This is a 1817 frames, 30.28 sec, improvement over the published run. The improvements come from optimizing movements, reducing lag, and a few shortcuts. See below for more details.

General comments

  • Picking up items, such as cheese, neither saves nor wastes any time. There is no real reason to pick up any items in a TAS of this game.
  • This game can lag, so this is something you have to watch out for. There are areas with a lot of lag, so minimizing lag is quite an important factor in TASing this game.
  • There is a 2-frame rule for activating the exit sign. It activates every 2 frames, when RAM address 0xD4EB is even. This means that saving 1 frame in a level might not save any time at all, or it might save 2 frames.
  • Jerry can take 5 hits before dying, and damage boosts and using the invincibility time after getting hit are used a lot in this run.

Tricks:

Car boost trick: When you enter a car, you get a slight push to the right because you enter the car at the very left edge of it, but as soon as you enter it, you are positioned in its center. Anyway, by jumping out of the car as soon as you enter it, you get pushed a few pixels forward.
Speed management tricks: When running, your speed oscillates between 428 and 448 subpixels per frame. There are several ways of constantly keeping it at 448. When you jump, your speed is kept at the speed you had when you made the jump. So jumping when your speed is 448 will make you keep this speed through out the jump. By pressing the select button when landing (or left+right, as found by andymac) you don't slow down when you hit the ground, as you normally would. So one way of keeping speed 448 is to constantly jump, and press select whenever you land between jumps.
Another way to keep top speed, this time on the ground, is by holding select while running. When you want to jump, hold select for the first frame of the jump, then release it. This way you won't lose any subpixel on the ground to air transition, which you normally would.
The fastest way to turn around is to hold down up+select while turning.
Jumps can be tweaked a lot by changing how many frames you hold down the A button. If you hold down A while moving up, your Y speed decreases by 16 per frame. If you don't hold down A, it will decrease by 32 per frame, twice as fast.

Individual level comments

The number in paranthesis is total frame improvement up to this point.

Start screen

I saved 14 frames on the start screen.

Level 1 - The Street

Frames saved: 108 (122)
There are 3 sets of stairs on this level, and you have to slow down a little in order to avoid bumping into a wall when jumping up. These sections were carefully optimized to minimize speed loss. There are also a few cars on this level, and I use the car boost trick on all of these except the one around frame 2120, because jumping into a car makes it move to the right, and for this particular car, this would cause a lot of lag.

Level 2 - The Park

Frames saved: 106 (228)
On this level, the run+select trick is used a lot, in order to keep my X speed at 448 the whole time. The only tricky parts on this level are the two trash cans. I saved quite some time on both of them, and on the second one, I managed to zip into the trash can, avoiding getting pushed backwards by Tom. This couldn't be done on the first trash can because Tom pops up sooner here.

Level 3 - The Rooftops

Frames saved: 113 (341)
Just like in the published run, there are 4 major shortcuts used to make short work of this level (thanks to Chamale for finding them). The first two shortcuts are damage boosting over the two canon towers, saving a lot of time. I damage boosted better on these two towers, saving some time. Then, I damage boost off a soldier to get up on a platform above me. I can not reach this platform by a normal jump. The last shortcut is damage boosting off an enemy, immediately reaching the exit sign.

Level 4 - The Lounge

Frames saved: 333 (674)
The most complex task in this level is to optimize the couch jumps. The speed at which these will propel you depends on your speed when you land on them. However, landing with a greater speed won't always result in a higher boost, so you have to test landing on the couches with many different speeds until you get a speed that you want.
There is a glitch with the couches that unfortunately didn't save time. If you get a high enough boost from them, you move upwards so fast that the screen can't keep up. Once you have gone off screen, the screen starts scrolling down, even though you're moving up! However, you can't get off the elevators when this trick is active, so it couldn't be used in this TAS.
Jumping with the B button held down will immediately accelerate you to speed 448 from standing still, and this is used a lot in this level, rather than slowly accelerating in air.
The route is pretty much the same as in the published run (I tried a few changes, but they all turned out slower). The time saved is from optimized movements.

Level 5 - The Shower

Frames saved: 142 (816)
Just like levels 1 and 2, this is another "Run right for Justice" level. The water physics work quite similar to the couch physics - your jumping speed when you jump out of the water depend on your current Y speed and Y position. This means that you usually can't jump out of the water as soon as you enter it. After some trial and error, you can get good jumping speeds out of the water. Regarding the shower around frame 13825, it's possible to get hit on it at its top, and then use that damage boost to get to the ledge to its right, but this turned out a few frames slower. Around frame 14620 I use a new shortcut to get to that platform.

