Posts for zidanax


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I did some quick testing with your zoom idea by moving from one X position on the map to another at different zoom levels. Regardless of the zoom level, it always took exactly the same number of frames to move a certain distance. The game adjusts the scrolling speed to compensate for the zoom level. To make absolutely sure, I also found the memory locations for X and Y position. Regardless of what zoom level I was at, the values changed at the same rate.
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Alright, after many rerecords, I managed to shave 105 frames off of Fillmore Act 2. I don't think I would have managed that many frames saved without OgreSlayeR's run as a guide. The WIP is here
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OgreSlayeR, I'd just like to compliment you on your TASing of Fillmore Act 2. I'm up to the beginning of the long vertical ascent before the boss, and I must say that up to that point at least, your TAS is amazingly well optimized considering that you used slowdown. I've only managed to shave off 11 frames, and even that was quite a pain. I had to look at your run several times to try and get some idea of how to do certain parts better.
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I saw something like what you're talking about with the quotes. Looked like a sort of oblong step pyramid.
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I just did the same test with my own run by stopping my movie just before Fillmore Act 2 then playing in realtime. Giving the people of Fillmore wheat still didn't make a difference to the maximum population. So unless it turns out later that I should go back and cast earthquake to make them build more of the high civilization houses, I'll revert to OgreSlayeR's strategy. BTW, if you're wondering why I built towards the third lair with a slightly different path, it's because that path lets me move the construction pointer back to the shrine quicker. EDIT: Given the date your run was submitted, I suspected that you may have been using slowdown. Amazing how precise you were able to do some of the stuff in Fillmore Act 1 in spite of that. EDIT: I just checked what the maximum population was in Sir VG's latest run. He says it was 386 for Fillmore. Thanks probably at least in part to my different route to the third lair, my maximum population for Fillmore is 390 sans extra road. And I never had to revisit Fillmore to get that amount. I was able to get 24 more by revisiting Fillmore because they were almost finished with the extra piece of road at that point, probably thanks to the behind-my-back growth, but considering that I could certainly get more than 24 in one construction phase in other places, I'm pretty confident that OgreSlayeR's strategy is better. Oh, and I just reverted to that strategy. The results were quite amazing. I'm now exactly 999 frames ahead of OgreSlayeR's run as of the beginning of Fillmore Act 2(!!!) and there haven't even been any really major changes in sim strategy yet. If you want to see it, here's the WIP
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Actually, I may revert to your strategy. I did a little quick testing by stopping your run at the end of Bloodpool. When I kept the fields of Fillmore as corn, the maximum population that could be attained was 390 if the connecting road was built, 366 if it wasn't. If I converted the fields of Fillmore to wheat, the maximum population that could be attained given the connecting road was still 390. So I think there may be no point in waiting for that connecting road to be built, since the maximum population of Fillmore seems to be limited by the number of roads built/the civilization level of the houses.
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I'm up to the beginning of Fillmore Act 2. Right now I'm actually behind OgreSlayeR by 393 frames, but there's a good reason for this:I've adopted Sir VG's strategy of waiting one more construction phase in Fillmore so that the road can be built to the left edge of the map. When I build a road to the right edge of the map in Bloodpool, the people of Bloodpool will use this connection to teach the people of Fillmore how to grow wheat. Since the population of a town grows somewhat even when you're absent, the people of Fillmore being able to grow wheat should help with that behind-your-back growth. The WIP
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Sir VG: I notice that in the Fillmore sim section, both you and OgreSlayeR seal the upper-left bat lair first, then the upper-right bat lair. Why don't you seal the upper-right bat lair first? When I tested sealing the upper-right bat lair first, I still got an increase in civilization level, even though I'd only sealed one lair. If you're wondering why I'm asking, I'm starting work on an improvement to OgreSlayeR's TAS. Is anybody else working on an improvement right now? EDIT: Oh, and here's a WIP up to just before one has to decide where to have the angel start building the roads. I saved 164 frames by going through menus and messages faster, using a faster boss 1 strategy, and a different strategy for moving through the second part of Fillmore Act 1 that takes advantage of the previously mentioned method for scrolling forward faster, combined with usage of the jump trick. WIP 1 EDIT: Then again, which lair one seals first may not matter--once the upper-right lair is sealed, the upper-left lair can be reached without using another construction phase. EDIT: I found the memory location for the timer that keeps track of when the construction phase happens. It's a 2-byte value starting at 7F91FE. It counts up to 719, then resets to 0 on the next frame. When the value resets to 0, there is some lag where the angel can't move, usually between 12-30 frames, then the construction phase begins. So that's about 12 seconds between construction phases. Notice, however that I said 12-30 frames for the lag, so the lag varies. I did a little testing last night, and as far as I can tell, the lag isn't affected by the angel's position as long as the building location is still on screen, nor by whether it's firing arrows, how many enemies it's killed, or by casting spells. But it is affected by what your building path is. When I tried the two possible routes for sealing the 1st two lairs, sealing the right lair first gave me 15 frames less lag. So if there are two ways to get somewhere that take the same number of construction phases, one of those ways may be better than the other. EDIT: eh, maybe your guy's route is best after all: somehow I'd failed to notice that if you go to the upper-right lair first, your population growth is much slower for some reason.
