Posts for ElectroSpecter

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Danfun64 wrote:
thats a lot of screen shots :P and i dont see how that will make the camera freeze like in the pictures,
You're talking about the animated gifs, right? That's not a function built into the emulators. I don't know how they were made, but it has something to do with using a map of the level. The idea is that it greatly decreases the size of the gif if you already have other parts of the level "loaded" as a static image. At least that's how I understand it.
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Yet another WIP of NEW JUNK CITY. This time I've used BIOS v1.10 so it should sync without issue now. Improvement of 486 frames (8.1 seconds) over my previously posted WIP.
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Cool, processing this now...
---------------------------------------------------------------------------
Earthworm Jim - Special Edition (T-125045)(U)(00)
---------------------------------------------------------------------------
Boot System         : SEGADISCSYSTEM  
CD Type             : EARTHWORMJM
System Name         : SEGAOS     
System Version      : 100
System Needed       : SEGA GENESIS    
Copyright Info      : (C)T-1251995.JAN
Local Name          : EARTHWORM JIM, SHINY ENTERTAINMENT, 1995        
World Name          : EARTHWORM JIM, SHINY ENTERTAINMENT, 1995        
Software Type       : GM
Software Version    : 00
Supported Device(s) : 3-Buttons Pad
Develloped by       : Interplay
Region Code         : U : USA
Reference ID        : T-125045
Time Stamp          : 02061995
Image Format        : BIN+CUE
CRC32 Checksum      : B7B76EA
Audio Track(s)      : 27
---------------------------------------------------------------------------
Well, looks about the same right? I guess BIOS version might have something to do with it. Looks like I'm running BIOS version 2.00.
Experienced Forum User, Published Author, Player (244)
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I tried some rough TASing of NEW JUNK CITY in the SegaCD version. 1. I have no idea if the ROM I'm using is the correct one. 2. Are there any shortcuts I missed? 3. Maybe it's faster to go the Stud way rather than the Wimp way.
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I've been playing the Sega CD version, and it's... definitely different. The music is nice, but I'm wondering why they didn't add those beautiful backgrounds from the SNES version (even though it's a CD it still had the limitations of the Genesis in terms of graphics?). I was surprised to find the extra area in the first level. Also, I wasn't able to skip the snowman (as that crucial hook was removed). It should be a fun project though, as soon as I can find the proper version of the ROM (I'm guessing (E) isn't acceptable for publication). Also, I have to get used to the Big Bruty level. Are there any known glitches or skips for this level?
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If there's one thing I'm horribly guilty of, it's never updating my emulators. The current version of Gens works fine on my system, however (which is just Windows XP). Oddly, my movie doesn't desync even on this new version, so it may be my ROM choice (which looked fine, but is probably screwed up somehow).
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I'm using that same ROM. Perhaps it has something to do with the fact that I'm recording on an older Gens? (2.11) Also, considering that your desync comes right after the first level, maTO, I'm guessing that's why it appears I'm not standing closer to the right side of the screen. I promise I'm standing as close as possible to the right, at least in my non-desynced version. Anyway, they're all moot points now, since I will probably switch to the Sega CD version.
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Hrm, so would this obsolete the current Gen run of EWJ? I have no experience with Sega CD...
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RiskBreaker Y wrote:
So...the TAS would be boring because you say so? I didn't realize your opinion had the Midas touch.
From what I can tell, Zurreco is really just predicting the general viewer response, moreso than expressing his own opinion. I can't personally see any PSX RPGs entertaining as a TAS (except maybe Brave Fencer Musashi), as they are all quite slow (Breath of Fire III, though great, is probably the slowest-moving RPG I've ever played next to Dragon Warrior). Although I suppose Vagrant Story would be pretty short. It would be nice to see someone glitch up ledges and reach later areas earlier than you're normally able to.
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@ Upthorn: I actually recorded the Andy Asteroids segment before you said that, so I recorded myself intentionally missing all the orbs (as well as "collecting" some asteroids). Collecting all of the orbs would satisfy myself as well, but at the same time I'm weighing that satisfaction against having to explain to people what a 100% run would entail (as I'm not really sure myself, considering I'd skip stuff like the snowman boss) and dealing with "well you could have just saved time by not collecting more than 49 orbs." Here's a WIP of (except for the boss) WHAT THE HECK?. I implemented that time-saver, maTO, and it looks nice. Some improvements come from using the downward slopes that Jim slides down to gain horizontal speed. Other improvements come from jumping to different ends of platforms that are a bit lower (I'm comparing to Flip's run primarily). The level segment is 200 frames (3.33 seconds) faster than Flip's run and 482 frames (8.03 seconds) faster than the published run. The boss fight isn't optimized by any means, and it isn't meant to be. I'm currently trying to manipulate Evil so that he doesn't lick himself or hesitate. It's possible, and quite easy to do since he changes his pattern when Jim simply moves a few frames right or left. Unfortunately, it's looking like walking to the right the entire time will manipulate Evil into optimalness, minimizing any potential entertainment (not that there's much to be had). Also: I've experimented with the SNES version. The graphics and music are much nicer (though I think the sound effects suck). While it has that exclusive glitch in What the Heck? (I can confirm it doesn't work in the Gen version, as it's super easy to pull off in the SNES), everything just seems much slower in general, from level splash screens to even the cow launch. The bosses are not as hard either. And the Genesis version has an extra level. It's a tough call, but I'll probably continue with the Genesis run. EDIT: Changed the WIP, was able to get under the first gate faster, and arrive at Evil with more health. Still ignore the boss fight.
