Posts for xy2_


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This is very painful to watch, both for optimisation reasons and goal choice. The optimisation reasons have been brought up earlier, using autofire everywhere, missing the buttons on touchscreen, etc. You do not even change the firmware name and instead edit it manually via the game. The real reason why I say this is painful to watch, hovewer, is the goal choice. Watching a little bit, it is obivious the focus on this TAS was to optimise the minigames, paying no attention to the board play. And the minigames themselves are very well optimised: hovewer, if you were going to focus on minigames, why go into Party Mode and launch the viewers into a 30-round-snoozefest of long, grueling, unskippable animations, all for the thrill of seeing a 30 second minigame? Why not use the conveniently placed 'Minigame Mode', which would allow you to fulfill your primary goal, which would be entertain via completing minigames fast? The painful thing is that this would be a quality TAS if the goal was changed to just using Minigame Mode instead of a tedious to watch Party Mode. The minigames themselves aren't the most entertaining thing in the world, but they're something, and a run that finishes all of them would certainely be interesting and not conflict with your goal. Instead, this messy arbritrary goal was chosen in an obivious intent to show off some cool minigames. Voting no.
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There is now an official way to see an duplicate Altaïr. What's been happening these past weeks? A lot of research. Castle is like a giant taunt: until very recently, it had no methods to go out of bounds, and the one I've found recently seems to be near-impossible to execute. The reason I'm so keen on finding a method is because this would not allow me to break one, but two levels: in Castle, the two parts of the level are actuall stored in the same level! This means we can go out of bounds in the first section and get back in bounds again at the end of the second section, saving a little over two minutes. The out of bounds I've found is theoritically doable; the last problem to get back in bounds is getting out of the area pictured above, which I've only managed to do with infinite health. However, getting to this area has one perk: it gets us to interact with Altaïr's model. What is it doing here? The reason is simple: when teleporting Altair in this particular level, the game needs an entity to use for the cutscene, so it simply uses a clone of Altaïr's model, then teleports him once the cutscene ends. Since he was never intended to be interacted with in a normal playthrough, he has a few interesting proprieties. First off, he is a peasant. A peasant has the particularity that it cannot be hurt: only walked over and pushed around. This means it also borrows the animations from peasants (which is quite amusing to see). There isn't much to do from that, but since there's a death barrier nearby, we can actually kill this peasant! By pushing him repetadly with heavy blows, we are eventually able to get him into the death barrier. What happens from there? Strangely, the Altaïr clone does not die, but he gives Altaïr a red and blue orb, as within normal death procedures. My theory is that there are no death animations for peasants (they cannot be hurt in normal play) and as such, the game cannot pull out a death animation for the Altaïr clone and simply proceeds onto the next part, which is giving us orbs for the kill. Is there something doable with this? Possibly. It is possible, once I find out a way to pass the death barrier, to skip not one but two levels, which would result in a huge timesave.
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Link to video Rerecords: 2045 Frame count: 184 The year is 2016. Stupid levels are being smashed, and all is well. The strategy used here is a completely new strategy to smash a long-standing record, which is able to grind out just one frame out of the human .95 WR. The key? A brand new bounce! After doing the classic start (boost, then bounce on the second ramp) I go left just enough, then redirect myself to slightly right (196,0) before hitting the third moving block, and grind max speed out of it as soon as it is hit; this was originally blendra's and Silverboxer's idea and they devised the strat. This TAS is just a slight variation of it. Once the bounce from the new strat is done, I go and bounce between an edge and the third red bar, bouncing me from the edge that is to the right into the bar and giving me a very low bounce straight into the goal.
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Note that the TAS is very unoptimised (it is one second behind the human world record) but it does show a nice proof of concept. I would assume the method used was play using slowdown, save the replay to the ROM, then replay on real hardware. This way, it fully syncs (this works the same way in the DS version.)
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What is this sorcery?! :D Looking forward to the submission.
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1] The inputs are fully calibrated. If inputs show at the 'wrong' place, that's the fault of the game and not of the emulator 2] Use lua scripting for this case. One thing I would recommend tracking for precision is the stylus position, which you should find in the RAM (it exists for all DS games I've worked with, and exists in Under The Knife; no idea for this game, though.) 3] The numbers are coordinates on the touchscreen (256x193). Red lines are input that was pressed on the previous frame, green input is the one you're currently one. When the lines overlap and are orange, then you know you're doing the same input as the previous frame.
