Isotarge
Finally, a good fight! I don't see much improvement happening luck wise, only way to shave off more time is to fix phase 3 path to switch and cut out some slow jumps with the Z+B infinites in phases 4 and 5. Key grab was perfect. I'm done trying to improve this. Played on NTSC-U N64. Attempt number 2970.
updated 10 years ago
To see this in game, set 0x75E5C0 (byte) to 5. It will replace DK's Japes demo.
If you're ROM hacking, pointer table 17 contains the DK TV inputs.
Factory, Game.setPosition(762,803,2377);
Tiles are garbled on other map types so I assume it's meant to be spawned in a cave.
Unused as far as I know, will confirm once I pull apart the game some more.
For more information, please see the TASVideos submission at http://tasvideos.org/5783S.html
Played on BizHawk 2.2 using TAStudio and ScriptHawk. The game was released in Brazil, so the 60hz option was selected.
The time save was largely due to improvements to the ScriptHawk module for this game, allowing the use of far fewer markers in TAStudio while simultaneously providing a much more detailed and accurate picture of how far ahead or behind I am after making changes to the inputs. These changes give me not only more information but more freedom to experiment without fear of losing track of things.
152k rerecords so far, I am really hoping for sub 7:30 but it'll be extremely difficult with current knowledge. Played at 60 FPS (because the game was released in Brazil) on BizHawk 2.2 using TAStudio and ScriptHawk.
2:48 Mad Jack (lol)
8:36 Helm
12:27 K. Rool
42 Minute IGT
Played on NTSC-U N64.
2:38 Mad Jack
8:31 Helm
12:34 K. Rool
43 Minute IGT
Played on NTSC-U N64.
2:37 Mad Jack
8:38 Helm
12:42 K. Rool (lol)
43 Minute IGT
Targets total time 2'07"54
Platforms total time 3'52"66
We also completed this run on the US version of the game, a video is available at youtube.com/watch?v=gWjtiJMGUAc
This run is the result of over 8 months of hard work by myself and Mittenz. Special thanks to the previous TASers of these stages for over a decade's worth of reference videos, routes and inspiration: JPleal10, Haru, BlazeSSB, antdgar and any others we may have missed.
Played on BizHawk 2.1.1 with TAStudio and ScriptHawk
github.com/Isotarge/ScriptHawk
The setup after the clip is slightly different (requiring a beak buster) and a little rough and ready but this serves as more of a proof of concept than anything else.
Input file is available at http://www.mediafire.com/file/vyqhibs6vfacx4r/CC+Early+NTSC.bk2
Played on BizHawk 2.1.0 with TAStudio and ScriptHawk.
Thanks to Nicholas Frechette for suggesting I try out this route.
Reference video: youtube.com/watch?v=ywEPY8z-MYU
Note: According to Tom this may be global cutscene 20
youtube.com/watch?v=kOAATfDXfuY
github.com/Isotarge/ScriptHawk
github.com/Isotarge/ScriptHawk
I still don't understand the cancel after hitting target 6, if anyone has some insight I'd love to know about it. Still managed to tie JPleal without it, but I think a couple more frames can be saved if I figure it out.
3650 Rerecords.
I saved the last few frames by switching to Japanese version. Tried to save a cheeky frame by charging a shot to increase hitbox size during the platform cycle downtime, unfortunately it didn't work out... Cool strategy though so I left it in since it gets 8"87 anyway.
My previous best was 8"90 on USA version youtube.com/watch?v=sR-9dmoX5zA
2827 Rerecords.
My previous best time was 8"57 youtube.com/watch?v=w9FIgXKltrU
Cheeky tie with Dennis ;) youtube.com/watch?v=DwM87llCj0w
2338 Rerecords.
To watch the complete making of this TAS from start to finish, see twitch.tv/isotarge/v/107776275
Played on BizHawk 1.11.9 with TAStudio + ScriptHawk.
Source code: github.com/Isotarge/ScriptHawk/commit/432f41cdf8250e73465adf68026555ab815637fc
There's still some time to come off this: Firstly, my gear isn't perfect yet, missing some movement speed gems and I definitely need some mana steal or something to keep up the DPS. Secondly, I messed up the portal trick at the end costing around 30 seconds. I might try to beat this after I sink some more time in to finding better gear.
See the submission at http://tasvideos.org/5199S.html for more details.
26893 Rerecords
Full playlist youtube.com/playlist?list=PLN11Tfw8a5zZxGKD96um4bxfkpE8rigNm
This WIP marks the first appearance of frame perfect shot spam outside of an autoscroller. This involves blocking out the optimal movement + boss fight for a level with as few extra shots as possible, then working backwards through the level from the boss fight right back to the first input, brute force testing both types of shots on every frame to make sure it doesn't desync due to added lag or add extra kills. These days it takes me roughly 30 minutes to block out a level optimally, and then between 2 and 4 hours for the frame perfect shot spam depending on how long and complicated the level is and how much caffeine I consume throughout the process.
Level 1 was completely redone, with much improved movement to get the blue scroll and a trick shot to kill the enemy which contained the red scroll. Level 2 is untouched from the previous WIP. Level 3 includes some minor lag reduction improvements, I'm still not happy with this level and need to redo it. Level 4 shot spam is greatly improved, although not frame perfect at the time of this WIP, and the movement to the green scroll was redone. It ended up being faster to stop completely near the statue and shoot from further right then to keep moving left at all times and backtrack to the right. Level 5 has some added playaround but loses some time to hit ratio because of it. Overall it's better than the old version in my opinion but needs further optimization and the playaround could still use some work. Level 6 in this WIP is at the blocked out state, with roughly optimal movement but the frame perfect shot spam was yet to be implemented. Level 7 was completely redone with 1% ratio and much better playaround. Level 8 shot spam is now frame perfect and the movement was greatly optimized compared to the previous WIP. This level is very close to what will appear in the final run. Level 9 movement and lag management was optimized. I managed to achieve 1% hit ratio on level 10 by using the left side of the stairs for shot spam. The movement for level 13 was redone, resulting in the boss spawning sooner and a faster kill.
