Game objectives

  • Emulator used: Dolphin 3.0-378 (more-save-fixes)
  • Takes no damage
  • Takes damage to save time
  • Starts from a saved state or SRAM (.dtm or save file) [links no longer exist]
  • Forgoes time-saving death
  • Uses hardest difficulty
  • Manipulates luck

Emulator details

  • Dual core off
  • Idle skipping off
  • Progressive scan on
  • DSP LLE recompiler (this requires you to dump files from a wii or gamecube. If you need help with this, or otherwise cannot do it, PM me, and I'll help).
  • Standard gamecube controller in port 1, no other controllers/wiimotes connected.
It should sync on any version after 3.0-365

Comments

This is a 28,475 frame improvement over my previous, canceled, submission #3428: RachelB's Wii Muramasa: The Demon Blade in 1:12:54.32.
Three significant improvements were made over my last run of this game. The first is significantly better luck manipulation. Many more random encounters were skipped than previously, and when i could not avoid a fight entirely, they were almost always either extremely short, or smoke bombed. All in all, i saved 11117 frames over my previous run due to better luck manipulation.
The other major improvements were better routing and boss fights. Although forging new weapons requires quite a bit of detouring (approximately 2300 frames worth throughout the run), it ended up saving much more time than i expected. All in all, i saved 16997 frames on the bosses, of which i suspect at least 10k of which can be attributed to having better weapons, the rest being mostly the result of improved attack patterns (3 attacks followed by a downslash).
Other than this, approximately 2480 frames were saved through small miscellaneous improvements. Of note, using air dashes to move faster in certain areas saved around 5 seconds, and doing less shopping (this is mostly thanks to better luck manipulation though) saved about 13 seconds. The rest were small gains to traveling and menu use.

Bosses

Blue Monk

This was just better optimized. 536 frames were saved in total. A slight advantage was had thanks to the better attack pattern, but in this fight it actually didn't make much difference, because the boss is so tall.

Wanyudo

The Botan Muramasa was equipped for a 5% damage bonus. This actually makes almost no difference at all. A total of 81 frames were saved, mainly as a result of slightly better optimization.

Yukinojo

553 frames were saved here. This fight was disappointing because so much time was lost because of the dynamic difficulty in this game. The improvements here were the result of fighting him on the ground, instead of in the air. Luck was manipulated pretty heavily to delay him from drawing a new sword as long as possible, and a technique was used to move through the boss while he attacked, allowing me to attack almost continuously at the highest damage rate possible at this point in the game.

Ippondatara

This is the first boss with a large advantage thanks to having better weapons. In total, this boss was 3,639 faster than my previous run. The biggest improvement came from delaying damage to force the secondary hp bar to drain more. In addition to simply doing more damage per hit, i also used the secret art flash, which deals around twice as much dps as normal attacks. Furhermore, the boss takes significantly more damage while in its boar form, so i manipulated it to stay there for an entire hp bar, after which i damaged the foot so fast that it skipped the transition up the the sky. It was actually possible to drain all of his hp during the second foot phase, and this would have saved around 5 seconds, but unfortunately it won't actually die unless it is in boar form. This was also the first boss to be impossible to improve before its final hp bar, due to the dynamic difficulty in this game.

Chimera

2,754 frames were saved here. Again, the stronger weapon helps tremendously here. More than that though, was using drawn back slashes to force him to fall to the ground. Thanks goes to youkai for figuring that out. I again managed to drain every single hp bar on the first possible frame.

Big Oni

This would be the third boss in a row to be perfect up until its final hp bar. A total of 3,267 frames were saved here. The botan muramasa helped a little with the extra 5% attack, as did the better attack pattern. Mostly though, the gains were had by manipulating the boss to stand still for the entire fight, and never attack, even a single time.

Raijin

Only 1,015 frames saved this time, at the cost of significant entertainment value. All but one hp bar was drained at the first possible frame, which was <1 second short of perfect. The main difference was destroying the orbs around her, making it easier to continue attacking without relying on earth hornet, which does terrible damage.

Fudo-Myoou

Last but not least, Fudo-Myoou. The obvious improvement here is that instead of being level 14 (enemies scale with level), i'm 12, and instead of using a 33 attack sword from level 9, i'm using a 53 attack sword that would normally require level 14. The lack of hp bars made this fight extremely easy to improvable. Doing around 70% more damage per hit, while the bosses had less hp, along with a slightly optimized strategy, i managed to save a massive 5,152 frames on this fight.

