Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
dont give it up! we are all looking forward to this^^
<small>My big signature was cleared by admin; i should read <a href="http://tasvideos.org/ForumRules.html">forum rules</a>. But... who does?</small>
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Haven't checked this for a while. Will check the next avalible WIP though.
Joined: 12/29/2005
Posts: 119
I am very proud to report that Bogmire division A is now complete. Some interesting things to look for... on one track I get a lapping bonus again. On another I take what would be a major shortcut with a jump-jet, but the game counts the shortcut as cheating, so you have to backtrack. I had such a lead on the opposition that I was able to take the "shortcut", backtrack, and still pull off a first. As usual I tried to keep the races as entertaining and varied as possible. It's tough! My run up to now: http://detachd9.homestead.com/files/video/rrr210.zip Save-state (slot 3) right before Bogmire's Division A http://detachd9.homestead.com/files/video/bogmireDA_ss.zip Length: 1:03:34 Re-records: 5775
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Well played. Allthough I frame-skipped most of the movie. I found some hillarious things you did. Made me laugh. :) Keep it up!
Joined: 12/29/2005
Posts: 119
Thanks for the feedback. A brief update on what's going on here... I think it's fair to say this project is going to be heavily delayed. New Mojave is so similar to Bogmire, and I think I've shown the majority of tricks you can pull off with the Marauder in these levels. At least in NHO and Inferno there's a couple new tricks to use. Lately I've been balancing concentrating on my grades (I need to pick it up in a couple classes) and socializing. And my free time is often spent doing more enjoyable things than re-records on New Mojave.
Joined: 12/29/2005
Posts: 119
Wow, it's been February since I updated here. New Mojave is the most boring planet. If only I more deeply considered what this run would entail... I should have planned more out ahead of time to see if this would have been worth it. Still, I'm happy with how my run came out in various areas. I just watched it in full again today after months of not even looking at it and realized a few things: For the first few minutes, I wasn't good with the TAS techniques and so I didn't bother much with optimizing. I just sort of did the run with a couple manipulations. I stopped myself from doing many re-records when my run would have been much better if I had dealt with certain situations better. There were so many missed opportunities. If I ever do a TAS again, I will not half-ass it ever. From Drakonis on, I put a lot more effort into my run, and it showed. It helped having 7 missiles and many other upgrades too. But this game really gets too repetitive towards the end that I don't expect anyone to watch more than 30 minutes of it. 16 tracks per planet is way too much, I wish it was just one division per planet! Not only would it be too repetitive for others, it was too repetitive for me. I know some of you wanted me to keep it going, and I'm glad this brought some entertainment to some people, but I'm telling you straight up, New Mojave is no fun. 16 tracks of that is too much. There's only so much you can do with the Marauder on these tracks to vary things and I've hit that wall at the end of Bogmire. The only differences in other planets is how I react with the environment, but same general principles. Push AI off ramps, force AI to go the wrong way, and a LOT of violence and showmanship. I think my run from Drakonis on succeeded there. I never expected this run to be published. I'm just viewing it as a work of art. And I'm happy with my creation no matter who approves of it or not. If I do a TAS again, I'm considering doing it with an esoteric NES game my friend Jon showed me last semester while we were blazing in my apartment (drugs are bad, mmmkay). It's called Antarctic Adventure. You're a penguin racing to the finish before time runs out and avoiding obstacles along the way. The game never officially ends, there's just progressively more and more obstacles as the levels progress. I've been playing it without tool-assists (except for saving at the start of the level since there is no continue feature) and made it up to level 45. I never allow myself to use save-states in the midst of the level. With some of these levels if you make more than 3 mistakes, you won't be able to finish in time. I think this would be interesting to TAS a few levels. If any of you haven't heard of the game, do yourself a favor and play it now. So much fun and such a simple game! I love it sober, drunk, or high.
Joined: 1/1/2007
Posts: 6
Location: New Zealand
That's a good idea but I agree with Saturn saying that entertainment would be more important than speed.
Joined: 10/3/2005
Posts: 1332
I think 2 player simultaneous is the only way to even try to make the entire thing watchable, but even then it's a huge stretch. It's probably a question of how badly two players, in conjunction, can glitch the game, assuming there are any good glitches to be found. The answer to that might be found by simply getting a second player and just trying everything... while high, no doubt. ;)
Former player
Joined: 4/6/2006
Posts: 462
lately i've been playing rrr heaps. a while ago i tried to make a tas but it's really hard (especially trying to do it with 2 players), but i think a tas of this will be very boring to those who aren't familiar with the game. i personally think escapeplan's wip is, to put bluntly, shit. i does not abuse physics and such (using jets against hills, maintaining speed through corners, etc). if memory addresses for speed are discovered for both player racers, then i think the difficulty of making a tas for this game will decrease dramatically. additionally, i think this game would sacrifice lots of time in order to entertain the viewer. i think this run would be awesome for those who know the game. here's me getting a lapping bonus on a level where such may be very hard to do: http://dehacked.2y.net/microstorage.php/info/4473/lapper.smv that particular car is not available by normal means on that particular track because i'm playing vs. mode. more videos of cool stuff happening in rrr to come. more has come: http://dehacked.2y.net/microstorage.php/info/4474/champ.smv
Joined: 10/3/2005
Posts: 1332
erokky wrote:
if memory addresses for speed are discovered for both player racers, then i think the difficulty of making a tas for this game will decrease dramatically.
