Posts for xy2_


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ALAKTORN wrote:
Nice job. I wonder if that’s any proof that the TAS syncs on console, or if replays don’t require much in the way of syncing.
What I did was just save replay in emulator, export backup memory, then exported that on my microSD, got the microSD into my flash card (ACE3ds) and booted up the game with the exported memory from the flash card. Replays aren't different from normal gameplay; technically, you could sync the entire TAS on console; and that would be a good way to test DS console verification, since Touch&Roll is the most complex game I know that has absolutely 0 RNG or outside influcences (ng+ saves don't affect gameplay, for example.) We're moving on onto the worst fking cycles in game history Fluctuant Travelator. This is still world 1, and this is probably the second last annoying and hard level that will get in our way. It's not Curvature hard, but it's definitely up there. Here is an overview of the level (the actual WR is 54.06:) https://www.youtube.com/watch?v=n_jCHLSa1ZQ As you can see, the human record has to wait for the right cycle. I'm currently trying to skip waiting for the cycle: although it is frustating as hell, it works. There's one particular reason this level is annoying: it's the ONLY SINGLE LEVEL IN THE ENTIRE GAME which has a starting platform you cannot abuse to gain speed off. You see the red border on the starting platform? There's an invisible wall ON TOP of it, and I still have no idea why. As such, it is impossible to boost of it (but possible to corner boost of it, since it is a wall).
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Link to video A small example on how to import/export replays
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Link to video Movie file Rerecords: 7530 (on this level) This is .71, human world record is .55. We just finished the holy trinity: these three levels are among the 15 hardest in the run, no doubt. I may go and redo 1-4 but it's so frustating I don't even know if I'll go back.
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that feel when you tryna right side triangle but u too left to be right http://imgur.com/a/jqw4J
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Following this thread, someone HAD to go and completely break the recognization system. Why me? Nobody else was up to the task, I had the physical game of Brain Age 2, and it spiraled downwards from there. Note that for the purposes of these tests, all of this works on a physical 3DS AND DS (tested on both by downloading the games onto a flashcard ordering the game legally from amazon) This is important for micro500's DSbot. For the purpose of clarity, the word recognisition will be nicknamed as simply 'recon' for the rest of this post. Recon delay You can delay recon of numbers by simply keeping on tapping the top left of the touch screen. You can tap anywhere, through top left is best because it doens't write anything. How the recon system works Alright, now we're going to get into the depth of the subject. You must be wondering: how does the game recon numbers? Let's start with models and keypoints. Keypoints and models When you write something on the screen, the game will automatically try to find certain points, keypoints, that form a structure: this structure is what I will refer to as a model. However, unlike a lot of number recon games, Brain Age doens't stop at finding keypoints: for it to recon a number, at least 50% (rough estimate) of the space between keypoints must be filled.
The keypoints and model of the number 4.
The first picture shows the model completely 'filled' (see below) the second shows the keypoints in the number 4. All of these keypoints HAVE to be there for the game to start to recon a number. The third picture shows what's happening in the background: the little black lines are where the game has to recon at least 50% 'painted' space for the number to be registered. Now, these models are very flexible: the space being keypoints usually doens't matter, it's the angle that does. This means you can make numbers as big and as small as you want. A good analogy would be: open Paint, pick a circle model and place it. Notice how you can extend the circle, make it flatter, make it bigger? The same thing can happen here. When I said the game had to recon at least 50% of the space between keypoint painted, that actually isn't true. There is a mechanic in the game of 'mercy', where if you draw something with all keypoints and with I think 25% or more space filled, the game will recon that as a number and let you move on. This is what I call 'bias' in short. Meaning, if you would have 4 as an answer to your current question, as long as you would place keypoints to emulate the model of a four and fill at least 25% of that model, the game would recon it and immediately let you move on.
Three examples of abusing bias: these answers are all completed with three pixels or less
You might be wondering, what if we get two models at once and fullfill the conditions for them to be recon? Here's what happens: - if you are in a question that requires two numbers, both register: this is only if these two numbers do not use one another keypoints, otherwhise they will register as a single number. - if you are in a question that requires one number, if the two models do not use each other's keypoint, you will not progress (get '?'). If they use one another keypoints, the biggest model is used; this is very important. Now, for a little problem. http://i.imgur.com/j2TnAXy.png
Can you explain how did the 0 transform into a 4 by just adding a single pixel?
For a little hint, check out the third picture: I colored the parts that are used in the 4 transformation. For the answer, keep reading. First, why did this particular drawing transform a 0 into a 4, and not give us a '?' ? This is because the 4 uses part of the 0's keypoints, which, as we stated before, makes the game only recon the bigger model, which was, in this case, the 4.
