1 2
5 6 7
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
Update on current WIP. I start with a RTC to yield no guards on the Arcada. I use the 'Y' command to obtain the longest delay for the spider droid (He unfortunately still arrives). I use one 'Y' command to skate past the Acid drops. I manually cruise through the Skimmer sequence without hitting rocks. Skimmer is not stolen in Ulence Flats. 'Y' commands utilized to obtain shortest death time for the alien at the slot machines (he dies before I can get there walking directly from the entrance). Using the spreadsheet of seed values, I conquer the slots in under 2.5 seconds. If that is satisfactory, then I'll continue to the end of the run and submit. If we think we can get it better using manipulation of the rocks in the skimmer sequence, I'll wait. As it stands, seed values at the following locations: Beginning of the Skimmer run - 27165 First input after entering Slot Machine - 25105 Link to video
Active player (378)
Joined: 9/25/2011
Posts: 652
DrD2k9 wrote:
Update on current WIP.
Nice job! I don't think we need to worry about the skimmer anymore. But, there is a faster way through the slots: 1) Bet 1 -> Eye | Diamond | Eye 2) Bet 1 -> Diamond | Cherry | Eye 3) Y-Enter 4) Bet 3 -> Eye | Eye | Eye 5) Y-Enter 6) Bet 3 -> Eye | Eye | Eye 7) Y-Enter 8) Bet 3 -> Cherry | Cherry | Cherry 9) Bet 2 -> Cherry | Skull | Cherry 10) Y-Enter 11) Bet 3 -> Eye | Eye | Eye 12) Bet 3 -> Cherry | Cherry | Diamond 13) Bet 1 -> Skull | Diamond | Skull 14) Bet 2 -> Cherry | Diamond | Skull 15) Y-Enter 16) Bet 3 -> Diamond | Diamond | Diamond Also, I've pretty much figured out how to add joystick input via keyboard to JPC-rr. Do you want to use it to help you in the tight spots, or are you okay going on without it?
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
The idea behind writing (3) Little is up with you, I guess, yes? was to have the typed commands give the opposite result of what they appear to do, as much as possible. So Roger answers positively at first and he does not sell the skimmer, and the second time he answers negatively and does sell it. Writing YES!! kind of negates that.
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
c-square wrote:
Also, I've pretty much figured out how to add joystick input via keyboard to JPC-rr. Do you want to use it to help you in the tight spots, or are you okay going on without it?
Thanks for the better slot sequence. Since I'm through the skimmer portion and we have a good run for Slots, I don't see a reason to redo the skimmer portion with joystick control.
Radiant wrote:
The idea behind writing (3) Little is up with you, I guess, yes? was to have the typed commands give the opposite result of what they appear to do, as much as possible. So Roger answers positively at first and he does not sell the skimmer, and the second time he answers negatively and does sell it. Writing YES!! kind of negates that.
I'll see if I can fix this.EDIT: Fixed
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
c-square wrote:
But, there is a faster way through the slots: 1) Bet 1 -> Eye | Diamond | Eye 2) Bet 1 -> Diamond | Cherry | Eye 3) Y-Enter 4) Bet 3 -> Eye | Eye | Eye 5) Y-Enter 6) Bet 3 -> Eye | Eye | Eye 7) Y-Enter 8) Bet 3 -> Cherry | Cherry | Cherry 9) Bet 2 -> Cherry | Skull | Cherry 10) Y-Enter 11) Bet 3 -> Eye | Eye | Eye 12) Bet 3 -> Cherry | Cherry | Diamond 13) Bet 1 -> Skull | Diamond | Skull 14) Bet 2 -> Cherry | Diamond | Skull 15) Y-Enter 16) Bet 3 -> Diamond | Diamond | Diamond
This is incorrect at step 13. Also my symbols don't always match yours, perhaps there's something different somewhere that we missed? Is there a reason not to bid 3 on a winning spin? I didn't think the bid amount affected the random seed. EDIT: Using your sequence up through 12, then performing a Y command gets the sequence back onto my original one at seed 14510; however with a higher money value. This results in one less spin on the slots before breaking it.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Thanks. And,
DrD2k9 wrote:
I didn't think the bid amount affected the random seed.
No, it doesn't. Since you can manipulate the gambling alien to die so quickly, talking to the barkeep doesn't seem to help. I just realized there's even more bucks lying around (behind the Droids-R-Us store) but getting those is also too slow. Gambling looks impressively fast by now, well done!
