I took a closer look at it and was able to save 13 more frames by getting a full jump down near the end.
It seems once again the top enemy is still the limiting factor. If you watch the comparison, both fights do the same number of hits in the time it takes the top enemy to reset his spike ball.
However, either due to RNG or fight mechanic manipulation, the rush jet strategy actually coaxes the top enemy to shoot his spike ball more often, which means a faster reset which contributed to the faster time.
Then the rush jet is able to clear the last two spike balls faster than the plug is.
:UPDATE:
Here's up to Wily Stage 2 Boss:
http://tasvideos.org/userfiles/info/21258070844825538
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Fantastic work diggi! You did everything I had imagined for Wily 2. I will try my hands now on the boss. It seems like you don't have to optimized to death your first jump towards its tail because it takes a lot of time before it moves down for your second jump. The goal is to try hitting it 4 times before the second jump.
Hey, yea I was just working on it too. Kind of an annoying boss to TAS. His mechanics prevent him from being too much faster than an RTA.
During the third phase he's still one shot short of being able to be killed in one round unless you use a charged magma beam shot. He just isn't vulnerable for enough time.
I just finished and my splits for the three phases are:
85464 (screen starts moving)
85968 (screen starts moving)
86534 (takes final hit)
I think I ran into some RNG issues on the second screen so let me know if you've improved on any of those.
http://tasvideos.org/userfiles/info/21262500993073007
Excellent wily 2. It's cool to see how insanely fast you can make them in a TAS. I was just wondering why you didn't kill the big momma. Did it mess up the RNG for upcoming parts?
Lol nope that was just me giving too much credit to the RTA again. Completely forgot to try killing it, thanks.
Did you do that in real time?? That's a hard sequence. Even that jump off the ladder to avoid the saucers has a very narrow window of opportunity.
Wow, this boss is more a pain in the ass than he looks. I was right about getting screwed with RNG.
http://tasvideos.org/userfiles/info/21267380674669731
I get to the boss door 21 frames sooner here by killing the Big Stompers, so make sure you use this file.
Then I copied over the input for the first phase but the screen moves at frame 85447 (was 85464). Only 17 frames ahead. 3 frames disappeared.
In the second phase I had better RNG and improved the middle fight by 44 frames so the screen moves at frame 85907 instead of 85968.
So I started the third phase 61 frames ahead of my last file.
Then I get royally F*cked by rng for the last phase and only finish 3 frames ahead. Didn't realize that last phase was so RNG dependent. He needs to open his mouth twice becuase we can't kill him in a single round.
So the limiting factor in this fight is whenever he opens his mouth for the second time, so we need to manipulate our RNG to minimize that. Our best bet could be killing more enemies earlier in the stage.
There's three fish I dodged about halfway through, and there's plenty of saucers flying around.
I keep getting fatal desync when I try to play these back, out of interest. Any suggestions? Any particular revision I should use? I've gotten my own Wii data as well, allowing me to use the recommended settings in the other topic...
anyone able to run through their settings?
I really think you guys should try to find the RNG in RAM. For such a boss fight I wouldn’t expect changing events before entering the fight will give any better RNG during the final part of the boss.
I really think you guys should try to find the RNG in RAM. For such a boss fight I wouldn’t expect changing events before entering the fight will give any better RNG during the final part of the boss.
I tried to follow the instructions here but there were no addresses that ended in 0000's and that a pointer scan revealed a value with only one offset.
It would be nice if someone could explain how to do it for this game, as I want to check the y speed during our ladder transitions.
Pardon me for my noobish question but how do I get your movie to play on dolphin? I get this error on dolphin 4.0-5396.
Yea I get that error sometimes, too. I tried searching online but never really found an answer. We're using revision 4.0-4796, but just make sure that idle skipping and dual core are both turned off, and use the DPS LLE sound recompiler. But I'm pretty sure the error comes from the controller settings, so make sure all the gamecube controllers and wiimotes 2-4 are set to none. Then make sure wiimote motor and speakers are off. Or try changing some settings in the emulated wiimote 1.
Hope that helps.
Backend is Direct3D and CPU emulator is JIT. But like I said I'm pretty sure the error comes from the wii mote settings, as I sometimes get the error when I switch from keyboard to controller input without changing anything else.
I tried to follow the instructions here but there were no addresses that ended in 0000's and that a pointer scan revealed a value with only one offset.
RachelB wrote:
Did you do this?
In Cheat Engine, click Edit, then Settings. Go to Scan Settings and check MEM_PRIVATE, MEM_IMAGE, and MEM_MAPPED.
I tried to follow the instructions here but there were no addresses that ended in 0000's and that a pointer scan revealed a value with only one offset.
RachelB wrote:
Did you do this?
