Posts for Aglar

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Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I don't really see any point in making a low score TAS, except to have an excuse to not optimize the gameplay.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feeuzz22 wrote:
Why can't Tails bring Sonic in some cases? because of speed? position? is there a second way to bring him?
When Sonic jumps off Tails a timer starts to tick down, decreasing by 1 every frame. When it's down to 0 Tails can once again pick up Sonic. If you hold left/right when jumping off Tails the timer starts at 60, else the timer starts at 18. If Tails hits the ground before the timer is down to 0 the timer freezes, and doesn't start again until Tails flies the next time. This timer can be seen in the Sonic LUA HUD which I guess you're using?
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I'm terrible at giving feedback but you should know that I really enjoyed this and your previous efforts - and will most likely enjoy your upcoming ones as well, even if I don't mention it right away. Another interesting candidate for this could be Area 5 in Bionic Commando, if you merge the map parts.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
That's some really ambitious comparison work! Though, it was of course necessary when comparing your (U) run to the (J) one. I was a little puzzled about how I temporarly lost 10 frames in Area 11, but it was simply because I didn't push A at the beginning of that swing in order to make the rest of the boss fight faster. Also, given how this site works right now, I wouldn't mind if the run for the (J) version was republished alongside this one - as the gameplay really is quite different. I won't push hard for it but I think it would be consistently correct for this site as we're no longer as picky about publishing runs of new games - no matter how boring TASes they result in.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
AnS wrote:
Hah, I think, feos was trying to say that the "Auto-adjust Input according to Lag" feature has evolved dramatically since the time you saw it in 2.1.6! Although maybe it won't be as obvious when using traditional way of TASing...
Oh, ok. My thought when having this idea was to use it only for two-player runs, but I can see that it would be somewhat useful for one-player runs as well. Though in the later case, if the game is lag-heavy, I'd rather change the input to find the best one for the new lag pattern instead of just using the old input and hope that it's optimal already. And feos, maybe you thought that because I've started to use FCEUZ 2.2.0 it implied that I'd also abandoned the "traditional" TASing method and moved over completely to TASEditor. That's not the case though even if some parts in the run was made using it. If I was to make a two-player run I'd only use TASEditor.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
An obvious question then. Why did you switch to it?
uh, why not?
feos wrote:
Also, did you test shifting input according to lag changes? It was developed to a very high level.
Lag isn't that big of an issue in this game. In either case, I didn't do anything different really than what I've done when TASing using the previous emulators.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
emuVersion 22000
Whas this movie really made in the new fceux or just converted through it?
It's made in FCEUX 2.2.0 yeah.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
DDRKhat wrote:
DDRKhat wrote:
"Super Sonic Glitch"? Mind offering a bit more info on the subject?
I am still hoping for an answer on this one... ?
I'm not sure what's being referred to either. I thought the "Super Sonic Glitch" was the one that's used rapidly in the video above.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Nice to hear that the minor changes could also be spotted, those were actually what took the most work. The damage boost at the end of Area 10 was in Phil's run as well though.
mklip2001 wrote:
By the way, what happens if you try to go straight to Area 12 without saving Super Joe or beating Areas 10 and 11?
You must rescue Super Joe ("Super"? He just seem to get in trouble all the time) before you can travel to the map section with the 3 last Areas. Area 12 can't be entered until Areas 10 and 11 are beaten.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Inzult wrote:
Anyone have any ideas as to how this works?
It actually seems like there goes a horizontal tunnel through the middle of the roof. Whenever your y-pixel is within the range 102-105 you can move freely inside the roof, as illustrated here: Link to video
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
dart193 wrote:
If i understood what is written on site, (U) [!] is what i need, right?
In many cases, even if it's a good rom dump, the [!] isn't in the file name. This is the case for most of my roms, Panic Restaurant for one instance.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
dart193: I sent you a PM.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
[1040] NES Panic Restaurant by Aglar in 13:29.17 should be easy to improve upon as it's made using prehistoric tools. I can provide some resources if you're interested.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
This run is not sloppy.
