon. How is that done? 3) In our real time testing we have struggled to identify what exact parameters are required for a successful zip (0 hits or 1 hit) in stage 0 Zipper section but it seems that Chip must be the one to both get Zipper and hit Dale with the box for it to work. Any insight into why this would be the case? Do you think that other ways are possible without the floor electricity/enemies getting 3 hits in during the zip? For reference here is our current strat in real time: https://www.twitch.tv/videos/482181168
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Joined: 8/4/2009
Posts: 14
MAJOR UPDATE: This strat obsoletes the current TAS by over 2 seconds. Probably more since you can likely find a way to trigger the zip like in the current TAS, which is much faster than this box throw setup that can be done easily in real time: https://twitter.com/sinister1sda/status/1168773232276541440
Experienced Forum User
Joined: 8/4/2009
Posts: 14
Greetings, TAS friends! I would like to share some information that I believe would help obsolete the current TAS and a wacky glitch that could produce something someday. 1) If this was not already known you can drop down through the floor when zipping and continue zipping. Furthermore if there are subpixel problems in setting up a zip that would make it impossible (doubtful for a TAS) you can throw a box into your partner and jump into his sprite to initiate a zip. 2) There are two places where I believe zipping to be faster than the current TAS - The end of the first screen in G has a long straightaway after two metal blocks and I have tested it the final gator will jump over you while zipping. I would recommend carrying close to that point for lag reduction rather than killing all the enemies. Also there is a section in the 2nd screen of I that comes just after Zipper that is a similar distance and is unobstructed. 3) This glitch has been known since at least 2013 by speedrunners but if you are carrying your partner and jump into the Robot boss of stage D you trigger a major glitch where physics/sprites become messed up and you can even change the sprites with certain inputs. I am hoping this would lead to being able to manipulate otherwise unchangeable RAM values and trigger ACE or a wrong warp to another bonus stage after killing the boss. A long shot but worth investigating. Here are some videos to help show what I am talking about. These are for demonstration purposes and are not intended to be the actual TAS strats. https://twitter.com/junkyard_dave/status/1163633150641111041 https://twitter.com/junkyard_dave/status/1163779741284855808 https://www.youtube.com/watch?v=EtxfTsr7f0Q&feature=youtu.be&t=416
Post subject: Possible wrong warp
Experienced Forum User
Joined: 8/4/2009
Posts: 14
Hi friends. This warp glitch was reported to me once before but without video evidence (it allegedly occurred in during a screen transition in 2-2 warping to act 2 boss). This time a different player got it on video so check it out and see what you think. Note that this is being played on a PowerPak. https://www.twitch.tv/videos/171875534?t=1h42m12s
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Joined: 8/4/2009
Posts: 14
I'm so happy this is happening! Such a challenging TAS to optimize, but McHazard is doing an amazing job so far!
Post subject: Re: TMNT: Turtles in Time
Experienced Forum User
Joined: 8/4/2009
Posts: 14
Lorenzo_The_Comic wrote:
The only improvement I know of would be the boss fight against Slash. I used to just copy mikwuyama when I did casual "TAS"'s for this game. Was there any multi-system-same-input BizHawk runs?
There are dozens of improvements. Dozens. The sum of my best stages in real time is faster than the current TAS by a few seconds. My best run ATM is 19:38 and I have been finding improvements steadily. If someone really wanted to TAS this game I would work with them to find things. There is also a rumor of a wrong warp that I challenge anyone to find. It is supposed to happen early in stage 4 and warp you to the loading screen of the elevator in stage 4. I imagine it could save 1 minute or more.
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Joined: 8/4/2009
Posts: 14
Ero-genius wrote:
WOW! This was not expected. I haven't watched yet, but based on your submission text you saved some significant time on what was an already pretty optimized tas. Can't wait to watch this! [Url=http://www.mediafire.com/download/mko70xm5qvw7v1s/miketysonspunchout-tas-mchazard_10bit444.mkv]Here's a TAS Video standard encode[/url] for those who need it. Edit: I replaced the previous file with one that now includes a chapters menu for your convenience. So you can now skip cut scenes and go straight to the next fight. I'm not sure what media player you guys r using but in MPC-HC use page down to skip to the next fight and page up for the previous fight. I don't know, I hope that helps. Almost forgot.. That was fucking amazing!.
Thank you for posting this encode. @McHazard, this is a truly amazing accomplishment. The previous TAS was already one of the greatest ever. I cannot believe you were able to improve this many fights. Congratulations on this TAS, it is simply awe inspiring. I will have to go beat some Matt Turk times now ;)
Experienced Forum User
Joined: 8/4/2009
Posts: 14
Great job Xipo! I will definitely try to improve my 1p speedrun of this game (11:22) using some of the brilliant strats you came up with.
Experienced Forum User
Joined: 8/4/2009
Posts: 14
mikwuyma wrote:
Nitsuja's TAS is really old and both Sinister1 and I have found a bunch of improvements. If a TASer needs help with the game, I'm pretty sure Sinister1 and I could provide some help and feedback for anyone interested in TASing the game.
This. I would love to see an updated version of this TAS. I think around 30 seconds to 1 minute could come off this run.
Experienced Forum User
Joined: 8/4/2009
Posts: 14
Hi I am sinister1 and speedrunner of this game and I have been working on it a lot lately. I was hoping you guys could help me shed some light on something. What is it that controls when you can scroll the screen after Krang appears in stage 1?? I cannot seem to figure it out. I have had times where it will just randomly let me scroll it earlier than others. Most times it is pretty consistent, but I want to know about these anomalies and if it is something that can be controlled. The best I can come up with is making him appear as early as possible so he will go away as early as possible, but there is still the question of those random times where you can just scroll the screen almost immediately instead of having to wait ~3 seconds.
Experienced Forum User
Joined: 8/4/2009
Posts: 14
Oh hell yeah I love this game. Been waiting for years to see a TAS of it. Maybe it will even motivate me to do a speed run of it.
Experienced Forum User
Joined: 8/4/2009
Posts: 14
@adelikat 1st of all congrats on a fantastic TAS, I loved every minute of it. I had a crazy idea for a substantial timesaver. It would be in Mission 2 right before the chopper that drops 3 sets of enemies out. After beating the Ropers climb up the 1st and 2nd vertical pipes. Instead of climbing up the 3rd vertical pipe that initiates the chopper could you move to the far right edge and do the double knee to send both characters flying across to the next area? It is a very short distance so it is just a matter of whether or not the screen will scroll without beating the chopper enemies. I know that if you are on that side after beating the chopper enemies there is no wall there and you can pass through back towards the pipes so maybe it works from the other side as well. Not sure at all if this would work but if it did you would save a big chunk of time by skipping the chopper.