Posts for GJTASer2018

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GJTASer2018
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Aha! Very interesting, Yes vote and basically solid proof that Todd's previously claimed times would be impossible to get in a "legitimate" way, although I imagine that you could get a time to show up for an unedited screenshot with the barn glitch (particularly the 32.04 time). All this difficulty switch "cheesing" in the TAS actually has a precedent! It is known that times in Skiing (a similar style game programmed by Bob Whitehead, also of Activision) can be manipulated by using the difficulty switches. You can also cheat in Spider Fighter (another Activision game, this one by Larry Miller) to play in the hard difficulty while earning the easy difficulty points. Perhaps there's a running theme of this kind of difficulty switch exploit in Activision-made games that Todd (shamelessly) used to cheat his way into the record books?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Also voting "Meh" - it's a very quiet and seemingly-dull puzzle game, even with all the tile clicking attempts at entertainment. This submission will probably just go straight into the Vault. Now, if you played all the levels (not just the minimum required to get to the ending) and tried to keep as many bombs rolling as possible the whole playthrough, we might be talking something worthy of Moons! Yes, it would definitely be a lot more work, but I'm pretty sure it would be worth the effort MUGG. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Location: Stafford, NY
I'm surprised "Secondary Game Mode" didn't already have a tag - there's plenty of games (both already with a submission and without one done yet) with that kind of thing!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
WIP V1 TAS that hits the killscreen -> http://tasvideos.org/userfiles/info/46029671199000949 This is a very crude and probably far from optimal effort, but I still decided to put it up here for three different reasons: 1. As a baseline for comparison of a different strategy I want to try out in V2. 2. To get feedback and suggestions for improvements beyond simply needing to learn how to manipulate the rabbit spawns. 3. To illustrate a glitch in the game that seems to have been revealed for the first time in this TAS (because this roughly comparable RTA run on TG doesn't have it). This V1 WIP run is based around the general strategy of, whenever possible, hitting the rabbits after they have grabbed the carrots, as this gets 10 points per rabbit vs. 5 points if you hit them before they grab the carrot. The upside of the strategy is that this means fewer rabbits to hit to get to the required 1,300 points for the killscreen. The downside is that you are still depleting your carrot patch doing this (because the removed carrots aren't replaced when you hit the rabbit) and each "cutscene" to fully replenish the patch costs at least 250 frames (exact amount is RNG-dependant because the "cutscene" can play out differently each time it occurs). V2 WIP will have the strategy of simply hitting rabbits as soon as possible regardless of how many points each one gives. I already suspect for some circumstances it would be faster than the current strategy, but won't know without testing whether it overall is actually faster than the one in V1 due to more rabbits having to be hit using it. I will keep the community updated on this as I work on V2. -------------------------------- Newly Discovered Glitch: If you cross the 1,200 point threshold with any rabbits on screen that normally come from the left side holes and hit them, the rabbits will "moonwalk" to the right edge of the screen and get stuck zipping back and forth in a small area between two right side holes! At the killscreen, they will not despawn but instead will be seen running in place on the right edge of the screen. Doubtless this is linked to what causes the killscreen in the first place and gives a possible idea of why it happens. -------------------------------- Conjectural Killscreen Theory: There are 10 holes on the screen, alternating left and right as you go down from the top. (Why the alternating pattern? The limitations of the system - look up "Venetian Blinds trick" to get a better idea of why.) Let's assume that behind each hole, on the edge of the screen, is an invisible (colored to match the background) rabbit sprite facing toward the center of the screen. The programming to control the movements of the rabbits would then go something like this: * Look up RNG value to determine which row(s) will spawn a rabbit. * Set an "in use" flag for the chosen rows (so that the game won't try to spawn more than one rabbit on a row at a time). * Start the rabbit moving by having its sprite be redrawn a certain X distance from its previous value each frame (lets call it VX for brevity's sake), that value being determined some way from the player's current score. * When rabbit sprite meets or exceeds a certain X value (corresponding to the center of the hole on screen), it changes color to become visible and collision is turned on. * Redraw rabbit "moving" by the VX value for each frame, checking for collision conditions afterward. (The illusion of movement is enhanced by constantly cycling the sprite through several poses every fourth or fifth frame.) * If X value of rabbit sprite is > or = X value of carrot sprite, set rabbit X value = carrot X value, despawn carrot sprite, flip rabbit sprite and continue previous movement by VX. * If X value of rabbit sprite is = X value of player shot, freeze rabbit's X position, change sprite to "hit" state by turning off collision detection (and blinking colors), and flip sprite if not already previously flipped. After this, continue previous movement by VX. * When rabbit sprite reaches previous X value corresponding to the center of the hole it "came out of", turn off collision (if not already done so) and recolor sprite to background colors again. * Flip sprite, stop movement and clear "in use" flag when edge of screen is reached by