1 2
5 6
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
That trick, we call the Charge Swap glitch, with a specific variant we call Frozen Laser. How to charge swap: First, do the charge glitch. With the glitch charge available, release it on the same frame you pause. Select a different weapon. Unpause. Enjoy. The Frozen Laser is a result of starting from laser, then swapping to spikeball. Screws up the animations, so the laser doesn't ever finish. There's also MurderBarrier, which is starting from bubble, and swapping to laser. It's awesome -- It erases anything it touches instantly. Except for the part where it also eats the stage end triggers. What, you want the Charge Glitch? Fine. First, charge until you can release a charge shot. Then, lose player control, such as taking damage. Release B while not in control, and press it again the frame you regain it. You should release a charged shot while maintaining a charge.
Editor, Skilled player (1278)
Joined: 1/31/2010
Posts: 327
Location: France
Congrats Team 4, that was close. Is anyone gonna do a comparison encode like the DTC5's one ?
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
lapogne36 wrote:
Congrats Team 4, that was close. Is anyone gonna do a comparison encode like the DTC5's one ?
This game allows for different routes so I don't think that's possible.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
FatRatKnight wrote:
A script for simple frame comparisons, if you care.
Creating a table using this. I'll make another post later when it's done. Edit: Not much activity which means I can just edit and go. HERE'S THE TABLE
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Skilled player (1278)
Joined: 1/31/2010
Posts: 327
Location: France
pirate_sephiroth wrote:
lapogne36 wrote:
Congrats Team 4, that was close. Is anyone gonna do a comparison encode like the DTC5's one ?
This game allows for different routes so I don't think that's possible.
The easiest way would be to follow the stage order of the winner, and add a timer on the side to say the cumulative time difference with team 4.
Editor, Skilled player (1410)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
Congratulation to the winners, that was a very impressive run! Just to give some feedback about the contest overall, though, I'd like to say that I (and many others, as far as I've seen) found this game to be really bad. Not only its graphics have a lot of ugly errors all the time, but also there is this thing that it is really easy to clip into anything. Clipping upwards is relatively easy, and clipping downwards happens even unintentionally very frequently. Some items seem to have no use at all, and the game mechanics make this game really annoying to TAS. Even after finding many interesting skips, which were motivating me to keep going with this run, I decided to drop because this game was just not fun to play and TAS. It didn't make sense to put effort on such a bad game. I say that with all the respect to ThunderAxe, and this might be a very person opinion of mine, but I think the game choice here was really poor. I know it's hard to find good unlicensed games, but this one was bad to the point of making people giving up.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
BrunoVisnadi wrote:
Congratulation to the winners, that was a very impressive run! Just to give some feedback about the contest overall, though, I'd like to say that I (and many others, as far as I've seen) found this game to be really bad. Not only its graphics have a lot of ugly errors all the time, but also there is this thing that it is really easy to clip into anything. Clipping upwards is relatively easy, and clipping downwards happens even unintentionally very frequently. Some items seem to have no use at all, and the game mechanics make this game really annoying to TAS. Even after finding many interesting skips, which were motivating me to keep going with this run, I decided to drop because this game was just not fun to play and TAS. It didn't make sense to put effort on such a bad game. I say that with all the respect to ThunderAxe, and this might be a very person opinion of mine, but I think the game choice here was really poor. I know it's hard to find good unlicensed games, but this one was bad to the point of making people giving up.
Yep it sucked.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Fog
Experienced player (626)
Joined: 4/5/2014
Posts: 459
This was our final lua script for the event: http://tasvideos.org/userfiles/info/38530848800286562 That contains information about hitboxes, HP, drops, positions, and field of view.
Post subject: Correction.
Judge, Skilled player (1288)
Joined: 9/12/2016
Posts: 1645
Location: Italy
I have to do an announcement: yesterday, for some reasons, Gmail didn't notified me the last mail received. I received an improvement submission from Team 11 on 21 minutes before the deadline. This will bring Team 11 up to #5 place and Team 5 down to #6 place. I'm sorry for the inconvenience. Screenshot of the mail: http://imgur.com/XRLOeVR Note that Italy is 2 hours ahead of UTC timing. Edit: the ranking actually remained unchanged.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
Spikestuff wrote:
HERE'S THE TABLE
We spotted a few errors so far: Team 7 - Stage 3: 5th stage selected, not 8th Team 7 - Stage 2: 6th stage selected, not 7th Team 7 - Stage 6: 7th stage selected, not 6th Team 7 - Stage 5: 8th stage selected, not 5th Team 7 - Stage 7 Segment 5: 208 frames, not 108 frames (total is 6706) Team 7 - Stage 9 Segment 0: 580 frames, not 590 frames (total is 1995) Team 3 - Stage 5: 5th stage selected, not 8th. Team 3 - Stage 3: 8th stage selected, not 5th. Team 3 - Stage 3 Segment 1: 797 frames, not 397 frames (total is 6002) Team 4 - Stage 9 Segment 1: 1360 frames, not 1921 frames (which puts the total to 1921 frames) I do like the touch where the spreadsheet calculates total frames rather than someone manually putting in that time. Let it do the math, and it is also a helpful transposition error catcher as my script also reports total frames. I know to put more effort in finding errors if the totals don't match.
Player (79)
Joined: 8/5/2007
Posts: 865
Secret Team* demands representation in this table. *Okay, just me. I demand Secret Team be represented in this table.
