Posts for warmCabin


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Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
Location: United States
Quantizing to the nearest Super Mario Bros tile is insanely cool. Do you happen to have a VOD of your console sync attempts? Not that I have any remote ability to help, I just wanna see. I'm also curious about your $2002 false positive thing. If I'm understanding this correctly, since TASers can predict the future, you pump in an extra input each frame to tell your code what's going to happen?
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
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872 rerecords on 999 levels? I guess that means you have a 12.7% prediction rate on what the car will do. Neat! With hot dogs, sharks, and potatoes, there's a nice variety of gameplay here, and the music is really catchy and pleasant. At around level 438, I entered a sort of zen. I stopped seeing the individual levels and started to see the bigger picture. About Wario, TASing, video games... everything.
Experienced Forum User, Published Author, Player (210)
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Randomno wrote:
1976: Four color theorem solved by computer. 2024: Color a Dinosaur four color theorem solved by computer.
Damn, shoulda waited for the 50th anniversary!
CoolHandMike wrote:
The "background" having different colors on some of them like between the legs is a little jarring
I gotchu. Look, they can even be 3-colored!
FractalFusion wrote:
Last year, I had planned to make a script to find miracle frames (more like, find the click location that minimizes coloring time), but never got around to it. It probably wouldn't have helped, considering that click location is not the only factor determining the coloring time.
It might yet! I don't know if the surrounding colors really affect it, or if I was just getting confused by the pink/yellow discrepancy.
FractalFusion wrote:
The pixels in question: There might be a problem in considering the yellow and gray regions adjacent, considering the purple and pink regions at the same "corner" are equally as close! (The regions to which the four-color theorem apply shouldn't be considered touching at "corners".)
I dunno, don't they just look... touchy? This is kind of how I see it. But then again, if this isn't a corner, what is? How do you touch something less than 1 pixel? By the way, my code is online now, which includes all the graphs I created.
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
Location: United States
Synced Rev A on FCEUX 2.3.0 and it saves 90 frames, + 1 from the menu tech.
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
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Something weird always happens with these things! I think you may be overestimating what my script really did for me. Let me walk you through the process.
  1. Manually TAS to the first gameplay input
  2. Use TASEditor autofire to generate a baseline of up mashing
  3. Sprinkle in some left and right presses to avoid obstacles without slowing down
  4. Use my script to verify that there were no errors in steps 2-3
So if I'm 30 frames late or whatever to the first gameplay input, that's on me. And I know you probably don't trust me after the toenail incident, but I promise you I am not that sloppy. Let me detail some of my test results. FCEUX 2.3.0 I have deeply personal reasons for not wanting to update my FCEUX past this version. Go ahead, ask me if I'm joking. If you look at my inputs, they are lag-perfect. 1007 is the first frame I can press up on the first level with my menuing. Your menuing only saves 1 frame. BizHawk 2.3.1 The version of BizHawk I happened to have. I swear this is a coincidence... I got the same 1007 start frame as I did on FCEUX 2.3.0 (not including your menu save). I tried your movie and it doesn't sync. BizHawk 2.9.1 I get a start frame of 1011. I loaded up your userfile, and...it didn't sync. Huh? I saw a brief pop up that says something about "ROM hashes," sounds like nerd stuff! Probably best to ignore it. ----------------------------------------------- Nah jk, looks like you're using Rev A. I'm using the original release. I thought the ROM name was enough to clarify that (my other one is Action 52 (USA) (Rev A) (Unl).nes), but I probably should have put something in the version box. Sorry for the confusion. Let me rerun my tests on Rev A to confirm that these emulators aren't completely broken. FCEUX 2.3.0 Got a start frame of 989. Your menu thing saves 1 frame. BizHawk 2.3.1 Got a start frame of 998. Your menu thing only saves 1 frame. BizHawk 2.9.1 Got a start frame of 994. Your movie syncs, and indeed is 2 frames faster thanks to the menuing. I still get the hash warning, though... ------------------------------------------- I didn't have time to test past the first stage on all of these, but you get the idea. Still quite a bit of variance even up to that point. Is that normal for most games? Either way, it does seem like Rev A is legitimately faster, and your menuing tech is a legitimate save regardless of emulator or game revision.
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
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Oh boy, here comes Cabin to delay another Rockman 2 submission! I thought this looked familiar...and yep, I messed around with this a couple years ago. Link to video Did you happen to see McBobX's run? He never submitted it, but somehow I managed to get ahold of his movie file and make some comparisons on Liquidman's stage. Link to video My WIP is 79 frames ahead of you, most of which is due to your pausing maneuver at 0:30. In fact, even one pause seems to be a bit slower than just jumping to the left. You are 10 frames faster than Bob. But that's just Liquid; you saved like 20 seconds in Amulet! I really like your Clock climb as well. Link to video Aaaaand just for fun.
Experienced Forum User, Published Author, Player (210)
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I thought all games were timed power on to last input around here. Don't get me wrong, I'm not trying to mooch my way onto the authors list or anything, I'm just surprised to learn this. Is this sort of a legacy thing?
Experienced Forum User, Published Author, Player (210)
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Posts: 228
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Sorry Logan, but the way I see it, this is: Meong in 1:02.06 by warmCabin
  • Meong in 1:07.06 by LogansGamingRoom
We didn't collaborate. Not that I wouldn't! It's just, we didn't. I'm going to make a solo submission with my 1:02.06.
