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Alyosha
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Wow that's crazy! Who would have thought such a relatively simple trick could be so game breaking? Looking forward to seeing a complete TAS!
Alyosha
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^ Thanks! I'd like to add to that that my goal here, particularly with NESHawk, is true cycle accurate emulation with console verificaiton in mind, so if anyone sees something that might not be quite right, or something they really want to see added to the core, do let me know, I will try to be active in fixing issues.
Alyosha
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^Thanks! This was definitely a challenge that had me stuck for a long time, it's a big relief to have it done. I also hope it can still be console verified like Phil's previous movie, since I just couldn't wait for 1.11.7 to get it on the workbench 8D
Alyosha
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those dungeons looked really good! Impressive work !
Alyosha
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At 3:40 if I did not do the roundhouse kick away I would have grabbed one of the enemies, I couldn't find any other way to avoid it in this case but since the stun timer is in effect anyway it doesn't really cost me anything. At 8:20 this is a glitch where he shoots himself for 16 damage. I honestly don't know the details of why it works. In Phil's original movie he uses an uppercut, so the kick itself has nothing to do with it.
Alyosha
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adelikat was nice enough to send me a list of games that don't currently work in NESHawk, so I've been slowly fixing mapping errors. Most of it is junk, that I'm not really concerned with, but there are definitely some that stand out as needing fixing. So far I patched up Skull and Crossbones (above) and FLintstones rescue of Dino and Hoppy. Since Flintstones is currently on the workbench, it seemed relevent to get it in particular fixed. I'll be plugging away at these as I can. So far the errors were small oversights so progress should hopefully be steady. I also hope to eventually get VS games working, but not sure when it might happen.
Alyosha
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dave_dfwm wrote:
Thanks for the shoutout regarding my WIP from many years ago!! See the YouTube encode. At 6:38, the blue-overall guy comes out, you kick him, and throw him off the cliff. However, you put in an extra knee to the head that seems unnecessary.... Since he falls off, can you skip the knee to the head? The knee to the head doesn't give any points that count toward earning the elbow punch. Also, in the final room, you elbow punch the 4th wave of guys (the two right before machine gun guy). After the elbow punch, is it faster to floor punch (once each?) to kill them than to let them get up and kicked down again?
D: how did I let that extra knee slip by. Ok I fixed it and tested the floor punch which did indeed save time, thanks for the suggestion! Also thanks for your old WIPs they helped immensely. I also fixed the FDS and auhtor field. Please replace the movie file with this one: http://tasvideos.org/userfiles/info/33284544625522852 @PPLToast: Thank you for the temp encode!
Alyosha
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Dwedit wrote:
I'm 99.9% sure that Double Dragon wasn't made for the Famicom Disk System (FDS).
Clearly ~10 times of having this happen hasnt taught me anything. I think I will only stop causing this problem when there are no more old FCEU runs left for me to convert files from. 8D
Alyosha
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http://tasvideos.org/userfiles/info/33077654507118279 Ok, I think I'm finally getting on the right track now. I restarted the entire run and this time my goal is to get as much EXp as possible without adding too much time. So far I did levels 1 and 2, and I managed to get 300 extra EXP compared to the published run while only being 100 frames behind. This is exceptionally good pace and better then I expected by half. I should be able to break even in the first part of level 3 and end up 400 EXP ahead going into the cavern. The goal here is to have the elbow attack by the time I reach the final boss rush. I should be able to save >5 seconds compared to the published run in this way. This means i nees 650 extra EXP total. This should be possible but it will still be pretty close.
Alyosha
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Glitchman's published run syncs for me on 1.11.6 all the way up to the boss door. To sync it I had to add 1 frame at the beginning to account for start up differences, but that's it. I did not notice any differences in 00E4/5. The asteroids looked identical. If you can post an input file I can try to track down anything potentially wrong on the emulations side, but I don't see anyhting different at the moment.
Alyosha
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Oh nice it's done! Really impressive work here. I remember playing this game before and really enjoyed it. Nice to see a high quality TAS of it.
Alyosha
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http://tasvideos.org/userfiles/info/32976581112646945 I figured out the workings of the EXP glitch in level 2, which has been known for some time and is demonstrated in evilgenius' WIP above, as well as in some youtube videos. Basically any time you despawn 2 enemies but only 1 new one spawns, the hitbox from one of the previous ones remains. I thought I might be able to use it in the run, but it turns out to be too slow by a pretty wide margin of about 15-20 seconds, by my estimation. Then I thought maybe I could find another setup that was faster. The whip gives 30 exp per hit instead of the punches 20, so I thought I could use the Linda's near the tower at the end of level 2 to get EXP. it turns out this was possible, and works out pretty nicely, as in the WIP above. Unfortunately, it's only less then 10 seconds faster then the original EXP glitch, which isn't fast enough to make it useful, too bad. Unless some new setup is found I think I'll have to start from scratch.
Alyosha
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http://tasvideos.org/userfiles/info/32876637723586432 please replace the movie file with this one, which includes an improvement by gamble5688 that I didn't notice. Consequently I will also add them as co-author.