Thanks

I'd like to thank Youkai, from SDA. After seeing my tas, he decided to do a speed run of the game. In addition to finding a few different improvements i used in my run, he also provided the motivation to redo the run, by beating/matching some of my boss fight times, in real time.

Nach: I'm not sure that using hard mode here was necessary, as a goal of avoiding damage would be the same as hard mode, and not require starting from SRAM. In any case, I found this to be a nice movie. Even though there was a lot of running, it still was pretty cool, and it was a bit involved as you needed to avoid enemies in the process. The fights were very entertaining. Accepting.

natt: ...gnissecorP


TASVideoAgent
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RachelB
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Posts: 1579
An encode can be found at http://www.youtube.com/watch?v=nRn2kwJr198 . Unfortunately the quality is terrible (15 hours into dumping it in 720p at 2-3 fps, dolphin crashed, and i didn't feel like waiting another 20-30 hours for it). In addition, after 2 hours of trying to get the audio to sync, i had made no progress and only made it worse than it was to start, so it's just not included. I apologize for this, but it was the best i could do. If it's not good enough, watch it in dolphin (which will require a high end pc to play at full speed), or you will need to wait for a real encode.
Joined: 6/14/2004
Posts: 646
That's unfortunate about the encode, but I guess I can live with it until a proper one comes along. I'm glad the new version includes some weapon forging, it felt like that was an important element missing from the old run, and I'm glad it pays off. Can you elaborate on that final comment? How do you equip a level 14 sword at level 12? Does it have something to do with the game mode?
I like my "thank you"s in monetary form.
Player (212)
Joined: 9/14/2011
Posts: 349
Would you please explain me how "Takes no damage" and "Takes damage to save time" can be in the same run?
Joined: 6/14/2004
Posts: 646
That point was explained in-depth in the previous submission, but it has to do with a mechanic where you can recover from fatal damage with precise timing. The damage still appears, but it's instantly restored.
I like my "thank you"s in monetary form.
RachelB
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Posts: 1579
NrgSpoon wrote:
Can you elaborate on that final comment? How do you equip a level 14 sword at level 12? Does it have something to do with the game mode?
I pick up the demon god mask in act 8, which gives 5 str and vit. There is no actual level requirement for any weapon, level 14 is simply the level where you would naturally have enough str and vit to equip it.
Joined: 6/26/2011
Posts: 167
If this run got a Yes vote from me before, a version that cuts 11% of the game's time with optimization is a no-brainer.
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.
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Saethori wrote:
If this run got a Yes vote from me before, a version that cuts 11% of the game's time with optimization is a no-brainer.
Agreed. I like this run even better than the old one. Good job, rog. Yes vote!
Spikestuff
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Even though the Encode lacked the audio due to something de-syncing for ffxiRog I liked the tas alot.. and being a Wii game aswell (this goes too if it was GameCube) I am giving it a yes vote :D
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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My my. Wouldn't this be the first real Wii game TAS? I'm hoping this gets accepted! I mean... yeah Megaman 10 but that feels so much more like a NES game (as intended). Boy, the combat, and the long spans of running are rather repetitive though, aren't they? We need an encode with sound, desperately. The music really sells this game.
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Posts: 349
NrgSpoon wrote:
That point was explained in-depth in the previous submission, but it has to do with a mechanic where you can recover from fatal damage with precise timing. The damage still appears, but it's instantly restored.
Now I get it. Thanks. Awesome TAS! Awesome graphic! Yes vote!
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
I voted yes for the cancelled submission, so this is an easy yes. - You saved 10 minutes! - You added sword making to the run, which is a major feature of the game. Normally I wouldn't vote without watching an encode or the actual run, but I think this is okay. I watched every minute of the last one. Maybe I'll see it when it's published?
Post subject: Checksums?
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What's the MD5/SHA-1/SHA-256/Whatever on the ROM/ISO/BIN/whatever? I'm asking as ThatGugaWhoPlay seems to be complaining about being unable to make the run sync, and being able to exclude wrong version would be nice.
RachelB
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78a20e625681b3455a920c07850488a8 is the md5 of my scrubbed, but uncompressed iso. The issue is probably dsp lle recompiler. This will not synch using dsp HLE, and the only way to (legally) use the LLE is to dump a file from a wii/gamecube. He mentioned an error about this in the encoding forum, so my guess is that he didn't fix it. Guga, check that the md5 of your dsp files match what i posted in the other thread. If they don't, either redump them, or if you can't, pm me.
