Posts for Toothache

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Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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No voting. There's barely any Nintendo inspired drawings in this, the random squiggles in the sign finder are easily forgotten, and a good third of the video is taken up by some random dude losing a race 5 times. I enjoyed the first one, but this does not add anything significant. Oh and the Piano section sounded godsawful, highlight it is not.
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Ch2: http://dehacked.2y.net/microstorage.php/info/997106232/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm May as well post my progress so far. This is a 74 frame improvement over the previous WIP to this point. Annoying issue is that I'm planning to use Roy for a bit of combat in ch5, so ideally I want to get his Str up a bit. Unfortunately, getting the double-crit and surviving the enemy phase in ch2 cannot earn Roy a Strength point, not within the first 2000 RNs at least (I didn't check further, but it would cost way too much time to manipulate anything after the first 500). I might have better luck with the level up in ch3. I may also have to take another level up for Roy from ch2 (gives HP, Spd, Def) if he needs to double more stuff, but I think I can get away without that Spd point. So, the improvement so far has come from improved RNG optimisation and lag reduction mostly (turning off combat display, and the terrain display reduced lag), and I skip the ch1 turn 1 cutscene earlier. Other than that, no real visual change has occurred yet. Things will start happening in the next chapter though, as I have to kill off 2 units before ch5 starts to reposition Alan in the right place. I won't really be able to judge any improvement until the end of ch5, so I'll post a WIP then. Stay tuned!
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None. I figure with you doing the NES version, I can get FE6 out the way, and maybe pick this up another time.
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Yeah I'm one of those crazy people who watched the entire thing from start to finish. And I like what I see - a long RPG reduced to a mere wisp of its intended length. Cracking job, yes vote from me.
Experienced Forum User, Published Author, Active player (276)
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Thanks to a recent discovery, I think I will finally get this TAS started from scratch. Been reviewing my old WIPs to spot potential improvements: Ch1: Turn 3 EP, could I manipulate 7% and 12% crits instead of just one? Ch2: Manipulate a roy level up with Str, Skl at bare minimum (Spd causes roy to double here which costs time) Ch3: Kill off Ellen, don't use Dieck, ensure Roy level up gains Str, Skl, Spd, Luk Ch4: Kill off another unit (wolt?), manipulate Str, Skl, Spd for Marcus Ch5: 2 turn strategy test, ensure Roy can clear enough of a path Ch6: Give Marcus Hammer here, manipulate all attacks to hit Ch7: Disarm Lance, have Alan kill more enemies (ideally with Sword for the wexp) Ch8: Nothing I can spot Ch9: Have Alan get crit+level up rather than 3 hits on boss Ch10A: Have Alan draw less attackers in the later turns Ch11A: Is there a way to avoid drawing the longbow archer into play and still 3 turning? Ch12: Ensure Roy support by end of chapter Ch13: Ensure Alan does not miss his attackers. I've also had a review of the level ups gained as well. In addition to making Str, Skl, Spd a minimum requirement for Alan's level ups, I'd like to get as many Luk level ups as I can manage. Luck in this game adds +1 to hit and avoid, making Alan more accurate and durable, and some of the time wasted has come at the expense of accuracy, so any little that can fix that up will help. I would like to include a few Res increases so Alan can at least have a chance to avoid the stave users in the last chapter. Def isn't much of an issue. By the time we reach Ch14 Alan is capping some of his stats, but the more I manipulate in the early game, the less I have to get later on.
Experienced Forum User, Published Author, Active player (276)
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Yeah! I've been anticipating this run for a long time, and it certainly didn't disappoint. Congratulations to all!
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Keep at it, man, you're nearly done with this game!
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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http://dehacked.2y.net/microstorage.php/info/926888559/Jurassic%20Park%20%28U%29%20%5Bo1%5D.vbm Here's my old WIP as promised. Would be nice to get some feedback. Note this uses the [o1] rom since the [!] apparently does not exist.
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Tornado first is pretty much gonna be the mainstay of both a fresh playthrough and even more so with NG+, because there are so many places where Tornado Blow can save time in each of the stages. The old route where Tornado was done late, 6th or 7th I believe, was much faster, around 1:31ish, so the loss of about 18 seconds (mostly from lack of Rush Jet) is more than made up for in the other 7 stages due to TB shortcuts. EDIT: Correction, I just rewatched MD9's Tornado Man IL, he uses Tornado Blow there to achieve 1:31.58, which you won't have yet, so it will probably be closer to 1:33-1:35ish, in comparison to the 1:49 hit by agadoo.
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The issue with going Tornado-> Magma is that in order to do the stage more quickly in realtime, several other weapons are needed, most notably Concrete Shot and Laser Trident for the large lasers. The Changkey Dragon also wants Concrete for a quicker kill. In short, going Magma second is very much ill-advised.
Experienced Forum User, Published Author, Active player (276)
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How many missiles will you use/have by the end of Meta-Ridley? I assume you won't be visiting the ammo recharge station/ship to replace missiles used there. I suppose it might be possible to manipulate the destroyed statues to drop a large refill or two though. It's just something else to consider for missile expansion requirements.
