Posts for Baxter

Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Arflech wrote:
no, it actually is...
It was 3 am when I wrote that... I realized I was wrong the next morning...
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Peachtotheinfinity wrote:
Can I get some opinions?
I might not be the best person to give my opinion to a newcomer, as I'm generally quite critical. I don't want to discourage you, and I don't want to be mean, but... It's a very poor game choice for a TAS (assuming it is meant to be submitted some time in the future). I somehow doubt this would be entertaining to someone who loves the game... but to someone who doesn't know the game, it's even less interesting. Tools don't really seem to be able to make this game look more impressive, as no frame precision, is needed anywhere. The only use I see for such a movie is as a walkthrough, for someone who is stuck at a certain level, and wants to know the solution. Even if the above is all true, a movie should still be made as fast as possible. Just looking at the menu navigating at the start made it clear that no frame advance was used. Maybe slowdown was used, but I'm not even sure about that. Each button needs to be pressed at the very first frame possible, by using frame advance. I would recommend reading the FAQ (linked at the top of this page, or at the main page), or asking your questions at the forum section for newcomers here. =============================================== Once again, I treated this movie as if this version, or a possible future version is gonna be submitted to this site. For that it isn't suitable at all. If your goal just to make a walkthrough of the game for people interested in it, then it's perfectly fine. I realize you've spent some time on this movie, and I don't want to be discouraging... I hope you understand :)
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Hmm, looking at it, it's also not at the point of getting the maximum score. Either way, it's not possible that a savestate changed the music.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
fsvgm777 wrote:
tet2brik wrote:
Honestly, i don't know why the music changes. When i write that i did not make it in one shot, i mean that i used snaphot. I can understand that you are not interesting in doing 9999 lines in tetris...
So you used a snapshot, aka savestate in emulator jargon. I think I know now why the music changes. You either had a game over or the savestate you used changed the background music.
Savestates don't work like that. Maybe the game just changes music after one got the maximum score. It seems like the programmers of this game anticipated very high lines/score anyway, as none of the strange phenomena that are on the NES version occur that happen when the game is played for a really long time.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Hmm, I thought there already was a topic on this... but I couldn't find it. The idea has been mentioned before here though. I don't know the exact possibilities, but there are quite a few long left-rooms, which might cause trouble.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Nitrodon wrote:
The area of an equilateral triangle is s^2 * sqrt(3)/4
Should be sqrt(3/4), but yeah... you are right. It's impossible.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Nice run. I like the music in level 1 and 2 :)
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Wily 1 if I'm not mistaken (right after the protoman levels. There is a room where the ceiling goes up and down.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
GlitchMan wrote:
Baxter wrote:
Yeah... but that only works while megaman is still recovering from being damaged, right?
Yes. I don't know about the sliding.
Well, moving forward with the sliding motion. The only spot where I know it works is where the ceiling goes up and does.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Yeah... but that only works while megaman is still recovering from being damaged, right?
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
GlitchMan wrote:
Hey Baxter, something just occurred to me! In Mega Man 4 if you get stuck inside of a wall, you die (unless you're still blinking). But in this game if you're inside of a wall you just get stuck. It is possible to get yourself out by being in slide motion somehow and zipping out like in MM4 with Rush Jet. Maybe there is a sliding-zipping glitch in there somewhere!
I've tried many things to get out of a wall... (everything I could think of)... but nothing seems to work. The only way to really move on again is to take damage somehow it seems. It would be awesome though if you were able to find a way though.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Tub wrote:
Baxter wrote:
9 rounds: 14 options 11 rounds 40 options
as said above, in case my post was too unreadable: 2*m+1 rounds: C_m = ( (2m)! ) / ( (m+1)! * m! ) options which actually gives me: 9 rounds (m=4): 14 options 11 rounds (m=5): 42 options Trust me on this one, or google something about the catalan numbers. This is the "easy" part. Have fun calculating the sum.
