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THC98
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Experienced player (924)
Joined: 8/7/2012
Posts: 280
Location: Brazil
If a/v sync doesn't work, I recommend editting the audio in a video editor to sync with the video in every loading screen. It may take a while and be a bit hard to sync perfectly, but it's worth doing it in my opinion :P
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
Active player (388)
Joined: 10/17/2012
Posts: 39
Location: Finland
Both of the TASes are near finishing, so we decided to make a little combined preview video. :) http://www.youtube.com/watch?v=iF1hw5UzKRA
Warepire
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Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Pretty sure this is going to be the 2 coolest submissions of the year.
Joined: 8/22/2006
Posts: 24
Location: Georgia
Squee!~
I'm not really here. Pressing Up+Down too many times glitched your graphics. And audio. Yeah.
Joined: 7/2/2007
Posts: 3960
Ha! That preview video is awesome. I look forward to seeing the movies on the workbench. :) Good luck with finishing everything up!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
THC98
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Experienced player (924)
Joined: 8/7/2012
Posts: 280
Location: Brazil
This was so good!!! Good luck finishing both movies, I'm really hyped to watch them :)
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
Experienced player (608)
Joined: 10/23/2004
Posts: 706
So pumped for this run. This is one of those games that was made for TAS!
Current Project: - Mario Kart 64
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Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
HYPE. I haven't felt this since Super Mario 64 120 Stars.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
I can’t believe this is finally happening, best of luck guys
CyclopsDragon
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Player (247)
Joined: 8/19/2015
Posts: 16
Location: Toronto, Canada
Hello, everyone! I figured it's about time I registered and made this post. I've been working on TASing these two games (as well as SMB Deluxe) for the past year or so. I'm bringing this thread back to let you all in on some goodies from Byrz and myself. This post will be a bit of an info dump, so please bear with me. First of all, I'm happy to let you all know that we're working on two completely new TASes! Super Monkey Ball's "Expert through Master" TAS is being completely redone, and we are also working on a TAS for "Expert through Master Extra" on the PAL version of Super Monkey Ball 2. Progress has been much slower than it was for the original TASes due to a much higher standard of optimization, but we've been making good progress recently. I won't spoil anything about them yet, but rest assured that there are new strats and new optimizations which continue the series's standard of jaw-dropping movement. Why PAL for SMB2? SMB2 runs on a non-deterministic physics engine (i.e. physics is rendered once every frame instead of constantly), so in order to compensate for PAL running at 50Hz, the physics engine was altered to give more speed and height from clips and boosts, to make up for the fact that physics was rendered at 5/6th the speed; this results in the engine being more or less equivalent to NTSC 60Hz. However, this means that when you play the PAL version at 60Hz, the physics gives you more speed and lift than was originally intended, allowing faster and cooler strats. EDIT: The game supports 60Hz on PAL on the official release; all you have to do is hold B during startup and the game gives you a menu asking if you want to play at 60Hz. Granted, this loses some time in TASVideos timing, but that time has already been made up in the TAS itself. So why wasn't PAL used for the original SMB2 TAS? Mostly because the vast majority of the RTA community does not have access to the PAL version of the game, and the TAS was largely made for them. We're now using the PAL version to see how far the game can really be pushed. That's not all, though. A lot of SMB TASing has been done that wasn't posted here. Byrz made full TASes for Beginner and Advanced of both games, and we've both also been working on IL TASes. I've compiled a small playlist of the coolest of these, which you can view here. Note that these are all time TASes: I figured those were the most relevant here, but there are also score TASes and stunts that you can find on our channels or in our TAS compilations. Less relevant to this particular thread is my TAS work on ILs of SMB Deluxe, because it's not technically applicable to the thread for the Gamecube games. Unfortunately, TASing Deluxe ILs is very painful due to not having frameadvance, and until we have a functional Xbox emulator with TAS tools, there won't be a full game TAS of Deluxe, due to PS2 having much longer loading times and worse graphical quality. I can't really give an estimate on when the new TASes will be finished, but we can keep anyone who's interested updated on our progress. In the meantime, I'll probably still be working on ILs in addition to the new TASes, and if anyone has any ideas or TASes they'd like to see (I'm still debating category score attack TASes), feel free to bring them up. Until then, enjoy what we have for you here!