Level 6 - The Kitchen

Frames saved: 165 (981)
Sliding on the handlebars gives you a nice speed boost (you can get a speed as high as 580 subpixels/frame, compared to 480 when running), so I do that a few times in this level. Each time you land during this speed boost, your speed decreases by 20, even if you use the select or left+right trick, so after a while, the speed boost wears off. Around frame 17600, waiting for the flames to disappear is faster than taking damage from them. I have to slow down a little for a water drop at the end of the level, while in the published run, there is no water drop here. The reason for this is that water drops are based on a global timer, so there's nothing you can do to manipulate the drop away.

Level 7 - The Garage

Frames saved: 143 (1124)
There is a lot of lag in this level, mostly in places with water drops. I sometimes have to slow down a little in order to pass under a gilliotine.

Level 8 - The Garden

Frames saved: 99 (1223)
A lot of forced swimming in this level. The hits I take are done to get rid of some lag. When swimming, your speed is fixed at 256, and there are no movement tricks (at least non that I'm aware of) to increase this speed. By holding select, you can run on the ground in the water at top speed 256 (normally your speed oscillates when running under water). There is also quite a lot of lag on this level.

Level 9 - The Treetops

Frames saved: 170 (1393)
This level might seem like a maze, but it's actually pretty straightforward. By optimizing movements, reducing lag, and using a few minor shortcuts, I saved 170 frames on this level.

Level 10 - The Bedroom

Frames saved: 424 (1817)
I jump up using the bed (around frame 28650), saving some time. I abuse the speed boost from the handlebars a lot on this level. The damage taken around frame 29620 is intentional, and is done to be able to jump through the painting around frame 29710 without getting knocked back. I end input as early as possible.

Thanks to...

Chamale for his published run, and andymac for his WIP.
I hope you enjoy this run!

adelikat: Claimed for judging. The GB vs GBC issue needs to sorted out, I'll take a look at both games in the upcoming days.
GabCM: Added YouTube modules.

adelikat: Accepting for publication as an improvement to the published movie.
sgrunt: Processing.