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Syncs on "Dolphin [TAS-Input] 3.0-381-dirty" (32 bit windows build); source to this is one of the alternate git trees tracked at the official repository. Settings are pretty usual (no idle skipping, single core, LLE DSP), except that it won't sync at all on OpenGL (?). No rom checksums; blame whoever invented scrubbed images for that. I cannot encode until I know how to work a/v sync. Have a few ideas rattling around, but nothing firm yet. It's not going to be easy =/ Any ideas on how to fix graphical glitches like this? (Lines in backdrop, especially the ones directly beneath the PC) http://img827.imageshack.us/img827/5189/muramoosea2.png Edit: looks like the glitches might be from AA. Well, that's an easy fix.
RachelB
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I believe the lines in the background are supposed to be there, because the background doesn't tile properly. The black line around the head definitely should not be, i'll check some settings and let you know.
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I'm voting "meh" because I'm not that into watching someone run to the right for over an hour, but it's still pretty optimized for what it is.
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I've hacked up Dolphin to create timing information. I think it should be sufficient to recover usable a/v sync. I've done some test dumps. Looks like it will take about 15 hours and 180+ GiB for a lossless x264 rgb dump at 1080p. I'm not satisfied with image quality at the moment. http://img808.imageshack.us/img808/3091/firstblood.png 1. Minor texture seams (you can see quite a few in that picture): These appear to present no matter what I do. 2. Lack of overall interesting detail: The game is primarily "textures as backdrops" and is not heavily polygon oriented. There just isn't 1080p of quality there. I don't mind my processing time so much, but I'm hesitant on presenting a 1080p encode to the end user that just wastes everyone's bits and cycles. Perhaps the best HQ downloadable would be 720p instead? I think that practically speaking, it would have just about all of the actual quality that a 1080p would, and would be smaller to download and easier to play. (How many systems out there, in any configuration at all, can play 1080p60? Before you say hardware accel, this would likely be outside the level restrictions of the existing gpu accelerators.)
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This is pretty cool looking: [URL]http://img407.imageshack.us/img407/2730/syncgraph.png[/URL] The data is from a ~1 minute test dump I did. X axis: Video frame numbers. Y axis: Time offsets in audio samples (48khz, so 800 samples is 1 video frame at the assumed 60fps) Blue: Raw sync differences as reported by my hacked up dolphin. Due to the crappy nature of the hack, there is MASSIVE jitter. Red: Blue significantly smoothed, with a +2000 sample offset. The offset is needed because the hack doesn't really understand the different start times at all (and we're assuming the very beginning of the video dump is in line with the very beginning of the audio dump). Yellow: An approximation of red created by occasionally dupping a frame in the input stream. Advantages: 1. Can be completely automated. 2. Should be in sync for the entire video. Disadvantages: Can't quite place dup frames exactly where they "should" occur.
RachelB
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Yeah, 720p is probably not noticeably worse than 1080p for this game.
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natt wrote:
Can't quite place dup frames exactly where they "should" occur.
Doesn't this affect A/V sync in the encode? Or does the hacked emulator just put the duplicate frames in the wrong places, or replace them with black screens? I would go with 720p too. The encode of rog's first submission of this game went up to 720p, and it still looked like a 1080p encode. My screen is only 720p though, so I don't usually watch encodes in 1080p anyway.
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CoolKirby wrote:
natt wrote:
Can't quite place dup frames exactly where they "should" occur.
Doesn't this affect A/V sync in the encode? Or does the hacked emulator just put the duplicate frames in the wrong places, or replace them with black screens?
The hacked emulator doesn't actually add any frames; the audio and video dumps are exactly what they are on the regular. It just creates the extra timing information. Adding the dupframes in slightly wrong places does affect AV sync, but it should never get off by too much. I'll know more when I actually test the method out; you need a pretty long sample to do anything useful.
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Having a "Dolphin-AVSync" version sounds very promising. This will save GameCube/Wii encoders and publishers a lot of time and effort and also provide an "official" method of encoding with Dolphin. Hopefully, I can use this for making quick temporary encodes of my own runs and WIPs.
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Dump took ~14 hours and is ~180GiB (1080p lossless h264 rgb). Trying to load the dump with DirectShowSource works, but the file is unseekable (consumes all my ram and then hangs vdub trying to seek). And full seeking is definitely necessary for frame fixup shenanigans. FFMS2 takes about half an hour to index the source, but after that's done seeks only take about 10 seconds. Unfortunately, it has washed out colors (known bug). I'll probably have to go in and fix that bug, because I can't see any other way to load this behemoth. The sync track looks very strange, I'm still not sure what's going on exactly. So a/v sync is still up in the air. http://img842.imageshack.us/img842/9443/avsffms.png