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1-1-midboss has been redone, finally beating the human record. This took a whole week of work, figuring out the very complex route and creating by myself one much riskier TAS route. I can say with certainity that this is one of the most complex segments in the entire TAS.. https://youtu.be/EVlaMytJR1E 2834 frames, 5046 rerecords. This gets 450 hits at the miniboss and 4 781 670 score, compared to the 442 hits and 4 71X XXX score of the world record; a large difference this early in the game. The game starts with Ship-A and Exy as our doll. Ship A is chosen due to it being more expert-friendly (more narrow shot, but moves faster, which is crucial in scoring). For the doll, there are three dolls: Shotia, who has a stronger fast shot and the largest number of bombs; Leinyan, who has a stronger laser and a little less bombs and Exy, which has both a strong laser and fast shot but only one bomb. In this case, Exy (which is a worldplay on Expert) is obiviously chosen, due to her advantages, we won't be using any bombs in the game, due to them reducing score. You might wonder: what is a fast shot? Fast shots are done by tapping the shot buttoon, while the laser is done by holding down the shot button. There's a glitch related to this, which I call hyper shooting; shooting every other frame will reproduce the first frame of the fast shot, which shoots a volley of missiles. This means you can shoot a volley every 2 frames! (Well, as much missiles as the game can handle on screen: at some point, you are forced to wait for the other missiles to disappear, which is why I get so close to enemies I want to kill.) However, we only use hyper shooting against normal enemies. Why is that? This requires an explaination of the score system. You see, each enemy has a base point value, which is then multiplied by your hit count (the big number on the top left of the screen.) The reason why I chose the BL version of this game is because the hit counter can go over 9999, as well as some other major gameplay changes (the charge time of the hyper, most notably.) Keeping up this counter can be quite tight: the hit counter vanishes in 3/4 of a second, and the only way to freeze is to use the laser against an enemy (in which case the counter will be frozen until the enemy is killed.) You can see this bar on the top left of the screen. The other main thing that matters is our hyper gauge. Hypers are a double edged sword: while they give you huge power and allow to grind hits massively, they increase the speed of bullets of 10% while active, and only decrease it by 5% once ended! The hyper speedup vanishes upon death, however. This is what I call the 'hyper rank', and I'll be tracking it with my WIPs to let you see what rank we're currently at. The hyper gauge, in pink at the up left corner of the screen, increases with enemy kills and bee collection. The last item that needs explaination is the golden bees. Golden bees increase your hyper gauge by a set amount and give you hit counter * 100 points, and require a fast shot followed by a laser shot to reveal. My route, unlike the WR route, takes advantage of those bees even further to get extra points. The route you're seeing has been redone several times. I chose to go with delaying the start of the hit counter to allow for a route with more points at the start. To recapitulate, there are three objectives: 1. Keep up the hit counter. 2. Fill the hyper gauge to grind hits. 3. Maximise bee score. Enjoy watching.
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This game is horribly broken. A spreadsheet I'm hazardly maintaining listing glitches can be found here: https://docs.google.com/spreadsheets/d/1uXy3fyCSfVxqM5HJaia7lHVGwiCJSRtIHjCtmq2CUlE/edit#gid=358114877
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Warp, would you consider this speedrun legitimate, since it uses an exploit? If not, is this one legitimate? And if not, is the one below legitimate? These are all speedruns of the same game. I'm interested in the point you're making: where to draw the line between legitimate gameplay and non-gameplay?
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ALAKTORN wrote:
You guys keep talking about how it was unfair to TASers and it should’ve been easier to TAS… yet the race was won by a TAS. Are you people serious? If you don’t give an advantage to RTA runners, they’ll obviously have no way of beating a TAS. What’s the point in the race, then? I’m seriously laughing at all these posts.
