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Active player (434)
Joined: 9/27/2004
Posts: 650
Location: Canada
Hey congrats on finishing guys, I've been watching from a distance for a while waiting for completion.
Active player (428)
Joined: 9/7/2007
Posts: 329
Here are the subtitles for the Fillmore sim. I also defined sections to make it easier to find an area. Edit: snipped, out of date.
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
I added some subs of my own up to the beginning of the Bloodpool sim (I didn't have any for Bloodpool Act 1). http://lua.pastey.net/127323 I wonder if you might want to save some of the stuff you mention in the Fillmore sim for later. We want to have stuff to mention for the other 5 sims. Anyway, to encourage people to look at what we have so far for the subs, here is an encode up to partway through Fillmore Act 2 (where my last subtitle is). http://www.youtube.com/watch?v=VBFp_349uss
Joined: 7/2/2007
Posts: 3960
Looking good so far! Though I spent so much time reading the subtitles during the sim that I couldn't pay attention to what was actually happening during the sim.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
On another note: I noticed that it's possible to set hotkeys for loading, reloading and stopping lua scripts. It's under Config->Hotkeys->Tools. Sped things way up for me. Would just ctrl+s to save changes to the script in notepad++, alt-tab over to SNES9x, then ctrl+s to reload the script, and possibly shift+[something] to reload a state.
Active player (428)
Joined: 9/7/2007
Posts: 329
I have completed the subtitles through the end of Kasandora. Hopefully I will be able to finish the subtitles today.
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
We've been working some on the subtitles but... http://www.nicovideo.jp/watch/sm3944699 Holy shit... I've only seen Fillmore and part of Bloodpool and already noticed at least one possible major timesaver. I was skeptical, but.. I've managed to duplicate the trick in Bloodpool so far. http://dehacked.2y.net/microstorage.php/info/1050661024/ActRaiserTrick.smv When I saw it in the video, I realized that it was the same as what I once managed to trigger in Kasandora Act 2, but for some reason I didn't think further of it. I can tell you now that the complete run I posted before is not going to be the final one... I'll be watching the rest of it closely tomorrow. EDIT: I also managed to duplicate that crazy fall in Fillmore Act 2: http://dehacked.2y.net/microstorage.php/info/1848517308/ActRaisertrick2.smv The key is to press Y at the right time before falling off the ledge.
Active player (428)
Joined: 9/7/2007
Posts: 329
I need to figure out why I can't play the smvs that use a save state. I would like to see what you did.
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Here's the two tricks put together: http://www.youtube.com/watch?v=w1FtCbTAEy8 Forgot to record with sound on, but whatever.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
That's cool. I'm glad the game has a few more tricks like that. You should be able to hex edit it in the final run right? Edit: Can you climb walls anywhere or just that one spot? If you can manage to get it to work in other places it would save a lot of time.
Working on: Command and Conquer PSX Nod Campaign
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
I put the TAS from nicovideo on Megaupload: http://www.megaupload.com/?d=CHI043I1 There's also a no-damage TAS on nicovideo which I'll look at in case there's any other tricks there. EDIT: I also manged to activate the jump trick in Fillmore, just like in the above TAS: http://www.youtube.com/watch?v=_0zTpPpOr8U I didn't remember to start recording until partway through jumping up the shaft but rest assured that I activated the glitch at the bottom just like in the TAS on nicovideo. EDIT: Found the profile of the person who uploaded the TAS to nicovideo. 大根さん apparently. http://www.nicovideo.jp/user/8038556 Pretty much all of their profile stuff is private.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
Damn, is this trick possible to do in real time? Or are poor saps like me SOL?
Taking over the world, one game at a time. Currently TASing: Nothing
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Try it a whole ton and see if you can manage it, I guess. Practicing in an emulator so you can use savestates would be a good idea, I think. I actually managed to do that fall off the ledge in Fillmore in realtime, though I also failed a few times. Perhaps with a lot of practice you could do it consistently. It's not easy since you have to be right at the edge or even slightly off of it--this game has Taz-like physics: depending on the value of the "Boost" memory location you may walk over nothing but air for a few frames before finally falling. Pressing Y during that time should work. Basically just press Y as close to the edge as possible. As for the walljump, it's easy to maintain once you've started it. It's getting embedded in the wall in the first place that's hard. As you probably noticed you jump with your back facing the wall. You want to be touching the wall (or very close to it?) when you get hit. At this point I generally let go of B then start holding it down again, though I don't know whether or not that's strictly necessary. During the fall you might "catch" onto the wall. I don't know the specifics, though I personally don't have to worry too much about that since I can just rerecord until I trigger it :). It's possible that there's something else to it like God's Y position when you get hit since it was harder to trigger the bug in Fillmore than in Bloodpool.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I watched that TAS. The wall jump trick is useful in almost every stage so I guess you would have to redo most of them. I really like how he used it against the Maranha Act 1 boss. It would save a lot of time against him because you wouldn't have to jump slash like that. Would hex editing the levels affect the sims at all?
