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Indeed. These definitely warrant a new TAS
Preliminary testing has brought MZ2 down to 0:44, and SBZ3 down to 0:10
When I improve the TAS, I'll check for any other places these techniques might be usable.
How fleeting are all human passions compared with the massive continuity of ducks.
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Determination: Shout and twist has wind which blows to the left. It blows in gusts of "random" strength, and your version seems to be getting stronger gusts thus far.
How fleeting are all human passions compared with the massive continuity of ducks.
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Yeah, that would be good so i could compare them better.
Edit: It suddenly also occurs to me that the vectorman games behave differently depending on your sample rate. Does your movie have the same sound rate as mike's? That could be part of the explanation.
How fleeting are all human passions compared with the massive continuity of ducks.
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Are there any moving platforms or such in the area where you're losing frames? Perhaps their timing was altered by getting to the level so much earlier.
You're also misusing the term "subpixel". Subpixel positioning is completely invisible, and vectorman only has 256 subpixels per pixel.
The idea that you would lose 7 frames in 200 subpixels is ludicrous, because it would mean that you basically stood still for 7 frames. If you lost 7 frames in 200 pixels that would make far more sense, as 200 pixels is more than half the length of the screen.
Anyway, if there aren't any timed platforms you have to wait on, it's possible that there's lag.
Also, have you tried watching Mike's movie in frame advance with the ram watch on and/or duplicating his input to see what you're doing differently?
How fleeting are all human passions compared with the massive continuity of ducks.
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P.JBoy wrote:
The submission I've quoted hasn't linked to FractalFusion's homepage
The fact that there is a http://tasvideos.org/FractalFusion.html does not mean that bisqwit has edited Fractal Fusion's user entry to make tha this homepage.
By comparison, look at any published run by adelikat, foda, dehacked, Baxter, Deign, or JXQ. (to name a few)
How fleeting are all human passions compared with the massive continuity of ducks.
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Bisqwit wrote:
upthorn wrote:
to get to the page for the currently published run, you have to go to the page for all runs on that console, find the publication, click "view the submission for this" and then "click to view the actual publication".
Or,
* for editors, click Edit, click Back to the movie entry
* mouseover the game name, enter the ID into URL (if it says #552, enter 552M.html)
Admittably, neither is a really good option.
Indeed. It would be nice if clicking on the run name took you to the current publication of it.
For example:
example wrote:
SNES "any%" Super Metroid (JPN/USA) in 40:57.85 by Ryan Foley (aka. hero of the day).
Download AVI file via BitTorrent (size: 108 MB, length: 45:14)
Download snes9x movie file (.smv) (date: 2007-02-09)
Read author's comments in submission #1441Discuss this movie
Obsoletes movie #311 (46:37.08)
Rating: 8.6 (30 votes) — Rate this movie
- Aims for fastest time
- Takes damage to save time
- Abuses programming errors in the game
- Manipulates luck
- No predefined saves
- Genre: Action
- Genre: Platform
Super Metroid is a sequel to NES Metroid, with bigger and better graphics and music.
Due to how the game tracks time, the in-game completion time is 25 minutes, and 18% of items were collected. However, this movie aims for lowest real time as opposed to lowest in-game time.
Compared to the predecessor movie, it accomplishes that 5 minutes and 39 seconds faster.
How fleeting are all human passions compared with the massive continuity of ducks.
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Most of the time I couldn't figure out what the hell was going on.
Considering the game looks like it ought to be a pretty straightforward platformer, this is a good thing. Yes vote.
How fleeting are all human passions compared with the massive continuity of ducks.
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Morrison wrote:
Just go to the page for the currently published run and click on the "History of this Entry". From there, you can easily navigate to links of previous submission texts. :)
The only problem with this is that to get to the page for the currently published run, you have to go to the page for all runs on that console, find the publication, click "view the submission for this" and then "click to view the actual publication".
How fleeting are all human passions compared with the massive continuity of ducks.
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PirateFaafy wrote:
This video was very entertaining for me. It brought back all kinds of memories, too, so thanks for the nostalgia :D Also, for some reason I never before noticed that the pig had moobs o_O
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Can the submitter add some explanation of what was done differently here than in AKA & Swordless Link's run? 2 seconds in 405 are kind of hard to notice normally.
