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Alyosha
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When I try recording a .m64 it always makes the first frame blank, when i need it to be 'down', is there a way to fix that? But I'm not sure why you can't recreate it, I'm not even using a controller, I just load the save state, press down on my keyboard, and frame advance. Here is a savestate where mario is already in the sideways state and groundpounding though if it helps. https://www.dropbox.com/s/sxpwkjp7rh2ofa3/Super%20Mario%2064%20%28J%29%20%5B%21%5D.st2?dl=0 If anyone else can get a .m64 from that save file please let me know how to do it.
Alyosha
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http://tasvideos.org/userfiles/info/25271447164618248 First 5 levels done. The bonus on level 5 still needs a little work since I couldn't get the same timer as Walker Bo, but the first 4 levels are done. Overall about 8 seconds saved so far. In particular a much better bonus in stage 2, and a much faster stage 5 thanks to my random guessing script make up the majority of the savings.
Alyosha
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So I tried messing around with bob-omb's and coins and such looking for collision detection anomalies, and this happened. For 1 frame, Mario got snapped to wall horizontally (sorry for the bad pic) while being pushed into the grating by the bob-omb. Not really sure what to make of it, anyone seen this before? He pops back out normally the next frame. Here is a savestate, just hold down on the control stick after it loads to recreate this effect. https://www.dropbox.com/s/9lpfcs66wk3kxkm/Super%20Mario%2064%20%28J%29%20%5B%21%5D.st1?dl=0 You can do other interesting things from that savestate too. If you hold left on the control stick until the bob-omb explodes, you get pushed out of bounds. EDIT: you can even do a ground pound while in this orientation. and he ground pounds towards the wall instead of the floor (but hits the grating instead) EDIT2: also, the game thinks mario is under the triangel at -5365, even though he is only at -5211, so it must have put him there at some intermediate step my only guess is that the game can't resolve what to do with Mario, so it rotates his sprite to at least fit him in the wall for a frame and hopes for things to change. Does anyone know the address for mario's sprite orientation?
Alyosha
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http://tasvideos.org/userfiles/info/25237270562478222 cleaned up some missed shots and saved a couple frames. Please replace the movie file with this one, I think it should be final now.
Alyosha
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Awesome! Every level looked really smooth. I can rarely watch any TAS to the end, even short ones like this, but something about Umihara Kawase makes it really fun to watch, and I'm impressed at the level of improvement too, well done! Do you think you have leveled up enough to try your hand at flagitous' run Samsara? I've always wondered if there was a frame to save there, even one, but could never do it. Even TKDL just copied flagitious in all the levels in the any% run.
Alyosha
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I completed the boss fight with 1 upgrade, it takes ~1020 frames from first frame to last in the room. Compared to ~770 for the original movie Currently the movie is almost done and I don't think many more frames will be added. 1 upgrade run: 71200 current: 71700 I expected more savings honestly EDIT: well bad news, I had always assumed the final weapon in the game has set damage, but it seems like that is not the case. It is effected by upgrades you get as well. The last boss takes significantly longer with only 1 upgrade, quickly eating up all the savings I had and then some. Final time is 72000 frames. Well at least that question is answered. I'll go back to my other file and give it a check for any additional frames to save, but it looks like it will be pretty much the final version.
Alyosha
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http://tasvideos.org/userfiles/info/25216805130435765 Here is the improvement file, it contains the zips Arc just mentioned in his post above. Saving about 5 seconds Not having to worry about that boss sure does make things easier. So now it's time to see if skipping an upgrade is faster. My gut feeling would be that it is, especially since I can also zip through 2-1, since I don't need to collect points.
Alyosha
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Ahh ok I just needed the older version of fceu, thanks. Well it turns out finding how the game built the levels was pretty easy, but I doubt I'll be able to manipulate it in any constructive way. But, it does seem to lend itself to the same type of random guessing that Super Pitfall did. My plan is to press random inputs, then count how many open spaces the lower level of blocks has (that is the random part.) Then I can just keep the level with the most openings. This way I can test many possibilities extremely quickly. I'll need some other heuristics, like if the openings are actually close to the players or in convenient places, but I'll probably be able to eyeball that. @jlun2: hmmm, I think it gets initialized the same way, it's just dependent on instruction level timing, since it is constantly doing ROR and LSRs and such.
Alyosha
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This is really cool! Well done Arc, under 20 minutes! New finds like this keep TASing fun, at least for me. I remember back when I was working on this that the level 3 boss caused me a lot of trouble. He has a couple different patterns and if you get a bad one it costs a lot of time. There were even some improvements I had to leave out because I just couldn't get the right pattern, but now, that difficult boss is skipped! So, I'll go over this and implement the improvements I know are there. I think this can stay on the workbench though, it shouldn't take long (level 1 and 3 will be identical still, only level 2 will change.) Also it might be faster now to only get one upgrade, so I'll test that too.
Alyosha
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I tried posting it just now and I got parser error, so must be something wrong with the file. I tried just now converting it again and it worked this time, so I must have done something wrong along the way. Here's the broken one: https://www.dropbox.com/s/30li0sy4f6fpgkz/ice%20climber2.fm2.bk2?dl=0
Alyosha
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Hi, I am trying to import an fm2 movie from fceux 2.2.2. After converting it using bizhawk I tried importing it and got this error: When I hit ok, it just pops up again (I hit ok at least 20 times and it kept repeating) The movie is a 2 player movie of ice climber. Bizhawk 1.11.1
Alyosha
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Well here is a test WIP. I saved about 30 frames compared to Walker Boh in 1, and ~2 second in mountain 2. I think I'll just stick with all bonuses like the previous one and not worry about all veggies. There is a lot to consider here. One thing I noticed is an 11 frame rule for improvements in both the level and the score screen. It got me stuck figuring out what was going on for quite a while. http://tasvideos.org/userfiles/info/25199078778548517 @mtvf1: That all veggies run is pretty interesting, but the FDS version seems like it has much different mountains, and even veggie placement, compared to US version. EDIT: I can't get the current publication to sync at all, if anyone is able to please let me know how you did it. EDIT 2: seems like holding 'A' in between levels changes the mountain layout, will have to test to find the best one. EDIT 3: I tried playing my movie on neshawk and it desynced right away. All the loading frames lined up correctly, but the mountains were different. The game must be doing something every cycle with RNG.
