oxysoft
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Joined: 9/27/2015
Posts: 48
Spikestuff wrote:
Link to video Don't even start complaining about this being not optimal. It's a test TAS, I'm not going to give a single shit about this entire thing. I'll be releasing these stage by stage I guess.
Very nice! On the second ball, I thought you somehow manipulated Dingodile to pulse the ball until I realized he wasn't a cpu... Makes me wonder if that would even be possible. It would only really be worth it for the far end cpu but I doubt it is possible, I'm pretty sure the CPUs were programmed in a way that makes them unable to hit a ball as soon as it comes out. How do you even have the patience to do 2 players? It's not too bad with the Ballistix stages but it'll be something to TAS some of the later ones like the fighting ones, and the pogo stages where there is a set time and you can't make it go any faster (where single player wouldn't waste any time!) I decided to move my researches to a more organized google spreadsheet. I'm starting to think that this lua tas minimap i'm making might not be as useful as I previously thought. I'm still hunting for AI logic though, and that would certainly be very useful if it were to be displayed on the minimap. I found the rng cycle in memory also which is an interesting piece of information. Some of the inputs sometime do not cycle the rng and display this number can be helpful in quickly determining if an input had any effect. I found the subroutine used to generate numbers in range [0, n[ (standard nextInt(int n) function) as well and it begins at 0x00015590, n is stored in r7.
Spikestuff
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oxysoft wrote:
How do you even have the patience to do 2 players?
See- Oh wait I deleted the video. The one I was going to mention was done on psxjin, it was 2 players, and it got all the way to Warp Room 2, and it was #TeamEvil. For your sake to save on explanation. For a 201% you must have one Evil and one Good, the recommended is Tiny Tiger and Koala Kong. Do not focus on a single player TAS for this game... unless it's for test purposes.
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oxysoft
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Joined: 9/27/2015
Posts: 48
Spikestuff wrote:
oxysoft wrote:
How do you even have the patience to do 2 players?
Do not focus on a single player TAS for this game... unless it's for test purposes.
What's the rationale for any% though? Of course it is faster with 2 players, but just as there are 1 and 2 player speedruns categories, I don't see the problem with having both a 1 and 2 player tas
Spikestuff
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In RTA standards it's about 10minutes difference. TAS we're looking at both being sub 1hr 40mins for single player (fast loads, so probably sub 1hr 45mins now). Difference is unknown due to how devilish the game likes to be. Also, you quoted yourself and then a point on mine which doesn't even relate to that quote.
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Spikestuff
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Link to video You're not moving in the Warp Room! It's a game thing, I have up held for 46 useless frames.
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Spikestuff
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I hate pogo levels, infact, I hate it so much I had to make another movie file just to do this: Link to video
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Patashu
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Just pitching myself as interested in a Crash Bash TAS. :3
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Spikestuff
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So the AI is... interesting? Link to video
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oxysoft
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Joined: 9/27/2015
Posts: 48
Spikestuff wrote:
So the AI is... interesting? Link to video
that's hilarious. Crash Bash is in dire need of a good tas but at the same time it's such a beast to take apart, with all the different movement mechanics we have to study and the AI manipulation everywhere... And some of these minigames come down to P=NP a bit I think, I mean how do you optimize polar panic levels for example? I'm thinking the FASTEST way would be to manipulate all the AIs to jump off the stage right as it starts but is that even possible? You could maybe manipulate one to jump right off but how do you synchronize them all so that they all do it? So many difficult questions. I guess the next option would be to play perfectly but how do you define perfection in a game like that? Some minigames like crash ball we are in fact able to define perfection (someone had already TASed it in fact) as a sequential list of things to do but for some other mini-games, (like polar panic) that's really difficult. edit: I noticed your attempt at polar panic and remembered we are doing 2 players so that does open up some possibilities
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Tip: Don't quote the video module. If it's a post above, just write to it as a normal post.
oxysoft wrote:
Crash Bash is in dire need of a good tas
Yes, and not be this thing that exists (and which was almost submitted).
oxysoft wrote:
I'm thinking the FASTEST way would be to manipulate all the AIs to jump off the stage right as it starts but is that even possible?
Okay, the AI is stupid at points, but not that stupid. When it comes to the polar stages they're set to stay on and to kill. When you do either 1 player or 2 player the goal is to get all the AI to you (for 2 player, it's to one of the two characters) and then you knock them out in succession. In 1 player, it's possible to get an AI to bump another one off into the water. That is possible. But it's not possible to manipulate them to kill themselves. That's not part of their code, as it's very, very restricted in that way to not make those mistakes.
oxysoft wrote:
like crash ball we are in fact able to define perfection (someone had already TASed it in fact)
Like myself (2 player), mozkf (1 player) and TheRedhotbr (1 player) did? How's 1 player progressing for you anyways?
