Now, a large delay is more like 10 frames, and most 3 or less (many are 0). Previously, standard actions such as critical hits (1/64 odds), I tried to keep under 20 frames of delay, much more for more unlikely events. Most are not noticeable at all (only a few frames delay on an action is hard to see). These are improvements in addition to the overall improvements of having fewer delay frames and tighter optimization in general.Ĭompared to my previous TAS, delay frames are MUCH reduced here. Here are some misc chapter by chapter improvements. A lot of the unlikely events require special planning in order to get enough 2nd byte variance to have a reasonable chance of success. The 2nd byte changes more rarely and only in certain conditions. The first byte changes constantly and is easy to manipulate. It is critical to utilize these frames in order to minimize delays. Others however, have a non-lag frame, or even 2. Certain actions have no frame to manipulate actions at all other than the frames to press the menu. Therefore, brute-force bots are the only viable option.ĭuring fights especially, most frames are lag. The RNG is actually affected by the number of CPU cycles in a frame, making it an RNG that is completely unpredictable. Unfortunately, most frames are lag frames, so there's often not a lot input based manipulation, so frame delays are necessary. This is what this game is all about! The game has a very manipulable and strange RNG. While I had over 43k manual rerecords, the bot attempts we many millions. I used an extensive suite of lua scripts I wrote to bot all of the luck manipulation in the game. There's a lot of new strategies and routes compared to the previous movie, but in addition there is just a lot more sophisticated luck manipulation. This time around, I had nostalgia power on TASing the game! I can't believe I've been doing this for so long, eek. When I first TASed this game, my motivation was the nostalgia power of this game from my childhood. This new run achieves results that were unthinkable to me back then. I've learned and grown so much as a TASer since then, and emulator tools have made amazing leaps. I didn't have bots, or lua, or even ram watching to aid me. That was one of my first TASes, using FCEU. Wow, it has been 10 years and 5 months since that publication. those frames were in spite of losing a lot of time to better lag emulation. 12 didn't emulate this game so well, and has a LOT less lag in general. (Link to video) This is over an 11 minute improvement (36,717 frames) over my previous published movie.
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