invisible sprite to prepare for next rabbit spawn. This loop of programming above would be followed each time a rabbit is sent out by the game, and works until you get to 1,100 points. Once you hit that score, you start to have problems (presumably related to the previous score rollover). At 1,100 points, the rabbit sprites will cycle back and forth within a range of X values each frame, the middle value of this range moving "normally" (although at a slower speed than before the score hit 1,100). This could be caused by the movement routine trying to make the rabbit appear in two different places at once. At 1,200 points, the movement routine seems to break down completely and rabbits will only appear for a few frames outside the right side holes. The VX value ends up set so that all rabbits will travel to the right side of the screen and stay cycling within a certain range of that side of the screen, even rabbits that "shouldn't be over there". And finally at 1,300 points you have the killscreen. VX in this case would somehow be set to zero for all active rabbits, which means they would never move from the right side of the screen and will remain permanently unhittable. At this point the code is stuck in an unresolvable loop and all you can do is turn the game off. Apologies for the long post, but the rabbits getting stuck makes things a little more interesting to watch toward the end, and I hope I can keep it in the final product. (All depends on RNG, of course...)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
WIP V1 of a TAS that hits the killscreen in A2600 game Wabbit -> http://tasvideos.org/userfiles/info/46029671199000949 Link to video Done in Bizhawk 2.2.1 on Game 5 (Three Rabbits, Single Player) and Difficulty A (on both switches), which is the maximum difficulty settings in this game. I will be the first to admit that this is a rather crude and probably far from optimal run - luck manipulation will definitely have to be employed in the final submission so that there aren't so many (and ideally none at all) missed rabbits. I also want to try a different strategy in V2 that may or may not be faster overall compared to the one in this WIP. Even for all its faults, it's still far faster (last input @ frame 7508 or 2:05.29) versus this RTA run on Twin Galaxies done on Game 5, Difficulty B. (And the TAS is actually harder difficulty wise, because on Difficulty A the player character moves slower!) Any feedback and suggestions (especially on ways to increase the entertainment value during the downtime periods) would be greatly appreciated!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Kurabupengin wrote:
thecoreyburton wrote:
desync
Uh oh... :S
Let's hope this isn't the second coming of the sync nightmare that took down itsPersonnal's Metroid Prime submission! :(
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Crude English translation of the submission text (thanks to Google Translate with a little help from Super Mario Wiki):
Rough stage-by-stage update Delfino Plaza You can shorten the wait time by dying after spawning the Polluted Piranha. Bianco Hills Fine optimization is the main improvement. Four seconds were saved by optimizing Petey Piranha's routing in Episode 5. Gelato Beach Fruit transport optimized here. Pianta Village Improved routing and utilization of methods to separate objects while standing still. Pinna Park The run was shortened by at least one minute by a technique that allows clearing Episode 6 without having to clear Episode 5 first. Rico Harbor Optimized approach to the Secret Stage using technique to accumulate speed while Mario is rotating. Sirena Beach Optimized manta fight to save 17 seconds. Found way to get three consecutive fruit in a row during King Boo boss fight to save about 20 seconds. Noki Bay Episode 4 was updated with a faster approach to the Eely-Mouth fight. Corona Mountain Boat movement optimized and technique used to maintain height from Rocket Nozzle blast longer. Final Bowser Battle Used Rocket Nozzle to speed up returning to the main arena after diving to hit the weak points.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Beware that there are plenty of rumored and confirmed unbeatable games for the ZX Spectrum, so any reported problems with the emulation need to be carefully double-checked that they are not simply mimicking something known to happen on the original system. EDIT: Second thread on the same forum on the same topic.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
FractalFusion wrote:
What's great about this TAS: No save corruption, no item menu corruption (those are way too easy and have been done millions of times before). Instead, just an extremely well-planned glitch that suddenly warps you to the end.
Wonder if that could qualify making it a separate branch (e.g. "no corrupting glitches" or "no memory corruption")...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
Yes vote for breaking the 8 minute barrier!
However, hexadecimal arithmetic is very prone to error and time consuming, so if I TAS another category for this game I’ll most likely automate the calculations to combine tables.
Sounds like a job for a Lua scripter! :P
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
It depends on the plugin and game combination you use in BizHawk. As evidenced all too well here, which plugin you use with which game is very important for N64 TASing!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
There's some stuff about that topic in the Star Trek 25th Anniversary thread. Failing that, you can talk to c-square, he's the resident JPC-RR expert around here. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
BizHawk 2.2.2 is going to update the GlideN64 plugin used in it, perhaps it would be worth trying the game again once 2.2.2 is actually released?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Did anyone mention yet it's sub 7-minutes? That's reason enough for a Yes vote! :P
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
DrD2k9 wrote:
I don't remember the crew of the Enterprise having quite the Arnold physique.
