1 2
16 17 18
Patashu
He/Him
Joined: 10/2/2005
Posts: 4014
First, do you have RAM addresses for speed and position?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Experienced player (993)
Joined: 1/9/2011
Posts: 227
Pottoww wrote:
If speedrunning is a factor, every movement from the arwing adds up to lose time, meaning as little movement as possible would be to prefer.
So I am currently trying to find out the best boosting pattern for a speedrun...
I truly enjoy Starfox 64 and will be eagerly anticipating this run, but I certainly don't know all of the mechanics of this game which leads me to my novice question; why wouldn't you just hold down the boost button from the time the level started to the time you get to the boss and all the while flying in the straightest possible line?
Pottoww
He/Him
Joined: 8/13/2015
Posts: 9
Patashu wrote:
First, do you have RAM addresses for speed and position?
No, I do not. I doubt this is in the actual BizHawk software though since it would be strange if I missed it after playing around with different settings for an hour or so...? Then again I turn out to be awful at searching from time to time.
WarHippy wrote:
Pottoww wrote:
If speedrunning is a factor, every movement from the arwing adds up to lose time, meaning as little movement as possible would be to prefer.
So I am currently trying to find out the best boosting pattern for a speedrun...
I truly enjoy Starfox 64 and will be eagerly anticipating this run, but I certainly don't know all of the mechanics of this game which leads me to my novice question; why wouldn't you just hold down the boost button from the time the level started to the time you get to the boss and all the while flying in the straightest possible line?
Flying straight would be the best option if nothing had to be collected or avoided, but for the best strategies through the level I would need to collect laser upgrades, bombs, avoid lag and possibly even adjust myself differently for different on-rail camera turnings etc. For the boost, it is "proven" that boosting around half the boost bar, releasing it and repeat saves about 10-30 seconds in an RTA speedrun depending on the category. We have figured out (without TASing it) that around half of the bar is the fastest but I would like to know the best exact frame as well as exclude any other possibility. The game is also heavily depending on lag frames, making it harder for me. I also don't know how boosting and movement work together, as it has been implied that you may or may not boost during turns for the best outcome, speedwise. And then there are tons of other factors for the speed and boosts that I would have to research before the run.
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
If you had some position addresses, finding the exact boost frames should be easy. I'm sure there are people here in the community that can help you out. I guess I can mess around with it myself if I find the time, but don't expect too much, I'm terrible at finding addresses. Also, read this if you haven't done already: http://tasvideos.org/MemorySearch.html
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Editor
Joined: 8/6/2014
Posts: 37
Pottoww wrote:
Patashu wrote:
First, do you have RAM addresses for speed and position?
No, I do not. I doubt this is in the actual BizHawk software though since it would be strange if I missed it after playing around with different settings for an hour or so...? Then again I turn out to be awful at searching from time to time.
None of the game's RAM addresses will be built-in, you have to find them yourself via the memory search tool. (As explained in the link andypanther posted.) Do not even attempt to do a TAS without critical memory addresses. It will become much easier once you have them, and the result will almost certainly be a lot better.
Pottoww
He/Him
Joined: 8/13/2015
Posts: 9
Okay, so I thought I had found addresses (copies) for the axis of the forward movement during the on-rail sections. There are 8 different addresses, 6 of them being "the same" and 2 standing out a little bit, but also following the pattern I was searching for. They behave correctly as they "turn around" while moving backwards, the frame difference decreases while braking, increases while boosting and changes its frame to frame value while moving around. All this while also changing memory on every movement frame... At first. BUT, after resetting to the save state again, dying or in any way start over from a previous point, the addresses starts counting on the lag frames instead of the visible frames, and then I couldn't get it to go back to changing during visible frames without restarting the emulator. http://imgur.com/I8did9j The circled addresses are what seems to be the copies. Although, freezing any of the addresses on that picture does NOTHING that I can witness. I am going nuts on this, I don't understand. Is there anyone here who would like to discuss and figure this out with me? I'd love to learn, but learning requires getting somewhere.
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
Pottoww, I've sent you a PM.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
MarbleousDave
He/Him
Player (12)
Joined: 9/12/2009
Posts: 1555
The Attack Carrier opens its hatches faster on the Japanese version. The high score bug is fixed on 1.1. To obtain a score of 512 or higher in a level in 1.0, you have to get at least 768 in a level as it subtracts by 256 if it reaches 512 or more. The highest save-able score in a level is 743, while 1.1 you can only get 511. The lives cap off at 64, score caps of at 999 (511 in 1.1). The max possible total score is 6,993 (5,201 save-able), 3,577 in 1.1. I remember using a GameShark and used the Loads O' Hits code, the score counter gets wacky once it tries to render a score of 1,023 as it's a 16 bit integer and the code uses the lower 8 bits. After letting Spyborg hit Slippy, the score for Sector X is 1,023 which was 24 over the max. It's possible to get 999 on Solar (where 100 is needed for a medal).
Experienced player (993)
Joined: 1/9/2011
Posts: 227
Currently tackling a maximum score run of this game. I've been working closely with the high score community (known as Hit+64). Feel free to drop into their Discord server and watch the progress! https://discord.gg/k2JnzC4 (Updated with boss entertainment Sep 2022) Link to video
Active player (434)
Joined: 2/5/2012
Posts: 1686
Location: Brasil
dont wanna be a spoilsport, but have you considered other possibilities like fastest gold medals? im wondering if it has the possibilit of dragging on, like the suicide you just did on the first stage.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Experienced player (993)
Joined: 1/9/2011
Posts: 227
KusogeMan wrote:
dont wanna be a spoilsport, but have you considered other possibilities like fastest gold medals?