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oxysoft
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Joined: 9/27/2015
Posts: 48
Spikestuff wrote:
Yes, and not be this thing that exists (and which was almost submitted).
This is so against the spirit of tasing and is a shame to everyone who works on tases.
Spikestuff wrote:
Like myself (2 player), mozkf (1 player) and TheRedhotbr (1 player) did?
Ah yes, those are the ones I had in mind
Spikestuff wrote:
How's 1 player going for you anyways?
Didn't work on it further, I don't think that kind of AI manipulation is for me. I prefer games where I can mostly focus on optimizing movements, route etc.
Spikestuff
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WebNations/Sabih wrote:
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While a TAS of this game have some entertainment flaws for obvious reasons, this one was actually well made and somehow reduce these flaws, so I am looking forward it.
Joined: 9/18/2016
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I messed around the save's name input screen and found out that you can make the selection go "out of bounds". Now I took a look at it in the game's memory and it turns out that on NTSC-U and PAL you can make the memory value for the selection go nuts with the right inputs. How-to: Enter save screen, select any file, select the letter V, press left and down at the same time and if the selection disappeared, it's out of bounds. Do the button combination with the DPad, then press Start and then Triangle to exit the screen. Here's some combinations I've figured out so far on NTSC-U: (R - Right, L- Left, U - Up, D - Down) R, D, U, L, U, L, D, R, D, L, L, R, U, R, U, R, D, R, R, R, L, L, L, D, D, D, D - Player 3 replaced by invisible dummy Kong R, D, U, L, U, L, D, R, D, L, L, R, U, R, R, R, U, R, U, U, L, L, L, R, R, R, 7xU - Super speed in Crate Crush R, D, U, L, U, L, D, R, D, L, L, R, U, R, R, R, U, R, U, U, L, L, L, R, R, R, R - Only melee does damage in Crate Crush On PAL, the possible combinations only crash or don't do much. On NTSC-J, even though the glitch is possible, the value is capped on 2 of the 3 fonts, and the last one just softlocks when you try anything. Memory addresses: 0BF19C - NTSC-U 0C11D4 - NTSC-J 0C89BC - PAL Black Label Memory value notes of mine (bit messy): http://pastebin.com/FW0yvERt Updating with codes here: http://www.speedrun.com/crashbash/thread/aunak
Spikestuff
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It's very great. Link to video I've trimmed down the input for Invisible Player 3: R, D, U, L, U, L, D, R, D, L, L, R, U, R, U, R, D, R, R, R, L, L, D, D Interesting thing to note. When the invisible player takes damage it plays Crash's sounds, and having any other than Koala Kong will still show that Koala Kong icon.
WebNations/Sabih wrote:
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I'm really looking forward for this TAS. I would help but I'm still a newbye in TASing, so I'll just tell what I know... I do know 2 tricks for the Bash levels: First, if you kick an enemy on his back while he is carring a box, he will get both kick and box damage. Second, there seems to be some conditions to allow to lift nitro boxes, and maybe even throw them. A friend did lift a nitro box while his character was still flickering for taking a hit, but the nitro exploed quickly. A less noticeable thing: I remember I once managed to make the camera rise to the point to make visible the outside of the background, in Dot Dash. I wonder if it would be interesting to make it appen when Papu Papu dies. Well, I also want to say that I don't liked how you idled on the Pogo level. At first, I hoped to see you getting some astronomical score (I know making 999+ points does not cause graphic glitches). Ok, it was fun for the first 10 seconds, but you may still develop something more entertaining. For example, you may turn around the box to make the enemies disperately trying to get around you in many ways. Wouldn't be fun?
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Spikestuff
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Good News to all the users that hate me. I lost all my work to Crash Bash. I had it backed up with all my other main projects within the same area and Bash went missing. The only benefit I see from this is that I don't have to use BizHawk 1.11.1 anymore. (Yes, I'm serious it started on that version of Hawk.) See you'll in a year with improved input and on a different version of Hawk.
WebNations/Sabih wrote:
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Patashu
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Top ten saddest anime deaths :( See you in a year.
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Diagonals > straight line Link to video
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Why don't you post your movie file? I want to contribute for restarting the project.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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