TASVideoAgent
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This topic is for the purpose of discussing #2890: Randil's GB Tom & Jerry in 08:22.45
adelikat
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That's funny, I started this game some time in 2007 like you did, then I completely forgot about it. A few days ago I found my WIP and had plans to finish it. I guess I can go ahead and get rid of it. Glad to see this TAS improved. It is a deceptively complex game for TASing, and I'm glad to see it TASed on a high level.
It's hard to look this good. My TAS projects
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Well, Im happy that this got improved. Seeing as how the old run needed some polishing, and this run does just that. It also looks more interesting with the bunnyhopping off rails and seemingly impossible jumps. For that, I give it a Yes Vote. Good job Randil!
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I look like an enthusiast encoder here. SD and HQx encodes coming tonight.
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I liked this presentation I will vote yes and also I will encode this movie
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
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Youtube'd at http://www.youtube.com/watch?v=CD2WjmG2mPY (It might be still processing, so wait a few minutes)
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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I have finished the encoding of game Link to video Archive Page Archive.org (MP4 9.26 MB) Enjoy... EDIT: I deleted the video earlier because they were not climbed at all, so he replaced it
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
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Good job mmarks! I'll go only with the HQx encode then. I think I'm gonna stop claiming for SD encodes, to let anyone else do this job. EDIT : You'll get it tomorrow.
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There is a GBC version of this game, it seems. Why wasn't that used? I don't know how to make vba play back the movie in gbc mode to see if it syncs. The run is looking good.
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You appear to be right, there is in fact a GBC version of this game that I didn't know of. It appear to be the exact same game, but perhaps someone with more insight can give a comparison. I don't know either if it's possible to play this movie file in the GBC game (I tried it, and it didn't work), and even if it did work, I fear it won't synch (this game is not edit friendly). If the games are identical, perhaps the next TAS of this game should be done on the GBC version.
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According to the VBM documentation page on the google code site of vba-rr, changing bit 2 of byte 16 to "1" would make the movie play in GBC mode, but it didn't work for me. So I used a TAS editor and copied Randil's movie into a GBC movie. http://dehacked.2y.net/microstorage.php/info/1183538445/a.vbm This is my best attempt at syncing the movie for the GBC version. It didn't get very far... I have mixed feelings about this submission since my Shin-chan 4 TAS a while back was made on the GB version when there was a SGB version so it was rejected due to this fact (maybe it wouldn't have been if I hadn't revealed this fact in the first place)... oh well. Usually I don't care about colors, but I think the GBC version looks nice in this case.
adelikat
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The rules too explicitly say GBC > SGB > GB basically. However, my question is if the physics are the same. Much the TAS value of this movie is manipulating the oscillating speed, lag reduction, damage boosting, etc. The speed oscillation being the the most important imo. If that isn't the case in the GBC version, I wouldn't want it to be preferred.
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The two games seem to share RAM addresses (all addresses in my RAM watch file are correct), so all tricks and strategies should work. I tried the oscillation tricks and a few other stuff, and they all worked. It seems that it is the amount of lag that differs between the games and causes desynchs. I do agree that a TAS of the GBC version should probably obsolete the GB version, unless the GBC version has a whole lot more lag. I might take a look at TASing the GBC version, but it might be some time before you'll see it in the workbench (and I can't guarantee that I'll do it). I think this run should obsolete the published run, since that run too is of the GB version, so I don't see any harm in that. If/when someone wants to TAS this game again, the GBC version should probably be preferred.
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Very enjoyable. Vote Yes!
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I redid level 1 on the GBC version today, and here are my conclusions: *The games are indeed exactly the same. All tricks, game physics, etc. are exactly the same. However, there is one big difference: *The GBC game has a forced minigame after each level, a memory type game where you flip cards and try to match them (similar to SMB 3). This minigame takes about 3-4 seconds to finish when TASed, so the finished run should be roughly 30-40 seconds longer than this submitted run because of this. Here is the movie file for the first level + the mini game after it. *The GBC version lags a lot more than the GB version. For comparison, this submitted run had about 13 frames of lag on level 1, while in the GBC version, level 1 had 55 frames of lag, and this includes me minimizing lag. My prediction is that I will lose maybe 8-10 seconds due to more lag in this game version. So to sum things up about the GBC version: Pros: *Better graphics. Cons: *More lag. *Forced minigame after each level. *The two factors above will make a GBC TAS roughly 50 seconds longer than this TAS. Thoughts?
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I'd personally pick the GBC version, due to the fact that it is more aesthetically pleasing to the viewer, thus raising the entertainment value.
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Stick to the GB version. I don't get the big deal about colors.
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Here are my thoughts: The forced minigames make the run a lot more entertaining and don't take very long to finish. Using the GBC version at the cost of time is subject to debate. Personally, I'd go for the GBC version since 50 lost seconds (of which most consists of the new minigame, so make that 10) over the course of 8 minutes is easily ignorable/goes unnoticed. I will again refer to my Shin Chan 4 run. Using the SGB version over the GB version wastes 6 seconds there, and though the colors don't really add to the game (imo), it was prefered to use the SGB version. There is no published run for that game, but I'd like to work on a new run someday.
adelikat
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I'd say the GB version is better in this case. A memory mini-game has no TAS value whatsoever, so it adds a boring game to the TAS, multiple times, making it a lot more repetitive. Also, the GB version is laggy enough as it is, more lag makes it look even worse. I think these factors outweigh the benefit of having the GBC platform.
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adelikat
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Well, I was hoping for more discussion than this but ok. I am going to accept this movie as an improvement to the published movie and based on the fact that I deem this to be the preferred version over the GBC due to the GBC version having increased lag and useless minigames.
It's hard to look this good. My TAS projects
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Aah, my first TAS. I started it on December 24, 2006, and I have plenty of nostalgic memories of creating it on an old laptop. Rather than ramble like an old man, I'd like to congratulate Randil for giving it the solid optimization it deserves. Randil, you used every trick I thought of when I considered improving this, and several that I missed. Though I'm a bit slow to enter the debate, I'd like to agree that the GB version is best for a TAS, for the reasons Adelikat stated.
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I remember this as being one of the hardest gb games I've ever completed. The ending is lame though, no end boss :( Edit: Better graphics doesn't make it a better TAS(just to add something to the gbc discussion, abit late though).
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mmarks, a few of us have looked at your encode and we've agreed that we can't read the subtitles. Can you please try to use a different font for the subtitles?
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1669] GB Tom & Jerry by Randil in 08:22.45
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The movie is actully pretty boring, it's not the TAS it's just a bad game for TASi ng on. There are basicly NO glitches, pretty much all that is possible is to jump over and over but there is a great improvement from the last movie though so I think the movie desevers to be published.