Experienced Forum User, Published Author, Active player (276)
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NES version I've not played, so I don't know the differences. From my experience, every other JP game was very different to each other (SNES and Gens are different, certainly). GB version is the one I'm familiar with, and has some pretty rocking music. Another glitch which I've come across in realtime, but yet to duplicate in TAS is that I can remove the T-Rex completely after its first appearance, and it does not return for the rest of the battle. I do this with some enemies to reduce the lag a bit, so I have a rough idea how it might work. I've done it in two different ways in realtime though - either by shooting the T-Rex so it backs off, or moving slightly to avoid its bite attack and then not moving so it backs off anyway. It is, I assume, something to do with how you move when he does back off, but I've yet to find the correct positioning. The T-Rex is the only true boss battle you can count in this game. The first stage boss isn't really a boss, you just move to avoid the stampede of Triceratops. Its boring because jumps and weapons are disabled, so I can't make that part very entertaining. Everything else is the egg collect-a-thon, or a few other things (getting TNT to destroy the raptor nests in Stage 4, for example).
Post subject: Jurassic Park
Experienced Forum User, Published Author, Active player (276)
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Now, I was intent on keeping this secret, as I was working on an optimised TAS of this game for April Fools. Unfortunately, discoveries made while working on it means it will take much longer to actually complete a full game TAS. For most sections of the game, you need to collect or destroy a number of eggs situated throughout the levels. I found a place in the 2nd level where I could glitch an egg to be collected twice, although I didn't take advantage of this fact, and left it as a funny marker where I collect the Card Key and it shows 0 eggs needed, but still one egg on the screen. I found that in my realtime playthroughs before, so I left it in as a funny demonstration. However, I found a second place in the 4th stage where I could repeat this glitch, and after a bit of exploring I found I could glitch most of the eggs on the first stage in the same way. This means I could get to one egg, glitch that until I get to 0 eggs needed to collect, pick up the Card Key that spawns from the final egg, and progress the shortest distance to the next area. Once I get back online I'll post my old WIP. It might be faster to do things normally in some areas (first part of level 2) but on larger maps glitching will be faster. Ammo conservation is more of an issue but I'm sure I'll manage
Experienced Forum User, Published Author, Active player (276)
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On the subject of the Charge Beam, would it make more sense to pick it up later when you get the Artefact in the water in that room? Saves you coming back here twice, at least. Certainly makes more sense for 100% items, since there's the missile expansions nearby, one of which normally require Spider Ball.
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Well, if you're using Elemental-Poison with Cait Sith, then I assume you'll want to do less than 600 damage (he did 78 in the video, so you'd want to aim for around 545ish with the Braver). An alternative option is to do regular Braver, critical with Cait Sith, and low health Powersoul attack from Tifa.
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Let's see, in order to get faster than this you need to do 623 damage before poison damage triggers the first time. What sort of damage range is a crit Braver doing at this point (assuming its possible)?
Experienced Forum User, Published Author, Active player (276)
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Ugh, that manipulation on Ch1 looks horrid, and is certainly sub-optimal. Rather than manipulating on two turns, cut it down to a single longer manipulation on Turn 1. It also avoid the horrible move situation Seth finds himself in during turn 2.
Experienced Forum User, Published Author, Active player (276)
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I'll throw an encode together, its been a while since I did. EDIT: Are you meant to only do the first 4 stages, or are you going to actually put up a TAS that finishes the game??
Experienced Forum User, Published Author, Active player (276)
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Prologue looks great. Chapter 1 could be done faster if you disarm Eirika. Chapter 2 looks great, Garcia crits ftw. If you can net a counterattack crit on Bone, it would be much better. Seth would also like some Speed on his level up. Otherwise, nice job so far.
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<arukAdo> btw, that sotn run im doing is prone to rejection <arukAdo> its any% but with dirty sram, so it skip dialogues <scrimpy> so you're like cheatin yo way to a smaller time? <arukAdo> not realy cheating <scrimpy> still unlawful <arukAdo> just use replay game <scrimpy> you're not within the spirit of things anymore <Grunt> Die, TAS!  You don't belong on this site. <arukAdo> we have couple of any% using dirty sram, its not against rules <Mothrayas> i should do something like that on MMZX and MMZXA, would cut like 30 minutes off both <scrimpy> it was not by my hand that I was once again submitted <scrimpy> I was called here by arukAdo, who wants to beat me quickly <arukAdo> Wait, what do you here? <Grunt> Quickly!?  You steal the game's soul and make it your slave! <scrimpy> Perhaps the same could be said of all TASes. <Grunt> Your words are as empty as this run.  TASVideos ill needs a TAS such as you! <scrimpy> WHAT IS A TAS??? <scrimpy> A MISERABLE LITTLE PILE OF KEYSTROKES <scrimpy> BUT ENOUGH INPUT, HAVE AT YOU!
Experienced Forum User, Published Author, Active player (276)
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Boring game, but the glitches made it fun. Yes vote.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Sometimes a dream can come true. Yes vote.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Needs more Dan Forden. Otherwise, it still deserves a Yes vote.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Its all going a bit Missingno in this here TAS. Nice improvement, I also noticed the jumps are more optimised (jumps that took 2 ice wall uses in the previous version only took 1 in this). Awesome job, yes vote.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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I notice in this and the previous version, there was no corner/edge boosting, unlike the any% version. Why is this removed?
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