Yeah, I have to admit, I didn't read everything, sorry :S. I must have missed 2 options when writing them down (but I'm gonna trust you on this, and not try to figure out which two I missed :P).
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Derakon wrote:
At 1 throw, the bully B's odds are 1/2. At 3 throws, B's odds are .5 (from 1 throw) + .25 (odds of throws 2 and 3 falling in B's favor, since throw 1 did not). At 5 throws, the odds are .75 + .125 (odds of throws 3-5 falling in B's favor, since throws 1 and 2 did not). And so on. For any given odd N, the odds of B winning after the Nth throw discounting previous chances to win are 1/2^((N+1)/2). So all we have to do is calculate the sum, as N goes from 1 to infinity, of 1/2^N. Now if only I could remember how to do infinite summations...
No... it would be (2n-1)*(1/(2^n)) then, to also account for the number of rounds... this is probably what Randil did. It's however not good enough, as for 5 rounds, you get more options: W = win, L = loss 1 round: W 3 rounds: LW 5 rounds: LLWWW or LWLWW 7 rounds: LLLWWW or LLWLWW or LWLLWWW or LWLLWLWW or LWLWLWW 9 rounds: 14 options 11 rounds 40 options So it's: 1/2 + 3/8 * 1 + 5/32 * 2 + 7/128 * 5 + 9/512 * 14 + 11/2048 * 40 + ............ (2n-1) * (1/(2^(2n+1))) * [something] The summation to infinity of that needs to be taken.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
snorlax wrote:
.5+2(.5)^2+3(.5)^3+4(.5)^4+...=SUM(1,INF,x(.5)^x) I had to find a formula for summing this (arithmetic geometric series): For an infinte series a + (a+d)r + (a+2d)r^2 + (a+3d)r^3... S=a/(1-r)+dr/(1-r)^2 a=0 d=1 r=.5 So S=2
Ehm... it's not possible for the game to end after two rounds.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
mega_man_3 wrote:
I'm motivated to do it! I think I can save more time on Star Man's stage! :) And about the WIP for this game, I didn't know that you had one that was finished through Gyro Man. I never did find that one (until you brought it up just now). Anyway those were some awesome WIPs, especially Gyro Man's stage at the end with the Super Arrow screen wrapping thing. That was tight! :D
I'm interested to see other spots at the Starman stage where you can save time :) Yeah, I probably didn't post the Gyroman stage WIP here at the forum, but I thought I had sent it to you in a PM. Where the movie ends at the chargeman stage, it's just before another screen wrapping. I however stopped at that particular point at the time because I didn't have a consistent method to test all logical options for avoiding lag. I also stopped there because doing Crystalman first might be good, so that the Crystalman weapon can be used during theh middle section of the chargeman stage, instead of gyroman's weapon which was used previously. They are equally strong, but you sometimes can't slide, and have to fire gyroman's weapon quite late, since sliding would cause the weapon to move down. At any rate, good luck on finding more improvements on the starman stage, I'd love to see wips :)
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
mega_man_3 wrote:
http://dehacked.2y.net/microstorage.php/info/1042256439/Mega%20Man%205%20%28U%29.fcm Never mind. I found it! :)
Well, this is certainly not my latest WIP. The WIP you got there, I continued, and completed Gyroman also, and the start of the Chargeman stage (I do think that when redoing, I would pick Crystalman after Gyroman). Here is that wip: http://dehacked.2y.net/microstorage.php/info/141086897/Mega%20Man%205%202.fm2 I however improved the Starman battle (I redid this because of the one-frame gate 'zip' you mentioned some time ago, and then when redoing the Starman fight, I was able to avoid more lag frames at the end of the battle), and redid from there, completing most of the Gravityman stage (the Gravityman fight of that old version could be improved greatly after all also). Here is that new WIP: http://dehacked.2y.net/microstorage.php/info/94147041/Mega%20Man%205%20U.fm2 However, at this point in the run, it was discovered at there was a one-frame zip also possible at the ladders, so a frame or two could also be saved at the Starman stage at this new version... and I wasn't really motivated to redo all of that AGAIN...
