Posts for Toothache

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Experienced Forum User, Published Author, Active player (276)
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Sonikkustar wrote:
In 1-2 though, When you graab the powerup, you turn around on the ground. Isnt it faster to turn in mid air?
There's actually no difference between turning in mid-air and turning on the ground. Most of this stage is actually based around how well I can control the Thunder attacks and Rolling Thunder, and you can see a lot of precision based attacks in this stage. Stage 2 will have less of that, but it will be almost no different to the previous version.
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http://www.youtube.com/watch?v=pkQKoy-Oxlk Improvement started with earnest. Stage 1-1: I ditch the Dragon Frye straight away. Not only does this remove the lag at the end of the stage, it means I have less summon switches to do in 1-2. Stage 1-2: I discovered I don't need to level up Ball of Fire, so I can skip the summon level ups for him. With no BoF however, I cannot damage boost in the second staircase set, so I just proceed to take damage while jumping, which doesn't delay me. Collect first Thunder Level Up and HP Up as normal. Stage 1-3: I discovered that, on the enemies with extending polearms, I can jump as to avoid the damage hitboxes of both the enemy and his weapon. Other than that, there's very little in the way of improvement here. BoF comes out to keep me from damage from behind, and to speed up the boss fight. Total improvement: 382 frames
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Fixed my original link. Thanks
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Lemmings TAS WIP part 4 (snc76976) Nicovideo (account) Nicovideo (free)
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So, I finally decided to revisit this game, and improve the any% run. Minimalist will be on hold for a bit longer. I'm so far 23 frames ahead after Stage 1-1, but that's 22 from skipping the cutscene earlier after pressing Start, and finally got rid of that lag frame at the end of the stage, looks uglier but whatever. I'll have some actual improvement in 1-2 for sure.
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Cannon Fodder would be a good candidate for an RTS TAS, methinks.
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Take care, and enjoy whatever life brings you in the future
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henke37 wrote:
But is it in French?
Does it matter?
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I am happy to see this run published. In fact, as emulators become closer to the real hardware in terms of lag emulation and so on, the ingame timer and TAS time will merge together a little, so we will end up accepting runs here that are slower than previous submissions, due to emulator issues. As many have stated, this is perhaps the most optimised TAS of this game to date, and while slightly slower compared to the any% by Kriole and Taco, it is a more universal time for comparison. I never did quite understand the fear of 'too many categories' that is banded around this place a lot, but it is nice to see more games get worked on instead of the same ones - but that's a factor of a game's popularity, games like Super Metroid will obviously be under a lot more scrutiny than less popular games.
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I think the idea is simple. We want to move away from the idea that TASing is cheating, and since it is now possible to playback input files on a real console, we should strive for emulator accuracy as much as possible, else it can be seen as cheating by having the emulator run much faster than the actual console could allow. This is why all the runs on faster snes9x versions, for example, should be obsoleted by runs on more accurate emulators in the future, even if they are slower in terms of real time.
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Based on the movement you had in your Frigate escape, I'd say you'd be able to save about 3-4 minutes compared to a realtime run with the optimised movement of dashes. I suspect you're not going to go below 55 minutes given current knowledge, unless there are major sequence breaks or secret rooms discovered. Don't be so optimistic, just do as best as you can, and then let the result speak for itself.
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The screenshot can always be changed. Pick out a better one (frame number) and I'll adjust it.
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I think for this game, a glitchless speedrun which completes all exits would be the best way to approach a 100%. Pixel trick/corner boost allowed, since they are positioning based and not really glitches as you say.
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Perhaps I should explain more clearly. While the route plan is quite well thought out, there are movement optimisations that can definitely be capitalised on, as evidenced by jlun2's WIP. Also, on the GB version (which mirrors this game in terms of level design except in a few places), there is a glitch where you can trick the game into counting an egg as being destroyed, but by doing this off camera the egg graphic doesn't actually disappear, so it can be repeated until all eggs are destroyed in that area. With this glitch alone, the GB version will be faster than the NES version. Perhaps I should revive working on the GB version and complete a TAS there.
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No vote for not using the GB version
Experienced Forum User, Published Author, Active player (276)
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I don't see there being much benefit to that tbh. With enough FHR or FBR (the breakpoints of which are class dependant) you will take less time than with a knockback recovery. There's plenty of viable gear that can cover this (Stealth armour, for example)
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Had to re-encode, since I only just noticed the movie didn't quite end at last input and have to change the subtitles. Should be up tomorrow at this rate.
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Encode is on its way.
Experienced Forum User, Published Author, Active player (276)
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Lemmings TAS WIP part 3 (snc76976) Nicovideo (account) Nicovideo (free)
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ShadowWraith wrote:
All this does is delay watching it for people who can watch it using the movie file. It doesn't get the encode out any faster. No real point, imo.
This. Encodes are a convenience, there are plenty of people who prefer to watch a TAS on emulator after all.
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Does someone want to try tackling a full encode of Alisia Dragoon to see what they can do there? While this focus on parts of a video is fine, we need to apply this to more complete TASes to get the full effect, I feel.
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From my understand, XD and Colosseum use the same sort of data structure, albeit slightly different memory addresses of course. Note that Mild with all 31 IVs is impossible in the handheld games due to how the Pokemon seed is generated in those games, but it is possible here (the other known GC nature with flawless IVs so far is Relaxed) I assume this mode is the memory watch feature in Dolphin. I didn't do any of this research, but I am highlighting it here so interested people can work on a TAS of Colosseum and XD.
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Openness to Experience/Intellect High scorers tend to be original, creative, curious, complex; Low scorers tend to be conventional, down to earth, narrow interests, uncreative. You are relatively open to new experiences. (Your percentile: 70) Conscientiousness High scorers tend to be reliable, well-organized, self-disciplined, careful; Low scorers tend to be disorganized, undependable, negligent. You tend to do things somewhat haphazardly. (Your percentile: 21) Extraversion High scorers tend to be sociable, friendly, fun loving, talkative; Low scorers tend to be introverted, reserved, inhibited, quiet. You probably enjoy spending quiet time alone. (Your percentile: 9) Agreeableness High scorers tend to be good natured, sympathetic, forgiving, courteous; Low scorers tend to be critical, rude, harsh, callous. You are neither extremely forgiving nor irritable. (Your percentile: 57) Neuroticism High scorers tend to be nervous, high-strung, insecure, worrying; Low scorers tend to be calm, relaxed, secure, hardy. You aren't particularly nervous, nor calm. (Your percentile: 49) This is also quite accurate. Of course, it is all generalised descriptions, but still.
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It is actually impossible for XD-created mons to be shiny, it has been discovered. So that rules that option out. Besides, the shiny animation at the start of each fight would get annoying and wastes time.
Post subject: Pokemon XD: Gale of Darkness
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So, some people interested in IV manipulation have been exploring Pokemon XD: Pokemon Storage Structure: http://www.smogon.com/forums/showpost.php?p=3808418&postcount=789 Some useful Memory locations: http://www.smogon.com/forums/showpost.php?p=3856832&postcount=791 Method of IV generation: http://www.smogon.com/forums/showpost.php?p=3861237&postcount=794 With this out of the way, it allows for manipulation of IVs for Pokemon in XD, which is one major factor in planning a TAS. Hopefully, this can be the start of exploring this game for that purpose.
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