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CtrlAltDestroy wrote:
Sure, we all start out a game thinking we will, and we do have that nagging feeling of incompleteness if we can't pull off the top-tier ones, but eventually we just move on to a different game and become satisfied/complacent with our efforts.
Oh god I wish this was true for me =[ I actually created a new Gamertag at one point because my friend downloaded and played a game that I cannot get all of the achievements for. I'm pretty bad about it. EDIT: Yes, a Live gamertag, meaning I payed for it. =X
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This thread is incredible. I had thought of approaching these boards about a year ago with the same idea, but I deemed it too ridiculous / technically implausible. I shouldn't have doubted the coders though. Anyway, I actually wrote some achievements for Super Mario World way back when. I have copied and pasted them here (I hadn't really thought of witty names): - Get a 1-UP by killing a Koopa - Collect your first 100 coins - Find a key and use a secret exit - Hit all of the switches in the Switch Palaces - Find and collect a 3-UP - Kill at least one of each killable enemy - Stay airborne for x seconds - Raise each different color of Yoshi at least once - While riding Yoshi, swallow a flashing shell - Complete the Star Road - Complete the Special Stages - Beat the game - Complete the game in under (reasonably challenging) time - Find all 96 exits - Complete the game in as few levels as possible I swear there were more but I can't find them. My thoughts on optimal achievement breakdowns, having been an X360 achievement junkie for a few years: 1) Use achievements that occur naturally as you progress through the game - Many of these you cannot avoid and are easy to get (or would have a harder time avoiding than not; e.g. "Ride Yoshi once") - Missable, but probably part of a typical playthrough ("Find and use a Star Road warp) 2) Use achievements that have the player doing something they normally wouldn't do in a game, or otherwise wouldn't think of that doesn't necessarily have anything to do with completing the game (e.g. killing one of each enemy; players may have to do some work to actually kill some of the enemies in SMW) 3) Use completion achievements. These are usually geared toward games that have collectibles or can otherwise be completed 100%. Usually broken up into "Collect all of item x" "Collect all of item y" etc. and finally the "Beat the game 100%" achievement. 4) A few "Beat the game" achievements. Usually just one for completing the game normally, one for any secret ending or different difficulty level, one for a speed run, and one for a minimalist run (e.g. never collect powerups or in an RPG, low-level) What to avoid (disclaimer: some people enjoy tedium, so some may not agree with me): - Kill x number of enemies, unless the game is something like Smash TV. I would hate to have to kill 1,000 goombas in SMW, and it wouldn't add to the game. In SMWs case, something reasonable like kill 100 Koopas would be a bit different. - Too many "Beat the game" achievements. Some people just don't want to play the same 30 hour game fifteen times to get all the achievements. - Nearly impossible achievements. While it's nice that like fifteen people in the world can brag about how they completed Through the Fire and Flames on Expert on GHIII, some of us won't even touch the game because we already know that we can't complete all the achievements without pouring in a silly amount of time into the game (this is the point that I feel most people would refute me on; don't get me wrong, I'm all for difficult achievements, but I think it needs to be reasonable... which is subjective unfortunately). EDIT: Some Xbox360 games that have good examples of a good achievement list (better than my SMW list): Resident Evil 5 Bioshock The Orange Box
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satan wrote:
Youtube does not allow 60fps encodes, so this effect is completely lost.
This usually bugs me about Youtube. The only time I sort of enjoy it is when it makes a wobbling character look like they're moonwalking or walking in place (as the encode skips every other frame, you only get every other frame of the wobble). On topic: Stage 5 looks great!
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Bag of Magic Food wrote:
So it treats both controllers equally? Does that mean you could press a button 60 times a second by alternating which controller you press it on?
I had the exact same thought. The added time would certainly add up, but unfortunately I can't seem to alternate controllers to get things to move any faster. The menu cursor seems to take two frames to move either way.
