Posts for Toothache

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Experienced Forum User, Published Author, Active player (276)
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Wario is just heavy.
Experienced Forum User, Published Author, Active player (276)
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I took the time to make some screenshots
Experienced Forum User, Published Author, Active player (276)
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No
Experienced Forum User, Published Author, Active player (276)
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1.43. Yes vote is obvious.
Experienced Forum User, Published Author, Active player (276)
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Hm, yeah I have been a bit lax with those. I'll remember for next time. Or you could just get on MSN and ask me, ya know :-p
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He is entitled to his opinion ALAKTORN. Anyway, a yes vote from me.
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Ch9 encode: http://www.youtube.com/watch?v=Ec_WD8YAigw Fog of War delays actions by 16 frames after every move, so I play around with the cursor here. Other than that, there's not a huge amount of difference between this and the previous incarnation, given this is such a small map. Turn 1: Alan finally promotes, Roy moves out of range of an enemy and ready to be rescued on turn 3. Thany rescues Alan ready for the drop. Turn 2: I would have liked to drop him one place to the right, so he didn't lure the Poison Axe fighter, but this would mean he would be 1 square short of the enemy that appears on turn 3 and delay the whole thing by another turn. Thanks to my dedication to raising Alan's Luck and Skill, overcoming the low accuracy of Javelin on all 6 enemies was a little easier this time around. Turn 3: Roy gets to be ferried around. Alan equips the Killing Edge in order to save time manipulating a critical on the fighter. Turn 4: Alan stops 1 place short of his full move, so he avoids combat with the mage next turn. Sorry Fir. Turn 5: First use of the Double Occupancy Glitch, saving time by avoiding combat with the mage. Roy has just enough defensive stats to avoid the KO from Shin and the mercenary. By moving towards Thany before the FoW effect allows me to end turn, I can save time moving to her in order to manipulate the boss kill - there will be no space around the boss for Alan to manage it. Turn 6: Netting a crit on Scott needed a bit of work. I had to forego Str this time, but Alan still gets HP, Skl, Spd, Luk, Def. I've a feeling his Strength is high enough at this point I can miss one level up there. Total frames saved: 4468 from previous version
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Having a low-med frame rate will not matter if you're just wanting to TAS the game.
Experienced Forum User, Published Author, Active player (276)
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Looking over the blended Alisia Dragoon TAS again, I notice there are parts where the flicker appears as it does in game, but much of it where it does not. Between 7:50 and 8:20 of the encode, the flashing of the charged Thunder in the top left looks correct. Would there be any way to find out what is different to the rest of the video where there is more blurring there, and apply it correctly throughout the encode? I suspect getting the right timing would also fix the flickering on enemies that warp in, as well.
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Not rescuing Barry skips the final battle with Tyrant. Skipping Chris is an obvious time saver. Of course, this is the worst ending, but pure speed is the aim here.
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http://code.google.com/p/vba-rerecording/downloads/list There's a link on TASvideos front page that says Emulators, follow that to find emus for every console that we use.
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You'll need a copy of VBA, v23.5 is recommended, as well as a copy of the ROM. Don't ask where to get that, of course. Open VBA and follow these instructions: 1. Start the ROM 2. Go to Tools -> Movie -> Play Movie 3. Select the VBM file 4. Watch and enjoy
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http://www.youtube.com/watch?v=xi0_4mYz4Fw I figured this approach needed a full game to compare, so I picked Alisia Dragoon - it is a game I'm familiar with, as well as one with a noticeable amount of flicker throughout the entire game. For the most part, 66%:33% blending did a neat job on Youtube. There are some parts where it is noticeably wrong - when the Thunder bar in the top left has a full charge, there is noticeable blur a lot of the time. The enemies that warp in are meant to flicker, but instead they look faded until they fully form. Check the encode between 1:50 and 2:20 to see examples of both of these. The normal Thunder attack is greatly improved, since they only appear for a single frame in one direction, and the flame jets in Stage 5 appear how they do in the game. Overall, there's a lot gone right, but a few things that could possibly be improved with a different ratio of blending - perhaps 25:75, since the game like to alternate between frames when animating.