Yes, the race was won by our TAS. The game was not hard to TAS, however, it was frustating to TAS, and in a speed setting no less. The reason we hold these races is I think first and foremost to introduce TASing to new people while still letting veterans have fun; yet, newcomers got demolished by the complex setup of the game, veterans got demolished by the cryptic information given and the complexity of the game. Remember that this was a speed TAS in 4 hours. Figuring out the route with all the dead along with the RNG which was a farce to TASers (it's so mocking to TASers there's a point where I can only say try the game and see how bad it is) was impossible.
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There's a lot to points to make, even being part of the winning team: - The RNG was fixed in the worst way possible, something I think the makers of the game didn't realise. It transformed from 'random' to 'you didn't figure out the perfect route RTAers had months to make, lol have fun losing 20 seconds'. The routing for sticks had to be perfect, something which was borderline impossible in 4 hours. - Even if you did manage to figure out RNG, the half-cryptic instructions given were so detrimential we'd have been better off with nothing. Even the wording worked against us: the beginner route was faster than the documented ACE route intended to finish the game, and there was absolutely no way to figure out a fast exploit in 4 hours. The informations we were given were more like curses, and runners more skilled than us who would have definitely finished were fully sabotaged because of this (two notable examples are link_7777, who spent time on the ACE route for 2 hours before we understood it was slower, something we couldn't have figured out, and BrunoVisnadi's team, who managed to figure out the game and even had the time to wrote a lua script for it, got destroyed because their TAS was based on a random chest, where they found out the chest had random drops 30 mins before the end of the run.) - If you still managed to make heads or tails or this, don't forget you need perfect knowledge of the game! Finding out the location of the sniper rifle is no easy feat, and on top of that, if you found it, there was a faster route for it (getting it from a random chest.) Got that! No problem, just remember to buy the obscure speed up item, the coffee, which pretty much required perfect routeplanning prior to that to buy it. The only way we managed to make it as the winning team was basically to cram as much people as possible into our team and pray. I figured this out early, suggested it to arandomgameTASer, and we picked solo people who were working on the campfire route. This led to a rather large finish team: arandomgameTASer, brunovalads, brunovisaldi, deogenerate, kaizoboy, mugg, true and xy2_; with brunovalads, brunovisnadi and kaizoman joining later on when their plan didn't work. Our plan was this: two people worked on separate TASes, while all others researched the game. We found many useful tricks this way: the axe glitch (which cut in half the recovery time for the axe), the coffee, the route, the sniper rifle, where to campfire exactly, and the behavior of the final boss, where we discovered to manipulate him to try and spawn fatzombies which explode in his face. Even then, it was frantic. Our two TASers, mugg and arandomgameTASer, submitted two tases which are probably the fastest out of all, and it was at the near-deadline. If an RPG choice happens again, three simple suggestions: 1. In the case of an RTA vs TAS race, don't screw with RNG to make it easier for anyone. If the game requires heavy RNG, buff the element requiring RNG for less RNG. For example, buff campfires (10 sticks instead of 20) or make a certain type of enemy have fixed drops would have been the obivious choice, as sticks are tedious to collect. As of now, the RNG was made in the runners favor, without knowing it would completely and utterly destroy TASers. 2. Please don't document the glitches. As of this, it has lead to an utter trainwreck of information, and it confused and scared much more people than anything. I understand this was made in order to compete with the RTA runners, but it was done very, very badly. 3. Give accurate time. Speed TASing doens't have to be in 4-5 hours, it can be a little longer. Something like 8 hours would have been perfect, including the change of documentation: it would have given teams incentive to route more instead of frantically trying to TAS instead of figuring out the route, and would have been a good opportunity for everyone to find tricks. I would have liked to say that the race was exciting for everyone, and that it was active, friendly and welcoming, but I simply can't do that; it turns out TASing an glitchy RPG in 4 hours with a prebuilt half-route isn't exciting for anyone but big, organised teams. It was a good race for us, and a complete, brutal and silent murder of the will to TAS for everyone else.
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Warp wrote:
As it is, it doesn't really fit into any category. The major reason is that it doesn't complete the game. Even "playarounds" complete the game. It's one of the fundamental rules. Sure, it shows an "the end" screen, but that's not completing the game.
In a playaround's case, completing a game is a broad word. What about those games who don't have an ending?