Player 1's speed is at 7e0048. Player 2 is 7e0049. Good luck. :)
Former player
Joined: 4/6/2006
Posts: 462
Thanks so much man. I was wondering, you wouldn't happen to have speed and health values of Rip, Shred and <purple> would you?
Joined: 10/3/2005
Posts: 1332
Easy enough... Purple is 7e0ee0 Rip is 7e0ee1 Shred is 7e0ee2
Joined: 12/29/2005
Posts: 119
No offense taken. I'm interested in seeing someone try to optimize a run on RRR. Good luck to you.
Joined: 12/29/2005
Posts: 119
I just watched the two short-SMVs you posted. I liked the use of the shortcut in the Champ one. The Lapper one I didn't find as interesting. I don't have the dedication to try to figure out how to optimize RRR runs on each track, but I'm very interested to see someone pull it off. I'm looking forward to seeing more from you.
Post subject: Rock 'n' Roll Racing
Joined: 4/10/2012
Posts: 10
Location: Montevallo, AL
Checked the forum but didnt see this game as a thread on its own. Anyway, I'm running this game both RTA and TAS and have found interesting speed tech. I would love to hear other information others have found playing this game. - If you reset the SNES during the Interplay screen, you can skip loading the developer screen as well as the title screen. It saves a ton of frames doing this, but I dont know if it would be allowed during a run. During the TAS, you hit reset during the first frame after the lag frames and never see the Interplay logo the first time. - inputs can be loaded in before screens load in, so you can select a color for your car without too much time loss. - If you hit the barrier while driving at a certain angle (not frame or pixel perfect), your car will shoot forward faster than your top speed for about 10-20 frames. - During the first races before you buy the Air Devil, if you use your jump about 4 or less frames before going down a large hill, instead of launching you, your car will stick to the hill and you will get a turbo boost instead. I have not found any lap skips yet, though I think I remember a few from my childhood. I ran an RTA this week and managed a measly hour and a half run. I'm also trying to compile a reasonable 100% route, but when you purchase your new vehicle, you lose all upgrades, so money management becomes so tight it may be impossible to purchase all upgrades before you purchase the next vehicle. If anyone knows a route, let me know. Turbo purchases are a must, however for quick money earnings in early stages, I found getting all rockets was useful. Once the race begins, no aiming is required for the rockets. Two rockets will take out a car, so with 6 rockets, you can earn 3000 attack bonus at the very start of the race. A two player TAS would be fun, and that will be my next goal after the one player route.
Player (98)
Joined: 12/12/2013
Posts: 378
Location: Russia
Game mechanics of genesis version is known to me. But I've never thought about its glitches. Regarding laps: there are checkpoints on the map. All you need is to visit them one by one. Visiting checkpoint is visiting the cell. So, you only need to have at least once your position inside that cell. There is counter of checkpoints, you need to find it using RAM search. Maybe few of first races you can skip by "giving up" after picking all money on the map. Also you may switch planet/division as soon as you have enough points. And... changing vehicle is not required. You can finish the game using marauder. But, of course faster you moving, faster you finish.
Experienced player (675)
Joined: 2/5/2012
Posts: 1787
Location: Brasil
it's allowed to use reset and i'm very curious to see a TAS, good luck! Is hard mode relevant in this game?
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.
Player (98)
Joined: 12/12/2013
Posts: 378
Location: Russia
grassini wrote:
Is hard mode relevant in this game?
Yes, you cannot visit last planet if you're not playing on warrior.
Joined: 4/10/2012
Posts: 10
Location: Montevallo, AL
Thanks r57shell for the info. I've been running the gen version as well and I am finding it a little better than the snes version, but I only have the snes version for RTA. Will probably run both. Im running RAM searches now. Will update when I find relevant info. Also, my run will be warrior, and I plan to do both Any% and a 100% (if possible).
XYZ
Former player
Joined: 12/9/2006
Posts: 168
Location: 2bastuz
Long long time ago there was this topic. AFAIR some glitches discussed.