GBA Advance Wars "Glitched" TAS

I improved the previous run of criticaluser's & sgrunt's to 765 frame faster (12.75 seconds)... More down I explain this run

Objectives:

  • Aims for fastest time
  • Heavy glitch abuse
  • Heavy luck manipulation (a bit)

Comments:

To improve this movie ... Improved optimisation, save times in the input, Improved tactic in Mission 11 within training and better use of the glitch called "Design map glitch" and "Force surrender"

New tricks

View-map-win: This trick saves me many time frames to implement it ... Step to explain: Operates when a mission is won, appears the display of "Win" and "Lose", then of counting the coins, before proceeding to the next screen to save the game or not ... it should view the map of the mission and not make animation for switching screens.
No-sound-lag: This means there is less delay in time to play the training missions and the campaign and with the help of mtvf1 find fewer delays to further improve the movie

Glitches

Force Surrender: I took a better way to abuse this bug in the selection of some "Objects" or "Tanks", you should select the color of the enemy to this glitch work. In addition, after the first 2 missions, the object "Delete" is used and another glitch occurs for the glitch "Force surrender" continue to perform... However, to fight other enemies in particular, take an alternate color to work again this bug and win the game

Other comments:

There are several improvements that will be working right now, but I need to start again the run from the use of "Design map glitch" And at the end of a mission, I can improve the input ... It is working ...
Also I am working on another run of Advance Wars, but without the use of "Design map glitch", a normal run, doing all the campaign missions, so do a little more entertaining the missions and the best strategy possible ...

Thanks to:

  • sgrunt and criticaluser for make their movie :)

Suggest screenshots:

  • 15711
  • 32216

feos: Uploaded the 285 frame faster movie, and also judging...
feos: Accepting and publishing...
feos: Updating the submission file once again, accepting and publishing...


ALAKTORN
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requesting encode of latest movie, pls edit: or is that already in the first post? it didn’t load earlier, thought there was none
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I believe that mtvf1 has improved every effort This is the final improvement
Current Projects: - GBA: Advance Wars 2: Black Hole Rising Future Proyects: - Genesis games - GBA games
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Kiske wrote:
Final improvement Yesterday I spent all night trying to find some improvement, but I found none, except for either 2 or 5 frames saved, but were minimal and is now even better your movie feos: You can replace this movie?
Where these 2 or 5 frames you found? We should improve it, even though they are very small improvement.
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These "small" improvements that I found, you have improved even more,, so no more improvements are needed, I think
Current Projects: - GBA: Advance Wars 2: Black Hole Rising Future Proyects: - Genesis games - GBA games
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Last 3 frames saved I think this time, can replace the movie. Edit: Kiske, if you want to make the tas of normal run, this HP lua I made can help you. Download AW1hp.lua
Language: lua

local hero1 = 0x02019F44 --local enemy1 = 0x02019F98 local x0 = 0x02015800 local y0 = 0x02015802 -- 0x03007B9A 0x03007B9E 0x03001D30:rng 0x0300431D:fog while true do gui.text(0,0,"Pow1: "..memory.readdword(0x0201ABBC),"green") gui.text(60,0,"Pow2: "..memory.readdword(0x0201AC24),"green") gui.text(120,0,"Pow3: "..memory.readdword(0x0201AC8C),"green") gui.text(180,0,"Pow4: "..memory.readdword(0x0201ACF4),"green") for i=1,256 do if memory.readbyte(hero1+12*(i-1)-4)>0 then x1=16*memory.readbyte(hero1+12*(i-1)-2)-memory.readshort(x0) y1=16*memory.readbyte(hero1+12*(i-1)-1)-memory.readshort(y0) if memory.readbyte(hero1+12*(i-1))>0 and memory.readbyte(hero1+12*(i-1))<100 then gui.text(x1+8,y1+4,memory.readbyte(hero1+12*(i-1)),"yellow") elseif memory.readbyte(hero1+12*(i-1))>128 and memory.readbyte(hero1+12*(i-1))<228 then gui.text(x1+8,y1+4,memory.readbyte(hero1+12*(i-1))-128,"yellow") end if memory.readbyte(0x0300431D)==1 then --fog gui.text(x1,y1,memory.readbyte(hero1+12*(i-1)-4),"red") end end end gui.text(90,8,"RNG: "..string.format("%X",memory.readdword(0x03001D30))) vba.frameadvance() end
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mtvf1 wrote:
Last 3 frames saved I think this time, can replace the movie. Edit: Kiske, if you want to make the tas of normal run, this HP lua I made can help you. Download AW1hp.lua
Language: lua