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DDRKhat wrote:
I have not at all revealed the code
If you let people know tweaker gave you the code, they may think that they can just pester him until he gives them the code, too and so on.
And it also sounds like you're bragging about tweaker doing special stuff for you.
Both of these results can be annoying to him.
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I have no intention of releasing a camera hack gens for megamix before a finalized version of megamix is released.
Addendum: I'm actually a bit vexed that people have wasted this much effort TASing this version already. The whole point of the SHZ TAS I posted on youtube was to try to quiet the activity for the moment, hoping that people would recognize that there's no point in TASing this version, and if there was a point to doing so, I'd be all over it.
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DaShiznawz wrote:
1. Frame Advance. I understand how to use it but barely. I know how to hit a certain thing on a certain frame but I don't know how you guys always know what frame what needs to be hit.
There are two ways to know what frame something needs to be hit:
1) Exhaustive testing (as follows)
Make a save state you know is before the first possible success.
advance one frame
Save state
Try it and see if it works
If not, load the state and repeat from step 2
2) Finding a Target Window (if the success of a maneuver depends on the position of something similarly timing-dependant), you can do the following
Save state
Measure the number of frames it will take to get into a proper position, and perform the maneuver. Write this number down somewhere (I will call it "Len")
Find the first frame that whatever you need to wait on will be in a usable state. Write this frame number down somewhere (I will call it "Target")
Load state
Advance to "Target" - "Len"
Save state (in a different slot than your previous one)
Perform your maneuver
If it fails, load your most recent state, advance 1 frame, save state, and try again until the first frame it succeeds
If it succeeds, load the prior state, and advance to one frame earlier, to test if you got it on the first possible frame. Repeat until it fails because you started too early.
2. It seems like everyone here always knows what to do. Like if I chose a game I wasn't already used to speed running where I knew a good amount of stuff (like I did with Oot) I wouldn't know what to do. I think someone on here said something like "you don't need to be good or familiar with a game to TAS it." How can that be. If I had some guidlines to follow or a route I might be able to produce something nice but I want to be like the other people here.
Well, moozooh already linked you to the list of general tricks, which is a good place to start. Some games (super mario world, megaman, etc) also have specific lists of tricks for them.
Remember, also, that it is easier to fix something early than it is to fix it late, as many games are very easy to desync when hex editing, and most emulators won't allow you to record from a certain point without erasing everything after it.
What I always do when TASing a game I'm not totally familiar with, is do a sort of sloppy test run first, to get comfortable with the engine, and find glitches. Then I start over from the beginning with a more serious run. I understand that this isn't always feasible with longer games (like Ocarina of Time), but you can still do something like a sloppy run through an area to find a route, and then redo that area with tighter timing and such.
How fleeting are all human passions compared with the massive continuity of ducks.
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DDRKhat wrote:
Raiscan wrote:
Theres a way to do it in the menus. Upthorn told me, I remember. Theres a cheat code that accesses a debug level select with the extra mode as an option. In fact, recorded reset probably isn't needed.
While I do know that code, I promised Tweaker I would not reveal that code and I keep promises. The recording would clearly present the code, all you have to do is watch it at frame-advance. P.S you can only play ONE ZONE in that mode and it will take you back to the title screen.
Not if you toggle extra mode on, then go from there to preferences, select "exit", and start a new game normally afterwards.
How fleeting are all human passions compared with the massive continuity of ducks.
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YautjaElder wrote:
Manocheese's speedrun will actually beat the current TAS's time, even if you were to count the introduction cutscene.
A lot of the time saved comes from save-warping, though.
How much time saved comes from the item menu not freezing the game for five minutes whenever its used?
How fleeting are all human passions compared with the massive continuity of ducks.
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adelikat wrote:
As far as TASvideos image, I think keeping Guano's movie looks worse.
P.Dot's movie is unoptimized in highly visible ways to people who aren't even familiar with the game.
Guanobowl's is unoptimized in ways that are only visible to people who are highly familiar with the game.
Even though P.Dot's is much faster, it also looks much worse.
This is why I am against publishing it and even more against it obsoleting the currently published movie.
Edit:
Adelikat: http://tasvideos.org/Moozooh/MostPopularExcuses.html#8
Fabian: http://tasvideos.org/Moozooh/MostPopularExcuses.html#9
How fleeting are all human passions compared with the massive continuity of ducks.