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Joined: 5/13/2006
Posts: 283
No youtube for this one? :/
<Zurreco> if so called professional players cant adapt to every playing field, theyre obviously not that great
Player (200)
Joined: 7/6/2004
Posts: 511
Thanks bisqwit. Sorry no youtube on that one kwinse, but here is new verison in avi, smv. It's 20 megs, what is the easiest way to get decent compression on windows snes9x? I went back to the first level and used an extra grapple towards the end, it saved 2 frames, but for some reason lag between levels reduced by 3 frames. In redoing of the second level I saved a couple frames here and there saving a total of 11 frames from both levels. I spent alot of time trying to come up with a better method for launching onto the ladder but to no avail. In the next level I think I can save time skipping the ladder. I'm pretty fortunate to be able to find major changes so far, but I think my luck will soon run out, there are a few levels where I know the existing method is the best.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Player (200)
Joined: 7/6/2004
Posts: 511
Field 2 completed (smv). 33 frames faster. I have tried to optimize it, but I will try more later because it is very difficult to optimize since the whole level is linked (after the beginning only touches ground for 1 frame at a time). I'll put avi up after I do that.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Player (200)
Joined: 7/6/2004
Posts: 511
Went back to field 1, changed methods a little, now 8 frames faster than before, got hit by a couple frames of lag I couldn't avoid this time. Completely new method for field 2 (again), now 22 frames faster than before. Coming up on the left is about the same speed as the right, but it turns out to work much better with the approach from below because it doesn't require the height. smv | youtube PS accidently deleted old smv but got back by loading a state so the rerecord count got screwed up, but sort of makes up for starting from old run's smv anyways...
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
You got a very high speed suddenly at frame 1340 with seemingly no stretching at all. Level 3 strategy looks a lot smoother than in previous published movies.
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Can't wait to see the next version :D Insane to see what you guys have been doing with the game. And flag, please contact me on instant messenger(below) if you'd like help on how I made the first several field maps.
Player (200)
Joined: 7/6/2004
Posts: 511
Thanks bisqwit. The sudden speed at 1340 is just from a standard stretch and jump. Glad to hear from you Blechy, I'll look for you on AIM. With field 11 I have 2 new completely different methods (although they both use the glitch where you pull up on a platfrom while climbing on). The second is 2 frames faster than the first, but neither are fully optimized so I have my work cut out for me. http://youtube.com/watch?v=r1XUN2XpS4U
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Player (200)
Joined: 7/6/2004
Posts: 511
Here's the update: completed field 11 and 12. [smv|youtube] Used a different method than the two shown earlier for f11. It was about 22 frames faster than those. It's funny because I didn't use that glitch, but that glitch is the reason I started a second version in the first place. I was only 4 frames from saving another time unit on this level, but I just couldn't save any more time. Some potential ideas are to swing from the white block directly on top of the blue block, and at the beginning latch on to the wall, then dive in the water and swing around. I experimented with these some, I don't think they can work out to be faster, but they are interesting none the less. In field 12, I just needed to save 4 frames (deja vu) from previous published version to save a time unit, making it 0 time units :). I was able to save exactly 4 frames completing the level in 0 seconds woot. Oh yeah and field 10 is the same except 2 frames faster...
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Player (223)
Joined: 10/17/2005
Posts: 399
Oh, my! I simply love this.
<adelikat> I've been quoted with worse
Player (200)
Joined: 7/6/2004
Posts: 511
Thanks Bablo. I did field 36, then when thinking about strategies for 52, thought of something I didn't try back in field 11. So I went back and redid fields 11, 12, and 36. 11 is done 9 frames faster, saving that precious time unit. 12 is 1 frame slower due to lag, but still done in 0 time units. 36 was improved some more, totalling 17 frames for that level. f36v2.smv Also I encountered a glitch I had not encountered before, it is death by hitting a corner, weirdglitch.smv No youtube wip this time, hopefully run will be completed and published soon for those non smv viewers.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Former player
Joined: 11/13/2005
Posts: 1587
Looking awesome, keep up the good work.
Former player
Joined: 7/2/2005
Posts: 309
Location: Baltimore, MD
Wow, really cool. Keep it up.
Guybrush: "I'm selling these fine leather jackets." Wally: "Really?" Guybrush: "No. I 'm lying." Wally: "In that case, I don't want one!" Currently working on: Nothing at the moment.
Player (200)
Joined: 7/6/2004
Posts: 511
Thanks Brushy and Taliz. I was holding off posting any wips for a while because I wanted the actual submission to have some new content. A few notes about last 2 levels: field 52 seemed to be consipiring against me for going slightly faster, the octopus at the top shot to the right instead of left. This made it so I had an extra poison cloud to dodge and it was standing in my jump spot with old method. If I went about 10 frames slower, I could avoid this problem, but found a way to use it to my advantage instead. Field 55 was pretty interesting. There were many ways of doing this level. I ended up not using this method, but it is much more elegant and surprising.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Former player
Joined: 9/20/2006
Posts: 287
Location: Singapore
Awesome flagitious! Just watched your complete submission... I must say I regret not tuning in to your WIPs. I wonder how long your record will stand this time round... that is if its not broken by yourself again :) Great work
Truncated wrote:
Truncated is the most fiendish instrument of torture ever devised to bedevil the days of man. -- xoinx
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
It'd hardly be beaten without some advanced reverse engineering and probably some bruteforcing. Have you seen flagitious's Snes9x screen with the game running? It's crammed with active memory watches, scary sight. :) So, unless someone spots a new strat for a specific field, this isn't going to be beaten, I believe.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 9/20/2006
Posts: 287
Location: Singapore
moozooh wrote:
... Have you seen flagitious's Snes9x screen with the game running? It's crammed with active memory watches, scary sight. :)
LOL serious? POST A SCREENSHOT flagitious!
moozooh wrote:
So, unless someone spots a new strat for a specific field, this isn't going to be beaten, I believe.