Completely defying all physical logic since 2014
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Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Does the PAL version support 60Hz? I never owned this game, so I don't know this. Because the thing is, if this is one of the many third party games where the devs where too lazy to include 60Hz support, using it in a TAS wouldn't be legit. Only play PAL on 60Hz when the game actually supports it!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
CyclopsDragon
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Joined: 8/19/2015
Posts: 16
Location: Toronto, Canada
andypanther wrote:
Does the PAL version support 60Hz? I never owned this game, so I don't know this. Because the thing is, if this is one of the many third party games where the devs where too lazy to include 60Hz support, using it in a TAS wouldn't be legit. Only play PAL on 60Hz when the game actually supports it!
I'm glad you mentioned this, because I completely forgot about that. Yes, the game supports 60Hz on PAL; all you have to do is hold B during startup and the game gives you a menu asking if you want to play at 60Hz. Granted, this loses some time in TASVideos timing, but that time has already been made up in the TAS itself.
Completely defying all physical logic since 2014
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Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
That's great to hear :) I asked you because there were TASes being rejected here before, because of stuff like this. I wish you good luck with the project!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Active player (388)
Joined: 10/17/2012
Posts: 39
Location: Finland
I apologize for not updating any info here. I've been TASing Monkey Ball games pretty much the whole time since the release of both TASes last spring. As CyclopsDragon mentioned, I've done Beginner and Advanced runs for both SMB1 and SMB2 NTSC. You may wonder why didn't I submit them to TASVideos? Well, at the time I felt like it would just be very spammy to submit 6 TASes in such a short time so I kind of forgot about it. All of them are already outdated: a 1 frame improvement was found for an extra stage that appears in both SMB1 categories, a frame was improved in the first level of Beginner in SMB2 and CyclopsDragon has pulled off a faster strat in Advanced Extra floor 1 Auto Doors. Though CyclopsDragon already linked a playlist (please check it out as well) with them, I'll just embed them, anyway. I hope you enjoy. Link to video Link to video Link to video Link to video Also, since we are remaking SMB1 Master TAS from the scratch, you may be wondering if the first one is bad quality or rushed or anything. I can guarantee you that for the time it was made, it was considered very high quality and every single floor was best known time for the game and we did work hard for it. I have simply gained more experience and patience so that's why we are managing to save so much frames the second time around. Huge shoutouts to CyclopsDragon for joining the project, he's a very creative TASer.
CyclopsDragon
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Joined: 8/19/2015
Posts: 16
Location: Toronto, Canada
Hello again! It's time for an update on progress. We've reached the end of the Expert Extra stages in Super Monkey Ball, which means we only have the 10 Master stages left to complete. We've had some very cool new strats and some unexpected time saves along the way, so the finished product will be even more ridiculous than the first TAS. Based on our current pace, we'll be able to finish the input recording by the end of the month; however, because of the nature of the game, that's not guaranteed. PAL Super Monkey Ball 2 Expert through Master Extra is currently on hold until the Super Monkey Ball Expert through Master TAS is complete. This is for two reasons: so we can give each TAS a separate submission instead of submitting both at once, and also to give each TAS the attention needed for it to be really optimized. We left off at Floor 20 (Earthquake). In the meantime, here's a level that doesn't appear in any TAS because of warp goals. I recently improved this level by a huge margin because of a relatively new setup that I applied to this level. Link to video
Completely defying all physical logic since 2014
Active player (388)
Joined: 10/17/2012
Posts: 39
Location: Finland
Most of you probably saw this already, but we have released the improved TAS for SMB1 Expert through Master. Link to video Check out the workbench thread here. On other news, we have been brainstorming and playing around with the idea for SMB1 competition mode 4-player co-op all bananas individual level TASes. Sounds confusing? Basically, SMB1 has a competition mode for up to 4 players where each player plays the same floor at the same time split screen style, trying to beat other players by finishing the fastest or collecting the most bananas (each banana can only be collected by one player). "Co-op all bananas" means that instead of competing against each other, the players would try to cooperatively collect every banana in a level and finish the level as fast as possible. This concept is extremely interesting and we can't wait to see what kind of crazy recordings we can create. To make things even more interesting, we are planning to synchronize the finish of every player to take place on the same frame. Just imagine 4 monkeys approaching the goal from 4 different directions to finish at the same time.
