Posts for Baxter

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mega_man_3 wrote:
I even made this improved version of Pharaoh Man's stage. I know it's only part one of that stage but check out how many frames I saved! http://dehacked.2y.net/microstorage.php/info/1239907664/mega_man_3-Mega%20Man%204%20%28U%29%20level%201%20part%201.fm2
Wow, this is 6 frames faster than our wip, very nice! You are 3 frames faster in the first room, and 3 frames in the second room. Quite impressive, as a lot of time has already been spent on those first rooms!
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nfq wrote:
i believe we will evolve into angels and gods... [...] lol, no, you have misunderstood me. i don't even believe in god. i'm an atheist.
You seem to be contradicting yourself... but that could just be me. (The Italic part was edited out of the original post.)
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I thought that in the walkatron category, one couldn't per definition press B for the entire run. You somehow seems to ignore this, starting at frame 9665, where it's very prominent. Maybe you are working with a different set of rules... but it's certainly not the set of rules that is used in any of the currently published TASes.
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Indeed a great wip... keep it up!
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Indeed a nice job... that's quite a large improvement over the previous submission :o Yes vote.
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Indeed... play frame by frame, and get the sidehops at the first frame possible... just try to make a sidehop at frame X, if it doesn't make Link move, try frame X+20, if it works, X+10, if it works, X+5, if it doesn't work X+8, if it works, X+7, if it doesn't work, you know that X+8 was the first frame possible. Try doing that for every side jump, and try to get more accurate corners... if you do this, it will both show in the quality of the movie, and in the rerecord count (which is currently too low).
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Warp wrote:
I don't know anything about the mechanics of the game...
Woodman can't be hit if he has his leaf shield around him.
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Rincewind Ulysses Carnby wrote:
Hi all. Pretty new here, but I've been lurking like forever. So what happened to this game? I would be very interested in seeing this game mastered to perfection. It might be a more entertainment-oriented run than a speed-run if I was to do it. But I really need to know whether or not someone would actually consider watching it, and whether or not a pure entertainment run would fit the concept for this site? I have never made a TAS before, nor do I know how to do one, but I've checked out the FAQ's a couple of times and I'm a quick learner so, yeah... I just recently bought it from the Wii shop, just to get a little of that nostalgic feel - and I can already honestly say that with some luck, one can do all sorts of crazy shots; bouncing the ball off of a tree or cactus and into the hole (I nearly managed to do that just by playing on the console!), doing all kinds of crazy albatross shots, and just generally make it a fun, but in consequence not a speedy, run. Even if most people are opposed to such a run I might just do one afterall - if anyone is interested in seeing the run I will upload it and PM the link. Oh, and sorry for the old bump but I've read that it's better to bump rather than making a brand new topic
Here is your treeshot ;) At any rate, I would be interested in seeing a TAS for this. I think a movie aiming for entertainment could work for this... when going for speed, on would probably need to unlock metal mario somehow to get the absolute best scores... which would be problematic. If you decide to do this, good luck on it :)
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creaothceann wrote:
Wouldn't it be possible to use SNES9x 1.51? It seems to have less graphical errors, especially in the 4th level.
Snes9x 1.51 has a lot of lag. More than the regular console. This movie shows the game lagging quite a lot, in a regular corridor, even though not a single egg is shot or juggled: http://dehacked.2y.net/microstorage.php/info/1714283091/SMW2YIwithlag.smv (play this with snes9x 1.51) I think none of the extra juggling or eggshots are possible when using 1.51
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Good job optimizing, yes vote.
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Mitjitsu wrote:
Waiting for an AVI or the run to be YouTubed.
There is already a streamed version available here: http://www.nicovideo.jp/watch/sm7956924
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ivmaddnessvi wrote:
Its alright i dont mind. I understand. Anyway is this a TAS or speedrun? I only used slowdown to 25% http://www.youtube.com/watch?v=zQUOjw-ACfI
A TAS stands for Tool-Assisted Speedrun (some prefer Superplay). It means that tools such as frame advance (slowdown) and rerecords (savestates) were used to create the movie. It has nothing to do with the accuracy of the movie. If you slowed down the game to 25% speed while making the movie, then it is a TAS. You might want to look into how savestates can be used for making a movie: http://tasvideos.org/EmulatorResources/Using.html#UsingSavestates Be also sure to check out the rest of that page, as a lot of very practical things are mentioned for making a TAS.