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
moozooh wrote:
A much faster run was rejected for bad game choice.
Just to be fair, Diman completed 3 levels, and this one 4... the quality of this run is better than Diman's. It's still a bad game choice though, and I would have voted no. Edit: I'll elaborate a bit. I don't think a TAS of this game looks significantly different from how a regular run would look. No particularly interesting strategies are used... and generally, the more effort is put into a TAS, the more entertaining it is. I'm not saying a whole lot of more effort should have been put into this, or even could have been (although I would be surprised if it's frame perfect)... but that's for me an indication that it's a bad game choice.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Solon wrote:
Baxter wrote:
Suggesting games to learn to use the TASing tools...
That one. The two I suggested in particular really only require frame advance
Ah, good. As I agree with FODA on this:
FODA wrote:
To learn about TASing I suggest taking a simple game yes, but one you're very familiar with and that you enjoy a lot. This will give you motivation. I think that's better than searching for other people's suggestions, unless you can't figure out exactly what "simple" means from a TAS perspective.
To learn the TASing tools, these suggestions might be handy... but I think for making a really good TAS, you must love the game, or at least the result of the work you put into it.
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
What is the purpose of these suggestions? Suggesting games to learn to use the TASing tools, or suggestions for games that can be TASed by newcomers (to be submitted at the site?)?
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
adelikat wrote:
Doh it again would be far more of a headache than final fantasy 4.
You are probably right :S
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
I think "Arkanoid Doh it again" might make an interesting TAS. Making a good TAS for it involves a lot of testing, but no advanced strategies are needed (no lag, or real luck manipulation).
Post subject: Re: Yoshi's Cookie TAS
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Peachtotheinfinity wrote:
A few months ago I finished a Yoshi's Cookie TAS. I wil have it uploaded on the dehacked microstorage in a week or two.
Is the smv that big or your connection that slow?
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
Warp wrote:
Xkeeper wrote:
There's no harm in trying.
There is theoretical harm in trying. Until now copyright owners have not noticed or cared about tasvideos.org. By blatantly infringing their copyright for commercial purposes we might draw their attention not only to those videos, but to the entire website. When the first "cease and desist" notice drops into some tasvideos.org admin email box from some overprotective copyright holder who has so far not noticed us, that's when the harm will have been done.
Well, TASVideos isn't a multimillion company... it's about making maybe a few hundred bucks to keep the server running... Also, wouldn't at most the particular movie with the adds be removed from that particular youtube account?
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
mega_man_3 wrote:
See! I even did a demonstration run of Skull Man's stage with Rush Jet! I think it will do great!!! http://dehacked.2y.net/microstorage.php/info/903812681/mega_man_3-Mega%20Man%204%20%28U%29-stage07.fm2
Very nice demonstration! This is why it's important to do drillman early on in the run ;). I think a new megaman 4 movie could turn out really interesting :)
Experienced Forum User, Published Author, Skilled player (1403)
Joined: 5/31/2004
Posts: 1821
mega_man_3 wrote:
Thanks! I worked really hard on it! Also, check out this demonstration run of the boss on Stage 1 of Dr. Cossack's fortress! http://dehacked.2y.net/microstorage.php/info/946915054/mega_man_3-Mega%20Man%204%20%28U%29-demo1.fm2 I learned that you can perform the Rush Jet zipping glitch while sliding into an enemy (you don't have to face the other way). Also, during the fortress bosses if you unpause at a certain time the boss will explode while the ending music plays!
Haha, very nice. In our wip, we were actually planning to do drillman after brightman, so that we could use that rushjet glitch more (drillman can be killed with pharaohshot quite fast). It definately will save time at the start of skullman's level, but maybe also at a lot of other places!