Post subject: Ice Climbers
Alyosha
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I'm thinking of working on this game next, but I wanted some input on the goal choice in the original. Would this be considered '100%' by current standards? Should I include collecting all the veggies? Any input appreciated here.
Alyosha
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@Radiant: Ah I was supposed to refer to the snes port there but made it general instead. You are right the original PC game is much better. I will correct that. @mklip2001: -If you are standing in just the right spot, the game doesn't detect you standing on that square, so you can walk right by it. -In order to float correctly you have to hold down, and that makes you grab ledges you are near. I tested running in that spot and it took the same time. EDIT: oh yeah, the crouching thing doesn't put you close enough to grab the ledge. -snakes are instant kills, but I didn't test it so I test it and see, but my guess is Nitsuja would have done so if it was possible. EDIT: nope, nothing happens. -The glitch doesn't let you walk through doors, I guess they are still considered objects you can interact with, and not just walls. -The PC version has another level that makes this part make much more sense, its too bad it's left out in the snes port.
Alyosha
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http://tasvideos.org/userfiles/info/25126562015960098 well finally made it to the end. Not many more improvements overall. In level 3 I manipulate the ghosts slightly better, saving about 0.5 seconds. In level 4 I manipulate an enemy better with 2 sword strikes instead of 1, saving about 1 second. Nothing much changed in level 5. So total about 3 seconds of savings, means that ~16 extra seconds of lag and loading time are in this movie compared to the original. I still need to go over it some more before submitting, but I can't imagine much will change.
Alyosha
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http://tasvideos.org/userfiles/info/25115734793474381 Seeing krankdud's suggestions made me go over everything yet again. I'm glad I did, the result is now back to being faster then the published run! Please replace the movie file with that one. I will replace the temp encode probably tomorrow. EDIT: For easier comparison to the published run, here it is converted to PAL, since its really easy to do: http://tasvideos.org/userfiles/info/25127482148196260 EDIT2: temp encode updated
Alyosha
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Krankdud wrote:
Nice to see someone working on this! On 4-3, there's a quicker method to do the zips that I found some time ago. When you get in the wall, all you need to do is release jump after getting in the wall, hold jump, hit left once, and then ball to zip. Works on each one. Video reference if needed: http://www.twitch.tv/krankdud/c/6950101?t=8m57s Also I noticed you went really far to the right at the 5-2 boss skip, you only need to hit the trigger for the boss fight and you can go left immediately.
Oh that is neat, I didn't think of doing it that way, you are right it definitely saves time. Yeah I did lose a few frames on that 5-2 skip part without realizing it. I am in the process of going over my run again and will put in these improvements. I have found quite a bit of savings already
Alyosha
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Sorry net is slow here, just got done uploading, should work now.
Alyosha
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Mothrayas wrote:
Considering the differences in timing and difficulty changing the whole run, could you make a new submission?
Yeah I will make a new submission. But if it isn't a big hassle, I would prefer this one gets officially rejected, rather then me cancelling it. That way all of this information and discussion can be concisely summed up and brought to a close.
Alyosha
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http://tasvideos.org/userfiles/info/25091355175332190 ^ Difficulty 4 complete. That wasn't nearly as difficult as I thought it would be. Turns out hardly anything was really different, last boss took the same number of hits even. Well might as well use difficulty 4 then.
Alyosha
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In terms of the TAS, the only perceptible difference in difficulty is the longer boss fights. I just did Act-1 on difficulty 4, the level ends 200 frames later, mostly because of the time it takes to set the difficulty, and beat the boss takes slightly longer. Here is Act 1: http://tasvideos.org/userfiles/info/25085556886562893 I'd probably have to farm a few extra specials along the way too, but those aren't tough to get.
Alyosha
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Oh more Umihara Kawase nice, good luck on that Samsara! I remember watching this a while back and thinking it was already practically perfect, but already over 100 frames saved on 00, nice!
Alyosha
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New discovery! Expecting I will need to redo it in PAL, I tried seeing how far off my movie file would be. Turns out it syncs perfectly! Well after I adjust for pressing start a few frames earlier and removing some blanks. Even bosses work! Well that is a welcome surprise. I will post a test file shortly. I don't think I really know what is going on, but I don't have to redo everything so good enough for me. EDIT: actually , RNG works too. http://tasvideos.org/userfiles/info/25082083333228023 and here it is. 8:40, wow.
Alyosha
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^I mean same frame in the AVI (not in the fm2 file) OOps, wait I didn't read it right, nevermind! Yeah it is different. Hmmm, it's funny how the idea that they run at the same speed got propagated around seemingly everywhere I look. Oh well, that's what I get for not checking myself.
Alyosha
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I tested my movie file with Pal flag on and off. It's much closer then fsvgm's GIFs seem to indicate, in fact I get no visual difference at all. The player entered morph ball mode at the same frame in the AVI, and by frame 540 the movie was still syncing and the player was in visually the same location. Shortly after that is does de-sync due to an enemy being in a slightly different spot. I cannot reconcile this with how obviously different fsvgm's GIFs are. Is anyone else willing to test this out?