Active player (378)
Joined: 9/25/2011
Posts: 652
DrD2k9 wrote:
c-square wrote:
But, there is a faster way through the slots: 1) Bet 1 -> Eye | Diamond | Eye 2) Bet 1 -> Diamond | Cherry | Eye 3) Y-Enter 4) Bet 3 -> Eye | Eye | Eye 5) Y-Enter 6) Bet 3 -> Eye | Eye | Eye 7) Y-Enter 8) Bet 3 -> Cherry | Cherry | Cherry 9) Bet 2 -> Cherry | Skull | Cherry 10) Y-Enter 11) Bet 3 -> Eye | Eye | Eye 12) Bet 3 -> Cherry | Cherry | Diamond 13) Bet 1 -> Skull | Diamond | Skull 14) Bet 2 -> Cherry | Diamond | Skull 15) Y-Enter 16) Bet 3 -> Diamond | Diamond | Diamond
This is incorrect at step 13. Also my symbols don't always match yours, perhaps there's something different somewhere that we missed? Is there a reason not to bid 3 on a winning spin? I didn't think the bid amount affected the random seed. EDIT: Using your sequence up through 12, then performing a Y command gets the sequence back onto my original one at seed 14510; however with a higher money value. This results in one less spin on the slots before breaking it.
Hmm... what symbols do you get? If they don't match then I've got something off in my spreadsheet. Also, always be sure to see the losing message on any of the "bet 1s". Choosing that message uses up a random call. A spin that results in just one starting cherry simply gives your money back, so it doesn't matter what you bet. I chose 2 to differentiate between winning spins, losing spins and break-even spins. That, and the number 2 seemed lonely. ;)
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
c-square wrote:
DrD2k9 wrote:
c-square wrote:
But, there is a faster way through the slots: 1) Bet 1 -> Eye | Diamond | Eye 2) Bet 1 -> Diamond | Cherry | Eye 3) Y-Enter 4) Bet 3 -> Eye | Eye | Eye 5) Y-Enter 6) Bet 3 -> Eye | Eye | Eye 7) Y-Enter 8) Bet 3 -> Cherry | Cherry | Cherry 9) Bet 2 -> Cherry | Skull | Cherry 10) Y-Enter 11) Bet 3 -> Eye | Eye | Eye 12) Bet 3 -> Cherry | Cherry | Diamond 13) Bet 1 -> Skull | Diamond | Skull 14) Bet 2 -> Cherry | Diamond | Skull 15) Y-Enter 16) Bet 3 -> Diamond | Diamond | Diamond
This is incorrect at step 13. Also my symbols don't always match yours, perhaps there's something different somewhere that we missed? Is there a reason not to bid 3 on a winning spin? I didn't think the bid amount affected the random seed. EDIT: Using your sequence up through 12, then performing a Y command gets the sequence back onto my original one at seed 14510; however with a higher money value. This results in one less spin on the slots before breaking it.
Hmm... what symbols do you get? If they don't match then I've got something off in my spreadsheet. Also, always be sure to see the losing message on any of the "bet 1s". Choosing that message uses up a random call. A spin that results in just one starting cherry simply gives your money back, so it doesn't matter what you bet. I chose 2 to differentiate between winning spins, losing spins and break-even spins. That, and the number 2 seemed lonely. ;)
I'll double check on the Bet 1 spins and make sure I wasn't doing the next action too quickly.
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
Ok, I just set JPC-rr to run instead of doing frame advance. I followed your sequence, and here's what I got. 1) Bet 1 -> Eye | Diamond | Eye 2) Bet 1 -> Skull | Cherry | Eye 3) Y-Enter 4) Bet 3 -> Eye | Eye | Eye 5) Y-Enter 6) Bet 3 -> Eye | Eye | Eye 7) Y-Enter 8) Bet 3 -> Cherry | Cherry | Cherry 9) Bet 2 -> Cherry | Eye| Cherry 10) Y-Enter 11) Bet 3 -> Eye | Eye | Eye 12) Bet 3 -> Cherry | Cherry | Diamond 13) Bet 1 -> Eye | Diamond | Diamond 14) Bet 2 -> Diamond| Skull | Skull 15) Y-Enter 16) Bet 3 -> Skull | Eye | Cherry
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
c-square wrote:
If they don't match then I've got something off in my spreadsheet.
If your spreadsheet is indeed off, could that also be why you were struggling to automate the skimmer sequence via lua?
Active player (378)
Joined: 9/25/2011
Posts: 652
DrD2k9 wrote:
Ok, I just set JPC-rr to run instead of doing frame advance. I followed your sequence, and here's what I got.
