Posts for xy2_


1 2
10 11 12
26 27
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
On another note, I've put up the entire run up for watching at https://www.youtube.com/playlist?list=PL0D94411354E461A9 . While the new run is a massive improvement, the old TAS remains a solid watch. Check it out if you have the time :)
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
jlun2 wrote:
Hey, just a reminder, did you play it back from the beginning? This game doesn't seem to have a nice sync history so far. 0_o
The game is actually very sync-stable; the reason the first TAS desynced was more fault on my part than anything, due to changing emulator settings mid-run. I can confirm the current run fully syncs.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/fVVxW33YUjE Movie file 9056 frames ahead (2:30.93 seconds). Progressing into Jerusalem, you may notice something: we only have five health bars instead of 6. The old TAS used the health upgrade at Tyre Sewer to survive the two gate archers, but since we didn't do that, we now have 100 blue orbs and an health upgrade ready to be used whenever! This is huge, and the most significant route change from the old TAS to the new. Why? Think of it as ammunition for glitching, except we've only got one shot. The health upgrade upgrades our health to six bars on top of fully healing us, and the best part is that it can be done anywhere! Falling to certain death? No problem, just heal one frame before touching the ground and you're good to go. There are very little things that a full six health cannot survive, and these are falls so huge they are present very scarcely in the game. This means more damage boosts, but it can also potentially mean more void abuse. Let's take an example, hastily drawn with MSPaint:
This is an example of one void that would be unaccesible without extra health, but thanks to the health upgrade, it is accessible, and usable to finish the level faster. The reason void itself works is that to be able to bring up cutscenes, the game stores them at a neutral point down left of the map, then brings them up when you trigger them. This means the cutscenes actually exist even when you didn't reach their checkpoint trigger! Only one cutscene at a time is stored at that point, which is the main drawback; for this exploit to hold any ground, we need the end of level cutscene to be stored there (of which there aren't many in the game; most end of level triggers are stored via checkpoints.) The only level that meets all those conditions so far is Sewer, but with the new voids that were unreachable before, another level might be completed early using void.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
ALAKTORN wrote:
Is that really a thing? I never heard of anyone saying that DeSmuME isn’t sync-stable. I find it to be one of, if not the, best emulator around. I probably like it over BizHawk as well, even though BizHawk has some great things and will undoubtedly become the best emulator given time.
Siding with ALAKTORN here. DeSmuME is undoubtedly the best emulator I have worked with. I would understand the complaint here if we were talking about 9.10 or 9.11, but there's a stickied post recommending 9.9 and no reason to not use it.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
A new strategy for Prohibition is currently being researched by blendra and Silverboxer, and in the meantime, I've tried my hand at TASing this strategy: https://youtu.be/3Sywf17OtHI This is 2 frames behind the WR, but it has alderaly been beaten (we got .93 non-assisted shortly after.) Reaching the .95 barrier is 2 frames, and there's alderaly one down.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
There are no 'legit warps' in this game.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
I don't understand. Yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
http://tasvideos.org/TasingGuide/BasicTools.html Shift + F(1-10) will make a savestate, which you can then load by pressing the same key (for example, a savestate done on F1 will be loaded with F1). You can edit a movie by toggling Read-Only to Read+Write in your movie (can be assigned to an hotkey.) To stop a movie, right-click then click Stop movie. (On another note, the version of BizHawk you're using seems very old. You might want to download the latest version.)
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/XNyzOtMVA4g If you thought Sewer was a big improvement, Tyre Sewer is an even bigger improvement, saving around 1 minute and 17 seconds due to a completely different route. We're now 8527 frames or 02:22.12 seconds ahead. (Thanks to DwainiumB and Kingemocut for passing by while this was streamed!) Movie file
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Link to video The current state of the birthday screens. The firmware time is set to December 22, 2015, which gives us the birthday event upon starting our file and proudly states TASbot's 2 year anniversary. (A second or two might be added to this screen, to display it on screen longer.) It comes with the downside of having Kawashima tell us our result isn't accurate, since the birthday entered results in us being under 20 years.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Samtastic wrote:
The PCSX converter doesn't seem to work for me on the latest version. I get an error and the emulator closes.
