Posts for xy2_


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I take back my claim: originally thought it made diagonal air movement faster, but it was just a desync. I'll redo the entire movie then without Bus-Timing (which makes menus faster) so it will take me a little bit of time, will probably just redo menu and hex-edit the rest. EDIT: All synced up! Saved 38 frames on menu, 12 on level transitions.
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Bus-Level timing is on and Dynamic Recompiler is off. I checked all settings, am using DeSmuME 0.9.11 x86. OS is Windows 7 32 bits. The ROM is Super Monkey Ball - Touch and Roll (U)(Trashman). We both have the physical cartridge (Silverboxer has the US one and I have the Europe - French one, though there seems to be no differences) Bus-Level timing is left turned on because the game behaves wierdly without it.
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MESHUGGAH wrote:
I request the admins here to delete all my movies and my profile / acount, I'm not going to use this site anymore or take part in any scenes related to speedrunning or whatever, I won't be a part of this cancerous misery.
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Just when I think this TAS has alderaly become hard enough to make, I find new glitches.. Basically, it's a variant of falling through objects. I'll formate it nicely: Phasing through solid objects https://www.youtube.com/watch?v=E6j5rQXAruY This happens usually when you travel so fast (270+ speed, though it can be done with lower). Basically, due to how - I think - the physics engine works, the game accelerates you in a set position while in the air. It only stops when entering in contact with a solid object, in which case it takes 1 frame to propel you to wherever. However, because of your speed, you can actually travel a little bit INSIDE solid objects because the game just makes your position advance a set amount each frame. Normally this isn't a problem, because the game just puts you right back on top of the solid platform, but if you manage to travel more than 50% inside the platform, the game will actually push you down the other way and you will keep your speed. This is a situational glitch I can think only for one use of.. Getting stuck in a solid object Same thing as above (happened to me once) but instead of getting more than 50% of your hitbox in the platform you get exactly 50%. As such, half of the ball is visible and you are kind of stuck in there forever. And now, for the new thing I just found out about yesterday.. Coiling https://youtu.be/5i8QOwfAwmw (I'm calling this Coiling because I discovered this on Coil.) I was practicing the extremely hard Coil strat ( https://www.youtube.com/watch?v=iw7WQFIiYZ4) when this happened.. What's happening here is instead of bouncing off the platform, I just get pushed (teleported) on top of it and keep all my speed (sounds familiar?) My guess as to why this happens is that because I got stuck in two objects at once (the starting platform and the purple border) and it caused me to teleport on top of the purple border, because I wasn't in the starting platform enough to be pushed downwards and instead got pushed upwards, but because of the purple border (which is what happens normally, then you bounce) but because of the push I also got stuck in the 'space' between the platform and the purple border, which caused me to teleport right on top of it, phase through the purple border and keep all my speed. Could be used in Coil(?) to get even more speed and bounce off the corner, and other levels with two solid objects on top of each other. EDIT: To clarify, this allows you to get on top of an solid platform if there is another solid platform on top of it (in this case, the border) without losing any speed or bouncing at all.
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Goodbye hours a month of work! So the reason we coudln't do 1-3 for one month is because of a very minor yet devastative oversight.. At the beginning of every stage, there are some stages intros. You can skip them by inputing anywhere on the touchpad. Because it's not important, we just put the c ontiniuous input wherever on the touch screen. The problem is.. one of those frames (one!) got into actual gameplay. Since it got into the first frame of gameplay (aka where Aiai is doing the first bounce right after being dropped down) you can't actually see the influcence of the 'rogue' frame, since the game takes 1 frame to bounce you away from the solid object each time you enter in contact with a solid. Think of it as a trampoline: the trampoline holds you a little bit in when you're bouncing on it to basically send you back up. This is the same thing. Here is two comparative screenshots: http://imgur.com/a/fWw0j First is with the frame mistake, second without. The difference is noticable a lot. This makes me really mad and motivated at the same time, as this run may be getting past 1-3..
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ALAKTORN wrote:
Always wondered myself how people were even able to TAS these games. They’re wonders of optimization nightmares.
Haha, not gonna lie; optimising any of this is going to be hell on earth. There are some extremely hard levels (besides 1-3, curvature, which is so hard there is only one world record holder, silverbawxer himself) I don't even want to touch: 1-4, 1-6, 1-10, 3-3, 4-4, 4-9, 5-6, 6-3, 6-10, 8-3, 8-10 (road to nowhere, this one is extra hard, probably gonna be hardest level in the tas along with 12-10), 10-4, 11-3 (also this one is really hard, it's basically made of a bunch of bumps that make optimising air time a nightmare), 12-1 and 12-10. Funny how a lot of the hardest levels in the game to do in a TAS setting are from World 1.. once we get past that, though, the rest should be much easier.