My apologies. I was doing this after midnight last night and made some mistakes. Please give this a try: 1) Bet 1 -> Eye | Diamond | Eye 2) Bet 1 -> Skull | Cherry | Eye 3) Y-Enter 4) Bet 3 -> Eye | Eye | Eye 5) Y-Enter 6) Bet 3 -> Eye | Eye | Eye 7) Y-Enter 8) Bet 3 -> Cherry | Cherry | Cherry 9) Bet 2 -> Cherry | Eye| Cherry 10) Y-Enter 11) Bet 3 -> Eye | Eye | Eye 12) Bet 3 -> Cherry | Cherry | Diamond 13) Y-Enter 14) Bet 3 -> Diamond | Diamond | Diamond 15) Bet 1 -> Skull | Diamond | Skull 16) Bet 2 -> Cherry | Diamond | Skull 17) Y-Enter 18) Bet 3 -> Diamond | Diamond | Diamond
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
c-square wrote:
DrD2k9 wrote:
Ok, I just set JPC-rr to run instead of doing frame advance. I followed your sequence, and here's what I got.
My apologies. I was doing this after midnight last night and made some mistakes. Please give this a try: 1) Bet 1 -> Eye | Diamond | Eye 2) Bet 1 -> Skull | Cherry | Eye 3) Y-Enter 4) Bet 3 -> Eye | Eye | Eye 5) Y-Enter 6) Bet 3 -> Eye | Eye | Eye 7) Y-Enter 8) Bet 3 -> Cherry | Cherry | Cherry 9) Bet 2 -> Cherry | Eye| Cherry 10) Y-Enter 11) Bet 3 -> Eye | Eye | Eye 12) Bet 3 -> Cherry | Cherry | Diamond 13) Y-Enter 14) Bet 3 -> Diamond | Diamond | Diamond 15) Bet 1 -> Skull | Diamond | Skull 16) Bet 2 -> Cherry | Diamond | Skull 17) Y-Enter 18) Bet 3 -> Diamond | Diamond | Diamond
No problem. Fatigue hinders everyone's productivity. And not to be difficult, but that only yields 246 buckazoids. It takes another 3 spins to get the needed 250. The last $4 could come from the coupon with the barkeeper or from picking up the few lying behind the droids r us building (probably the least efficient). Ii'll test and see which is faster between the extra 3 spins or redeeming the coupon at the bar. Some estimates before testing...the coupon will require at least 2 text boxes (8-10 frames) in addition to the frames to get to the bar, then a few more waiting for the barkeeper to get to Roger. This would be probably a minimum total of 20-25ish frames, but wouldn't need the text box for breaking the slot machine. The 3 extra spins would require 15-21 frames for spins and another 4-5 for the text box. So..it could be close. I'll test them as soon as I am able....which won't be before tomorrow.
Active player (378)
Joined: 9/25/2011
Posts: 652
DrD2k9 wrote:
And not to be difficult, but that only yields 246 buckazoids. It takes another 3 spins to get the needed 250.
Doh! Looks like I was too zealous in trying to save frames. Okay, this path should be about 6 frames slower than the previous one, but it breaks the bank: S = Skull C = Cherry D = Diamond E = Eye Start: 30 Bz 1) Bet 1 -> EDE 29 Bz 2) Bet 1 -> SCE 28 Bz 3) Y- Enter 4) Bet 3 -> EEE 55 Bz 5) Y- Enter 6) Bet 3 -> EEE 82 Bz 7) Y-Enter x 3 8) Bet 3 -> EEE 109 Bz 9) Y-Enter x 5 10) Bet 3 -> EEE 136 Bz 11) Bet 3 -> CCD 148 Bz 12) Y-Enter 13) Bet 3 -> DDD 205 Bz 14) Bet 1 -> SDS 204 Bz 15) Bet 2 -> CDS 204 Bz 16) Y-Enter 17) Bet 3 -> DDD 261 Bz 18) Machine Broken EDIT: Actually, we can set it up so that you get to 250 but not actually break the machine, meaning the text pop-up won't appear. I don't know if that will save anything, but may be worth checking out: Start: 30 Bz 1) Bet 1 -> EDE 29 Bz 2) Bet 1 -> SCE 28 Bz 3) Y- Enter 4) Bet 3 -> EEE 55 Bz 5) Y- Enter 6) Bet 3 -> EEE 82 Bz 7) Y-Enter x 3 8) Bet 3 -> EEE 109 Bz 9) Y-Enter x 5 10) Bet 3 -> EEE 136 Bz 11) Bet 1 -> CCD 140 Bz 12) Y-Enter 13) Bet 3 -> DDD 197 Bz 14) Bet 1 -> SDS 196 Bz 15) Bet 2 -> CDS 196 Bz 16) Y-Enter 17) Bet 3 -> DDD 253 Bz 18) F10 Exit
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
SQ contains an internal clock that few people know about (because it's not in the menu for some reason). It may be interesting to show this in the speedrun? Or perhaps you find it distracting. To try it out, on any screen type "clock"; or if you want to be fancy about it, "First, please clock me in, sir." Since this doesn't affect gameplay it may be possible to hex it into an early room.
