Posts for slamo


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Experienced Forum User, Published Author, Reviewer, Expert player (2393)
Joined: 5/21/2013
Posts: 414
Ilari wrote:
Looks like the issue is with FPU (the FPU is well-known to be badly emulated). I can easily reproduce the level 0 glitch with FPU present, but attempts without FPU fail. Also, I think that given the game: - CPUDiv should be raised (faster emulation, more lag, but the game is simple enough not to lag in-level even with pretty high values) - "SET BLASTER=A220 I5 D1 H5 T6" before the game and see that it detects Soundblaster (it says so in startup texts). I didn't test the level 1 glitch, but it could be caused by the same issue...
Thanks, looks like that does it. I haven't tested it on level 1 either but the glitches have similar characteristics (randomly zipping somewhere and losing collision detection) so I'll stick with it. What CPUDiv do you recommend for this game? High as possible without lag?
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
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Nach wrote:
That looks seriously wrong. Are you using the Adept Software release of the game?
Yeah, it's the freeware version from their website. I think this plus the issue I pointed out on the last page are emulation problems. Everything works fine in DOSBox.
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
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Ran into a problem in level 1, unfortunately. Teleporters don't work properly with enemies. If the tracker robot enters the green teleporter it shows up here: I don't think it would be fair to continue the run like this, it will have to be on hold until there's a fix for it. If there's anything I can do to help then I'm up for it.
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
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Ilari wrote:
slamo wrote:
About the timing - should I believe the time in JPC-rr, or is there a problem with my encoding? JPC-rr shows about 19 seconds at the end of the movie but the avi is 43 seconds.
The timing in emulator is accurate. The game should run at bit over 70fps. Upload the actual JRSR to http://tasvideos.org/userfiles/ ?
Here it is: http://tasvideos.org/userfiles/info/6830194268168014 Shows 17.92 s, weird how the avi is so much longer. Although the game speed looks fine in it.
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
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Second WIP, saves about 3 seconds: Link to video A new route and a couple new tricks have been implemented. Using ladders to gain speed (I'll just call it "ladder-boosting") saves several frames each time you do it, so I'm keeping an eye out for any opportunities for it. I not only used it to get in the stone room but with a couple other ladders as well. Also used the phaser to fall more efficiently in a couple of places. About the timing - should I believe the time in JPC-rr, or is there a problem with my encoding? JPC-rr shows about 19 seconds at the end of the movie but the avi is 43 seconds.
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
Joined: 5/21/2013
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Nach wrote:
Can using your phaser while flying be abused to gain velocity in a preferred direction?
Just tested this and it appears that you can, in a way. The phaser has sort of a "correction" system in that it will position you into the center of the nearest wall (or block of empty space) if you are outside of it. This can be abused for example when you need to drop down one square while flying. Normally you would have to turn the jetpack off for about 8 frames, which sabotages your horizontal velocity. Instead, you can fall for about 4 frames, put the jetpack back on, and then turn the phaser on, which will push you down the rest of the way while still maintaining some velocity. For a drop of more than one square I would probably chain these together, if there's room for it. Thanks for the idea, I'll have to implement this. I'm just glad this is all getting figured out early.
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
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Thanks a lot for the replies guys
BrotherMojo wrote:
1: I think climbing the ladder would be faster than flying up, since climbing gets to full speed instantaneously. 2: I'm not sure about this one, but you spend a lot of time turning around so it might be faster to land briefly and reset your vertical velocity. 3: You spend a lot of time accelerating to the right. Can you instead walk on the platform for a frame or so to get back up to full speed? 4: Clipping the ceiling here wastes a ton of time reattaining your vertical velocity. Start your ascent later to avoid that. There are probably more, but these are the ones that stood out to me.
1. Good point about the ladders, in fact even climbing one frame on a ladder boosts your vertical speed quite a bit. After some testing it looks like climbing up for one frame and then flying the rest of the way is the fastest way up, very useful! 2. Gave this a look, it is about a frame faster. 3. I played around with this and it didn't seem to make a difference. This does work in dead-end corridors though. 4. Absolutely, that was kind of sloppy.
Svimmer wrote:
Is full-speed flying faster than running on regular bricks? I think Mojo is correct about landing to reset momentum.
Yes, flying is faster horizontally than running because of the friction, although scraping along the ceiling doesn't seem to slow you down - must have one of those frictionless helmets :) I made a route change as well. Going right after you grab the tank, doing the loop, and then getting the gems in the stone room after saves about 20 frames. I should have a new WIP up fairly soon.
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
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Here's a quick WIP I made of the first level (no sound): Link to video My initial theory is that momentum is going to be pretty valuable, so I took kind of a snaking route here to conserve it as much as possible. One thing that surprised me was that phasing the block at the top and falling through was actually faster than going down the ladder and around by 2 frames. Climbing down ladders is very costly I suppose, and should be avoided. This being my first TAS I'm very much open to feedback. I plan to redo this level a few times using different routing theories to get a better idea of how to run future levels and polish my maneuvering skills.
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
Joined: 5/21/2013
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I've been messing around with the random powerups in this game and it just doesn't seem possible to manipulate them...after some savestate abuse here's what I've found:
    The only way I've found you can affect the powerups is by holding the phaser on, and even this doesn't offer any real control. The powerups that would have appeared without the phaser either appear slightly sooner or end up not appearing at all. The time the game is started does change how the powerups generate, however abusing this wouldn't be very practical since there are 100 levels to plan out. I couldn't find any action the player can use to advance or reset the RNG. Powerups will appear in the same place after pausing, using the boss key, changing the game speed, and even level warping (assuming the spot in the next level is empty).
Although it would be awesome to manipulate powerups to appear when and where I need them, this should still make for an interesting run. I'll see if I can get around the emulation issues for now and try routing out the first few levels.
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
Joined: 5/21/2013
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I'm interested in this game as a first TAS but there appears to be a problem with the emulation. In the first level in certain spots you just seem to vanish when moving from one block to another. An example: On the next frame, holding left: Gone! After that he pops out near the golden vases and just drifts down ignoring all collisions. Am I missing something or is it just not being emulated properly?
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