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MESHUGGAH
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Easy yes vote! Question. According to this faq https://gamefaqs.gamespot.com/atari2600/563930-basic-math/faqs/29098 at section III end Controls, it says you can change the difficulty switch to get a time limit. What difficulty does this TAS uses? Edit: https://www.speedrun.com/bm for RTA leaderboards
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MESHUGGAH
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fsvgm777 wrote:
The reason I post this here is because it natively supports Linux, and thus may run in libTAS.
I'm very glad we got another platform to TAS with so many games! I hope this will happen more times (someone developing a new emulator, someone linking it to the right place and everyone here getting the gift of a new canvas to paint on some TASes)!
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MESHUGGAH
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Nice, it looks like every fight is faster with Sheeva, also lol @ air/teleport stomp spam against Shao Kahn.
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MESHUGGAH
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Oh god I've forgot it... :D Yeah need to rethink it then edit: my dragon route won't work, tried a lot of different delays. Don't have any idea for potential savings currently. Will retry light side edit2: light side phoenix too slow, tried other order of placing units but your userfile seems to be the fastest (and complete) movie. Good job! :) edit3: How nasty is that new route. Not only you bypass the enemy's aggressive spell castings and attacking chances, but also defeat him right after a wrong decision made: imprisoning your dragon. Therefore you beat him with shapeshifting, the close danger you set up.
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MESHUGGAH
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edit: movie was not finishing the game 3611 User movie #637850288296553933 I wrote the description there: "Moved forward Dragon instead of 2nd row units to have a faster imprison and finish the game as usual" notes: - the single frame delay for starting the game before unit placement animation is the best - and starting 2nd with dark (to avoid (edit:) fighting as phoenix and aggressive spell casting or enemy attacks) is good - unsure, if it's possible to be light side and imprison our phoenix instead of djinn. there was a 4 frame fast for light side phoenix but it's dmg makes it worthless / super slow I can't think of any other improvement but will think about it edit: its possible to do it from light side and imprisoning phoenix. battle starts 3449 frame, going to upload once optimized it
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MESHUGGAH
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Tested the route, it looks like very good. - RNG is rolled between selecting which side starts first and placement of units - If our side starts first, enemy will be way too aggressive to make a fight in turn 4 by casting a spell - Light side submitted version route: (being light while dark starts first) 4 frames faster (3260 versus 3264) at the start of battle however in this case, Djinn gets imprisoned, so Phoenix is used which only has "aoe dmg", not sure if it's faster, currently testing it. If your new userfile has a new strategy, it will work for light too. edit: 3725 end because phoenix needs to go to enemy face to be able to hurt, requires 5 hit / 1 attack * 2 to kill enemy, so its much slower. Don't know if there is any possible improvement, will check out your new userfile later today. It's perfectly fine to find new improvements after initially submitting it. Going to say both: don't be too hard on yourself, and I really like your attitude for keep improving TASes :)
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MESHUGGAH
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Another great job at improving / obsoleting TASes, keep up the good work ShesChardcore! - Route: Nice, didn't even knew about Shapeshifting or other features of this game because I've thought it's unavoidable to fight less than 2 times. Until now :) - Tombstones: The battlefield is a 14x11 grid and tombstones have a variable height, assuming 4 different values: max, smaller, smaller and zero. I think they are manipulatable by frame time (don't know exact place of RNG) before engaging a battle and by doing different actions, for example using the same route but moving with a different unit to the same place of this route Easy yes vote!
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MESHUGGAH
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We have a new Prince of Persia, called eien86! Jokes aside, good job on obsoleting yet another Prince of Persia game, as well as manipulating those "top level platform Up+B+occasional different buttons". Those Up+B+random were used to only "teleport to dimensions" of the exit doors after you unlocked them? I mean, it looks like you are tricking the game to use another level. I'm not sure, because I only watched up to level 7 both at the submission temporary encode and FractalFusions' great comparison video. Without any knowledge of this particular game, I wonder if this trick could be used: - at other level of platforms, mostly thinking about bottom level, - and using it for triggering the platforms to unlock the exits. edit: I also found this video on TCRF, showing history tidbits about this game's developers MovieTime next game for the NES, Dragon's Lair source code and development information like how they ported and the later called as Rare's PDS -> Personal Programmers Development System after NES Prince of Persia (this game) Link to video
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MESHUGGAH
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I expressed my personal opinion in a long post which got lost so I just wrote a list. It isn't nitpicking. If it looks like that, well, april fools.
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https://en.wikipedia.org/wiki/2048_(video_game)#Gameplay
The game is won when a tile with a value of 2048 appears on the board. Players can continue beyond that to reach higher scores.[9][10][11] When the player has no legal moves (there are no empty spaces and no adjacent tiles with the same value), the game ends.[2][12]
edit: I've just wrote a lengthy post and got error 404 400 GG. Not going to repeat my write, so here's a short list - TAS should go for a high score - TAS very similar to that western reaction based game TAS which was rejected because all it differed from an unassisted playthrough is the speed
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MESHUGGAH
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Ratings: - I know your pain - Developers currently have higher priorities
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MESHUGGAH
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For beginners, 2 videos to watch: Link to video Link to video (I don't know if embed works, doesn't shows up in preview)
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MESHUGGAH
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Quality TAS, yes vote
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MESHUGGAH
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What a weird ending. There is a score counter and you went for "first 2048 tile" as an ending point?
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MESHUGGAH
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This seems like a normal, non april fools joke submission.
Why use such an old version of BizHawk? Newer ones do not work with my OS.
