Skilled player (1886)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
I found this movie very entertaining. I had no idea you could make the orange car go that fast! :) Not much more to comment on, it was very well played in my opinion. I agree that it would probably be a good idea to see how that last race would look like without using the orange car trick. Although I doubt it will be faster... Anyway, great job so far, I'm looking forward to the next WIP.
Former player
Joined: 11/13/2005
Posts: 1587
Looking good! Keep up the good work adelikat ;)
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3600)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I did a quick unoptimized test of level 4 without bombing the orange car and it was a few hundred frames faster (glad I checked!) So it won't save time in this instance, mainly due to the fact that the track is only 2 laps. tracks 8,16 & 24 will certainly benifit greatly from it. In addition I am considering track 7 & 15. If it always required 10 bombs to make the car speed up then this will limit its usefullness on most of the other tracks.
It's hard to look this good. My TAS projects
Joined: 1/14/2006
Posts: 17
adelikat wrote:
http://dehacked.2y.net/microstorage.php/info/842/RC_ProAm_adelikat_WIP_lv%201-4.fcm level 4, done with the orange car glitch let me know what you guys think about this, if this concept is stupid, let me know now. I still want to do level 4 without it to see how much time it saves
Just the orange car does that? I swear when I was a kid i gave up on the game because at a certain point, more and more of the cars started going faster than was supposedly possible. I'd hear that sound, then look at the radar and see them zipping around the track impossibly fast. Awesome game though, up to the point. With Death Rally and Ignition, one of the best top down racers ever...
I drank what?
Joined: 6/5/2005
Posts: 64
Most of the time, they go fast because of the zippers in the road (turbo strips), but the yellow car will cheat if you make him mad enough. He'd always be getting in my face so I'd nail him with missiles, and then all of a sudden he'd light up that super engine of his and tear around the track. The later tracks, there is less room for error with the better cars, better upgrades, and a smarter AI running the rails on the tracks.
Phear my uber gimpyness!
Joined: 6/5/2005
Posts: 139
all cars in the later levels ONLY go super speed which requires you to have missiles/bombs and ammo in order to not lose.
I like stuff...
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3600)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
well, I am officially abondoning this project. When I started, I expected the orange car glitch to be exploited more. On further testing I see that it will only be useful on a handful of tracks (8,15,16,24 are the only ones that would have any significant time savings). Therefore, most of the run will be me running around tracks, huggin corners as close as possible and the playaround aspect will be minimized. I find that 24 tracks of this will get boring. Others have expressed interest in a run of this, and I am sorry to disappoint you guys :( If anyone wants to pick up this project, feel free. You can use my posted wip if you like.
It's hard to look this good. My TAS projects
Active player (278)
Joined: 5/29/2004
Posts: 5712
But I like watching corners get hugged!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 1/9/2005
Posts: 16
Jeez, I need to open my eyes more... I played around with this game for a little myself before deciding that it'd be too boring to TAS. I hadn't thought of "toying" with the orange car, though. From what adelikat says it wouldn't matter anyways.
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
Lua HUD I've made some analysis in this game, so I may as well not waste it. The game sets a nominal speed for your car, where your current speed goes to when you keep the accelerator held. The way the game adjusts your speed for curves is to reduce this nominal speed when your facing and momentum are far apart. If the difference is 3 units or less, you keep maximum speed. So "driving sideways" after a curve harms your speed. Straighten yourself out. Your momentum very slowly changes to match your facing. It doesn't matter how much you turn, within a limit, as the rate your momentum shifts doesn't care how far you turn. So if relying on the slow momentum shift, don't turn hard. Note, that "within a limit" means that if you try to turn past that, the game instantly moves your momentum to keep within a certain angle of your new facings. If you need to turn hard, commit to it all the way, then straighten after the turn. The limit increases with speed. There are 256 possible facings, but affects your position in granularity of 4 units. Turning for a frame changes your facing by 2 or 4, depending on whether it's an even or odd frame. I have not gotten an exact measure of how momentum affects your position. (EDIT: not facing, silly me. Momentum itself never affects facing, your D-pad affects facing!) Speed is another thing that has something unexpected. You may think that 79 MPH is well faster than 72 MPH, but the truth is that both speeds affect your position identically. Speed works in granularity of 8 MPH, so if you can maintain a multiple of 8, or regain it quickly, you're in good shape. This wasn't considered in my TAS. Anyway, I don't have particular plans to continue the TAS (sorry Dimon12321), mostly just that the game caught my attention for a moment. I may be curious what the limits are, but I don't have a strong desire to look for myself. I enjoy analysis more than TASing, and the small TAS was there mainly to help my analysis. If someone else wants to look into TASing this (note that this is an endless game, so define a good stopping point), I will support it.
