Posts for theballaam96


theballaam96
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I haven't done any timing with the new trick, but I can't see why PAL wouldn't be faster
theballaam96
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Particularly love how different the clean cart TAS route is (compared to the dirty cart RTA route) and how crisp the execution is in this TAS. Yes Vote
theballaam96
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Perspective Force Slide was found which changed the start due to being able to travel at a higher speed under certain conditions. Jumpslide Crouch Cancelling was also found which optimised a few of the jumps where we previously had to wait out a jumpslide (a slide where Jim looks like he's jumping due to a certain floor type) until we could walk again to do a superjump. Whip Jumps as well, which is a minor movement technique that allows you to travel 3.8% faster if you whip just before landing from a roll-jump
theballaam96
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Doesn't it count as copyright infringement? I know that when a submission is made that at least TASVideos has the TASer's permission to upload an encode to the TASVideos channel, but surely submitting a TAS doesn't give encode upload permissions to anyone else?
theballaam96
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theballaam96
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feos wrote:
I didn't understand this part at all.
What I mean is that if one frame or two that could be saved is found by a judge when judging a long TAS, from what I have heard from others, the run is generally accepted even though it's not 100% optimal (unless there is some other factor that comes into play). However, you would reject a RTA-style submission ("Wouter goes bananas" is just a hilariously bad run that was submitted to SDA) since it is clearly unoptimised, and proves as an example of what the optimisation rule intends to do. From my perspective, that intent is to ensure that runs that are submitted to the site are of high enough quality, but that the bar is at a level that doesn't exclude everything that is not 100% perfect with 0 frames lost in total. This is also highlighted in the judge guidelines ( http://tasvideos.org/JudgeGuidelines.html ) In a similar stance, I believe that the PAL rule definitely wants to rule out scenarios where you get that 2m timesave from text but 90% of that is lost to the 50fps, however I feel like this run isn't a case of what the rule should be getting rid of (see Ringrush's reply). Being strict with the rule gets rid of runs like this, as shown by the current decision, however if the optimisation rule is applied strictly (no frame losses whatsoever), then it would be hard to a 3D game published and would make people less likely to submit. The TAS gains entertainment due to getting to the actual gameplay faster and loses 2-NTSC-framesworth of time (If a hypothetical NTSC TAS lost just 2 frames, it could be argued that this would be accepted, so what is the difference?) Being strict with this ruling doesn't benefit any party and everyone loses (The TASer, TASVideos, The Audience). To add to what RingRush has said, I find it hard to justify in myself to go through another month of TASing on NTSC in the near future just to produce the same run, but 0.74s+ slower because of cutscenes when I have other things to be getting on with (eg. 100%). Does an NTSC "TAS" exist? Yes, but only in video form because I do not have the input file anymore, and even if I did have the file, I couldn't submit it to TASVideos because it's unoptimal. But I don't think I ever mentioned making another NTSC Any% TAS in the near future unless something gets found that makes NTSC faster
theballaam96
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I understand the reasoning for the rule, since it would be undesirable to publish a movie that was faster on PAL purely because it saved 2m to text over NTSC but lost 1m50s to 50fps. Unless of course this hypothetical run then saved another 10s for PAL because of some PAL-only glitch, in which case it would provide something unique for PAL. That I get, and hence I understand why the rule is in place. My personal disagreement with "because this is on PAL, it should be rejected" is more because that initial disqualifier (losing time to 50fps) is so marginal (0.06s), especially in comparison to the time saved (0.8s). I get that there has to be a line so that the initial case I mentioned doesn't occur, but I feel like this run is not like that initial case that the rule is trying to prevent and that the line should be somewhere in between this run and that hypothetical run. Just like the optimisation rule, I know a longer run has more room to breathe in terms of frames lost to suboptimal inputs. However, where is the line drawn in that respect so that the TP Any% TAS which might lose a frame or two overall gets accepted but someone submitting the input file for a "Wouter Goes Bananas"-esque DK64 101% submission ( https://youtu.be/_FBGO6Lm6O8 ) gets rejected. Personally, I feel like this submission lies on the TP Any% side of things and not the "Wouter Goes Bananas" side.
theballaam96
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I have a video of a NTSC rough TAS, I do not have the input file anymore. Plus it isn't at an optimisation level I would be happy with since it was made with the intent of demonstrating what Any% would look like with the glitch which was new at the time.
theballaam96
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Assuming that this basically means that the submission is getting rejected, whilst I personally disagree since the deficit PAL brings in terms of gameplay (0.06s as mentioned above) is so small, especially compared to the benefit it brings to the overall TAS time, I understand the reasoning.
theballaam96
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I see. Well to provide information on this case, between cancelling the final textbox to the computer and activating the credits trigger, given the 1.2x scaling factor, the slowdown to PAL is not that large. The losses would come from cooldown-dependent timers. The only case which comes to mind are the superjumps. There are 6 superjumps in the run. Each of these require 2 crouching frames before a B+A input which initiates the jump part of it, after which, you can start moving. Essentially, a 3-frame countdown clock. The difference for 1 superjump is 0.01s, so 6 would be 0.06s.