It's better than what was going on really. The shirts would keep shrinking (every time they were washed) while Shatner's waistline kept expanding over the course of a season. And you wonder why so many of Kirk's shots were framed from the chest up. :P Anyways, this is a neat TAS. Hope to see a "100%" version some time in the future!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Glad to see my previous suggestion (in another thread) helped out here! Refraining from voting, but I hope you see Sugarfoot why you should use official releases over bootlegs. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
Sugarfoot, I'm curious why you're using a bootleg Double Dragon set to TAS with in the first place, when bootlegs are more likely to cause problems than "official" releases. The parent ROM in MAME is the Japan version, why not just use that?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
What's wrong with using BizHawk for this game?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
Those are all very interesting questions you have hopper. I wonder if it's time to make a specific thread for the game over in the Atari Games board and continue the conversation there? (It doesn't seem to have one yet...)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
hopper wrote:
I can't seem to find any information on how many TRONs it costs to fire the cannon
The manual itself says the minimum you need is five TRONs at first, otherwise the cannon won't appear at all when you try to make it appear. That doesn't answer how much you actually spend to fire the cannon, but simple testing or locating the memory address that stores the number of TRONs would be able to answer that question easily. Even if the game was played on Game 6, I would still vote No for precisely the reason hopper is giving - a TASer has to look for unconventional strategies that might be faster overall than standard gameplay, and this does not seem to have been done at all. In fact, I suspect based on Spikestuff's comment there wasn't much effort beyond copy-paste duplication of a round's worth of inputs until a certain score in the game was reached. Before making another attempt at TASing this game, I would HIGHLY recommend that the memory address for the number of TRONs be located, so that the strategy hopper recommends can be followed easily. (Probably also the RNG address as well, considering it would have at least some utility here.)
hopper wrote:
I suspect that a perfect game looks like this: through a combination of eating the shield and touching the Qotile, you acquire 190 TRONs in the first round, then smoke the Swirl while attacking 37 rounds in a row.
You might actually be able to get away with fewer rounds than that. Don't forget that when a Yar eats a cell, that earns 169 points (69 points for a destroyed cell + 100 bonus, according to the manual) by itself. Eating 36 cells gets roughly the same amount of points as hitting a Swirl in mid-air, which ought to be able to shave a round or two off the total.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
Orange Claw Hammer wrote:
I came into this video expecting a playthrough of Super Metroid with "no major glitches".
The low% submission would probably be more your cup of tea. And considering it's only a few months old and also made by Sniq, the only difference between that submission and this one ought to be the reduced glitch abuse.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
@Zdrmonster10
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Posts: 264
Location: Stafford, NY
This is a 1982 game from Games by Apollo - rather mediocre shooting action but with fairly good graphics for an Atari 2600 game as well as a recently discovered kill screen, as shown in this video: Link to video I decided to try this game as my first attempt at a TAS for a couple of reasons: 1. Simple gameplay (like with many Atari 2600 games). 2. The previously-mentioned relatively good graphics for an Atari 2600 game. 3. The claim made back in the day by Games by Apollo that Wabbit has the first human female character in a home video game (at least, one in a G-rated game :P). 4. The kill screen, which not only provides a clean ending point for a potential TAS, but was discovered at a fortuitous time for champions of integrity in maintaining world records. The discovery was made November last year, while debate was raging over the implications of Omnigamer's Dragster TAS. As it turns out, Todd Rogers [url= https://youtu.be/8e-H4sEHB54?t=9m36s]had claimed a score[/url] on Wabbit that the kill screen discovery proved to be completely fake. This means the timing of the kill screen's discovery helped in building the case against Todd Rogers and ought to give a TAS at least some attention it would otherwise not get. What do you guys think of this game though? Is there any potential for a good TAS here? P.S. The only thing this game has to do with Elmer Fudd or Looney Tunes is that it involves "wascally wabbits". Not that it stopped the game's manual writer from shamelessly imitating Elmer Fudd's speech patterns though...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
ThunderAxe31 wrote:
Looks like the suboptimal character is actually Donkey Kong; in fact all time trial records required to beat are longer for him...
I know this submission is probably going to go in Moons as a separate branch, but for Vaulting purposes (if the entertainment votes ever dropped low enough to put it there) would that mean this submission would obsolete the current submission with Donkey Kong?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
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Joined: 1/24/2018
Posts: 264
Location: Stafford, NY
#2 is not a game, but one of the required pieces of firmware for Intellivision emulation (scroll down to the bottom of the page).
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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