Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Kitsune wrote:
I've never heard of Matt Piper.
The person who submitted all the platinum runs to SDA.
hi nitrodon streamline: cyn-chine
Joined: 4/29/2005
Posts: 1212
Oh, well...Unfortunately I have better things to do than download 57 seperate files. Such as getting through Diablo 2 for the first time in my pathetic little life. ;3
Joined: 4/29/2005
Posts: 1212
I can't believe this topic hasn't been touched in three years, sorry to necrobump, but since N64 TASing is more stable now than it was three years ago, might be time for another look, right?
Active player (353)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Blast Corps doesn't run in Mupen64-rerecording
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Joined: 4/29/2005
Posts: 1212
What, still?? Good grief. Guess there are still some bugs that need to be worked out, huh?
Joined: 12/28/2004
Posts: 210
Pretty much the cooler the game is, the less likely it is to run.
Joined: 7/2/2007
Posts: 3960
I seem to recall reading that TASing Blast Corps would involve doing everything from as far-out a view as possible anyway, right? Since more zoom == more lag. Same idea as looking down all the time in Goldeneye.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 4/29/2005
Posts: 1212
Well, thank god for the SDA run I guess. :3
Active player (353)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Derakon wrote:
I seem to recall reading that TASing Blast Corps would involve doing everything from as far-out a view as possible anyway, right? Since more zoom == more lag. Same idea as looking down all the time in Goldeneye.
Almost... you'd want to have as little as possible on the screen (in terms of objects/polygons)... usually (maybe always?) this would be achieved by using the carrier-view, which is essentially a top-down view of the carrier without regard of the player... i.e. boring to watch (you wouldn't see any building being destroyed) still I'd be interesting in watching a TAs that doesn't regard lag :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Editor, Experienced player (729)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Is this tool assisted? it certainly looks it to me...
Homepage ☣ Retired
Joined: 4/29/2005
Posts: 1212
Comicalflop wrote:
Is this tool assisted? it certainly looks it to me...
Looks like it to me, too. I don't know if 58.7 is even possible in real time what with human error and all.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
It does not look tool-assisted to me. If it is tool-assisted it is very mediocre. It is quite good for a well-practiced real time run. It's obviously done on an emulator, who knows if it is PJ64 or Mupen though. I would go so far as to speculate that a well done TAS would complete the level in under 0:50.
Joined: 4/29/2005
Posts: 1212
If this game actually ever does become TASable, I would love to see a 100% TAS. :3
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Idea: Since, at the moment, the game doesn't work in Mupen, there's another option. The game plays replays of your levels, so, it's fairly trivial to savestate one's way through a stage and then play the replay. Of course, these other emulators that can play the game don't have frame by frame, so perfection is unlikely, but a few replay-runs of the neater individual levels might be... fun? at least, until Mupen gets it's shit together and runs the game. Just something I thought of since I'm playing through this game lately (48/57 plats, I hate racing levels)
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Last I heard, emulators may not be emulating lag correctly for this game. Blast Corps is terribly laggy, and the in-game timer keeps running while the game lags. This could easily lead to emulators producing console impossible times. The camera angle is ridiculously important on certain laggy levels. The right camera angles can take off more than a second per lap in Mercury. Certain buildings will also lag the game much less upon exploding when switched to carrier view.
Joined: 6/14/2004
Posts: 646
To be honest, I think the speedruns by PEACHES_ (Steve Bates) are more than well enough for this game, that I've stopped worrying about a TAS for it.
I like my "thank you"s in monetary form.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Yeah now just persuade him to update the Individual Level records. :p He beat every single individual level record in a day at the SDA marathon, but he's too lazy to record and submit them.
Joined: 11/12/2013
Posts: 17
This game can now be TASed with the release of the recent BizHawk. I've TASed a couple ILs myself, and two Japanese TASers are toying with the game too. Just figured I'd let people know in case they were interested in this game. I don't really have the time for a full Any% TAS, but the Japanese (890 and Asutoro) might give it a shot. I don't really know what their plans are so I guess I'll just wait and see what they produce.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4014
As long as they're aware of all current strats, I eagerly await what comes out!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
This game now seems to work with the current Bizhawk. I remember JXQ saying many years ago that he would be interested to make a TAS of it :) I also think this would be an interesting game to TAS.
Joined: 11/12/2013
Posts: 17
nfq wrote:
This game now seems to work with the current Bizhawk. I remember JXQ saying many years ago that he would be interested to make a TAS of it :) I also think this would be an interesting game to TAS.
The Blast Corps and Blast Dozer community have done some TAS of ILs for a while. We are all kind of amateurs at TASing and I don't think any of us have the time or knowledge to make a full optimized run, but if anyone more experienced wanted to TAS this game, we could help out quite a bit. Here is the spreadsheet of most of the limited TAS work we have done so far: https://docs.google.com/spreadsheets/d/1yVOA1LjYV7_r9x8y5dXyU-UP-3pxU94iK9ZSH7PPqRo/edit#gid=0
Joined: 4/17/2017
Posts: 25
I'd be interested in seeing this. Like others have brought up, how accurate would it be given the lag situation? I know, a silly question (accuracy) when it comes to N64, but some games actually do console verify. I can't see this game doing that though, given that it polls for input during lag. Somebody please educate me if I'm wrong though (and in the case of this game I'd love to be :D ).
Experienced player (993)
Joined: 1/9/2011
Posts: 227
For the first time ever I'm actually TASing a game that I've played before (one of my favorites, in fact). It's been two months since I've started, day by day learning the "wonders" of 360 degree analog control, learning how to avoid desyncs, and figuring out the hard way (several times) that overworld routing matters a lot. I bring you the first wip of my Blast Corps TAS. Link to video This is also a call for help. I need someone who is capable of finding and displaying checkpoint information on the racing levels. I want to know when I enter a new section. Ideally there'd be an outline of the bounds of each area. The checkpoint system in this game is fairly plain. All you have to do is visit each section of the level once in order. You can usually find me idling in Discord, and we can talk all the details.
Experienced player (993)
Joined: 1/9/2011
Posts: 227
Now up through Tempest City. The motorcycle is an absolute nightmare to optimize, but I'm trying. Link to video I'm now working with the RTA community on possible improvements and tricks to try out.
Experienced player (993)
Joined: 1/9/2011
Posts: 227
Progress Report! Please feel free to join our ->Discord server<- (https://discord.gg/45nxh9asEY) An audience is always welcome, and you get access to live streams with niedle practicing for the upcoming AGDQ :D I re-worked the final level from the TAS wip 2 above (Tempest City). The actual finished level is hiding somewhere in my files. Link to video I also re-worked Twilight Foundry (the first level in the above TAS wip 2) to match the WR Link to video There's recently been a big skip found in Argent Towers. It forgoes the need to even get the police car. You can see the IRL attempts in our discord live streams, but I'll be going back for that on my second pass through. A few interesting glitches along the way... Link to video Link to video Finally, we get to the actual progress :D Link to video Link to video Link to video If you watched these videos, then I'm sure you'll have noticed the occasional flickering on the overworld screen as well as the occasional glitched backgrounds on some of the post-level screen. I currently don't know how to fix this. Sorry. I'm currently working on a bunch of racing levels now that I access to the Van. It is the 3rd fastest vehicle, but it has by far the best handling. There is a lot of testing going on to find out which vehicle is optimal for each level, so progress will be slow for awhile. Anywho, thanks for stopping by. I'll see you all on the next post : )