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
You know, I still don't have particular plans to finish this TAS. It's just something that holds my interest in my spare time. In any case, it is interesting that I'm able to hold a rather large lead over the CPU cars. Those cars are going 91 MPH at course 8, but only 82 in course 9. It's not because of a more awesome car, but because the CPU slowed down instead. The reason blue was lagging far behind in course 7 was because the other cars were going at 89, above the 88 MPH threshold, while blue was merely at 86. The 8 MPH plateaus do have a pretty significant effect, so I'm careful to try to maintain it, or at least recover quickly if the turn doesn't allow for me to keep it.
Dimon12321
He/Him
Active player (480)
Joined: 4/5/2014
Posts: 1129
Location: Ukraine
FatRatKnight wrote:
Anyway, I don't have particular plans to continue the TAS (sorry Dimon12321), mostly just that the game caught my attention for a moment.
(I read all your comments in this thread) Nothing to worry about if you won't make the whole TAS. I used to TAS this game when I was bored and I didn't spend much time (2-3 hours). Racing is the easiest genre for TASing, but in most games like that, any TAS can be improved. Hope my comment to your WIP was useful.
TASing is like making a film: only the best takes are shown in the final movie.
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
48 tracks, all items, all gold Just in case no one bothers to look a few posts back, speed works in 8 MPH increments, so dropping to 96 from 103 has zero impact on my position. Since a slower speed slightly affects steering, I sometimes drop the accelerator just so the maximum difference in my momentum and facing is reduced, slightly. And since I don't drop below the speed threshold, I'm not any slower, actually. I'm on the fence about submitting this. If a 100% definition can be applied to this game, I probably picked the most complete definition. I'd like to know how much more 100% it can get than fetching all pick-ups, including the skull ones that reduce your ammo count, as well as getting all golds. Any% would instead pick items that would benefit the races and allow for taking 2nd or 3rd on each track the leading CPU can complete faster. ... Well, I probably will submit, thinking about it. There are potential improvements, but whether or not it is perceived that the 100% definition I picked is enough to differentiate from a theoretical any%, I probably should allow a judge to make that decision. Open permission given, in case I somehow lose track and never submitted with nice write-ups.
Experienced player (853)
Joined: 11/15/2010
Posts: 267
Definitely a fun game that people loved as kids. I definitely think you should submit it, especially since i just recently started organizing a tasmania and it doesn't have a published run yet.
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
It appears Ouijawii has made a little something. Although, this is not (U) (PRG1). Hoping a bad dump wasn't used. I suppose this means I need to track down the right version if I'm going to view this, as it doesn't sync with that specific version. Actually, it might be nice to know the differences of different ROM versions anyway. What BizHawk says about (U) (PRG1): headerless rom hash: sha1:E9DDCFC47956FA55623621A2475BF6DF70489426 headerless rom hash: md5:6E628438DE2D8D4C2F3166461CD441AB ... Ah, right. I do have a completed 48 tracks, all gold, all items run. I was subtitling it a bit, then had to get a change of computers and basically everything's a mess. Still, probably a good thing as my delay brought to light things about game versions.