- Can I ask what OS do you have?
let's get the fun going with my final submission to the site!
sadface
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MESHUGGAH
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(For your information, Lua scripts, not LUA) It's understandable. I think I will try a simple Lua script and try to shorten the final numbers by starting with manipulate the last 2 numbers without input, then last 3 numbers without input and so on, as long as it's possible. This is mostly "just" time and CPU power dependent once the script runs. edit: also, 300K polls in a single frame? edit: nah, throughout the TAS it's 300K but still WOW! I know that the original first versions of NESnake had the ghost input on real consoles (unpressed (IIRC) left or A button registered as a press), so I assume the developer used this code https://www.nesdev.org/wiki/Controller_reading_code#DPCM_Safety_using_Repeated_Reads but I couldn't find that thread now for correct information edit2: oh, the thread is here https://forums.nesdev.org/viewtopic.php?p=36686#p36686 which mentions switching from Blargg's input polling method. For the judge who will handle this submission, the free download link is on the next page of this post I've linked in edit2 which might require you (I had) to open the site of the file's location.
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MESHUGGAH
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Okay, this is embarassing that I've drawn the input by hand when I first made the original TAS out of spite it was easy to monitor the Y / Column memory value and fine tune with random inputs, now you automated the manipulation, good job as always Alyosha! And you even saw a mistake I did and fix it which I didn't knew about... At this point, I'm not even sure if I should be stay as an author or even as a co-author. I think there is nothing unique in my strategy of completing this game. I'm very glad for another improved TAS to be released, so I would be 100% OK if Alyosha would remove me from authorship after reconsidering the situation. Because of the nature of the final level, the final numbers should be manipulated as many as possible while cutting the input as early as possible, however the game tries to not place number next to the snake head. Have you tried improving it (for example ending the movie at number 6 while "magically"... after using Basic Bot, luck manipulation letting us spawn 7, 8, 9 in front of our snake)? Just asking out of curiosity
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MESHUGGAH
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Even if I wouldn't be the author of that TAS I would say yes, the more technically correct TAS should supersede the previous TAS. The luck manipulation based on pressing any buttons at specific frames, so the new TAS could be made with exactly the same strategy (the position of numbers).
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MESHUGGAH
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This "game" looks so small as in being a complete game. "This demo only contains one level because the developement was way too long for the author and there's no plan from him to do more on it." Well, I don't think this is enough reason to start TASing "single level" or simply unfinished games where development was halted. But since the question is still "did you entertain" well... yeah I entertained by the graphics and visual and apart from that a man was shooting bullets and moved right to win. Ah.. here's my present of yes vote...
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MESHUGGAH
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Alyosha and his ever-increasing collection of improved AND technically more correct TASes while improving their emulation... I can't stress how good you are! This TAS. Bosses obliterated (as in impossible to catch you because of fast movement speeds), fast bunny hopping backwards sometimes out of the camera, and the usual high-quality visuals and audio from the golden era of video games. Dodging enemies by crouching at their feet. Just realized it looks like a prototype or simply similar to NES SMB3 / SNES SMW both the level design and the environment (worlds, sound effects, music, level stages like muddy and castle, hud, dynamic boss battle (donkey kong or who) and the ending curtain design. In short, bunnyhopping straight into the face of the enemy at high-speed horizontally and vertically. Good job Kyman and Alyosha!
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Skipped right to the final boss, seemed funny enough for me, voted yes. The ending message... would make a joke about relevant IRL events if the situation itself wouldn't be so depressing.
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I will try tomorrow a solver (optimal solution finder) like https://opensolver.org/ which supports google sheet. I guess just a few additional table need to be written out, the time it takes to change a level, the possible variation paths and possible level paths. I mean I've made enough silly math mistakes that I rather trust in the computer.
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You are right, this submission uses variation which you wrote, not mine, edited out it from earlier post. I'm thinking about am I an idiot for writing down the values by hand or I could use some Excel Solver stuffs to go through all possible permutations. Going to think about this.
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Without changing levels: 3, 1, 4, 0, 2 = 541 + 811 + 659 + 693 + 845 = 3549 3, 1, 2, 0, 4 = 541 + 811 + 357 + 693 + 1045 = 3447 1, 3, 2, 0, 4 = 603 + 517 + 357 + 693 + 1045 = 3215 1, 3, 4, 0, 2 = 603 + 517 + 659 + 693 + 845 = 3317 4, 3, 2, 0, 1 = 611 + 517 + 357 + 693 + 907 = 3085 <-- Fastest strategy so far 4, 3, 1, 0, 2 = 611 + 517 + 771 + 693 + 845 = 3437 3, 4, 2, 0, 1 = 541 + 831 + 357 + 693 + 1115 = 3537 <-- Current published TAS 3, 4, 1, 0, 2 = 541 + 831 + 771 + 693 + 845 = 3681 Will edit later with more variations
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Okay, dumped every variations. Since I couldn't find a way to cheat/freeze address to get variation, I used a joystick (edit: sorry, force of habit. Controller, a simple Logitech Precision G-UG15) to beat the levels. This game is so much easier than the previous Where's Waldo NES game! Especially that I cheated using my sheet. Okay, I admit it, the color palette bug on Man Head did confuse me for a second. Public sheet link again with bolded column for given level's fastest time (shortest total horizontal distance required to beat given level): https://docs.google.com/spreadsheets/d/1zw1OsULvof_ozyipmykztuWJSefXIX56RqOgKhGKNKw/edit?usp=sharing Notes: - Total Distance is the math we talked above this post. So it's not 100% but very close to be correct distance, because first the objects position is Top + Left, so objects will be picked up Waldo's Width many pixels earlier when going from the right and Waldo's Height when going from bottom, same for Scroll. The other thing is when moving to one direction and than the other direction, (edit) could have 2-4 pixel difference because of B and changing direction. - Camera and cursor speed is the "same" when scrolling the screen, pattern: 2, 4
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