local hero1 = 0x02019F44 --local enemy1 = 0x02019F98 local x0 = 0x02015800 local y0 = 0x02015802 -- 0x03007B9A 0x03007B9E 0x03001D30:rng 0x0300431D:fog while true do gui.text(0,0,"Pow1: "..memory.readdword(0x0201ABBC),"green") gui.text(60,0,"Pow2: "..memory.readdword(0x0201AC24),"green") gui.text(120,0,"Pow3: "..memory.readdword(0x0201AC8C),"green") gui.text(180,0,"Pow4: "..memory.readdword(0x0201ACF4),"green") for i=1,256 do if memory.readbyte(hero1+12*(i-1)-4)>0 then x1=16*memory.readbyte(hero1+12*(i-1)-2)-memory.readshort(x0) y1=16*memory.readbyte(hero1+12*(i-1)-1)-memory.readshort(y0) if memory.readbyte(hero1+12*(i-1))>0 and memory.readbyte(hero1+12*(i-1))<100>128 and memory.readbyte(hero1+12*(i-1))<228 then gui.text(x1+8,y1+4,memory.readbyte(hero1+12*(i-1))-128,"yellow") end if memory.readbyte(0x0300431D)==1 then --fog gui.text(x1,y1,memory.readbyte(hero1+12*(i-1)-4),"red") end end end gui.text(90,8,"RNG: "..string.format("%X",memory.readdword(0x03001D30))) vba.frameadvance() end
Yeah, I think I had seen this code, but it never to download it, now download it and I'll use it for normal run !!Thanks :)
Current Projects: - GBA: Advance Wars 2: Black Hole Rising Future Proyects: - Genesis games - GBA games
ALAKTORN
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if you’re planning on making a normal run, I advise you to make posts / post WiPs about it often, or you could end up finishing the TAS just to be told that you used the wrong strategy in a few places…
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Yes. I'll get the topic in the forum and I will post all WIP of each mission so I can show each strategy I do .. Thanks anyway
Current Projects: - GBA: Advance Wars 2: Black Hole Rising Future Proyects: - Genesis games - GBA games
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Hold on, feos! I hope you still didn't encode. 5 frames saved Give me 1 day to check, then you can encode it. Thanks.
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This is my last update. I saved another more 12 frames. I won't improve it again.
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Confirmation from Kiske?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Confirmation from Kiske?
No, I improved it by myself. You can publish and encode now. Thanks.
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No other upgrade available ... All ready
Current Projects: - GBA: Advance Wars 2: Black Hole Rising Future Proyects: - Genesis games - GBA games
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After the movie was improved the frames that were suggested for screenshots were shifted. I don't know the game, can you post the real frames now?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2555] GBA Advance Wars by Kiske & mtvf1 in 13:33.39
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Is it too late to list mtvf1 as a co-author in the publication, as he is in the submission?
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It's how the current setup works: first you publish under the existing player entry, then you manually create one for 2 players, if it doesn't exist. And each time I forget to create it, people ask why only 1 player is listed.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
ALAKTORN
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Watching the vid, I think I’ve found an improvement for Tutorial Mission 11. After moving the Artillery 2W, the B-Copter should be moved 1W too, to avoid the Supply from the APC. A Supply costs 19 frames at least in AWDS, while a 1 square movement only costs 12 frames, I suspect in AW1 it might cost around 15 frames, so it should be an improvement over getting Supply. Anyone feel like testing it? Edit: also the publication text says: “Using a glitch in the design maps mode of the game, this run by Kiske […]” shouldn’t mtvf1 be mentioned there as well?
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ALAKTORN wrote:
Watching the vid, I think I’ve found an improvement for Tutorial Mission 11. After moving the Artillery 2W, the B-Copter should be moved 1W too, to avoid the Supply from the APC. A Supply costs 19 frames at least in AWDS, while a 1 square movement only costs 12 frames, I suspect in AW1 it might cost around 15 frames, so it should be an improvement over getting Supply. Anyone feel like testing it?
When I improved it, I have tested. It's about 25 frames slower. In training mission, army moving slower. And because of the dialogue, 2 Supplies are as the same as 1 supplies. So nothing be saved about the less supplies. I have reduced supplies from 3 to 2. Post #369467 I have found another big improvement. In story mission 8, I can use glitch to delete all enemies in first day. But I don't play to improve it now.