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ah, the good ol' samsara switch-a-roo
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So it's been a month, and what happened? Well, don't get your hopes up; we're still stuck on 1-3 (stupidly hard level). Silverbawxer has taken a break from TASing, and in the meantime, I've found a ton about the game.. I'm going to say I desesperatly need help. This is probably one of the hardest, if not the hardest DS game out there in terms of pure skill, innovation, and shitty physics engine. Hit me up if interested (send a PM). No particuliar experience is needed, motivation is (because it's going to take a hella long time with 330 levels) First off, basic explainations about the game. SMB:T&R is a hella hard platformer. In it, you control a monkey in a ball trying to get to the goal, and the rest is a sort of careful manuvering and ludicrous bouncing around to get to the goal.. because instead of controlling your character, you control the entire level instead! (Well, this is actually not true because the physics engine of this game is extremely wierd, but I'll get to that later.) The great thing is that this is the only game in which you can perform an extremely wide array of strategies for each level. Some may be painfully easy, some may be pixel-perfect bouncing on edges of terrain. Each level has been nearly optimised over the years to the point it looks like TASing (see http://www.cyberscore.me.uk/game/250) For clarification later, all controls I refer to are on the touch screen (aka up right means put the stylus as far up right as possible on the touch screen if we were on a normal DS) The speed numbers are as on the speed-o-meter (on bottom left on screen, which means you don't even have to search the ram for your speed!) The character will be refered as Aiai (his name). So, here is what I've found about the game: Starting boost Widely known (not discovered by me). When you start a level, you actually fall from the air a little into the starting point, giving you 40 speed. This can be abused: at the start of a level, hold either top right or top left. You will bounce, then 2 frames before landing, change direction to top left or top right. This will make you go slighty faster. The direction in which you start the boost seems to have no effect. Example: https://www.youtube.com/watch?v=5WdJsnp-ubA Diagonal movement, air time and ways to go fast Like in all Super Monkey Ball games (except Jr.), going diagonnaly is faster, and having air time makes you go insanely fast (see Air Time section). To go fast, the best way is: * if possible, find a way to be airbone * otherwhise, bounce on solid objects as much as possible (just entering in contact with an solid object, no matter what it is, gives a solid speed boost) Air Time Alright, this is where it gets wierd. I have done a lot of experimentation on this. What happens when you are airbone? First off, your speed is no longer limited to the feable 70 speed but can instead be infinite. Second (and the biggest find by far) you can control your movement while in air. This is huge, because while you are airbone you don't sit there doing nothing: you can actually MODIFY where you go, but not go faster! This act of modifying your velocity while airbone is what I call 'tweaking'. For example, if you hold up while in air, you will actually go.. upwards. Tweaking I'll start this section by saying that 'inputing' is the act of doing an input on the touch screen. If you do this while airbone, it will: * not change your current velocity (speed) * for every frame of input on the touch screen in a direction, move the target of your landing (aka where you land) in that direction, and then immediatly start moving Aiai towards that direction: basically moving your angle of landing. If you tweak right, you will land further right. Subtle Tweaking I'll talk about the hardest variant of tweaking; subtle tweaking. Subtle tweaking is done by pressing in the center of the touchpad. Normally, the touchpad is used to move the field, so when it's in the center, it only moves ever so slightly the field. But in air, this can be abused: if you tweak but with inputs at the center of the touchpad, you will move your angle extremely slightly towards that direction! I have two examples, compare them side by side: ( http://imgur.com/5enjd40 AND http://imgur.com/MZTo3WF) and ( http://imgur.com/GhARS1n AND http://imgur.com/CnU31tB). I did one frame of subtle tweaking to the left for the first and up for the second. The difference is extremely slight, almonst untracable, but you can see that Aiai's position has changed ever so slightly, by one or two pixels, and his landing angle is now quite different: he will land in a position a few pixels different. All of these are quite big things, and hope it will shape a TAS of this game for the best. I am in quite a dire need of help, so feel free to hit me up with your Skype.
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Subtitles usially make long runs extremely enjoyable, so I reccomend them. Big Yes vote from me!
