Posts for Baxter

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I don't know how much effort you are willing to spend on this, but your movie looked like a playthrough. I don't know if your goal is just providing a playthrough, or to provide a somewhat optimized TAS. To see what I mean with a somewhat optimized TAS, here is the movie I posted of world 1 in the thread I linked earlier: http://dehacked.2y.net/microstorage.php/info/1881649814/Baxter%2BKIRBYADV.fm2
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Reminds me of this thread, that I made over 6 years ago. I still think a run where Kirby doesn't speed through the stages with items like UFO or wheel would be interesting, but I'm not quite sure if it would be publishable. As MUGG said though, altering memory would disqualify a run for publication right away, but it might still make an entertaining youtube movie.
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Kirkq wrote:
Finish the run!~ =)
Yes please. The game is quite entertaining (if you use the turbo button in between levels :)
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Baxter wrote:
I played a NES game a long time ago... don't know much about it. I believe you could walk and jump around, and punch. There were also several different powerups... and I think the second boss was on an autoscrolling elevator, with fireballs you had to dodge while fighting him (probably the most clear thing I can remember, because no matter how often I hit this second boss, he wouldn't die). It could very well be that this game was never officially released, I played it on a 13 in 1 game cartridge... anyone know the name of this NES game?
I found out a while ago what this NES game I was describing over 3.5 years ago was: Tokyuu Shirei Solbrain. (It's the JPN version of Shatterhand. The screenshot is actually the boss I was describing I think.)
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The movie entertained me, voting yes. Don't know why you took damage (once?) though...
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CoolKirby wrote:
[1893] N64 Super Mario 64 "0 stars" by Kyman, sonicpacker, Nahoc, MoltovM & SilentSlayers in 05:03.80 This one should be starred!
The objections to the previous version having a star do no apply anymore, so it will get its star back (it will be subject to discussion again when the new 120 star run is finished).
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I like the first image, with all the flying enemies lined up; it's something unique to this run.
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Nah, I didn't get it as a problem. I stumbled into it and had trouble solving it. Looks like there was a good reason for that. Thanks for your effort though :)
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Your formula results in 4. This is presumably: |*** {0,3} *|** {1,2} **|* {2,1} ***| {3,0} As I mentioned when I stated the problem, the answer should be 2. The vases are not labelled so {0,3} and {3,0} are the same possibility and only count once.
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"p4wn3r wrote:
Baxter wrote:
Suppose you have N marbles and you want to know the number of different possibilities of putting them in K vases. The vases and marbles are not labelled, so if K=2 and N=3, there are only 2 options: {2,1} and {3,0}. The options {1,2} and {0,3} are not considered to be different possibilities. {1,1,1} is not an option because K was only 2. If K were to be 3 (or higher), then {1,1,1} would be an option, so the number of possibilities would then be 3. Find a function depending on K and N that gives the number of possibilities of putting N marbles in K vases.
http://en.wikipedia.org/wiki/Stars_and_bars_%28combinatorics%29
Sorry, I fail to see the answer, could you be more specific?
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Suppose you have N marbles and you want to know the number of different possibilities of putting them in K vases. The vases and marbles are not labelled, so if K=2 and N=3, there are only 2 options: {2,1} and {3,0}. The options {1,2} and {0,3} are not considered to be different possibilities. {1,1,1} is not an option because K was only 2. If K were to be 3 (or higher), then {1,1,1} would be an option, so the number of possibilities would then be 3. Find a function depending on K and N that gives the number of possibilities of putting N marbles in K vases.
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feos wrote:
If there's actually input from 2 people here, both may be written I believe. It's not like, one told the trick to another and the latter created all input himself.
No, it's like one person is responsible for over 99% of the input (no exaggeration), and wasn't given a choice. I'm not saying X2poet should or shouldn't be a coauthor, but that's entirely up to adelikat imo.
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I think you should have just sent adelikat a message telling him about this improvement. It would be up to him if he would think this improvement is worth submitting or not. It would also be up to him if he would add you to the author list (but I personally think this is way too little added to the run from your part to be a coauthor). I don't like the idea of someone finding a small improvement to a TAS, and submitting as a coauthor.
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Yeah, I didn't know about that 6th flower either (although I must admit, I don't know the levels beyond where we TASed sofar as well as I should (when planning them, I get to know them really, really well though).
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Very nice improvement. Nice to see the optimal version for quick input ending finally submitted. When I made the run, I only focussed on getting the 3 combo's as fast as possible. There are still some unused blocks left in the end, but it would probably be quite hard to use the blocks even more efficient. Voting yes of course :).
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So wait, this is faster than the currently published MMX3 100% TAS and completes MMX and MMX2 at 100%? What?!?
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Glad to see you finally submitted this!
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zvsp wrote:
Thank you for comments. And I'm also looking forward to watching your run! However, I have a question about that current WIP. In 2-4, why didn't you enter the second flipper from opposite? Am I overlooking any decision?
We made a TAS that completed level 3-2. Then walljumping was discovered and we decided to redo the TAS from 1-6. We are currently are 2-2 again. The WIP we uploaded up to 2-4 was our old WIP, which did not include the walljumping. At the time, entering flippers from the opposite side was also unknown. We only knew how to do it by using an enemy. In the new version we are currently working on, we will enter the second flipper from the other side.