Alyosha
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Hurray plan for the future! :) For me the single biggest improvement to the site would be to arrange it in terms of games, not in terms of tiers. Each game page can have the runs associated with it, the game info page (which right now is unmaintained and hardly used as far as I can tell), and other helpful stuff like forum links, a general description of the game, etc. Scrapping vault/moons distinction will clean up and simplify a LOT of the muddle that I think bogs things down. I also like the simplified rating system ideas, simple is almost always better. Basically, a simpler and cleaner overall site structure is what I envision. I also like the idea of broadening the contributors to TASes. Especially now when TASing is approaching more complex systems, the research work and even involvement of RTA community increasing significantly, things are just plain harder to do. I never liked player points personally. I think the player profile page can serve the purpose of player points better, it gives more details then just a number.
Alyosha
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feos wrote:
Well then, I don't think open bus is emulated.
I'm pretty sure open bus is fully implemented, as it was needed to pass several of blargg's tests. But if you can point out something specific, please do.
Alyosha
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Console powerup, and to a lesser extent reset, is still a work in progress. For Time Lord in particular there needed to be VBlank flag set shortly after poweron or things go awry, and I believe the current implementation is at least pretty close to correct. This is one of things I plan to look more deeply into in the next round of clean up and testing, but not until after the next release. Thanks for posting though, I am definitely in need of more bugs / test cases to move developement along.
Alyosha
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Aww so it didn't help much after all, oh well, thanks for trying anyway feos. But I guess it's not surprising. I do plan to return to this after 1.11.7 is released to clean things up and make performance improvements, maybe I can at least approach 1.11.6 performance levels again.
Alyosha
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http://tasvideos.org/userfiles/info/32722373011773225 I decided to give this another look to test the EXP route. I redid the first part of level 3 and completed up to the end of the stalagtite room. At this point I am 200 frames ahead, but 600 exp behind. With some more work in optimization maybe I could save another second or so. The problem is that even 300 frames of savings is not worth 600 exp. I wouldn't even have the final attack by the end of the game at that rate. This was my fear from the beginning with dave_dfwm's WIP skipping enemies. I'm not sure if this approach is salvagable. If I played the rest of the game at least as good as the published run I would end up way behind. If anything I want more exp not less. Well if anyone has any ideas or if I'm missing something please post, this game is really hard to optimize.
Alyosha
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OmegaFlareX wrote:
In that case, NES and PCE. SMS/GG would be cool too if it's not that much work, but I'm not as much of a fan of that system.
NESHawk's architecture currently has CPU emulation tied in very closely with sound emulation, necessary for recent accuracy improvements . It would be trivial to overclock the whole thing but that would correspondingly speed up sound. I'm not sure I can seperate out the sound without creating spaghetti, so yeah fceux 2.2.3 is probably your best bet for NES.
Alyosha
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Eh? Maybe I don't get the question then. Why is it even a question whether this run can/should obsolete the 2 player one or not? Wouldn't the answer be no it can't? (going by all that stuff you posted)
Alyosha
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My opinion is that number of players should only be concerned with going faster, not be regarded as a seperate category in any other respect, so yes I would say it should obsolete both 1p and 2p. But I don't know how or if this is formalized anywhere in the rules. I know Battletoads for example maintains seperate 1 and 2 player runs (my opinion there too would be that it shouldn't) but does this always have to be true whenever 2 players is a possibilioty? Maybe some formal guidelines should be added regarding this for consistancy?
Alyosha
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The last run published in 2004 is finally obsoleted now that Combatribes is done, hurray! Things are going slowly, but now only 15 to go! I'm not sure what to focus on next, let's see where my next random motivation spike comes from!
Alyosha
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I think the multi-run was the weakest part of the TAS block this time around. The commentary was poorly delivered and it takes a lot of practice and experience to make reading from a script entertaining, which this one wasn't. More then that, the fact that controller input wasn't synced up really took away from the whole point of using the same inputs to play each game. If the contoller lights aren't in sync, it is far from obvious that this is happening. I know with real world hardware this is tricky to do, but I think the point of the run was really lost. I actually liked memory tour, it was obvious that things were changing when blocks were being hit, it was a cool demonstration. I thought VVVVVVV was pretty boring. It's obvious that a TAS will complete the game perfectly, so there really just isn't much excitement in watching it happen. I think a lot of the entertainment in GDQ's in general is the human aspect of speed running, which a normal TAS simply can't re-create. I think this is part of what pushes the TAS block towards extreme glitches and hardware antics to begin with, since a normal TAS just doesn't have the life that a human runner can provide to a run. Of course the 2 second SMB3 run was amazing 8D I think the hot pocket race was a fun and much needed bit of humor, so that was good. Overall though the block as a whole was really well organized and executed, even if the content was a bit lacking, your growing experience with these events is really showing Dwango, keep up the great work!
Alyosha
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The characters are not just cosmetically different. Bullova is the strongest but slowest Berserker is middle of the road Blitz is weakest and fastest These differences are actually pretty important and have to be taken into account throughout the run. To be honest, I'm not sure if there is a more optimal combination then Bullova and Berserker. Picking the highest damage combination SEEMS right, but it's not proven.
Alyosha
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Woah what a cool find! Can't wait to see the details of what's happening and to see it in a submission, nice work!