This is the shortest version of the game, so completing all 6 episodes may take less than 2 hours I believe.
But the thing is that I dunno if this game somehow gets published, the encodes may be taken down because of the soundtrack being actual Star Wars music.
But it would make an interesting TAS, in my opinion.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
I'm interesting in tasing this game.
I'll do a testrun today with the first chapter. Because this game doesn't much "routing" involved, it will be an individual level run. But still, watching a flawless playthrough(with speed) would still be interesting.
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
Sorry about the double post:
But the first 3 levels are finished: https://www.youtube.com/watch?v=QhIdISkLiyU&feature=youtu.be
Since I have never played the game in a very long time, this is just a testrun. Level 2 and 3 are the most optimized. Level 3 could be further optimized, if I had taken the fastest route each time. I do take the fastest route in the 2nd and 3rd lap at least. Little hard to optimize to make it go real fast. Little hard to even get through.
@kurabupenguin
i wonder if the music would be recognized since its playing on a handheld console,i hope not
I want all good TAS inside TASvideos, it's my motto.
TAS i'm interested:
Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS?
i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
https://www.youtube.com/watch?v=T16KoDhaEggThis is a testrun of the 1st level I did myself. As you can probably tell, It's much more optimized than yours, and it looks more tool-assisted than yours as well.
I hope this doesn't discourage you, but I did this as a guide so you can improve it yourself, try finding as much improvements as you can, because I know for a fact that theres a bunch of timesavers here.
Hopefully you'll do a good job at finishing this and making a publish-worthy movie! :P
what
"But the thing is that I dunno if this game somehow gets published, the encodes may be taken down because of the soundtrack being actual Star Wars music. "
"i wonder if the music would be recognized since it's playing on a handheld console,i hope it's not recognized and taken down"
I want all good TAS inside TASvideos, it's my motto.
TAS i'm interested:
Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS?
i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
I have a few categories we could do here (they're based off SRL categories for this game):
Any%: Defined as completing episodes 1-6 on a new file. Completing an episode is defined as beating the fifth level in said episode.
All levels: Beat all levels on a new file in story mode.
100%: do I even have to define this?
NG+ (Free Play): Known more commonly as Free Play RTA, it is to beat all levels that have free play, on free play mode. Can be on a new file, or a pre used one. It can use as many extras as possible, and can use the cheat codes.
Estimates for these:
any% would be 30-35 mins (WR is 35:24)
All levels would be about 2-2.25 hrs (WR is 2:15:09)
100% would be 5-7 hrs at minimum (Has no WR)
NG+ (Free Play) would be about 50-55 mins (WR is 57:09)
I spark interest in TASing this. More specifically, any% and NG+ (Free Play)
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
KnucklesMaster368 wrote:
I have a few categories we could do here (they're based off SRL categories for this game):
Any%: Defined as completing episodes 1-6 on a new file. Completing an episode is defined as beating the fifth level in said episode.
All levels: Beat all levels on a new file in story mode.
100%: do I even have to define this?
NG+ (Free Play): Known more commonly as Free Play RTA, it is to beat all levels that have free play, on free play mode. Can be on a new file, or a pre used one. It can use as many extras as possible, and can use the cheat codes.
Estimates for these:
any% would be 30-35 mins (WR is 35:24)
All levels would be about 2-2.25 hrs (WR is 2:15:09)
100% would be 5-7 hrs at minimum (Has no WR)
NG+ (Free Play) would be about 50-55 mins (WR is 57:09)
I spark interest in TASing this. More specifically, any% and NG+ (Free Play)
LSWTCS (DS) TAS in 34:25.45 (33:19.933 RTA timing)
RTA timing for this is from gain of control in first level to loss of control in last level.
TAS timing is power-on to final input (but you already know that)
Link to video
So, there is only one problem with this TAS: it doesn't reach the credits after 6-5. Oops.
I can fix that soon.
Here is the TAS userfile:
http://tasvideos.org/userfiles/info/43493126608353269
I'll work on Free Play RTA next, and use the best strats known. The best part is, we can use debug menus to get all characters, levels and extras, and not need to start from a savestate. Is that okay with you people?
Debug code: Up, Left, Down, Right (3x) R, L, Start, Select
Free Play RTA is the only category that allows this by SRL rules. All others must be "completely legit". In fact, the 57:09 uses debug cheats to skip activation panels, get all characters and extras(?).
Time to mess around with strats. Free Play character selection is determined by the players input. So, with some manip, I can get Yoda (Ghost) and Jar Jar all the time.
Prequels finished in 25:11.05 (~24:25 RTA about 3:23 ahead of the WR)
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Joined: 9/12/2014
Posts: 543
Location: Waterford, MI
KnucklesMaster368 wrote:
LSWTCS (DS) TAS in 34:25.45 (33:19.933 RTA timing)
RTA timing for this is from gain of control in first level to loss of control in last level.
TAS timing is power-on to final input (but you already know that)
Link to video
So, there is only one problem with this TAS: it doesn't reach the credits after 6-5. Oops.
I can fix that soon.
Here is the TAS userfile:
http://tasvideos.org/userfiles/info/43493126608353269
Very nice! I've watched the any% run, it looks well optimized, and I believe there are some improvements that can be made. Like shooting boba fett more early. I think that would be possible.
I'll work on Free Play RTA next, and use the best strats known. The best part is, we can use debug menus to get all characters, levels and extras, and not need to start from a savestate. Is that okay with you people?
Debug code: Up, Left, Down, Right (3x) R, L, Start, Select
Free Play RTA is the only category that allows this by SRL rules. All others must be "completely legit". In fact, the 57:09 uses debug cheats to skip activation panels, get all characters and extras(?).