It actually is, it was made using only savestates and slowdowns (no frame advance). The reason why this beats the newly submitted run is probably due to better strats. If one were to compare the progress to this while making the new run there should be no problem beating it.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Very nice. Lots of surprising maneuvers in there. I've done some studying of the physics in this game lately and have learnt how hard it to optimize, even pulling of stuff at all. We didn't see you becoming a SUPER PLAYER though ;)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Svenne wrote:
Oh ok! I have practiced this level countless times but first time getting this, if one is fast enough, will this be a thing you can get frequently?
Maybe if you're good enough :). You must open the door at the frame that you land on that floor, otherwise you lose control until the screen is done scrolling.
Svenne wrote:
Also, why does luigi get a key from out of no-where and why didint I start at the door, but untop of the screen.
This would be a question for AnS. My guess would be that you, in the next room, start at the y-position from where you initially opened the door (I'm could very well be wrong).
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Svenne wrote:
How am I suppose to do WR attempts when the game decide to troll me, have you seen this before, this would be very useful in a run if one got more knowledge what triggered it: http://twitch.tv/svenne1138/c/1826020
You entered the door just as the screen started to scroll upwards. In the warpless TAS you can see that glitch being used in the very same level, and 2-3.
feos wrote:
Only Aglar can improve this now.
Post subject: Re: Megaman x4 final weapon/space port maps
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
zwataketa wrote:
You know those sonic 2 level maps?
http://soniccenter.org/maps/sonic_2
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Correction regarding my suggested route: You'll also lose time at the beginning of Gemini Man's stage due to not having magnets. I'm still sure the route would be faster though.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Looks really neat! If you're going to make a complete run, you should know that there exist faster routes for the first 8 bosses than what's used in my old run (as discussed earlier in this thread). Which route that is the fastest hasn't been established yet though. One route which I could more or less guarantee would be faster is: Top Shadow Snake - use early Rush Jet Gemini - early Rush Jet again Needle Spark Magnet Hard Using this route you'll lose time in Top Man's stage by not having magnets, and on the boss. You'll also lose time some time collecting weapon refills for the early Rush Jet glitch. Time will be saved in Magnet Man's stage by using Rush Jet in the room with the appearing/disappearing blocks, and on the boss. You will also defeat Neede Man faster. Most likely the fastest route will, in one way or another, inlude the early Rush Jet Glitch so you could try experimenting with different routes that would use it.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
TimpZ - you've got PM.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
AndyD wrote:
ziminaiman 6 months ago Ok, so the time bonus is 50000 for 30 sec or less, and 10000 after that. I was looking to see how long it took to add that 40000 extra to the score, and it's about 7 seconds. In other words, every stage that's complete in about 24-30 seconds could be optimized by just waiting out the timer to 30 (or 31 if that's the cutoff). Legit?
any chance of this being optimized further? assuming above is true, the following levels fit in the 24-30 timeframe: Aquatic Ruin 2 - 0:27::16 Hill Top 1 - 0:24::25 Oil Ocean 2 - 0:29::20 so sonic could either wait at the start/end of each level
An old and famous issue, often brought up by people who haven't read the goals of the run - where it's stated that ingame-time has precedence over real-time.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
WST wrote:
He claims noone can improve this, btw.
Could be close to, as EHZ1 was made by me ;) Seriously though, I quickly made this run through EHZ1 (~400 rerecords) in order to show how much time that can be gained by just improving some minor things in the overall gameplay, with the hope that he would learn from it and eventually improve it further. I was quite disappointed that he had just copied it; but glad that he, in EHZ2, managed to succeed with the "fall off the screw" trick from my Sonic 2 TAS.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Lets shave a few more secs of MCZ1 shall we? http://dehacked.2y.net/microstorage.php/info/440882441/Sonic%20and%20Knuckles%20%26%20Sonic%202%20%28JUE%29%20%5B%21%5DMCZ1_no_rings.gmv Lol, had to redo large parts of the act since I didn't notice I picked up some rings.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Not sure about the zip as I'm not familiar with Knuckles' special moves, but the time listed for Death Egg can be deeply improved. I made this a while ago. Should be slightly improvable IIRC.
feos wrote:
Only Aglar can improve this now.
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