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zvsp wrote:
Here is my testrun from 5-5 to 5-8.
You can clearly see that effort was put into this movie. Looking very nice; can't wait till we get to those levels :) Btw, I also found our 2-4 WIP on nicovideo: link
partyboy1a wrote:
I feel that you broke your own rules in 2-1 by using the pipe in the wrong direction. I consider this to be a glitch-warp. You were just lucky that this one leads to the next level section.
We weren't lucky that this pipeglitch leads to the next room, we actually tested it! Joking aside, the restrictions we imposed are: "no left+right warp on the level select screen" and "no 1-1 warps". There are several places where you can warp to 1-1, not all of them involve the pipe glitch. While we obviously won't use the pipeglitch at pipes that would lead us to 1-1, we didn't put a restriction on the pipeglitch in general. We won't do 1-1 warps because seeing 1-1 over and over would get repetitive and you would not for instance see all red coins collected. Using the pipeglitch where it doesn't warp Yoshi to 1-1 still forces us to collect everything in each level. Also, we have used the pipeglitch before in 1-3, 1-4 and 1-7. There were no complaints then. It is true that this one is slightly different as entering the pipe in 2-1 leads to a different room than pipeglitching it, but putting this as an extra restriction on this sort of thing would seem somewhat arbitrary.
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I don't like this trend of showing off the most glitched moment of the run in the screenshot. What's wrong with a nice screenshot like this?
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Using a hex editor to edit the resets back in after using the TAS movie editor provides a solution, so this run will have resets. We'll look into partboy1a's lua script to see which is more convenient. Now that we completed the first world again, it's time to release a WIP! We will release a wip up to 2-4 for now of our old movie before the walljumps were known. 2-1 through 2-4 will be the levels we will be working on again, and we have some very nice improvements planned for them! These won't just be walljump-improvements. For now, enjoy this new (old) WIP! http://dehacked.2y.net/microstorage.php/info/1277338226/yi100%25-nxcy%2CbaxterWIP2-4%20complete.smv 2-1 Spezzafer used a 1-1 warp in this level, and we decided not to use them in our TAS to avoid seeing 1-1 over and over, and display the full game. The big frame loss in this stage is solely because the 1-1 warp was not used. Not using this warp enables us to show off some very nice aspects of 2-1 that reduce the frame loss vs the warped version significantly. These aspects include the baby room, and using the dog. Shooting an egg to the right of him works like throwing a ball with a real dog. It makes him turn around faster and he runs faster than yoshi does. Time saved in 2-1: -2694 frames Total time saved: 13 frames 2-2 Lots of optimizations and better strategies, which all add up. Time saved in 2-2: 338 frames Total time saved: 351 frames 2-3 Same as 2-2. This level has a nice and lively first room, and some sweet egg shots later on. Time saved in 2-3: 141 frames Total time saved: 492 frames 2-4 Shooting the ladder before when entering the door may seem like an improvement as Yoshi is walking into the door instantly, but it is merely visually entertaining. The first Flipper is skipped with the use of the enemy, for which a short wait was required. This avoids having to go through the stair formation cutscene and enables Yoshi to take a route in the ‘wrong’ direction. Time saved in 2-4: 319 frames Total time saved: 811 frames
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We just finished redoing 1-6, 1-7 and 1-8, and reached the the first reset. Even though desyncs are frequent when editing parts of our old wip onto our new wip, it has been very useful and made our life quite a bit easier. When editing something (with TAS Movie Editor) after we made the reset though, the reset disappears from the movie... There are some good arguments for using resets, and some against. We were leaning towards using resets, but if this means we cannot use the TAS Editor anymore, it will make the rest of the TAS a lot more bothersome... Unless someone convinces us with objections or provides a solution to the problem, we will probably not be using resets in the TAS after all.
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I never really figured out what caused the counter to go down so fast, so yeah, it was a bit by accident. Too bad there are no big changes in the strategy or route, but nice improvement nonetheless. Yes vote.
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Opinions needed again. After finishing a world (with 100% completion), all level tiles are 'flipped', and you get the PERFECT message for 100% item collection. Then Yoshi proceeds by walking around the island and blowing up a castle. You can then select the next level. Movie. After finishing a world, it is also possible to reset the game, select the game file in the main menu, and select the next level. Movie. The version that resets the game is about 21 seconds faster. (Takes like 11 seconds compared to 32 seconds.) In our old WIP, we hadn't considered this, and didn't use the reset, but as we are redoing, it is an option to do this and 'save' 21 seconds on the old wip. Gameplay-wise there is also something different, as resetting the game will not allow Yoshi to take eggs to the next level, and both in 2-1 and 3-1 (possibly also other levels we haven't TASed yet) this means some time (although not nearly 21 seconds) will be lost by having to collect extra eggs in 2-1 and 3-1 (eggs that cost more time to obtain there than if they were obtained in 1-8 and 2-8). Since we are redoing we have the option to include these resets after a world is completed. The question is, should we include these resets?
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Very nice TAS, I enjoyed it. Yes.