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It begins.. Link to video
CyclopsDragon
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Joined: 8/19/2015
Posts: 16
Location: Toronto, Canada
Here's an update on the possibility of a SMB1 score TAS somewhere down the line. I recently improved an old TAS record on E9, finally breaking 30000 points. This is something that I wanted to do before considering a score TAS. Link to video There are still a couple of things I personally want to accomplish before considering working on this TAS. First, we should definitely finish our current TAS projects before we start on another one (SMB2 PAL, SMB1 competition mode things). Second, there is currently a snag on E6. The current console score record only gets one banana bunch because of the cycles on the level. I have looked at the level a lot and I'm convinced that it's possible to get both bunches. I've been mere frames away from being able to get a desirable collision after getting the second bunch, which would make this cycle possible and gain a lot of points. Another interesting thing about a score attack TAS that I never considered is that there is a warp bonus multiplier in Challenge mode that doesn't apply in Practice mode, and it applies before the points for bananas are added. This means that for the three levels in Expert where we take warp goals, it's very likely that we wouldn't even use the established score strategies for these levels. For example, on E2, the score record would need to be improved by 14 frames to match the Challenge mode score achieved in the time TAS. Additionally, E42 has already been TASed for score in Practice mode, but the existing TAS may be sub-optimal for score in Challenge mode. This may result in a TAS being made for the score attack, and then each of these three levels being done again outside of the full score attack TAS.
Completely defying all physical logic since 2014
Really_Tall
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CyclopsDragon
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Joined: 8/19/2015
Posts: 16
Location: Toronto, Canada
Yep, so as you can see, a new glitch has been discovered. Basically, on levels with moving parts, the monkey ball stops moving on the frame that time runs out, but the level moves for one more frame. If that one frame causes the goal tape to be pushed through the monkey and broken, you respawn on the same level (or potentially on a glitch level, more testing is required), but as though that level was the last level in the difficulty. When you beat the level, you are warped to the next section. This means a lot of things are probably going to happen and we don't know when or how. We have to thoroughly test every level with a moving goal to know which ones we can do it on, but we will probably end up at least making a new TAS of Expert. This glitch does NOT work on SMB2 PAL, and the current status of the SMB2 PAL Expert TAS is somewhat up in the air due to Byrz more or less not TASing anymore and my lack of motivation to optimize some levels. In SMB2, the glitch could possibly be done on B4 Switches and definitely on A8 Inchworms and AX4 UFO for TAS purposes, which would save a lot of time in the TASes. But with Expert, we have to figure out if we can get the glitch to work on Melting Pot, because not only is the goal moving slowly, but it's moving away, and the other side of the goal has basically nothing to work with. Jump Machine would be the next best, but if Melting Pot works, the TAS would go Wormhole->Free Fall (blue goal)->Melting Pot (glitch)->Melting Pot->Charge->Strata (blue goal)->Puzzle (glitch)->Puzzle->Centrifugal (glitch)->Centrifugal->Master Extra normally. This would make the TAS a total of 16 levels. This glitch also works on SMB1 and SMBDX. E3 has been confirmed as working for the glitch. A lot of stuff is happening all at once and we're going to have to let things calm down a bit before we figure out what to do. I'll try my best to keep this thread updated with developments as they come.
Completely defying all physical logic since 2014
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Posts: 358
Location: The Netherlands
Great that the glitch was discovered and is being explored Personally I guess I'll prefer the non-glitch runs. This game has a kind of simplicity/purity in it while still allowing for amazing speedrun & TAS feats :D
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
CyclopsDragon
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Joined: 8/19/2015
Posts: 16
Location: Toronto, Canada
Why is this game so broken? It seems to be possible to get this glitch to work on some levels with the movement of the scent bag/party ball/whatever you want to call it. Link to video
Completely defying all physical logic since 2014
Memory
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Joined: 3/20/2014
Posts: 1767
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This is among the dumbest things I have ever seen
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Alyosha
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Wow that's crazy! Who would have thought such a relatively simple trick could be so game breaking? Looking forward to seeing a complete TAS!
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What a silly glitch. I imagine it'll get a weeks worth of speedruns before people get bored of it.
effort on the first draft means less effort on any draft thereafter - some loser
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