Time to mess around with strats. Free Play character selection is determined by the players input. So, with some manip, I can get Yoda (Ghost) and Jar Jar all the time.
Current Progress: Defending Chewie's planet (3-3) (11th level in TAS)
Yes, there are some clear improvements.
Optimising movement is a small one, but it will cut some frames.
Count Dooku in the room before the fight, you can slip under the door, but it is insanely difficult. I gave it ~150-200 rerecords, and couldn't get it. But, I have done it on my DSi. This can also be done in Free Play, but I think the emulator could be the problem here.
There are general improvements in Rebel Attack, it's in the movement.
In Cloud City Trap, Boba Fett spawns randomly in the room. He can (it has happened to me once) spawn very near to the door, which if replicated, will save 2-3 seconds here. There are other general improvements in this level.
I just do not want to redo levels that are already good. This is where TASEditor would be useful, but it isn't in DeSmuME.
Speaking of things I haven't been able to replicate on emulator, in Free Play, I have gotten several 31's in the falling room in Darth Vader. But, on emu, it just wouldn't work, and I gave it a good 100 rerecords, and the best I got was two frames away from a 31.
Current Free Play TAS Progress: Done
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
That is correct, the TAS is done for Free Play. Unfortunately, I'm burnt out of this game at the moment, so All Levels and 100% will have to wait (definitely 100%, I'll need help with that)
Userfile: http://tasvideos.org/userfiles/info/43520663672605039
TAS Timing (ON-Final Input): 48:00.43 (soo close to sub 48)
RTA Timing (Gain Control-Results Screen): 47:08.517 (10:01 faster than the WR)
Video:
Link to video
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
It's a good TAS but you can do some little improvments as you said and I'm not sure but a lot of your shoots are useless right ? (for example in the last level) But if DeSmuME hasn't TASEditor, I understand why you don't want to clean your TAS ;). I'm very interresting about the 100% run but DeSmuME lags so much on my computer xD.
It's a good TAS but you can do some little improvments as you said and I'm not sure but a lot of your shoots are useless right ? (for example in the last level) But if DeSmuME hasn't TASEditor, I understand why you don't want to clean your TAS ;). I'm very interresting about the 100% run but DeSmuME lags so much on my computer xD.
Yes, but I can cut some inputs out by looking at the TAS, and editing the file in notepad++, for example in 1-5, where the A press spam caused lag in the emulator, which looked ugly.
If you're talking about the lightsaber patterns in 6-4, that was for an extra touch of entertainment while I waited for P2 to arrive. The Emperor's force is so powerful, we can't use thermal detonators.
I just realized about notepad++ when I was TASing 4-2. With that in mind, I might optimize it some point soon. My main goal is to get rid of the A presses in 1-5.
I know how to 100% this game, but I personally have never seen a 100% file, and I have played this game for at least 7 years.
Thanks.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
So... how should I do 100% collectible routes in levels?
Option 1. Max story mode collectibles, then Free Play Clean-up
Option 2. No story mode collectibles (except for vehicle levels), then Free Play collectibles
Which do you think could be faster?
Me, I think option 1 is faster, but option 2 sounds faster.
I will go for collectibles that aren't too far off the route in Story Mode in the run.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
It's impossible to say what's the fastest option without tring them i think :/, choose one of them and we will see after. That will be very exhausting but we haven't the choice. I think the first option is better in some levels and the second is better in other levels..... Tell me if you want me to help you.
I just realized about notepad++ when I was TASing 4-2. With that in mind, I might optimize it some point soon. My main goal is to get rid of the A presses in 1-5.
Man, 13 months has done a lot for this category.
This is not all my doing, most of it was done by LaserTrap_
Both the userfile and the video (with captioned commentary by me) are below.
Minor optimizations are left. They are mostly covered by my captions.
User movie #52694188162673079Link to video
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
Link to video
In six weeks, enough discoveries were made to heavily optimize the prior TAS. It is now sub 40.
Some optimizations in this TAS were just better timings and lineups for clips, others were new tricks.
Time it took to TAS: 4 days. The game is surprisingly simple to TAS.
The major optimizations left are:
3-5: Detonator clip in the falling room (~5s)
3-4: Swap jump up to the higher area in room 2 (~3-4s)
3-3: Doing the quad jump over the plank into the next room from the left side (~1-2s)
3-2: Character manip for Jar Jar (~3s)
2-1: Faster character manip, and correction for errors in room one and the final area (1-2s)
2-2: Routing through the conveyor belts in room 2, and less AI stupidity in room 3. (4-6s)
6-4: Character manip for Jar Jar (~3s)
6-3: Character manip for Anakin (Boy) (>.5s)
4-4: Character manip without page swap (2s)
Tricks were being discovered while I was doing it, so many of the optimizations are in early levels.
I will do All Minikits and Bricks as my next TAS, even though my any% TAS is very obsolete right now. Guess for length of all Minikits and bricks: 2h 45 to 3h. So expect this to take 10-15 days to TAS.
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD
I understand this may not be done, but can you provide an encode on what you have so far?
oof this is what happens when I’m not active on the forums...
I finished these a while ago but here are some encodes that you may or may not have seen.
All MK+B initial TAS. Use BizHawk 2.4.2 to sync this run properly.
Link to video
Definitely redoing this one sometime in the near future. Free Play TAS. Requires a specific build of BizHawk (apr 6 2020 I believe) as it won’t sync on 2.4.2 due to a movie file change that happened. Partially why I want to redo this
Link to video
Any%. Requires DeSmuMe 0.9.9 (the previous Gold Standard for DS TASes)
Link to video
If a map had all the information, it would look like this: (shows black construction paper)
"Now that's a map!'
XD