Post subject: done TAS done
Experienced player (633)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
The TAS has been finished, I just need some feedback before submitting... http://tasvideos.org/userfiles/info/24713515613647690
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Experienced player (633)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
Since my TAS got rejected, I want to put a few things here if someone wants to make an improvement. -Try to manage the Gyro and it's 10 second time duration, the less going to the shop the better. -Better AI manipulation on bosses pls. -Try implementing ars4326's findings in it, as much as you can:
ars4326 wrote:
Kurabu, here is a collection of improvements that I found (not including x-speed optimizations) over the course of the run. These are rough estimates, and most involve strategic use of the gyro. On your 2nd pass through (and I hope you're up for doing it!), make note of these: Stage 1-1 - At the point where you first use the gyro, you can save roughly 40 frames by riding it all the way up the top of the next building, instead of jumping onto the adjacent platform over to the left, first. Stage 2-1 - In the 3rd area near the beginning, you can use the gyro immediately after slipping past the hovering goat icon and hover up to the next platform (hoping the remaining ones to reach the exit). This saves roughly 140 frames. - Likewise, upon immediately entering the 5th area, you can immediately use the gyro to fly up and left toward the exit, above. This saves roughly 130 frames. Stage 2-2 - In the 7th area (frame: 35060), you can save a little time (25 frames, or so) by going off the ledge and down to the next platform to make a running jump. This should allow you to have enough clearance to reach the floating platform without dropping down into the pit to take damage. Stage 3-2 - At around frame 59500, there's a direct opportunity to enter a shop and restock on another gyro (if needed). - In the area where you need to mount the swan to cross the river (frame: 60k), you can save time by activating the gyro and fly across, instead (you can avoid the two pairs of bees by hovering low toward the bottom). This saves roughly 100 frames. Also, there's another shop available in the next screen, in case this would be a faster way to re-stock. Stage 4-2 - In the area with the fist power-up (frame: 88150), there's a little trick I uncovered where you can bypass Timmy's smiling "item obtainment" animation by briefly engaging the gyro and flying diagonally upwards toward it (this will cancel the animation from occurring). This can save roughly 15 frames here, but may have other uses elsewhere. - In the vertical passageway where you use the gyro (frame: 89560), you can save roughly 125 frames by continuing to hover toward the exit, instead of canceling it early. Stage 4-3 - In the large room with the conveyor belts near the beginning (frame: 93070), you can briefly use the gyro while on the conveyor belt, below the fist power-up, to fly past it and avoid getting it, entirely (since there's no boss fight in this stage). Doing so saves roughly 65 frames. Stage 4-4 - Near the middle of the stage (frame:100k), 120 frames can roughly be saved by immediately activating the gyro and flying up to the next platform. Stage 5-2 - In the multi-storied room with the shooting flame vents (frame: 112k), it's roughly 80 frames faster to gyro up to both of the higher platforms, instead of hitting the switches and waiting. Stage 5-3 - Near the beginning (frame: 118900), it's roughly 145 frames faster to immediately activate the gyro and hover upward toward the first ladder. - A few rooms later (frame: 119460), it's significantly faster to use the gyro here to hover upward directly toward the exit. Roughly, this saves 360 frames. - Later on as well (frame: 120760), the gyro can be used to, again, hover up to the top toward the exit, saving roughly 130 frames. Stage 5-4 - In this area in the final stage (frame: 128100), it's roughly 230 frames faster to head immediately right and hop up on the platform containing the invincibility power-up. From here, a quick use of the gyro will take you to the very top platform. Although this could affect how much gyro you have left for that vertical shaft room, near the end. You'll may need to compare times here, and figure out the fastest method. - Finally, there's one last shop available before the final boss fight with the Bronze Kneecap. I'm aware that the shop sells two attack items; the Baseball Bat and the Megaphone. I'm not sure if these could possibly save time, but it's worth looking into.
Have fun TASing this game! I'll find other GBA game to work with, but I'm done with this one.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Editor, Skilled player (1506)
Joined: 7/9/2010
Posts: 1317
Kurabupengin wrote:
I'll find other GBA game to work with, but I'm done with this one.
This is the worst decision you can make, your next GBA TAS will be just as bad. Most improvement are already found, you just need to execute them.
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Experienced player (633)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
TASeditor wrote:
Kurabupengin wrote:
I'll find other GBA game to work with, but I'm done with this one.
This is the worst decision you can make, your next GBA TAS will be just as bad. Most improvement are already found, you just need to execute them.
no. i dont mean i'll do it now, but still, dont wanna work on this. Although I want to see that X Speed address that RobynS mentioned there.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Skilled player (1707)
Joined: 9/17/2009
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Kurabupengin wrote:
Although I want to see that X Speed address that RobynS mentioned there.
Or you can attempt to find it yourself. Search a value as not equal 0, then move a bit, search for a value that's different, repeat.
Active player (434)
Joined: 2/5/2012
Posts: 1693
Location: Brasil
vba-v24m-svn480 Emulator bios is used because it's default option and because when asked about it,nobody gave me an answer if this would be the standard or not.This game will probably not abuse resetting so this shouldn't be an issue at all. I will not use Bizhawk,I will not go through unnecessary trouble to use another emulator unless this emulator becomes unacceptable. ~~ Running is faster than jumpin~g, but landing from a jump doesn't give you the running speed instantaneously,so i want to minimize air time and landing,this is usually done by doing the smallest jump possible.By jumping before the delay in the landing,i can keep doing the running jump with no wasted frames but if i let Timmy land,he'll have to restart the running animation to do the running jump. For a short distance like the last jump in the first screen,i gained frames by trying different jump heights.2183 is the timing for the screen transition(first screen ending) ,it was the best achieved and it's a middle ground between a full jump and the smallest jump possible.It probably has to do with the severe landing lag not being applied because we didn't land therefore we lost the least possible speed. http://tasvideos.org/userfiles/info/32331012380096240 for 20 star wands,you can buy a skateboard with constant air and ground speed,but you can't climb or attack apparently,this definitely needs testing since the original route is all for gyro and this might give savers all over the place instead of just one situation here or there.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Active player (434)
Joined: 2/5/2012
Posts: 1693
Location: Brasil
The time has come:I need X and Y position values in order to optimize the climbing of the pipe on third screen,X and Y speed would be cool too.I don't have decent visual clues to maximize the climbing to start at the peak of the jump.I want to test a skateboard first stage and then a gyro version later. http://tasvideos.org/userfiles/info/32412058334144070
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Active player (434)
Joined: 2/5/2012
Posts: 1693
Location: Brasil
i believe the first byte of relative X position is stored in 0300025E and 0700023A(relative to camera),absolute X would be 03004115 and 0300410D i didn't find the other bytes as i had not watched the ram search movie tutorial when i did it but i believe this will be helpful for a future TAS,which i don't feel like making after watching the reception of recent movies.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general