In Cheat Engine, click Edit, then Settings. Go to Scan Settings and check MEM_PRIVATE, MEM_IMAGE, and MEM_MAPPED.
Course. I followed the instructions exactly as they laid out, but I get stuck when it says to pointer scan the address ending in 0000, as there is none. I tried using all the other addresses and none of them have only one offset of 0 like the next step.
Then all of sudden it says to "find some value such as health."?????
All of this coupled with the fact that I have no idea wtf any of this all means just leads to believe it's not worth my time trying to figure it out.
As I said, trial and error works just the same. I managed to fix the RNG manually and saved 63 frames in Wily 2.
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Alaktorn, it's easy for you to say go do this and that when you have no information that Dolphin at its current state lacks proper ram watch. skid_au has written the code but lioncash has not implemented it yet for use. Until then, this is what we have.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Backend is Direct3D and CPU emulator is JIT. But like I said I'm pretty sure the error comes from the wii mote settings, as I sometimes get the error when I switch from keyboard to controller input without changing anything else.
Short of you giving me a copy of your Wiimote's configuration; I have an identical setup, from the sounds of things.
No it doesn’t, and as a fellow TASer my heart breaks when I read these posts. The image you posted doesn’t show the settings so I’m not sure what you were trying to say with that. Not being able to find the 0000 address is a problem with those settings from what I’ve read, but if you’ve configured them correctly then I don’t know how to help. You could try asking in that topic.
No it doesn’t, and as a fellow TASer my heart breaks when I read these posts.
Please elaborate. I'm not saying RAM watch isn't useful, I'm saying it's not a neccesity. As far as I can see it's more of time saving tool than anything. It tells me immediately if I have the right acceleration or rng luck, but trial and error, as in, trying specific actions on a certain frame, then changing the action or frame and observing the results, will produce the same result. The only thing that changes is the amount of rerecords. There's not much I'm missing by observing only the effects instead of the cause.
The image I posted is as far as I can get with the correct settings. If the tool was more intuitive to use I would be inclined to utilize it, but I'm not here to learn programming as well.
From my experience I know that sometimes even with RAM Watch and Lua scripts you may not be able to fully optimize games. Without them you never will.
RAM Search doesn’t really require programming knowledge. You just need to know a few things which you can easily learn while following a tutorial. You don’t even need to find the pointer if that’s not working for you, but then you’ll have to re-find the addresses every time you re-open Dolphin. The pointer just serves as a never-changing address that gives you the possibility for a quick math calculation to identify the addresses you really need, after you’ve found them for the first time.
If you’re ok with having to redo it every time, you could try to find Y position and RNG without bothering with pointers. There are a bunch of tutorials on the site on how to use RAM Search. I’ll just say a few quick things: you have to set a data size, 1/2/4 bytes, 1 byte is 2^8 = 256 possible values. 2 bytes is 2^16, 4 is 2^32. Say you want to find lives, and you know they go from 0 up to 99 (let’s say that’s max). That would be 1 byte, as it’s contained within 256 values. Y position and RNG are usually things that get really big so you should try 4 bytes for them. Next thing is whether the value is signed or not (you can also pick hexadecimal but that rarely helps). Signed means that it can become negative, unsigned it can’t. 1 byte signed becomes −127…0…128, not 0…255. Same logic for the other sizes. Something like Y position could be signed, going negative low on the screen and going positive higher on the screen. The RNG is probably not signed. Knowing that you can start doing searches with the given parameters. Say you want to find Y, you can do data size = 4 bytes, signed, do “equal to previous value” and search it a few times while not moving. Then you can jump, pause emulation, and do a “higher than previous value” (assuming jumping up raises your Y position). Etc., you just have to try a few things and use your brain to figure out how to identify what you’re looking for. Not sure what else to say, you should be able to use RAM Search after that.
I know why it's this I think, I'll get in IRC as soon as I can, but diggi, it's probably because it's a WiiWare game, try to get the pointer on a wii or a gc game then use this for the wiiware games, I had this once for Sonic 4 ^_^
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
I'm pumped, you guys are blazing along. I've been following the thread for quite a while now, viewing a WIP or two (don't want to spoil too much) here and there, but it's time to sequester myself.
See you guys in the submission queue!
Currently obsessed with: Mega Man 2 hacks, SFA3, Super Metroid Zero Mission, MM8BDM (Skulltag MegaMan mod, it's amazing!)
I'm pumped, you guys are blazing along. I've been following the thread for quite a while now, viewing a WIP or two (don't want to spoil too much) here and there, but it's time to sequester myself.
See you guys in the submission queue!
Hell yea, thanks for the support man. It's been a long time in progress and an even longer time overdue. Nearly 4 years after Mega Man 10!