Can you provide your error message?
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Weak vote for [2933] GG Coca Cola Kid by Samsara, ars4326 & dekutony in 08:26.47. [2987] PCE Splatterhouse by Samsara in 12:15.72 is not Star material in my opinion, too much scrolling to stay constantly entertaining.
Post subject: Old vs. New TAS comparaison
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
https://youtu.be/trzeYnyE2K8 Sewer used to be a level, in the same way that Pokemon Red/Blue used to be an RPG and this game used to be an game. We're an amazing 3902 frames, or 01:05.03 minute ahead at the end of this level.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Can you provide your movie file?
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
ALAKTORN wrote:
Is there a reason why you use Bus-Level Timing? Last I heard it wasn’t proven to be any more accurate than not.
DS console verification is at its early stage; but for syncing, Advanced Bus-Level Timing is much more accurate. A movie made without it will barely sync, while one made with it syncs perfectly on real hardware.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
jlun2 wrote:
xy2_ wrote:
Reset, manually change firmware time, continue. As far as I'm aware, there's no way to record the changing itself in the movie file.
Alright. I'll wait for some update before I TAS this category seriously.
Now that you mentionned it here, it is possible to record the changing of firmware time, and testing, it does work perfectly on 9.9. Apologies for the misinformation.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Your firmware or your install might be the problem: this works fine on my end with those exact settings. Check both, delete your desmume.ini file, or do a fresh install.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Reset, manually change firmware time, continue. As far as I'm aware, there's no way to record the changing itself in the movie file.
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Post subject: Techno-Sylph: VSYS Gaiden
Editor, Experienced Forum User, Published Author, Experienced player (818)
Joined: 5/2/2015
Posts: 671
Location: France
Techno Sylph is a very, very obscure freeware shoot em up that's surprisingly great. Here's the download: http://www.nona.dti.ne.jp/~kbz/soft00.html (second link) The game does fully work on Hourglass but until I get an working XP machine, I won't be TASing it, as Hourglass is incredibly unstable on Win7. If anyone wants to try out TASing this game, feel free. In the meantime, I'll explain the game, as more of a memento for myself (this will be effectively the first explaination of the game, as there is none apart from the mlanual), and finally my goals in the TAS:
Gameplay
This is the game. Pretty standard stuff. This game is unique in that it follows a rather unique level-up ship progression, which causes routing to be extremely complex. So, what's happening in the picture? 1. The first three bars are very important, as they are strongly related to the energy progression. This blue bar is the shot strength bar: it will affect the strength of your shot. It has eight states: I'll refer to them as s1 to s8. Here's what they do: s1 is the lowest strength possible. It shoots a volley of two bolts every 18 frames, and uses close to no energy on all ships. This strength is relevant only when you desesperatly need to kill a ship for score without needing the strengh of s2. s2 is one of the best strengths: it doubles your firerate, while only slightly increasing energy consuption. As such, it fires a volley of two bolts every 9 frames. It is effectively the most important strength in high score runs, as it allows you to kill every single wave without much effort while still filling up energy at a reasonable pace, thanks to its very low energy cost. s3 has the same fire rate as s2, but every other volley has the bullets fired sideways, while using a little bit more energy. Useless, and only usable when needing to kill ennemies that s2 can't reach (this happens in a few areas.) s4 is the same thing as s3, but uses more energy. Cool. s5 is where energy consumptions massively spikes: the energy refill can barely keep up with the consumption of the strength. It is justified, firing a volley every 4 frames! in the pattern of 1 left bolt > 2 bolts > 1 left bolt > 2 sideways bolts then repeat. Used for killing strong enemies and bosses if no Multi-As are avaible. s6 shoots at the same speed as s5, but follows the pattern of 1 right bolt > 2 bolts > 1 right bolt > 2 sideways bolts. This brings up the real utility of