Working on: Command and Conquer PSX Nod Campaign
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
Yeah, with this new glitch, I think you guys should try to redo the entire thing.
Super Mario Bros. console speedrunner - Andrew Gardikis
Active player (428)
Joined: 9/7/2007
Posts: 329
We will try to hex edit in the simulation as much as possible and hope it works. Other than monster manipulation, the other problem is the random lag. If I have to redo it, at least it will be easier the second time around.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
I got to watch that Actraiser Special Mode TAS. It was totally WTF, even knowing about that wall glitch. Casandra I, Casandra II, and Marana I bosses were handled extremely well. The only improvements I can see offhand: 1. Title screen (obviously). 2. Better luck on Bloodpool II boss (and refight) 3. Better luck on Northwall II boss refight 4. Slightly better handling on Satan, like facing to the left on the head for the 2nd half of that fight, and being closer during the attack on the body. Noticed he got progressively closer each round? If we had a choice between US Professional! and Japan Special modes, definitely Special has to be done, since it's harder. I'd rather see a trade in time for difficulty. Not like there's any story not to understand in this mode, huh?
Taking over the world, one game at a time. Currently TASing: Nothing
Player (217)
Joined: 2/12/2006
Posts: 373
Location: Oregon
The level layouts are different, but nevertheless I did see more flaws than that. -It seems they didn't take advantage of pre-jump boosting as much as they could have. -Although I'd have to test it myself to be sure, I was uneasy about some of their decisions on which branches to land on and jump from. -Again I'd have to test it, but I was unsure about their strategy for passing the enemies at the bottom of the pit in Fillmore Act 2 -They didn't always jump to meet the Minotaur, which is generally faster when done right. -They might've been able to go through the water area in Bloodpool Act 2 faster by taking some hits. -Sometimes they jumped with their back to the enemy when they could've just turned around while walking, which is generally faster. Blah,blah,blah. But overall, though, it wasn't too bad, and I'll be comparing my levels with the TAS as I go in case they have better strategies for certain sections. How often I can do that will be limited by different level layouts, different monster HP and God's maxed out HP but nevertheless I may find some timesavers. For the curious, the same person who uploaded the SP Mode TAS also uploaded a no damage version which I put on Megaupload: http://www.megaupload.com/?d=4LKC8XO1
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
If he did take damage in Bloodpool Act II to go through the water at normal speed, he'd have to skip damage boosts elsewhere, since ended with no hits left for the boss. I'm sure there are other things I missed. But it was still impressive, even with its imperfections.
Taking over the world, one game at a time. Currently TASing: Nothing
Skilled player (1325)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
I just gotta say that this looks awesome! Now how about that sequel?
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Sonikkustar wrote:
Now how about that sequel?
Are you referring to ActRaiser 2? The only submissions for it were way back in the day and got rejected for game choice.
hi nitrodon streamline: cyn-chine
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
Yeah, unfortunately the sequelprequel kinda sucks. But I think somebody could potentially make the sequelprequel interesting...if they tried.
Taking over the world, one game at a time. Currently TASing: Nothing
Player (98)
Joined: 7/16/2005
Posts: 34
I was working on a TAS of Actraiser 2 some time back but it's fallen off my radar. I think I got as far as Altheria. It's a very laggy game and a real pain to optimize.
Active player (428)
Joined: 9/7/2007
Posts: 329
I figure that it is time for an update. Zidanax improved Fillmore Act 1 by 20 frames, and we tried hex editing the simulation in. But that won't be possible because the monsters' AI script is RNG dependent. So I have to redo the simulation segments, which is okay since I can now look for improvements. And of course it is always easier the second time around. I took another look at the pointer movement in cycle 1 to see if there is a better way to avoid building the houses that catch on fire. I determined that the current path is the fastest. In doing that, I determined more information about how pointer movements affect where the people build. It is not frame dependent, which is good for doing test runs. It doesn't matter how many direct the people segments are used. The only pointer movement that matters are the ones that create roads in that cycle, though I haven't checked if the way the roads are built have any effect; any other pointer movement does not matter. This means that square wobbling, backtrack wobbling, and repeating the same sequence have no effect, which simplifies figuring out the optimal path. The pointer position at the end of the cycle is also important. And, of course, where people built previously would have some effect on future cycles. With this knowledge, I will reanalyze every cycle to hopefully save some frames. While trying to figure out how to get the hex edit to work, I used DarkKobold's lua script to watch the position of the blue dragon that kept moving. I then decided to enhance the script (and fix some bugs) by changing it to a heads up display, as well as adding other important information so that I don't have to use the memory watch. The script turned out really well, and I am proud of it being that it is my first lua script. http://lua.pastey.net/129238 EDIT: I finally started on the TAS, and I realized that I needed to add one more thing to the heads up display. The lua script link has been updated.
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
I'm glad my script was finally of use, even though it really isn't the script you used. I couldn't figure out what was going on with your script for the life of me, but as long as it is help, good! Congrats on your first lua script.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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