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The first three pages on google are basically a list of forums I've registered at. Interestingly enough, my hook submission here is the first result. Also noticed that gocha has a blog, where I'm mentioned in a post about his Mystical Ninja run (though most of it's in japanese). No doppelgänger as far as I can tell.
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That jump trick may prove to be useful elsewhere. I don't know if this is known already, but when the hero goes into his sword-behind-the-back pose during a big jump, his forward speed increases somewhat (I watched the memory location for X position to make sure). That jump trick could let the hero stay in this position for a longer period of time. I don't know about the other levels, but this could make the time for Fillmore Act 1 faster because of the tree branches that let the hero get above the ground for big jumps.
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Mukki wrote:
zidanax wrote:
What about the flying seemed off to you? I could probably tell you why I did what I did.
In the third (?) level ~ frame 13650 you hugged the ground quite closely as you descend. Whilst watching I thought it may perhaps have been faster to continue straight and then drop rather than descend so tightly. Your method was likely faster due to the shorter drop from being closer to the ground, but it is the only moment in your run that I really thought twice about.
It is indeed faster to stay close to the ground, because when Peter Pan switches out of a falling state, he drops very slowly at first, a fact I use at some points while collecting pixie dust. Here, of course, it's better to get Peter Pan back on his feet again as soon as possible so that he can start running again, now that he's out of pixie dust for flying.
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The reason I get hit in some places even if I don't have to is because I save time at the end of the level as a result--it takes less time to tally up the score. So all the hits I take are intentional, either to save time at the tally screen or because the way the enemy hits me somehow saves time. You may have noticed that I don't get hit in some levels. That's generally because the amount of time I would have lost by being hit in those levels would have been greater than the amount of time saved in the tally screen. EDIT: What about the flying seemed off to you? I could probably tell you why I did what I did.
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Certainly I could do a crouch and slash, but it has no effect from the front. You have to be behind the enemy for a hit to actually do damage. I thought of trying to intentionally get hit, then using Peter Pan's invincibility period to go behind the boss, but there are some snags: If I simply run forward so that I get hit by the skull, the invincibility period doesn't last long enough for me to get behind the boss. If I try to hit the skull to get it out of the way, the skull returns to the body before I can reach the other side. Once this has happened, the boss goes back into it's normal walking state.The boss then turns it's body around very quickly when you reach it's back. Moving frame by frame I can barely manage to hit the boss 's backside while it's in this state, but it doesn't seem to actually do damage.
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Level 9 WIP -Small optimizations in the level -Much faster boss fight. Most of the frames saved, by far, come from the quicker boss fight. -In total 349 frames saved in level 9, bringing me to just over 40 seconds saved from the previous run, up to the end of level 9. The WIP is here
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At some point, I'll start on level 9. Hopefully, levels 9 and 10 will be easier to TAS, because: 1. I'm not in the dark anymore! I mean, I pretty much know level 8 by heart now, but seeing what I'm doing should make things easier anyways. 2. Both levels 9 and 10 have various rooms, which very neatly divides the levels into smaller segments, making it easier to "divide and conquer" (is that the correct usage of the phrase?). I've been dividing the other levels into segments, of course, but sometimes it's hard to divide levels into segments that are comparable despite strategy changes.