My current progress at the time of writing is 5:17.19 with frame perfect shot spam for both level 4 and 6 but unfortunately frame perfect shot spam makes this game quite desync prone, so that button file doesn't finish the game but instead desyncs in either level 6 or 8 depending on the ratio for earlier levels. I'm on the fence about whether I should redo the frame perfect shot spam for levels 6 and 8 or whether I should just finish the TAS in order of the levels at this point and see what desyncs as I go. The only downside to doing it in order is that level 3 is extremely difficult to optimize due to some lag frames at the start causing optimal movement, transform spacing, and shot spam to be difficult to decide on.
7872 Rerecords
Full playlist youtube.com/playlist?list=PLN11Tfw8a5zZxGKD96um4bxfkpE8rigNm
This WIP has significant changes for a few levels, including a completely new level 8 route which spawns the boss as soon as possible and backtracks for the green scroll, killing the boss through the wall after collecting it. The route was very new at the time of this WIP and as such the shot spam and movement for the level were not optimized, but even so it was still faster than the old route overall. The idea of facing left or right in to solid objects for extra shot spam when moving upwards was applied in a few places. Level 1 shows the first appearance of the U + L + R glitch for some playaround. Level 2 was completely redone, with a frame perfect hit ratio and a much needed improvement in playaround. As far as I am aware there are no further optimizations that can be made in level 2, and this version is very similar to what will appear in the final run, with probably only some minor playaround changes to be made.
Unknown Rerecords
Full playlist youtube.com/playlist?list=PLN11Tfw8a5zZxGKD96um4bxfkpE8rigNm
This is the oldest record of the run that aimed purely for speed over style, so many unnecessary enemy kills were taken out. The fastest strategy is to keep all 7 enemy slots filled from the start of the level, essentially turning the levels into pacifist runs until the boss. This strategy prevents enemies from spawning, significantly reducing lag but also reducing the hit count for a much lower hit ratio after shot spam, saving 1 frame per percentage point on score screens. Thankfully hitting enemy projectiles does not count as a hit, so some style is retained by doing this with no time penalty. Enemy projectiles cause lag, so destroying them works out faster in most cases. The movement is sloppy by my current standards, and shot spam was nowhere near frame perfect, so significant time was lost in ratios. The boss kills are much better than the previous WIP and the red scroll was delayed until level 2, allowing a cleaner level 1 movement route with a fun little musical sync moment after collecting the green scroll.
At this point I was more concerned about desyncs than shot spam as I did not have a firm grasp on how to replicate optimal movement quickly and of what exactly caused the desyncs, so the shot spam in levels 2 and 5 was designed to reuse old movement inputs, with the player staying in the same position after firing shots. Reusing the old movement inputs reduces the amount of shots that are possible compared to the current strategy of moving as close to the edge of the level or a wall as possible for potentially frame perfect shot spam of 60 per second, provided the area isn't very laggy. At this point TAStudio actions did not count towards rerecords, so the actual rerecord count of this run is unknown. The project was again put on hold after this WIP, as I switched from this game to Lord of the Sword, see http://tasvideos.org/2986M.html for my Lord of the Sword run.
Unknown Rerecords
Full playlist youtube.com/playlist?list=PLN11Tfw8a5zZxGKD96um4bxfkpE8rigNm
This is the oldest record of the project that I have. It all started in a very early version of BizHawk, pre BKM, pre BK2. The extension for the movie file was .TAS and it was a single plaintext file with a small header for sync settings followed by an input roll, instead of a zipped set of files. TAStudio, amazingly, was included with the version of BizHawk that I was using, and I looked at this tool in awe, it was exactly the interface I wanted to use to create the run but unfortunately it was not very functional at the time. Additionally, I did not know how to properly use traditional rerecording tools at the time so the entire run was constructed by editing the .TAS file in Notepad with the inputs I thought I needed and playing back the result from the start every time, checking for style, desyncs, and deaths.
I never finished the game using this technique, probably due to the increasing time needed to check my work as the run got longer, and as such the project was put on hold until 2015 when TAStudio was much more mature. My first run that finished the game was based on Jok-R's run http://tasvideos.org/4193S.html and the faster Level 1 WIP http://tasvideos.org/userfiles/info/12945909439195601 with a final time of 5:38.65, although because of significant optimizations in movement, boss fights, and shot spam, almost none of the inputs from those submissions remain today.
At the time of this WIP, speed was not a priority for the project so 100% hit ratio was a common occurrence. Without speed being a priority, there are some pretty cool enemy kills left in the run that I had to take out for lower hit ratio in later playthroughs. The movement and boss fights are extremely slow and unoptimized compared to my current standards but it's still a good watch and interesting from a historical perspective. This is the very beginning of my TAS career and despite its many flaws, I still cherish this video.
Region: PAL N64
FFM: Yes
RBA: Yes
Sandcastle cheats: Yes
CHEAT THE MANSION OF GHOSTS ARE NOW YOUR HOSTS
CHEAT THIS ONES GOOD AS YOU CAN ENTER THE WOOD
CHEAT DONT BE A DUMBO GO SEE MUMBO
IGT: 1:13:21
SM: 1:00
GL: ~23:37
MM: 2:51
TTC: 8:49
CC: 6:08
BGS: 3:38
FP: 3:52
GV: 3:56
MMM: 6:00
RBB: 5:00
CCW: 8:32