this. s7 and s8 respectively are the big energy drainers, and usually not used due to their very limited use. s7 has the pattern of 2 bolts > 2 bolts > 1 right bolt > 2 sideways bolts at the same firerate, giving a very slight damage increase for a ton of energy consumption. s8 is even more irrelevant: 2 bolts > 2 bolts > 2 right bolt > 2 sideways bolts. Very small damage increase, not worth it. 2. Energy bar. The most important information in the run. It recharges automatically: however, shooting will cause it to recharge slower, or in big energy consumption cases, decrease. Orange is the current energy you have, yellow is your MAX limit. This limit can be increased by half a block by getting a MAX drop from big enemies (reactors in wave 1-7, robots in 8+.), but is decreased by a block for every upgrade you get, down to one block. Bombs take a full block of energy to shoot (X), or in the case of a upgrade, use all your energy down to one block left. 3. This is the upgrade bar. It correlates directly with the list of upgrades (6.). To get an upgrade, you must first have the bar correlating for the upgrade you want, moving it upwards as your selected upgrade moves. Afterwards, have an energy bar that's at least up to the height of the pink bar, wait for your energy to fill up to the pink bar, then use a bomb. You will do an upgrade bomb, dependant on how much energy you used for the upgrade (the most powerful are the highest tiers), lose one full block of max energy, and gain that upgrade once, filling one of the slots. 4. Upgrade slots. Certain upgrades can be gotten multiple times, or have to be used multiple times to fulfill their function (see Evolution). Once an upgrade has been used, a slot in that corresponding line turns blue. Once the entierety of slots are blue for that upgrade, it can no longer be used, and will no longer create upgrade bombs. 5. Your ship, in the process of exploding in this case. Multi 1/2 follow the ship a la Gradius. 6. List of upgrades avaible for this ship. Changes for each ship, from slot 1 (lowest) to slot 8. The important ones are: Puppy Slot 6: Evolution (1) Slot 7: 5000 points (6) Sylph-01 Slot 7: Evolution (2) Slot 8: 10000 points (8) Genesis Slot 3: Multi-A (8) Slot 5: 20000 points (5) Slot 7: Evolution (1) Some explainations: - Evolution, when fully filled, allows your ship to evolve in this pattern: Puppy > Sylph > Sylph-2/E-Freet/Genesis > Sylph-2/E-Freet/Genesis etc. This upgrade opens up a portal for your possible evolutions at the end of the area when filled. When you reach the final tier, you can evolve again into any ship of the final tier, including the ship you currently own! This is an evolution loop, and its main advantage (evolving into the same ship) is that all your upgrade slots are lost, allowing for more XX point spam. Note that later ships take longer to fill up energy, but both your current energy and energy bar are not lost in the transfer, allowing for some exploits. - XX points give the number of points specified upon upgrading. You can use them a limited number of times, at after which the only option is to evolve or evolve loop to free up the slots. - Multi-A is a follower that follows your movement a la Gradius and shoots at the same speed, no matter what your currrent strength. This is useful because Multi-A becomes extremely useful in low strengths to gain energy quicker, making up most of your damage. Genesis has up to 8! Multi-A slots, although I'll only be using one most of the time. As stated above, the game relies massively on energy, which makes routing extremely complex. I'm aiming to do an 'maximum score' TAS, which follows the pattern Puppy > Sylph > Genesis then evolution loop Genesis to spam 20 000 points, which is the most effective method of making points in the entire game: each evolution loop yields around 105 000 points this way (20k points*5 + enemies), a huge number of points in a game where enemies give 10-100 points. This does leave the problem of bosses, but the two bosses in the game can be done very easily with only base shot and bombs without missing, so not having a nicely upgraded ship isn't a detriment. Essentially: Area 00] Get max energy, Evolution, 5000 points (we can fit in a 5k points, due to the evolution only applying after the area ends. Evolve into Sylph. Area 01] Evolution*2, 10 000 points. Evolve into Genesis. Area 02+] 20 000 points*5, Evolution (get Multi-A if needed). Evolve loop into Genesis, repeat. This would estimate the total score at around 400 000, and is the most energy efficient method of making points.
1 2
10 11 12
26 27