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I'm pretty sure I'm standing in the same place in both WIPs, so I'm not sure how to save the three frames you're talking about maTO, unless positioning Jim isn't what I need to do to save them? Andy Asteroids: are there any tricks to this level? I'm assuming that Jim's position in the tube has no bearing on when he arrives at the end, as long as I'm holding A the entire time. Is this correct? Also, does hitting Psycrow at the beginning change anything?
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NEW JUNK CITY WIP again. Not only did I manage to save that aforementioned ~20 frames, I was able to kill the boss one pass sooner thanks to Flip's advice, saving another ~180 frames. Currently 1068 frames (17.8 seconds) faster than the published run. Enjoy!
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::facepalm:: Here I was trying out all sorts of different incarnations of crate shooting and fat man whipping, and I didn't even think that the magnet can only carry one object at a time. Me shooting the tuba was even incidental, I had no other intentions other than shooting it for fun.
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Ok, here's a new WIP of NEW JUNK CITY. It's 868 frames (14.47 seconds) faster than the published version so far. I'm having major trouble with the boss of the level. I believe a few of these other WIPs (Cardboard, Flip, maTO) have a faster boss... I'm behind Carboard's boss fight by around 20 frames (I lost the actual number). I'm basically trying to figure out how to manipulate his movements and the appearance of the crates, since both seem available to manipulate... Anyone have any advice?
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WORLD 1 redone, thanks to advice from Tompa. Gain of 565 frames (9.417 seconds) The difference is that I don't use the warp in Murky Mill. I was relying on my older (apparently faulty) notes in the previous WIP, which is why I had used the Warp. I'll probably have to question my notes from now on.
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Wow. So by going into the menu like that it looks like you can charge your weapon to the maximum?
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Kumquat wrote:
According to this thread, it ended at the end of 1993 and the prize was a small Cool Spot figure.
I wonder if that was the grand prize or if that guy was just a runner up. Thanks for posting this though, as I couldn't find any information on it myself!
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As far as the any% run vs. 100% run debate goes, there's a few things running through my mind: - You have to get at least 90% cool points on each level either way, and 99% on six of the eleven levels for the bonuses. This probably means that the time difference in the main level between these two movies would be about a minute, I'd say. - The major time saver in the any % would be suiciding out of the bonus levels. - The any% run would require some tedious planning. You'd have to figure out which six levels to get 99% cool points in (not too hard), but then you'd have to figure out in the remaining levels which of the cool points (10% worth) could be skipped (which might be a terror in some of the more non-linear levels).
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Heh, it counts if you suicide out of the level? I'd never tried that. On that note I guess this is only possible in the later bonus levels that have the spike bubbles. In the early ones I'd have to collect all the cool points to end the bonus early.
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You're talking about option B vs. C right? I guess I should clarify a little: Option C has me skipping all bonus levels. In this way I would only get the normal ending. Another factor: the differences between the endings are minimal. The "Best" ending is merely an extra screen that tells you you've won a contest. You're supposed to take your picture next to this screen and send it in or something. I wish I still had my instruction book with the contest details because I would TOTALLY do it.
Post subject: Cool Spot: Shameless self-advertising at its coolest
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Cool Spot, for those of you lucky enough not to have experienced the "cola-wars" of the 80s and 90s, is the mascot of 7-up, the response to cola drinks (they referred to lemon-lime flavored sodas as "uncola"). The definition of "cool" in the 90s was subject to interpretation, despite no one actually BEING cool back then. Someone decided that this little red guy named Spot would attract the kids to the soda. I never drank it but I actually liked this game a lot. And hey, Spot is at least cooler than Bubsy. Anyway, I've done about four revisions of the first level, each time improving and realizing that this game might actually be a good candidate for TASing. This happened when I figured out how to preserve Spot's speed, which is actually fairly fast. HERE is the WIP of the first level, still improvable (especially after the death). I did go for 100% cool, which isn't actually necessary. There's three possible runs: A) 100% cool on each level + "Best" ending B) any% cool on each level + "Best" ending C) Just save the spots and beat the game The "Best" ending comes when you collect all the bonus letters (U-N-C-O-L-A) which are obtained from the bonus game. To get into the bonus game, I need to attain at least 99% "cool" on any given level, meaning I would choose the six fastest levels to do this on, one for each letter. Getting 100% cool on each level doesn't give you anything extra, I don't think, other than the satisfaction. To get the normal ending, I just have to meet the "cool" quota in each level and then rescue my buddy at the end. A vast number of the game's levels are actually quite different from each other, especially from a TASing point of view. This first level kinda sucked, due to the somewhat slower balloon parts. Some of the later levels will most likely be done faster, and some slower (there are many vertical levels with ropes and such, and there's even a level where Spot is sliding down rails very fast and the player doesn't have too much control). Anyway, what do people think?
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