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Captain Forehead wrote:
Thanks, I watched it and I was easily impressed! Which is not a surprise because I'm a guy that gets entertained easily.
Is this a compliment? :S
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Captain Forehead wrote:
What type of rom did you use? It desynced on me at the end of the second level.
Super Mario World 2 - Yoshi's Island (U) (V1.0) [!].scm
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After a bit of struggling, NxCy and I completed the first 4 levels! Enjoy the wip: http://dehacked.2y.net/microstorage.php/info/104416616/yi100%25-nxcy%2CbaxterWIP1-4%20complete.smv (If someone were to make an avi, please mention both TASVideos and the authors, and please don't put it on youtube.) New techniques used: - Using the tongue against a wall to instantly lose all speed when making a turn. - Carrying more than 6 eggs by juggling/shooting/aiming. - Facing backwards without losing any time. - Making the key jump in a favorable direction. - Jumping when entering a pipe, to make the screen turn black sooner. Looking at Spezzafer's wip was very useful, and a great way to compare. Here is a list of changes we made in the route/strategy. (Note that yoshi's speed and general movements were optimized throughout the levels, and aren't mentioned here. The additional optional eggs that were juggled or fired also aren't mentioned.): 1-1 To get up to the high platform at the start, we used the red shyguy, instead of the yellow one later on. Note that we must wait a bit before yoshi jumps on it, as the shyguy walks a bit up the rock, giving yoshi just enough height to reach the platform. At the top of this platform we collect 5 stars instead of 3. This is equally fast, and we need those 2 extra stars for a change in the star route later in the level. We don’t pick up the yellow shyguy right before entering the pipe. Instead of jumping on the last shyguy in the cave for a big flutter, we swallow it and use a normal flutter to get on the high ledge right before exiting the cave. Right after leaving the cave, we pick up the two stars that come out of the egg that hit the flower. This obviously costs a bit of time, but it’s needed for this new star route. Note that the tongue is used to get to an instant standstill and turn around really quickly. The big timesaver in this star route is that we don’t need the ?-cloud at the bottom for extra stars, and use a shyguy right at the start to get on top of the high rocks. Note that yoshi must slow down completely to not overshoot the shyguy and make it land in a convenient spot. The shots at the end are also changed, as more stars were needed. Time saved in 1-1: 292 frames Total time saved: 292 frames 1-2 We got more eggs in the first room of the level, and one more star is obtained. More stars from shooting the flower in the second room, and later in this room, another extra egg is obtained. At the end of this room, the pipe glitch is used for the first time. This is done by pressing down and jump at the same time, which turns the screen black nearly half a second sooner than it would have if yoshi has entered the pipe normally. This trick wasn’t done at the pipe in 1-1 as this would have warped yoshi to some place above 1-1 (this happens at some of the pipes, and these will be entered normally, as we won’t use warps of any kind, which includes this 1-1 warp). One extra egg is used to shoot the flower in the very beginning of the third room. Having more stars, two from the piranha plant are enough to get 30, and the cloud doesn’t need to be shot. This enabled us to get another extra egg. Time saved in 1-2: 112 frames Total time saved: 404 frames 1-3 Pipe glitch again. By spitting out an enemy, we have enough time to make an extra egg. The descent is a bit faster, and we shoot two eggs down this time. This enables us to move up again a lot sooner. Note that yoshi needs to move all the way down to make the flower appear. It only appears if it’s on screen, and the screen can’t be far away when it’s hit (red coins are a bit more lenient in this aspect). The early ascent prevented us from obtaining a second enemy. The yellow shyguy is shot for 2 extra stars. Once again we have to move a lot in the direction of the flower to make it appear. In the process, an extra egg is obtained. This time, only two stars were obtained from the crate, where Spezzafer got 4. These two extra stars were already obtained at the yellow shyguy. Getting an extra egg somewhere was faster than getting these 2 extra stars here. We use an egg to shoot the spore, which is quite a bit faster than eating it. The tongue trick to slow down instantly for turning around is used twice here. The two stars from the flower are obtained without eating one, which slows yoshi down a tiny bit. Time saved in 1-3: 232 frames Total time saved: 636 frames 1-4 