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
Radiant wrote:
SQ contains an internal clock that few people know about (because it's not in the menu for some reason). It may be interesting to show this in the speedrun? Or perhaps you find it distracting. To try it out, on any screen type "clock"; or if you want to be fancy about it, "First, please clock me in, sir." Since this doesn't affect gameplay it may be possible to hex it into an early room.
It would take some fancy save-state editing, but I think it would be possible. Hoping not to test every key, is there a list of key IDs for JPC-rr? For example, 'Enter' is key 28, I believe. The only concern I have with displaying the internal clock is that it may run faster than actual time, making it look like the playthrough has been artificially sped up.
Reviewer, Expert player (2438)
Joined: 5/21/2013
Posts: 414
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
Start: 30 Bz 1) Bet 1 -> EDE 29 Bz 2) Bet 1 -> SCE 28 Bz 3) Y- Enter 4) Bet 3 -> EEE 55 Bz 5) Y- Enter 6) Bet 3 -> EEE 82 Bz 7) Y-Enter x 3 8) Bet 3 -> EEE 109 Bz 9) Y-Enter x 5 10) Bet 3 -> EEE 136 Bz 11) Bet 3 -> CCD 148 Bz 12) Y-Enter 13) Bet 3 -> DDD 205 Bz 14) Bet 1 -> SDS 204 Bz 15) Bet 2 -> CDS 204 Bz 16) Y-Enter 17) Bet 3 -> DDD 261 Bz 18) Machine Broken END FRAME = EDIT: Actually, we can set it up so that you get to 250 but not actually break the machine, meaning the text pop-up won't appear. I don't know if that will save anything, but may be worth checking out: Start: 30 Bz 1) Bet 1 -> EDE 29 Bz 2) Bet 1 -> SCE 28 Bz 3) Y- Enter 4) Bet 3 -> EEE 55 Bz 5) Y- Enter 6) Bet 3 -> EEE 82 Bz 7) Y-Enter x 3 8) Bet 3 -> EEE 109 Bz 9) Y-Enter x 5 10) Bet 3 -> EEE 136 Bz 11) Bet 1 -> CCD 140 Bz 12) Y-Enter 13) Bet 3 -> DDD 197 Bz 14) Bet 1 -> SDS 196 Bz 15) Bet 2 -> CDS 196 Bz 16) Y-Enter 17) Bet 3 -> DDD 253 Bz 18) F10 Exit
Both of these will break the machine. Anything greater than 249 will. The only way to not break the machine and get enough cash for the purchases is to get between 240-249 on the machine then pick up the buckazoids from the droids-b-us building or the bartender. With our current seed order, neither extra pickup is faster than just breaking the bank. Both of the above should take the same amount of time. I compared the first to my old sequence and the top one is 3 frames faster. I may be able to shave off another frame or two with better timing on the inputs, but I think this one is the best we've found. Start: 30 Bz 1) Bet 1 -> EDE 29 Bz 2) Bet 1 -> SCE 28 Bz 3) Y- Enter 4) Bet 3 -> EEE 55 Bz 5) Y- Enter 6) Bet 3 -> EEE 82 Bz 7) Y-Enter x 3 8) Bet 3 -> EEE 109 Bz 9) Y-Enter x 5 10) Bet 3 -> EEE 136 Bz 11) Bet 3 -> CCD 148 Bz 12) Y-Enter 13) Bet 3 -> DDD 205 Bz 14) Bet 1 -> SDS 204 Bz 15) Bet 2 -> CDS 204 Bz 16) Y-Enter 17) Bet 3 -> DDD 261 Bz 18) Machine Broken
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
slamo wrote:
Here's the list of keyboard codes: http://tasvideos.org/EmulatorResources/JPC/KeyNumbers.html
Thank you.
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
Radiant wrote:
SQ contains an internal clock that few people know about (because it's not in the menu for some reason). It may be interesting to show this in the speedrun? Or perhaps you find it distracting. To try it out, on any screen type "clock"; or if you want to be fancy about it, "First, please clock me in, sir." Since this doesn't affect gameplay it may be possible to hex it into an early room.