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ALAKTORN wrote:
Do you know anything about human records for this? I remember reading some posts saying that some Japanese player had some incredible records that were never vidded though. Would be nice to know the comparison. Maybe I’m thinking of a different game though.
There's a lot of records floating around the net.. Restart Syndrome has a 1,523,911,790 score non-vidded, Hiscores has a 2,519,678,800 run, but the highest I could find was this 3,545,274,390 run by HFD: https://www.youtube.com/watch?v=DG-TU4KawJg The legendary player you're talking about might be MON: https://www.youtube.com/watch?v=TFRHBL13aaE. However, finding recordings of his scores anywhere is impossible.
Post subject: DoDonPachi Daioujou Black Label
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Admitedly one of the hardest shmups in existence. Here's what my progress looks like atm: https://youtu.be/HaSEIaliJ7E 2382 frames, 3031 rerecords (+800 that were lost.) I'm currently redoing the section approaching the tower miniboss, as it is severly unoptimised (you can get the Hyper much earlier and grind hits on the orbs this way, making for almonst a 100 hit difference). The mistake I made was trying to stall out my meter for more points on the golden bees. A full explaination will be coming once I finish this segment.. A full round 2 score playthrough, which I'm aiming for, will last around 35 minutes.
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PikachuMan wrote:
I have a desktop computer with 64-bit Windows 10. I also have a tablet with 32-bit Windows 10. There are some 32-bit Windows games that won't run on 64-bit Windows.
I think the point Warepire was making is that if you want to have Windows 10 support, work on it, as Hourglass is open-source. I don't think Win10 support is a priority, given that it is a very new OS and the number of games that depend on it are scarce.
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ALAKTORN wrote:
I don’t think I follow you. You’re saying the OP is only talking about movie playback, not actual TASing? What needs to be done if you want to continue a TAS, then?
AFAIK, after deleting the battery file, you do still need to savestate when you create your movie. Apologies for the misunderstanding.
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ALAKTORN wrote:
xy2_ wrote:
This way, instead of having to delete the battery file each time you want to replay your movie, you can just load your premade savestate for subsequent movie replays.
…Are you saying to replay the movie from the start every time you’re TASing? I hope not.
No. The use of that would be for full movie replays, which you don't need unless you want to review your movie in full.
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ALAKTORN wrote:
Never seen this topic before, good post xy2_. Are all those steps really required for sync on 0.9.10/11, though? I think just deleting the battery file before you start TASing works… though I’m not 100% sure, even though I’m using 0.9.11 to TAS Mega Man ZX.
In DeSmuME, the SRAM is 'linked' to the savestate itself. This way, instead of having to delete the battery file each time you want to replay your movie, you can just load your premade savestate for subsequent full movie replays.
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Alyosha Hetfield90
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<TASVideoAgent> New reply by Cooljay (Awards: Exotic TASer of 2015 - Nominations now!): http://tasvideos.org/forum/p/425493#425493 [a:1]
<FireFly> I somehow read that as "Erotic" at a glance
<adelikat> erotic taser of the year
<Samsara> everyone knows i'm erotic TASer of the year
<adelikat> Samsara, I was totally about to nominate you
<feos> Samsara is more like Porn taser of the year
<Shinryuu> Samsara: I don't remember finding any nudes about you, you can shoot me a pm so I can rate
<FireFly> ↑ a day like any other in #tasvideos
<adelikat> prety average, yeah
<feos> that's basically all we do here
<Shinryuu> indeed
<feos> games are for kids
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A very important note if you're drawing: you cannot fit anything that isn't redrawable directly by a 4x4 pen. Most notably, you cannot use the borders of the picture to make your 4x4 pen smaller, since this is not reproducable in the game. An example of this is this picture: The pixels at the very right, while drawn by a 4x4 pen, go slightly 'off' the drawing, and are as such illegal. While this works while drawing your picture, this does not work in the game.
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The youtube link is https://youtu.be/bgsOBskl-eE (wcgbg added a fullstop at the end.)
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wcgbg wrote:
Spikestuff, The AI eats fruits since level 7. It doesn't eat fruits in the first 6 levels, because the speed is slow and the value of the fruits is low. The goal of the movie is not to minimize the number of levels. It's the same reason why it doesn't eat ghost.
So this runs aims for time, then?
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