Post subject: Ch8 complete
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Encode: http://www.youtube.com/watch?v=7gGMUTjiJnE With Alan being so far behind in terms of the level he needs to promote, I had to dedicate some of the kills to him. He ends up getting a little over the exp needed to promote, but I doubt he can get 1 fewer kill in order to promote by the time it is needed. Turn 1: Thany trades all three Door Keys to Roy. He needs one in Ch12, and the other two will be given to Marcus later in this chapter. It is faster for Alan to double here than to crit. Zealot trades Alan the Killing Edge, and picks him up, for Marcus to drop Alan 1 square forward. This position allows Alan to get into a better combat position later on. Getting Alan's level up necessitated avoiding crits here too - he gains Str, Skl, Spd, Luk, Def. The archer that attacks Lilina cannot crit, so he has to take 2 rounds killing her to avoid the gaiden. Turn 2: Marcus nets a level up of Str, Spd, which is all he really needs. Zealot gets into position to kill the archer next turn - it stops him walking all the way across the map wasting enemy phase time. Alan and Thany advance, Thany giving Zealot a 2 use Hand Axe as she goes. I have plans for that. On enemy phase, both Alan and Marcus save time by critting their attackers. Turn 3: Alan's repositioning on turn 1 allowed him to get another sword kill on the knight. Marcus nabs another crit, and another on the enemy phase. Zealot also crits the archer. Turn 4: Marcus was in desperate need of Hand Axe uses, so Thany trades a full one to him. Alan takes Roy and the Chest Key and advances, getting another sword kill for HP, Str, Skl, Spd, Luk, Def, level up. Turn 5: Marcus crits the archer, and the soldier on enemy phase. Turn 6: Here's where the fresh Hand Axe was needed - Marcus cannot OHKO the knight with the Javelin, and he has 5 more enemies to deal with. No level up makes this battle easier to manage. Turn 7: Alan trades off Roy. It would be nice if I could use a glitch here, that allows both Alan and Marcus to occupy the same square, but Marcus would not be able to move this turn if I did that. Marcus takes the Door Keys off Roy and advances. Alan gets another sword kill on EP. Turn 8: Starting the advance to the boss. Turn 9: Alan gets the Knight Crest. Having a full inventory means I can get rid of the now useless Chest Key. Marcus whips out the Hammer for a OHKO on the knight. Turn 10: Cath and another thief appear on enemy phase. Turn 11: Marcus takes a kill with the Silver Lance - he doesn't have the ability to crit the mage with a ranged weapon. I had to manipulate the thief's stats to allow Alan to OHKO with Iron Sword - 20 mt vs 18 HP/2 Def. Turn 12: Getting rid of Cath stops her wasting time later as well as giving the final exp Alan needs to promote. It will be faster to do that at the start of next chapter, which is why I don't do it here. Alan also gets his Sword rank up finally, meaning he can immediately make use of the Killing Edge after promotion. All that extra effort will pay off for definite with all the extra crits. Level up gains are HP, Str, Skl, Spd, Luk, Res. Marcus equips the Hammer for the enemy phase, dropping Roy just in range of the throne. Marcus gets HP, Str, Luk level up - I could get a level up with just HP only easily enough, but I have a feeling the Str will be useful later on. Turn 13: Leygance bites the dust. 5131 frames ahead here, but the promotion will take about 1000 frames or so. Overall I've not really lost any time but not gained much either - combat went faster, but Alan got stronger level ups with a few less crits to compensate. The narrow corridors around the first half of the map are not conducive to big RNG manipulations, so I minimise them as much as I can - which allowed me to get so many good enemy phase results and level ups without spending forever manipulating them, so overall I'm pleased with this. Alan gets to promote next chapter, and I can have fun with the KE, saving a huge amount of manipulation.
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I hardly see the point in this other than filling space. Like I said, a TAS is not the best environment to be following a game's story, there are better avenues for vicariously 'playing' a game.
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The reason fan translations are disallowed is because there's a lot more changed than just the text. I tested this in FE6 with the translation patch there, and it changes the timing so that it effectively needs an entirely new TAS to get the RNG to behave as in the unmodified version. With translation patches, there are quite frankly more changes than can be seen first hand, and it is easy to make changes that are impossible to replicate on real hardware. Not only that, there could be other modifications made that affect things the runner cannot anticipate that would not occur on the real game. There's also a legitimacy issue with the TAS itself - whether such a thing would be possible without the patch. If you want to read the game's script, I'd suggest just playing the game with a patch. If you want to watch a TAS, then you shouldn't be trying to follow the story. LPs are more suited to this.
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Probably the only way a gen 3 complete Pokedex TAS would ever be done is with this hack, I agree.
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That could be an idea, but I again refer to my earlier belief that the vanilla game should be done first, regardless of how hacks might improve things. People want to see the games they have played be TASed, hacks are more of a niche interest.
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The only reason a FR TAS should be allowed is to show off some of the new content in that game - the Sevii Islands and 2nd E4 battles. This would require a 60 pokemon route during the first part of the game. There's a realtime single-segment run on SDA that manages this in 5 hours, so a TAS would probably be closer to 4.
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On the subject of hacks, I think we should allow them on the basis the original games have a published TAS on the site first. I am in agreement with PAL 60 versions of games being allowed whenever possible. And the rules about release versions do need some clarification in this regard.
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I am personally of the opinion the unmodified game should have a TAS on the site before any hacks are. Saying that, there is nothing stopping anyone working on this.
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A balance hack for FRLG? Interesting. Might I suggest tackling vanilla Fire Red first before a hack of it, though?
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Yes, but it is still a work in progress, since he's not submitting it and it can be improved. Still, it is impressive for a first draft.
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For the 100% it might be better to play on No Death mode. This does make one of the tokens quicker to get, and will be more impressive to watch given that all the checkpoints are removed.
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http://www.youtube.com/watch?v=9n_S3WH7JRw Figured I would make an encode of Kurikinton's WIP. Enjoy!
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