Anything other than max score is pointless to me for a game like this (no pun intended).
KusogeMan wrote:
im wondering if it has the possibility of dragging on, like the suicide you just did on the first stage.
It’s a few extra seconds, and it will be happening a couple other times in the run. Venom will possibly be a little long, but it’ll be fun to watch.
Noxxa
They/Them
Moderator, Expert player (4136)
Joined: 8/14/2009
Posts: 4083
Location: The Netherlands
This looks really nice, would love to see a full run of this. Been waiting for one for many years, and it's great to see this game being picked up again.
KusogeMan wrote:
dont wanna be a spoilsport, but have you considered other possibilities like fastest gold medals? im wondering if it has the possibilit of dragging on, like the suicide you just did on the first stage.
I don't think this game is very suited to compromising between score and speed like that. If a run is going to make score a factor, it should just go all out.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
EZGames69
He/They
Publisher, Reviewer, Expert player (3964)
Joined: 5/29/2017
Posts: 2706
Location: Michigan
Just on a personal note, I’d like to see if this TAS if finished could sync on the AngryLion plugin, which should be available once BizHawk 2.9 is released.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Former player
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
I've been waiting for a long time for a full game run aiming for score! But I can't lie, I'm also a bit disappointed that you're not going for a deathless run. It wouldn't be in the name of speed, but entertainment. Either way, score is the only goal that makes sense for any TAS of this game. All speed-oriented TASes are inevitably going to be completely meaningless due to the speedruns of the game being all about lag reduction and the N64 emulators having no such thing as lag emulation.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Post subject: I'm doing a thing part 2 (now with a working Discord link)
Experienced player (993)
Joined: 1/9/2011
Posts: 227
Link to video Edit: Updated with improvements I'm pretty happy with the results so far. I've shattered all known TASing records for both Corneria and Sector Y. This game is delightfully nuanced, and I'm very glad it's not taking Too long to make progress. I can actually expect to finish it before the end of the year, lol. Follow on DIscord to see the progress! https://discord.gg/k2JnzC4
Experienced player (872)
Joined: 4/11/2008
Posts: 157
Location: Anime land
I've been waiting for highscore TASes like andypanther too. I'm looking forward to seeing final product! Invite link was expired so I couldn't read convo there but I think you deliberately didn't gain hits from bosses as it lets you get infinite hits in some planets?
Experienced player (993)
Joined: 1/9/2011
Posts: 227
The Discord link is now updated. Thanks for letting me know.
illayaya wrote:
...deliberately didn't gain hits from bosses as it lets you get infinite hits in some planets?
There are three planets where you can get infinite hits, but the score counter maxes out at 999. Those are Solar, Bose, and Venom 2 (Hard route) Solar is the only one where these extra hits are actually during the boss fight, and it's only 1 hit per boss cycle so this would take several hours to accomplish (which I have no desire to do).
XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
Wouldn't you run out of lives, anyway? That's... wild.
Experienced player (993)
Joined: 1/9/2011
Posts: 227
XkyRauh wrote:
Wouldn't you run out of lives, anyway?
You don't have to use any tricks with self-destructing OR the checkpoint on those levels. On Solar the boss cycles through his series of attacks and movements. At one point in the cycle he sends a lava arc at you that can be indirectly hit for a +1 with each charge shot. Here's a video of someone getting 999 Link to video He was able to hit it up to 3 times per cycle, but I feel like a TAS has time to do 6 per cycle. The current record is 361 hits before the boss, so we'd need 638 more hits to max out. At 47 seconds per cycle it would take 102 cycles (or around 80 minutes) to get to 999.
XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
Ah! I misunderstood. When you said "once per boss cycle," I thought you meant "once per life vs. the boss" and I was very confused. Thanks for the demonstration video! I understand now.
Experienced player (993)
Joined: 1/9/2011
Posts: 227
Progress on Aquas. I beat 'the next nearest TAS https://youtu.be/61JVe1yyy78 by 30 enemies. I’m up to the checkpoint so far, but I'm expecting a 505 since it seems pretty optimal after the checkpoint.
Banned User, Active player (332)
Joined: 4/1/2022
Posts: 122
This is the first time that i see water veicule (blue marine) in any Star Fox games, never seen that before until now.
WIP
Experienced player (993)
Joined: 1/9/2011
Posts: 227
The completed level. The starfish section was very rough, but I'm pretty happy with the results. Link to video Edit: Now with improvements
Experienced player (993)
Joined: 1/9/2011
Posts: 227
I started working on a new route. This time I'm going through Meteo; and holy cow is this level ridiculous. It surpasses Aquas for difficulty, and it's putting everything I learned from my submitted run to full use. For a bit of perspective, Aquas took an entire month to complete, and this level took an entire month just to reach the checkpoint lol. The work is paying off, though. I'm 125 points ahead of the old TAS record. Here's progress so far up to the warp zone. (Video Deleted)
Experienced player (993)
Joined: 1/9/2011
Posts: 227
The finished Product Link to video
1 2
16 17 18