theballaam96
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Yeah, I have the NTSC Rough TAS as a video. I don't think I kept the input file unfortunately. The only input files I have are of the "final boss early" version of Any%. Video: https://www.youtube.com/watch?v=TJcMcIKPC2I (Note that the title is RTA timing. The TAS time of this came to 51.6x iirc. It's noted in the description)
theballaam96
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Regarding the PAL choice, if it's in terms of whether PAL is faster than NTSC: I made a rough TAS to demonstrate a run with the skip a while ago on the NTSC version. At that point in time, the benefits of Jibber Jabber were not known and so it was just assumed that NTSC was faster. When it came to making this TAS, I started out by making a rough TAS of a similar optimisation level on PAL to see whether the timesave from Jibber Jabber would be enough to counteract the negative effects of PAL. The PAL run was a little under a second faster, and after analysing what parts of the run I was saving time in and where I was losing it, PAL came our as the faster option. If it''s a matter of language, I would make the cases that the language choice not only makes the run faster but reduces the gameplay-to-cutscene ratio.Plus the text is on screen for only 5 frames regardless.
theballaam96
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PAL does compensate in terms of player speed at the expected 1.2x conversion. Unfortunately you can't jump quite as high (to a very small degree, but given how tight the 1st and 2nd jumps are, it's noticeable) PAL runs slower for cutscenes and gameplay aspects locked to a timer (eg. Textboxes have a cooldown timer of 5 frames, which means that you can only progress through textboxes once every 5 frames. This does lose you a bit of time (0.0167s) per textbox for PAL vs NTSC). The downsides from PAL are more than compensated for with the language selection. You save 0.833s from PAL by the time you get past the textboxes talking to the computer, despite an additional screen and having to spend 10 frames scrolling through the languages to get to Jibber Jabber: https://www.youtube.com/watch?v=MoALnwPBPUQ&feature=youtu.be
theballaam96
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Yeah, the unfortunate thing with the credits trigger glitch is that the camera locks itself onto the Memory (red) tunnel, meaning that you can't see the start of the credits as intended. This is the credits under normal circumstances: https://www.youtube.com/watch?v=p3tuz8HWt_M&t=3m34s
theballaam96
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Updates on the TASing scene for this game and just game updates in general: ANY% In terms of Any%, the game is now entirely skippable, not only can you get into the Final Boss Early, but you can also skip the boss fight altogether due to a left-over trigger above the hub. Final Boss Early: https://www.youtube.com/watch?v=sq_1DaZJHts Final Boss Skip:https://www.youtube.com/watch?v=aHnW2V7I1GI I have roughly TAS'd both versions of "Any%" (The no kim skip TAS being made before credits trigger early was found) Any% (Final Boss Early): https://www.youtube.com/watch?v=EdCpz_XXEqU Any% (Final Boss Skip): https://www.youtube.com/watch?v=TJcMcIKPC2I I am in the process of making a full-blown TAS for Any% which will (likely) be done on the PAL version of the game. The PAL version has a language select feature which allows you to use a silly language called "Jibber Jabber", which reduces the amount of textboxes in Any% from 29 to 10, which is enough to potentially counteract the lower framerate. 100% In terms of 100%, I have routed this out and did actually start work on a TAS/LOTAD of this. However, I have discovered a huge level reorder that should save a substantial amount of time, and thus makes everything past the 38s mark of my progress obsolete. Old 100% TAS WIP: https://www.youtube.com/watch?v=iX-UGx-uBmo The whole game is pretty much wide open, the only levels you cannot enter early are: Barn to be Wild Psycrow Lord of the fries (There is a way to enter this from Out of Bounds, but you need to enter Lord of the fries to spawn something to be able to get out of bounds) Violent Death Valley The Good, The Bad and the Elderly Bob and Number Four This is heavily assisted by the fact you can enter any sub-hub from the start of the game with a similar out-of-bounds to Kim Early. As such, the 100% TAS level order would be: Death Wormed Up ( https://www.youtube.com/watch?v=UKxW5JzrvCc ) Boogie Nights of the Living Dead ( https://www.youtube.com/watch?v=yKspmOngOIs ) Are you Hungry Tonite Fatty Roswell Lord of the Fries Barn to be Wild Psycrow Coop D'Etat Professor Monkey For A Head Poultrygeist Poultrygeist Too Violent Death Valley The Good, The Bad and the Elderly Bob and Number Four Earthworm Kim The main purpose of this dramatic re-order is to speed up the memory section of the run, where the current fastest route enters 'Barn to be Wild' twice. Once to unlock Psycrow, and the second to beat the entire level. The memory and happiness sections are interchangeable, but Happiness before Memory is obviously more entertaining. A 100% TAS with this re-order will be in the works after Any% is done. RTA record for 100% is 1:46 (Sums is 1:40), I expect the TAS to get somewhere between 1:10 and 1:20 Below is a taste of a TAS'd level in case you want more than just Coop D'Etat. Boogie Nights 100% in 3:10.10 (RTA Record is a little over 5 min): https://www.youtube.com/watch?v=SKFLcxS6lSI GENERAL Lots of stuff has been found which saves a bunch of time over RTA, I have a playlist on YouTube full of a lot of the stuff that I've found with assistance of emulation / ScriptHawk. Playlist: https://www.youtube.com/playlist?list=PLmlB_F3rGGREAgQ-4rHsftw9TSP0eA0F4 ScriptHawk: https://github.com/Isotarge/ScriptHawk EJ3D Discord (Where all the talk goes down): https://discord.gg/HJ54Zj4
theballaam96
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A top-tier TAS tbh, very impressive with the improvement of the RTA record with the glitch discoveries, and the TAS looking as clean and impressive as it does