Experienced Forum User, Published Author, Player (210)
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Posts: 228
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I noticed this was submitted and published as a 20:01.37, but if you download the input file, it's still has the blank frames at the end making it a 20:01.94 (72235 frames). I can't tell what the frame count on the actual publication is, but I managed to trim it down to 72182 frames, which would be a 20:01.055. If I'm doing my math correctly, I think you guys only trimmed it to the 7-button flash at 72201.
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
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nymx wrote:
Can you please clarify? Are you saying that your TAS completes the entire game from power on, at 3730 frames? or are you calculating the frame between the menu and ending point?
LogansGamingRoom wrote:
warmCabin… would it be possible to resync meong from your proof of concept tas?
Yep, 3730, power on to last input. No sense just describing it, here's a userfile: User movie #638274530734989987. I was just about to submit it when I saw this one in the queue :/
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
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Shit, I was working on this one too. Found my own route that only takes 3730 frames. How do we handle this situation? As a matter of fact, the run I slipped into my full run test would be a 3734. Same route, but I had two autofire mishaps.
Experienced Forum User, Published Author, Player (210)
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Here you go. I found some good stuff in level 1, a fairly small thing in level 2, and absolutely nothing in level 3. User movie #638266238020257523
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
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Sorry man, I haven't had the time to look into this until just now. I'll post again later tonight with my findings.
Experienced Forum User, Published Author, Player (210)
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This isn't as far fetched as you might think. I have encountered two similar glitches in the past. 1. Zombie Anko Link to video This is an interesting bug where certain shrimps are assigned an incorrect "special pause type" in the data tables, which allows you to despawn an "item" sprite (sprites which are configured to permanently unload once destroyed) depending on the shrimp's action state. Crash Bomb walls are item sprites, but unfortunately, this glitch can only affect this one specific Anko. I didn't see any other sprites with bad special pause types when I first discovered this, but I can double check. 2. Practice Hack Jank Kuumba made a cool practice hack for the RTA community, it's really good. One of the features he implemented was a pause exit, but he did it by jumping straight to the menu code. This lead to a stack overflow bug where eventually return addressees would start overwriting important gameplay data...the first of which was always the solid sprite data, as used by crash walls. He fixed it in the latest version. I will update this post if I can find any clips of it. ----------------- My hypothesis is that you were playing with some janky translation patch that caused issues similar to the practice hack.
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
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nymx wrote:
Not sure how you want to proceed...but I am extending a chance for you to clean up these inputs. i would rather get this fixed, than have you redo a submission.
Thank you, I will take a look when I get back home this weekend. I should've done that in the first place before trusting my 5 year old inputs. Would you mind telling me where specifically you saved time?
LogansGamingRoom wrote:
as the creator of most of the action 52 tases so far, i approve. good work!
It's the Action Gamemaster himseelf! Couldn't just let you get 51/51 😎
Experienced Forum User, Published Author, Player (210)
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Posts: 228
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Me too. If you click on that "true form" link, doesn't it sound like the level 1 music on the triangle wave? Reverse engineering that sounds like torture. You might like Displaced Gamers' video on this game. He doesn't touch on this topic specifically but he does show some interesting stuff about the input processing.
Experienced Forum User, Published Author, Player (210)
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Posts: 228
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Last one, I promise. User movie #638255087602508378 Big thanks to FractalFusion for writing up those adjacency lists in the previous submission. I feel vindicated.
Experienced Forum User, Published Author, Player (210)
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Alright, I found some improvements on 2, 5, and 13, and I added my hot takes on 7 and 16. User movie #638253472486465559 Aaaaaaand I just realized #11's little chest region can be yellow.
Experienced Forum User, Published Author, Player (210)
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Here's the splice, it's 45 frames faster. User movie #638253299285074921
Experienced Forum User, Published Author, Player (210)
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OK, I managed to dig up a WIP from back in April with some of these fixes and some other random hot takes I apparently had. User movie #638252789553792720 It is provided as is, with no warranties, express or implied. I still need to splice in the #5 and #13 fixes.
Experienced Forum User, Published Author, Player (210)
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Didn't we go down this route with Pictionary? (btw, I saved another 10 frames off of that a while back) Also, did you see the poetic edition from 10 years ago? "Notice how even without colors, he is happy, for he is truly blessed with divine grace." A commenter invoked rods and cones and metamers to justify that white is a color.
Experienced Forum User, Published Author, Player (210)
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Wow, it sure was a surprise to see this pop up in my youTube feed! I'm glad you all enjoyed this as much as you did despite my mistakes. Let me give you some backstory on this run. I've had the idea in my head for about 2 years, and I decided to blitz it out on the morning of April 1st just to get it out of my system. I was fully expecting an instarejection. Hopefully you can understand the obvious mistakes and why I decided to step away from this thing for 3 months. That being said, I did consider the stego toenails to be a corner. I will defend that one! I see you guys have already invoked the pizza slices map in Discord, but I did draw up this hideous thing at one point, so here you go:
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
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Damn, what'd I miss?
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
Location: United States
I recently did a breakdown of all the fun stuff you can do with Pipi eggs. Link to video
Experienced Forum User, Published Author, Player (210)
Joined: 3/15/2018
Posts: 228
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Yo, Cui! Glad to see you here! The ghost platform bug is a special case of the egg despawn glitch, like we use in the vanilla Airman stage. I described it in this video, and I talked a lot more about eggs in this video. Think you can find a faster setup for it?
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