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
Secret Team technically goes against the rules having a team of 5 not a team of 4. So... No. Side Note: Corrected the errors FatRatKnight listed. I've stated (before his post, on irc) there may be mistakes so if there is just tell me.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Skilled player (1410)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
I've only watched Team 4 TAS, and I've realized then didn't always jump until they get of-screen after beating a boss. If I remember correctly, doing so would save a few frames.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Editor, Experienced player (882)
Joined: 7/20/2011
Posts: 345
I'm pretty sure certain boss rooms have an invisible ceiling preventing you from going offscreen.
Current thoughts: Hachiemon (J) for GBA.
Editor, Skilled player (1410)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
They do, but I'm pretty sure it's trivial to clip any kind of ceiling in this game. Maybe I'm wrong, though.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Invariel
He/Him
Editor, Site Developer, Player (169)
Joined: 8/11/2011
Posts: 539
Location: Toronto, Ontario
In my experience, you can only clip through a ceiling if that ceiling is 16 or fewer pixels tall -- that's why it's trivial to travel through one block floors -- but anything more than that is impossible to do so going up. Conveniently, the lower 16 pixels of a ceiling are generally cosmetic and not solid, which is what makes it possible to clip through many 32-pixel platforms, but those invisible ceilings in the boss rooms are taller than 32 pixels.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
It's trivial to clip through 1 or 2 tiles but clipping through 3 tiles requires very specific positioning. It's impossible to clip through 4 tiles or more.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
Well, we have a terrain script which tells us how many tiles we're dealing with. We did determine this: * Floor tile: Does not act as a ceiling, and do not count as a tile we need to bypass on the way up * Solid tile: It's a ceiling, as we all know * Spike tile: Also counts as a ceiling Wall jumps let us go through up to three tiles of ceiling. We can also use flame charge from the side and jump through slightly deeper ceilings, which requires a rarer layout. One tile and two tiles tend to be trivial to bypass. Three tiles sometimes work, and sometimes doesn't. Generally a pain to find the magic sequence that works on the rather common three-tile ceilings.
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I think the problem is not that some boss rooms have a ceiling in the way, it's that they don't have any walljump properties on the walls above a certain point. ---- Anyway, I thought I should say something about the game. Like some people said previously, it's not great. The physics are really buggy and annoying and it's easy to get stuck, fall through the floor to your death or crash the game when playing it normally. There is no acceleration and you only move in whole pixels. Even though it's a Mega Man clone it has no boss order, all weapons do the same damage to all bosses. It got better after realizing that the boss weapons could be charged up too. The game gained some depth at that point. Still, I understand the rationale behind choosing it. It had no emulator support previously and was guaranteed to be a fair challenge to everyone. I think that was a good thing.
Player (79)
Joined: 8/5/2007
Posts: 865
Truncated wrote:
It got better after realizing that the boss weapons could be charged up too. The game gained some depth at that point.
Funny enough, ThunderAxe wasn't aware boss weapons could be charged until after starting the contest.
Judge, Skilled player (1288)
Joined: 9/12/2016
Posts: 1645
Location: Italy
Not only that: before the contest start, I didn't know of any glitches. My main reason for picking this game, was because of the huge amount of routes. Every weapon has its own quirks, and every level layout is very different, so the possibilities looked countless to me at first. And in fact, most submitted runs resulted very different (tough that was mainly because of the different glitches discovered by the teams). The fact that the weapons deal the same damage to every boss, makes the routes less oblivious, and thus makes it more challenging. The second reason, was the extreme enemy density. Except for some segments of some levels, the enemies amount is such that forces you to come up with very clever manouvers in order to travel throught as fast as possible. I also tought that this would have made the TAS more entertaining to watch. And about the crappyness of the physics and stuff... I really didn't care about this, and I personally still don't feel it like a problem. I see this game is horrible to play, but we're talking about TASing here, so I really don't understand what's the problem here. On the contrary, having a game that works in such an... unconventional way, makes it even more interesting to TAS, because you have to deal with something you're not used to. And lastly, about the musics: I perfectly understand that it isn't appropriate to use GB/C sound engine for a GBA game, but that shouldn't be a problem for GB/C entusiasts like me. I really like the soundtrack.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
ThunderAxe31 wrote:
Not only that: before the contest start, I didn't know of any glitches. My main reason for picking this game, was because of the huge amount of routes. Every weapon has its own quirks, and every level layout is very different, so the possibilities looked countless to me at first. And in fact, most submitted runs resulted very different (tough that was mainly because of the different glitches discovered by the teams). The fact that the weapons deal the same damage to every boss, makes the routes less oblivious, and thus makes it more challenging. The second reason, was the extreme enemy density. Except for some segments of some levels, the enemies amount is such that forces you to come up with very clever manouvers in order to travel throught as fast as possible. I also tought that this would have made the TAS more entertaining to watch. And about the crappyness of the physics and stuff... I really didn't care about this, and I personally still don't feel it like a problem. I see this game is horrible to play, but we're talking about TASing here, so I really don't understand what's the problem here. On the contrary, having a game that works in such an... unconventional way, makes it even more interesting to TAS, because you have to deal with something you're not used to. And lastly, about the musics: I perfectly understand that it isn't appropriate to use GB/C sound engine for a GBA game, but that shouldn't be a problem for GB/C entusiasts like me. I really like the soundtrack.
Proper soundtrack for that post: Link to video
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
1 2
5 6