The model highlighted (note that I was wrong here: drew an extra keypoint)
Since we filled just enough of the model, the game recons that as a four and immediately accepts! The bias helps in this case, which means we have to fill less of the model to get the answer. In short, to get an answer, you need: - The corresponding keypoints - 50%+ of the model filled (around 25%+ with bias) And to finish up, an extensive list of every number with their keypoints, models and smallest possible recon, along with some explainations.
The number 0, model, keypoints and smallest model
Yeah.. This isn't the 0 we all know and love. Note that in this case, the three points are supposed to be connected, but I only connected two here. As long as the three keypoints form a triangle, it's okay.
The number 1, model and keypoints
Not much to say here. The only difference between this and 7 is the length of the top bar. To make sure you get a 1, just get the upper segment inclined downwards.
The number 2, model, keypoints and smallest model
Two is surprisingly abusable. The model can be bended to very large proportions - it's up to you to test it out.
The number 3, model, keypoints and smallest model
The length of the very middle keypoint compared to the top and bottom left keypoints doens't have any influence.
The number 4, model, keypoints and smallest model
This four is rather misleading: you can't actually draw closed fours in this game, for the simple reason of the layout of this model.
The number 5, model, keypoints and smallest model
Five is not like micro500 tried to emulate it: rather, it has a little part at the end where you need at least two lines to form a 'spiked curve'. This makes it also relatively hard to manipulate.
The number 6, model, keypoints and smallest model
Six.. ugh, six. It is the hardest number to recreate - on par with three, it doens't have a good small model, and its recon is very fickle: with this model, you can have a variety of things this can be recon as, such as a nine.
The number 7, model, keypoints and smallest model
Seven is a very easy number. Because of the model flexibility, is is recon by.. that's right, a single pixel! If you want to make sure it is distinguished from 1, just make the lower segment inclined to the right.
The number 8, model, keypoints and smallest model
Eight and nine are rather particular. Instead of functionning on keypoints like other numbers, the largest segment of the model will act as a base (in red) for eight, you have to go away from the top, go back to the base while hitting the base model, go away again, and hit the last keypoint. This makes eight rather tricky. Thankly, it is very small to emulate in a small model.
The number 9, model, keypoints and smallest model
Nine is 'eight for dummies'. It works the same way as 8, but much less complicated: you only have to make one curve this time, which makes it easier to emulate consistently. This is the base of this research. I am sure that this game could be abused even more, but I think this covers 90% of the game's number recognisition system. Have 'fun'!
Post subject: Research on the number recognition system
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Since the start of this project, I've been taking up the hard work of breaking this game and bending it to our will. It all started with a series of posts regarding the basics of this game, done in a fit of boredom on a stormy night. You can find the start of that chain here. This was quickly followed by the re-discovery of edge breaking, which the previous TASes by Ryuto of this game used. I then discovered that edge breaking could be kept up (by edge breaking, inputing, edge breaking, inputing, etc). This gave a lot more options when coming to manipulation. Afterward, godspots were discovered, the last 'big' discovery. Using all these tricks, I made a resources page to document all the techniques we use. If you want some more in-depth explainations, go there. If you want to ask us any questions about the project, feel free to pass by the IRC channel (#tasvideos on Freenode.) and ping either xy2_ or micro500.
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Nicos wrote:
what's next ? a FFVII glitched save that triggers the ending ?
Pretty close: Link to video
Post subject: Anaconda, eat your heart out.
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Link to video This game is actually making my writing skills better with the creative insults I have to come up with with this farce of a game. (Note that I am not joking: this game is great, but frustating to speedrun/TAS) Okay, so what's - exactly - happening here? Skip if you are allergic to long-winded explainations. This is a variant on 'sliding', see the game resouces page for this game (it's two posts above). It's best explained with these interactive animated pictures: this is where the interesting things happen. What happens in the video is Aiai is going very fast, and with an angle very horizontal. The original plan was to bounce on this horizontal platform. As you see, it is sloped to the right. However, the start of this horizontal platform is extremely thin, and by having an angle as such as we can almonst slide vertically off this platform, we actually clip into it a bit. This is what 'sliding' is in basis. Let's look at this picture to see exactly what is happening (this all happens in two frames) We have Aiai, our smooth criminal, in his ball, and the platform he's about to full on assault. The red arrow is his velocity. If you look in Panel 1, Aiai is going at near horizontal velocity and is about to hit the platform (he's actualy a little bit to the left, but that's not important here.) Now, what is about to happen is he is about to clip into this platform. If you notice, this platform has darker red lines. What are those? Well, you have to remember the most important thing: this red platform is not actually just one platform, but rather a series of triangles. I simplified it a lot here: the red lines are just separation between triangles. In Panel 2, Aiai begins his relentless assault against the horizontal platform. You can see, because he is in the plaform, his velocity (the arrow in blue) is now 'locked' slightly to that platform, because he clipped into it. This is how grinding works, by the way: you grind enough into a platform so that you can slide harder onto it and get mad style points. You can also see a few pixels of his plastic fiber ball became green: these are basically, the portion of his hitbox that are into the platform currently. Progressing to Panel 3, Aiai slides enough into the platform that he encounters another one. He can not clip into this one, though.. The blue pixels are into the 'second platform' and now register as collision. In reality, Aiai is more ejected into the portion of the platform that is to the right. Now, since Aiai has collision, the game goes 'wee woo wee woo' and changes Aiai's speed. For his position, it's a little bit tougher: he is technically into a solid platform, and the game only just realised it now. What do? Since the platform we clipped into was sloped to the right (which is convenient) the game will eject us the direction of the slope, which is what the blue arrow represents. Panel 4, the game ejects us, it looks like a teleport, and with his new velocity, Aiai technically hit a sloped platform, so he takes the velocity just like he would by hitting the platform normally. And the best part: combined with the speed we just got from being ejected, we go super fast! That's basically how these two frames happened. cool game
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I WAS going to vote No for Vault based on reading the opinions on here, then Meh after actually watching the run and Yes after watching the ending being totally destroyed. Overall, a solid and impressive run.
