Posts for wesen

Experienced Forum User, Published Author, Player (200)
Joined: 10/9/2016
Posts: 6
EZGames69 wrote:
Is this why you are using VBA-Next for this movie? If so, someone should look into if they can get this on mGBA.
Yes, but switching to mGBA with the same inputs breaks the first level so I think it can't be easily changed to mGBA.
CoolHandMike wrote:
"This run uses the easiest difficulty", is a point of concern.
As explained in the comments the under water boss takes 8 more hits in the hardest difficulty which was my main reason to use the easiest difficulty. I also pointed out the other differences to the hardest difficulty that I noticed in the comments. Overall it is a bit faster to use the easiest difficulty. This guide says that it is ok to use easier difficulties if the harder difficulties do nothing but add repetition to runs. Not sure if the faster under water boss fight makes up for the slower flying level though.
CoolHandMike wrote:
This game seems slow, but I don't know if this is optimized or not. Getting hit in the water level looks bad, but it may be faster.
I would say it is optimized apart from the missing skip. All jumps are just high enough to reach the desired platforms, jumps are minimized to the lowest possible amount, the routes are the fastest that I could find, it even contains a one minute skip that no one else ever found (In the Giant level). Getting hit might look slow but please check out the video at around 6:10 where the enemy is shot with a weapon instead of damage boosting. It takes almost two seconds to fetch the weapon, do one shot and put it back before you can continue running. Thanks for taking the time to watch and vote for the movie.
Experienced Forum User, Published Author, Player (200)
Joined: 10/9/2016
Posts: 6
Hi, as you can see in my WIP the round finishes with three orange jewels left on the field. This makes me think that this might still not be the perfect way to finish this round (with this set of columns). Therefore I would like to try to create a script that finds the best strategy to use for each round. My idea for the fastest way to finish a round is this: 1. Uses the least number of columns (Primary condition) 2. Has the least total chain length (Secondary condition) The fastest way to get 30 points should be a chain with two 1x3 jewels and one 2x3 jewels with different colors (as used twice in the TAS WIP) which results in (3 + (3 +4) + (3 + 3 + 8 + 8)) = 32 points. My initial idea was to simply test all possible column placements and shuffles. However there are way too many possiblities. Even after filtering out a lot of possible column placements that do not need to be tested (mirrored, movable across the field or with empty field columns in between) there are still 4.209.975 possibilities to place and shuffle only 6 columns on the board (124.582.455 for 7 columns). The TAS WIP needs 14 columns to finish the round and even that is only possible because the AI stacks two columns which skips one attack. If anyone has ideas on how to test all possibilities that might be the fastest way to win please let me know. Also ways to finish Round 1-1 faster are welcome as well.
Experienced Forum User, Published Author, Player (200)
Joined: 10/9/2016
Posts: 6
The difficulty changes the amount of moves of each type per turn (hard = 2; normal = 3; easy = 4) and the amount of roman troops per village. In this run I only used two of the three possible moves (deploying troops and attacking) Thanks for encoding the run, I would provide an encode myself but my PC is not powerful enough to play back the TAS without stuttering. Also thanks to everyone who took the time to watch and vote the run.
Post subject: Pink Panther: Pinkadelic Pursuit
Experienced Forum User, Published Author, Player (200)
Joined: 10/9/2016
Posts: 6
Hey, I created a TAS for this game with the hardest difficulty. The only differences in difficulty that I noticed are: * Changing the difficulty costs time since I have to wait for the difficulty select screen to load * More agressive enemies: Enemies attack faster when you are near them * Tougher enemies: Some enemies must be hit more often to be killed (e.g. turtles) * Under Water Boss has a lot more health (Easy: 6; Difficult: 14) The under water boss health difference makes the fight over 30 seconds longer, while every hit looks the same and there's no difference in movement patterns. It's an octopus which you hurt by throwing parts of stone pillars onto his head. You can see what the fight looks like here: https://youtu.be/qxranumIJ00?t=14m33s Of course the TAS hits him as soon as he can be hit again and doesn't let him move around. Mainly because of this boss I'd like to ask whether it would be ok to run this game with the easiest difficulty? Additionally there is one trick that I did in real time while testing possible shortcuts but I couldn't redo it ever since. It saves a lot of time in the second under water level. I did that trick in VisualBoyAdvance-1.8.0-beta3, unfortunately I have no recording of it. The trick is to jump onto a platform from below that wasn't intended to be reachable. The guys in the lets play tried that trick too but didn't succeed: https://youtu.be/qxranumIJ00?t=11m44s Here is what I found out so far: * Your maximum jump height depends on the height of your last landing * By swimming into a platform from the side you can stand on a lower point inside the platform than when just landing on top of it. The lowest point I could stand on the upper platform was at a height of 687. The top of my jump ends at 690 though, while the number indicates the distance of Pink Panther to the top edge of the level (smaller number = higher position). * Jumping onto a fish does not seem to increase your landing height, it also didn't help to increase the height at the top of my jump * There are invisible barriers inside the platform. I tried landing on them but didn't succeed. The only things that I definitely remember are: * I tried multiple times without reloading the save state, which means I jumped and landed multiple times before doing the trick. * I swam sidewards at the end of my jump just before landing on the platform. I uploaded my current TAS as well as the ram watch. Maybe someone can help me figuring out this trick. * Ram watch: http://tasvideos.org/userfiles/info/40234034165931938 * TAS (highest difficulty, complete game): http://tasvideos.org/userfiles/info/40234101517899658 * TAS (up to the point where you could do the trick): http://tasvideos.org/userfiles/info/40234258057359607
Experienced Forum User, Published Author, Player (200)
Joined: 10/9/2016
Posts: 6
They are entirely different games, only the music and the level themes are the same. The level structures are completely different, the reason why the Genesis version is longer is that most of its levels are bigger and longer. There were also two extra boss fights added for "PINK LEMONADE" and "JUNGLE PINK". Additionally when entering a level (except for "REFRIGERATOR") you will have to go through a backstage room and reach another door before getting to play the actual level. Both versions have the same amount of main levels, if you count the sub levels SNES would have two more, "PINK RANGER HOTEL" and "PINK CHILL".
Post subject: End Point of TASes
Experienced Forum User, Published Author, Player (200)
Joined: 10/9/2016
Posts: 6
Hey, I just wondered at which moment a TAS should end. Which of these two points should you reach as fast as possible: * Credits * Point at which no further input is required to get to the credits