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It was not banned in normal speedrunning, however competions for cash (aka Balls of Steels) banned the item althogheter because it 'gave too much power'. In the original version, it did everything: gave extra damage, piercing effect if your tear instantanely kills an enemy, and also has a big damage multiplier (considering few items give damage and only very few items give one, this is a big advantage). The only things that keeps it a top 5 item and not a gamewinner is the fire rate down. However, with the knife, this is completely negated, as for why it is banned.
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Mothrayas wrote:
feos wrote:
Warepire wrote:
Sorry to say but this looks too much "mobile device". I don't find this to be an improvement when browsed on a computer. I do agree with CoolKirby and Kurabupengin: Excellent for a mobile site variant.
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The other option we had is just starting from a NG+ and playing all 12 worlds from there, so it is possible. I have a big inclination to redo all worlds for score, however, as it provides different and interesting routes.
Post subject: Grinding in a pure platformer? (Super Monkey Ball)
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Hello! I, along with Silverbawxer, are working on a Super Monkey Ball: Touch and Roll TAS. Here is the thread: http://tasvideos.org/forum/viewtopic.php?t=12789 We are both very new on the forums but have a lot of experience on the game: which leads to this problem: we plan on playing all 12 worlds. However, unlocking the 12th world requires beating the 11th world, then collecting 2006 bananas (consumables scattered on the level) to unlock the final world. The fastest way to do it would be to grind five levels over and over, but that would put basically 20 minutes of grinding in the TAS, which will end up probably about half the duration. Because of that, we have decided instead we would be replaying through every world and going for every banana then going to the goal as fast as possible: basically, replaying the game, but playing for score, to make it more entertaining. After that, there are 106 bananas left to grind, which can be done very fast by about 2 minutes of grinding. My question is: would this work in a TAS? It is a goal we've been wanting to put in but I do not know if it is allowed here, since it sacrifices a LOT of time for entertainement.
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Actually, the knife is on its own one of the strongest items in the game, but it is the item picked up after (polyphemus) that completely breaks it. When the knife is used as a melee weapon, at base damage, with ??? (played character), it deals 7.35 damage per 2/3 ticks of touching the enemy (don't remember exact speed) However, when the knife is thrown, it deals triple the damage, so 22.05 damage. The item picked up next after the knife (the big eye, Polyphemus) is a huge damage multiplier, that multiplies your damage by almonst 5 if you are at normal damage, but in exchange, you fire very slowly. However, since the player has the knife instead, the fire rate decrease is not applied, since it doens't effect the knife, and you only get the massive damage multiplier. As such, when thrown, the knife ends up doing 94.50 damage every 2/3 ticks when thrown. Note the two last bosses have 2000 health each.. EDIT: Forgot he gets Sacred Heart later in the run. Sacred Heart is an item that also slightly multiplies your damage and gives you homing shots. Because his damage is alderaly huge, we go from 94.50 damage per 3 ticks to 223.35!!! damage per 3 ticks. The homing portion of the item also makes it so that the knife will home in ennemies and stay in them for a considerably longer period of time. Again, the two last bosses have 2000 health each (highest in game) and this destroys them in less than a second.. This combo is usually banned in speedrunning competitions.
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I consider TASers as artists.
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http://tasvideos.org/forum/viewtopic.php?t=15178 This may work to TAS flash games. I disagree hovewer with the fact that Rebirth may be more interesting to tas: pick eden, get brimstone+tammy's head start, poly item room, optimise movement, done. A run of the original may be about the same in terms of entertainement, but there are two main runs floating around the web: https://www.youtube.com/watch?v=W4-0n9BWYwM First run, uses blue baby, knife poly and manipulates rooms a lot. https://www.youtube.com/watch?v=BT5nRqHm9Ng Second run, gets epic fetus, habit, wafer and we need to go deeper (skip rooms), done.
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Congratulations!
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Sorry for doubleposting, but this is the 2006 banana route we have at the moment: http://puu.sh/hAHO9/cdf47b5f7c.txt This has been double-checked for every single level in-game, thanks to Silverbawxer The plan is to replay all stages to get all 1900 bananas as fast as possible, then grind for the rest All we need is a grinding route for the last 106 bananas, but this wil be done much much later in the TAS I do not know if this works as a goal? because the fastest round would be to grind 5 levels over and over, but that would be not entertaining to watch at all for a TAS, the reason why we decided this goal instead
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May be going along with Silverbawxer for the TAS once he finishes Super Monkey Ball Jr. Expert EDIT: Confirmed he will work on both at the same time, we will be doing a All Worlds TAS (120 levels on speed + 110 levels for score for the banana grinding) Surprisingly getting every single banana leaves us with 1900, leaving us with less than a world of grinding
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Great find, horrible to run though :/