Six eggs are obtained in the first corridor. Having already one egg at the start means that for a short period 7 eggs are transported at the same time. Yoshi can normally only hold 6 eggs, but at least one egg is juggled until we shoot an egg at the flower. The red coins in this first room are shot for more running on the moving platforms. Pipe glitch again. Since we got so many eggs before, we only have to take 1 egg from the green block, instead of 2. We shoot the first 2 red coins in the lava pit, which allows us a big jump over the pit, which is virtually done with only one flutter. Note that after the pit, yoshi looks up to make the screen scroll up for the flower at the top to appear. This looking upwards might not very noticeable as a shot is aiming at the time, but the slowdown is needed for the flower at the top to appear. The red coins at the rotating platform are shot. The key jumps in the direction yoshi is facing, which makes the key jump in yoshi’s direction. We also only pick up 2 eggs from the green block here, where spezzafer picked up 5. One less egg is used in the room where 4 piranhas have to be defeated to get the flower. Time saved in 1-4: 284 frames Total time saved: 920 frames
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Warp wrote:
Question: Does this change the male/female ratio of the population as time passes, and if so, how much?
The ratio is still 50/50.
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Bag of Magic Food wrote:
One analysis I read said to try exaggerating the numbers in the problem.
No way!
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Yeah, I'd like to see this TAS. You should have posted this in the existing topic though. There are also wips in there, be sure to read through that thread.
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Dragonfangs wrote:
Also take note that the gap size differs between DS versions, the gap on the DS Phat and the gap on the DS Lite aren't equal. I don't know about the DSi, but since the shell is basically a Lite it shouldn't be any different.
Are the amount of pixels games calculate for the gap the same? I know some games have no calculated gap at all, and show a perfect image on the DS emulator:
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Potato Stomper wrote:
I hope further DS runs don't have this logo inbetween of the screens. I watched the Youtube version, because it's unbearable imo. I hope it doesn't sound too cocky from a user with 1 post. ;) The run was great and I look forward to more DS runs.
I did like the bar a lot better than no bar. I couldn't stand thinking constantly, "huh? Where did the character go?". Now I know he was hiding behind the TASVideos logo.
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Bobmario511 wrote:
Topic Revival time! Lately I have taken a lot of interest in TASing this game and made several runs on stages collecting all melons. Whilst doing that, I found a few tricks that I did not see in any of the prior WIPs that could prove useful. Two of these useful tricks include jumping and licking for 1 frame on the frist frame possible over and over. This lets Yoshi jump get massive height and travels further distances. There is also a trick where you can Stop an egg from exploding by licking it just before it blows up. Anyway, I started an all Melon/Heart TAS with goals that I'm unsure of right now. I also worked on the any% run and was able to save 95 frames over SL's old wip in level 2-2, which can be seen here.
Very nice... I hope you'll finish it. It would be nice though if all levels were completed... that way, it would be a true 100% run of the game.
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alden wrote:
It's basically because two out of three times you'll pick a wrong cup at first, and then when the other known wrong cup is eliminated you will be switching to the correct cup. One out of three times you will pick the correct one to begin with, and switching will make you lose. (If that makes sense.) More wikipedia!!! http://en.wikipedia.org/wiki/Monty_Hall_problem
The way I think so see right away that one should switch is if it's applied to a large number of choices. Put a single ball under one of 100 cups. Let someone pick, then remove 98 cups without the ball. Once again, the option to switch. Now the choice doesn't see so hard... same principle.
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arukAdo wrote:
The encode was realy cool to watch, would have been better with the "empty" space between screens but that fine, i did like sprites and musics, the game is a bit slow on some parts, but overall i realy enjoyed, yes vote
I agree... maybe a place to put "TASvideos"... that will probably detract too much from the run :P Anyway, I enjoyed it, yes vote! (What is the multiplayer option btw? Would it have been possible to make this TAS with 2 players?)