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What is your native language, fail? It may be better to speak that language or use the Non-English forums.
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Link to video After only 6164 rerecords of doing nothing but redoing the starting boost, Anaconda has pity on us. This start abuses the fact that you can bounce on a platform you've been just on again with a lower angle to bounce off the corner and get a slight vertical speed boost, which then becomes massive because of our acceleration. This is about 3 speed faster leaving off the ramp than all my other attempts, and that's without optimising sliding on the ramp. I'm pretty enthusiastic for this start.
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Link to video I have slight regrets for running this dumpster of a game.
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Updated the game resources page again (click on this). Editing courtesy of Samsara. About the actual stage, I think we've got a serious competitor to Curvature. Tedious falling sections, level entierely dependant on the starting boost (I've redone it.. around 16 times now?), dumpster collision, and a record almonst impossible to tie; it's got it all. There's nothing more frustating than having done 0 progress after around 6 hours of work and only being more frustated because you're literally one frame away from world record. Onto good news, there is someone who is interested in TASing this game (is he being forced against his will, or just crazy?) and I'm talking with him as we speak.
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ALAKTORN wrote:
^His Twitch account did get killed, though.
He deleted it after being spammed with hateful comments.
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Link to video BREAKING NEWS: TOUCH AND ROLL STILL MAKES 0 SENSE
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Link to video we megaman now (This is .17 seconds behind wr)
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If you have noticed, the last video I've posted was on EU. Now, why are we going back to EU? The most important reasons are: - hardcore lag in specifics levels, which is fixed in EU - JP has varying banana spots, most of which waste time; plus, we will be using EU as the 'consistent' version to beat all existing time+score records - EU shows level name (which is better than WIND 01) - EU shows the world 12 unlock banana counter on screen, which is handy for people watching to grasp what's going on
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Link to video So I managed to get a low bounce (and extremely low): we're getting there. This can likely be manipulated, doing big work on it at the moment while watching SGDQ :)
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Link to video Anaconda gives us an useful clip for the first time in forever.
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Link to video World 1 & 2 nicovideo TAS. I would be really impressed if every single time of this TAS wasn't beaten on console.
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Link to video Happened in normal gameplay (exported from my ACE3ds card.) I have no words. I have no damn words. The worst part isn't that this happened, the worst is that this could be technically used (although I don't think it has any uses). If it does, oh boy, Anaconda just got 5x more rerecords.
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Hey! Silverbawxer (a big runner of this game, also cooperating with me for the Touch&Roll TAS) did a Master TAS. He started progress on an EX (expert) tas, but it has been temporarily dropped. With that said, here is EX 1 to 10. Link to video I might be starting work on this relatively soon (as a small sideproject to Touch&Roll), so that is why I'm posting here.
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Link to video So doing a onebounce is not possible, but by bouncing TWICE on the 'rail', we gather more speed and go to the place we want to go (the end curve, to bounce straight to the goal.) Could save.. I don't know, it's completely insane. I've saved half a second by not even trying, so I'd estimate it to save around 85-105 frames.
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Streaming while everyone's watching SGDQ www.twitch.tv/boniouro
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Let me chime in for a bit. I found this game by testing various homebrews. This one looked it had potential, so I TASed 20 seconds of it, then did the full game a little under two days. Is this submission interesting? Technicality-wise, I would say yes. It has enough little tricks and glitches (though most are invisible) to compete with other 'bad platformers' in this site. Entertainement-wise, I tried to make it as entertaining as possible. It was hard, but I can say I had success for a 2 minute run. So overall, I think this submission is interesting enough, even though the game is ugly and unsatisfying. Does it deserve to be published? That's up to the judges.