In a way I am surprised that a run done so quickly relied purely on inhuman manuvers and not bug/glitches. Correct me if I am wrong, but aside from the U + D ladder glitch, there aren't any known bugs/collision abuses etc possible right? I think unless some guy comes along with a knowledge of some new bug, this run should be pretty safe...
Truncated wrote:
Truncated is the most fiendish instrument of torture ever devised to bedevil the days of man. -- xoinx
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
xoinx wrote:
LOL serious? POST A SCREENSHOT flagitious!
Watch his YouTube videos.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (200)
Joined: 7/6/2004
Posts: 511
moozooh wrote:
It'd hardly be beaten without some advanced reverse engineering and probably some bruteforcing. Have you seen flagitious's Snes9x screen with the game running? It's crammed with active memory watches, scary sight. :) So, unless someone spots a new strat for a specific field, this isn't going to be beaten, I believe.
Well that is not entirely true. I did attempt to reverse engineer the game but I soon stopped and didn't really learn anything. The Umihara Kawase Physics page was made mostly from observing variables in the game. BTW I will add a glitch page soon, but there's not much. Knowing the equations for the physics is also purely useless but it helped me have a better predictive understanding for planning and optimizing. I did do a good amount of brute forcing, but this game is so hard to optimize that I'm sure there must be stuff I missed. As for screen full of variables, heh yes it is a mess, usually I only pay attention to rope stretch length, rope length, x speed. Some levels I had 4 more (12 total) on there, the variables for block speed and position. I'm sure big fans of memory watch also get their screen full of these things too.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Joined: 7/2/2007
Posts: 3960
I just found a weird glitch while playing this on the DS. I got hit by an octopus ink while jumping onto a ladder, but I didn't get dizzy like you normally do. The dizzy sound effect played, and I couldn't throw the line out or climb up the ladder (in fact I let go if I didn't hold up or down), but I could walk around and jump more or less normally -- I was getting some weird acceleration when jumping, though. I doubt this is useful, and it may not even happen on the SNES version, but I figured it was worth mentioning.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Hiya, long time no post. I originally created the maps which are hosted on this site, but never finished them and also no longer have the domain they were hosted at. I'm sure this game hasn't seen much attention in forever, but I wanted to post the maps I did do way back when, in case anyone wanted to re-host or continue them. I hope mediafire links are ok. Enjoy! Edit: Thanks for mirroring in next post Highness.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Spikestuff
They/Them
Editor, Publisher, Expert player (2300)
Joined: 10/12/2011
Posts: 6341
Location: The land down under.
Because showing the frame time of both TASes that exist is worth it. On Snes9x: 7E04DC or 7E0250 (Signed, 2 bytes) On BizHawk: 250 or 4DC (Signed, 2 bytes) These are level timers. BobWhoops - sightseeing 00 - 671 01 - 784 02 - 633 03 - 928 04 - 559 05 - 479 06 - 449 07 - 544 08 - 7734 (Boss) 14 - 801 15 - 963 16 - 921 17 - 793 30 - 649 33 - 1007 37 - 1262 38 - 1076 41 - 1061 42 - 649 26 - 957 31 - 1167 46 - 997 47 - 1319 48 - 935 56 - 13422 (Boss) 57 - 8279 (+ Credits) flagitious 00 - 548 01 - 683 02 - 540 10 - 361 11 - 486 12 - 250 36 - 443 52 - 898 55 - 7658 (+ Credits)
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
NESAtlas
He/Him
Player (56)
Joined: 7/4/2010
Posts: 114
Location: Gales Ferry, CT
Here's a nice Atlas Video by vervalkon of BobWhoops' TAS: Link to video
Joined: 7/2/2007
Posts: 3960
AndyDick wrote:
Here's a nice Atlas Video by vervalkon of BobWhoops' TAS:
Awesome, thanks for linking this. It's interesting to see just how much of so many levels is skipped! So much for "sightseeing", eh? :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
KennyMan666
He/Him
Joined: 8/24/2005
Posts: 375
Location: Göteboj
Speedrunning this game myself (DS version), even knowing that's a TAS and having seen it before, some of what he does at the giant enemy crab fight still nearly gives me heart attacks. I need to study these TASes more, even if all of it certainly isn't doable realtime, there were a few things I'm going to have to try. Definitely my favourite speedgame, this.
Det man inte har i begåvning får man ta ut i energi. "I think I need to get to Snoop Dogg's level of high to be able to research this post." -Samsara Read my fanfic, One Piece: Pure Corruption
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