Post subject: [A2600] Grand Prix
ViGadeomes
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I was looking for a TAS of this game. Is that game could be cool for the site? What could be the best one since the 4 difficulty levels of this game mean 4 different levels? Do you TAS it as Game 4 or all Game levels in one TAS?
Post subject: Re: [A2600] Grand Prix
DrD2k9
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ViGadeomes wrote:
I was looking for a TAS of this game. Is that game could be cool for the site? What could be the best one since the 4 difficulty levels of this game mean 4 different levels? Do you TAS it as Game 4 or all Game levels in one TAS?
If the changes between difficulty levels don't add any new content but only make the gameplay more difficult, just start with the hardest difficulty setting.
ViGadeomes
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Ok, I just made a pre-TAS of the hardest level but since I don't know the game, I can let someone finish it if he wants because i won't do a good job at the moment...
DrD2k9
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Upload a WIP and someone who knows the game better might give you pointers.
ViGadeomes
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http://tasvideos.org/userfiles/info/45647489183988102 Here we are, if someone wants to improve it, feel free ! I don't take the Oil slicks like in the WR run before the first bridge because it send me sliding up and in he WR speedrun, it send him sliding down... I don't beat the WR as well............
ViGadeomes
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Ok I understood more things about the game's mechanic. I improved my test by 88 frames and I beat the World Record by 19ms (1:35.14 IGT). I'm working on...
ViGadeomes
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my new version : http://tasvideos.org/userfiles/info/45676292775555702 All what I understood : - Press the controller button "B" to accelerate - you lose speed when you move down or up so minimize them - you lose more speed with moves when you are faster so move as soon as possible(do a move in two times if it's possible). - Oils slicks don't decrease your speed and the direction of the sliding is determined by your speed and where you touch it (What pixel). - you lose speed when you touch a bridge.
DrD2k9
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ViGadeomes wrote:
my new version : http://tasvideos.org/userfiles/info/45676292775555702 All what I understood : - Press the controller button "B" to accelerate - you lose speed when you move down or up so minimize them - you lose more speed with moves when you are faster so move as soon as possible(do a move in two times if it's possible). - Oils slicks don't decrease your speed and the direction of the sliding is determined by your speed and where you touch it (What pixel). - you lose speed when you touch a bridge.
I've played around with the game on my own and compared to your WIP. I think your run looks pretty good. I can gain 2 frames by the end of the 1st bridge by braking slightly differently before the wall of cars. However, this is just enough to alter RNG to result in me being only 1 frame ahead by the end of the second bridge; by the third bridge, you're back in the lead. The RNG changes of the oil slick directions is where I think i'm losing the time back to you in the latter portions of the run. I think you're good to submit. You need to decide on your goal though.... If you want fastest in-game time, then submit as is (after eliminating empty frames at the end). If you want fastest TAS time, delete everything after the last 'up' movement. The car will coast to the end of the race. You'll have a shorter TAS time even though it'll be a longer in-game time.
ViGadeomes
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DrD2k9 wrote:
I think your run looks pretty good. I can gain 2 frames by the end of the 1st bridge by braking slightly differently before the wall of cars. However, this is just enough to alter RNG to result in me being only 1 frame ahead by the end of the second bridge; by the third bridge, you're back in the lead. The RNG changes of the oil slick directions is where I think i'm losing the time back to you in the latter portions of the run.
Yes it happens to me too. I'm not sure it's RNG... it's more like speed of each car is determined and you arrive to them at a certain point.
DrD2k9 wrote:
I think you're good to submit.
Ok, an other TASer can try to improve it later in any case ;)
DrD2k9 wrote:
You need to decide on your goal though.... If you want fastest in-game time, then submit as is (after eliminating empty frames at the end). If you want fastest TAS time, delete everything after the last 'up' movement. The car will coast to the end of the race. You'll have a shorter TAS time even though it'll be a longer in-game time.
I chose it in this WIP : fastest in-game time and I ever eliminated empty frames at the end. So my TAS is ready to submit :)
DrD2k9
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ViGadeomes, did you make a RAM watch table for this run?
ViGadeomes
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DrD2k9 wrote:
ViGadeomes, did you make a RAM watch table for this run?
Humm... no.....
DrD2k9
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I'll see what I can come up with. I have an idea worth testing on speed and movement.
ViGadeomes
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I apologize... Making a TAS without any knowledges and searches :')... I'm a wrong TASer ! (I didn't know how I could find useful addresses) I put you as extra editor on my submission. Thank you and sorry!
DrD2k9
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ViGadeomes wrote:
I apologize... Making a TAS without any knowledges and searches :')... I'm a wrong TASer ! (I didn't know how I could find useful addresses) I put you as extra editor on my submission. Thank you and sorry!
Don't feel bad, we all learn at different paces. I'm not an expert either. FYI, RAM values I've found fairly quickly: 0x2F - Player Car's Vertical Position 0x69 - Race Track Position - Race ends when = 255 0x6F - Car Speed (there may be more involved than just this value...vertical movements don't seem to affect it).
ViGadeomes
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DrD2k9 wrote:
FYI, RAM values I've found fairly quickly: 0x2F - Player Car's Vertical Position 0x69 - Race Track Position - Race ends when = 255 0x6F - Car Speed (there may be more involved than just this value...vertical movements don't seem to affect it).
Ok thank you I add them with you of course.