I tried to manipulate the save-state. I was able to get the command squeezed in after getting the keycard on the Arcada. However, even though I was able to get the game to sync through opening the bay doors, it desynced after that room. I don't think it' s worth the effort to figure out all the adjustments to add it in. ANYWAY: I've finished the runs. Here's the temp encodes for full speed and 1/5th speed. BEWARE! The sound during the screen with the code panel on the Start Generator is REALLY ANNOYING; mute or skip this LONG section. Normal: Link to video 1/5 Speed: Link to video Now then...who all wants/gets authorship credit? I was thinking myself, c-square, and Radiant. To follow up that question...how do I submit with multiple authors? EDIT: Updated video links with annoying alarm sound disabled.
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
DrD2k9 wrote:
The only concern I have with displaying the internal clock is that it may run faster than actual time, making it look like the playthrough has been artificially sped up.
I don't think this is possible, unless there is a serious emulation error.
Active player (378)
Joined: 9/25/2011
Posts: 652
DrD2k9 wrote:
I've finished the runs.
WOO HOO! Congratulations, you went from 2:20 to 0:50, about 1/3 the original time. That's a great improvement. Nice work, DrD2k9!
DrD2k9 wrote:
Now then...who all wants/gets authorship credit? I was thinking myself, c-square, and Radiant. To follow up that question...how do I submit with multiple authors?
That's completely up to you. I'm glad to have helped, but you're the one who ran the run in the end. I'm happy to have my name added to the list, but I won't be offended if it isn't. To submit with multiple authors, just put commas or ampersands in the nickname field to separate the authors.
DrD2k9
He/Him
Editor, Judge, Expert player (2222)
Joined: 8/21/2016
Posts: 1091
Location: US
c-square wrote:
That's completely up to you. I'm glad to have helped, but you're the one who ran the run in the end. I'm happy to have my name added to the list, but I won't be offended if it isn't. To submit with multiple authors, just put commas or ampersands in the nickname field to separate the authors.
Just because you didn't directly work on the final TAS movie file, doesn't mean your work wasn't included. Without the input from you and Radiant on the various randomization calculations and Radiant's understanding/clarifications of the AGI system, I would never have accomplished this result. I was asking to both be polite and to give you two the opportunity to actively request not to be included in authorship, if you so desired. But my opinion is that you've both earned a place. I'll wait to hear from Radiant before publishing. On a different and completely unnecessary note... Hypothetically, if Radiant were to do a TAS of one of his own games, would it be deemed unfair? Because theoretically, he could just tweak a few files here and there to make a TAS extremely easy and then claim it a new version of the game with which he could then perform the TAS.
Active player (378)
Joined: 9/25/2011
Posts: 652
DrD2k9 wrote:
But my opinion is that you've both earned a place.
Well, thank you. I think it's gracious of you and I appreciate it.
DrD2k9 wrote:
Hypothetically, if Radiant were to do a TAS of one of his own games, would it be deemed unfair? Because theoretically, he could just tweak a few files here and there to make a TAS extremely easy and then claim it a new version of the game with which he could then perform the TAS.
I think we'd trust his integrity that he wouldn't do that. Moreover, if he did, he'd have to release that version to the public for verification, and then any future runner would have access to do the exact same thing, so it would be fair. Finally, if I were an author of a game, it would go against my pride of having built it to deliberately introduce a short-cut or flaw in the game just to do a TAS.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Congratulations, well done! And thank you, I'm happy to be credited for this. That makes this officially my first TAS, too :) (edit) LOL at the Buzz Lightyear joke :)
DrD2k9 wrote:
[/i]Hypothetically, if Radiant were to do a TAS of one of his own games, would it be deemed unfair? Because theoretically, he could just tweak a few files here and there to make a TAS extremely easy and then claim it a new version of the game with which he could then perform the TAS.
I'm actually not so sure how I could make a TAS extremely easy except by including a cheat code (which would obviously be banned). Regardless, publishing a new version for this purpose would be pretty obvious from the release history, and would get me (rightfully) called out for cheating. Not so hypothetically, people are already speedrunning my games. So I hope to see a TAS one day.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
DrD2k9 wrote:
ANYWAY: I've finished the runs. Here's the temp encodes for full speed and 1/5th speed. BEWARE! The sound during the screen with the code panel on the Start Generator is REALLY ANNOYING; mute or skip this LONG section.
Ouch, so it does. Do you think you can hex in pressing the F2 key once, just before that? It would turn the sound off. Press again afterwards to turn it back on.
1 2
5 6 7