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Another WIP of level 8 -I manged to shave some time off the non-extra-leaf route, so I decided to take that route. Still barely slower than taking the other route when the savings at the end of the level are taken into account, but as bkDJ mentioned, that third leaf would carry over into the following levels. - I tried this time to jump before entering pits so that by the time I was over them, I would be falling faster than if I'd simply run off the ledge. This saves quite a bit of time. -Greater precision in the boss fight, -12 frames saved at the tally screen. -Most of my flying using the pixie dust from the first collection point is done in the next corridor down from before, as the time savings are greater. @bkDJ: I wouldn't want to get hit in the cave level anyhow, as it would, of course, slow down my progress in the level. And getting hit by the boss while hitting him would cause the next hit to take long enough as to nullify time savings at the tally screen. I haven't tested whether or not the golden sword would save time in the next 2 levels, but it might, because there are some places in the next 2 levels where a large number of enemies are onscreen. There was a similar situation at one point at level 2, and I think I may have been experiencing some slight lag, because my best attempt was not the one with the minimum of jumps and attacks. Rather, my best attempt was the one that cleared the enemies off the screen fairly quickly, taking advantage of the golden sword's fireball. So there may be, in certain parts in the next 2 levels, lag that could be minimized with good usage of the golden sword. In total, 176 frames saved from the previous WIP. The WIP is here
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Hmm, strange, it doesn't desync for me. Oh well, I'll be working on new version as I said. Hopefully that one won't desync for other people.
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OK, I made a 1st WIP of Level 8, and the results of the flying trick, along with some other small optimizations were impressive! 944 frames saved from Level 7 fadeout to Level 8 fadeout. That brings me to almost, but not quite, 32 seconds faster than hero of the day's run up to the end of level 8. However, I just realized that while taking the alternate route through the first part of the level did save me a little time, I picked up an extra leaf. As a result, I lose 30 frames at fadeout, so it may not have been worth it to take the alternate route. I did some testing with the boss, and while it is possible to get hit by the boss and still hit him at the same time, it takes quite a while before the boss finally throws his skull again, thanks to not being far enough to the right when the boss puts itself together again. Also, I can now think of at least one more place where I might be able to tighten things up a bit. So, while I'm not exactly looking forward to it, I'm going to redo some of the level and try to squeeze out more frames. Regardless, here is my first attempt for those who are interested.
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I've experimented a bit with pixie dust, and it seems that using the pixie dust in the first part of the level would not make a very big difference, if any. However, I found a new trick: If you're flying, you can go through the platforms with the stalactites, both the straight and diagonal kinds. That trick alone should save an enormous amount of time, even with the time to gather pixie dust at the second pixie. EDIT: Then again, I've found a way to lessen the delay caused by gathering the pixie dust in the first section by at least 10 frames. So I think I probably can save some time with the pixie dust in the first part of the level, too.
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Composite image (without markings for secret passages) complete! http://img204.imageshack.us/img204/383/hooktestuu1.png The white areas are where I couldn't reach to take a screenshot.
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OK, I've started compositing images for the level 8 map. Here's my current progress: http://img208.imageshack.us/img208/903/hooktestjs0.png At some point I'll try to find as many of the hidden passages as possible and label them on the map. Looks like I'm about a third of the way through the level. Also played through the level, it's quite a pain to go through in real time!
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Another WIP of Level 7. I now get the golden sword, because I don't lose any frames as a result. The WIP is here
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Thanks for pointing that out, stickyman05. I think I skipped the golden sword as a sort of "knee-jerk" reaction. As you've probably noticed, I try to have my character at the minimum level of life (no leaves) at the end of each level if I don't lose too much time as a result. If you have the golden sword and get hit, you'll lose the sword but not lose a life, so then I have to get hit two more times instead of just two times. For some reason, I forgot that I had been hit twice already when I came up to the golden sword in level 7, so I instinctively bypassed the golden sword. But maybe it won't cause any delay since I have no leaves at that point. The golden sword may even be helpful in level 8, as it was in level 2. So I'll see if there's any sort of delay at the score tally screen as a result of picking up the golden sword.
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OK, a WIP of Level 7. - I actually did save some frames apart from the 31 frames saved as a result of the tally trick: I saved 5 frames coming up to the point where Peter Pan does his end pose. Now onto Level 8. This one could take a while, since I hope to put together pictures of different parts of the level when they're lit into a map of the level. EDIT: And for some reason, I lost one frame in the map before Level 7 starts, so the total improvement is 35 frames. The WIP is here
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OK, the 2nd WIP of level 6. -Along with getting moved right by the hit from the shield pirate, I experimented more with when to jump over the next pirate, and ended up saving 15 frames total. -I experimented with how to fight the boss, but didn't manage to find any quicker ways to fight the boss. In fact, for some reason, I kept losing a frame on the second hit compared to my first attempt, so I had to do some movie splicing. For some reason, the resulting movie was desyncing just before Peter Pan should hit the second balloon, so I had to redo that part. That's okay, though, because the important part for getting back that frame appears to be the setup prior to hitting the second balloon. The resulting movie doesn't desync for me, but please tell me if it does for you. The WIP is here
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