Posts for Carl_Sagan
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jlun2 wrote:
So...let's use inaccurate emulators because it lags less? :o
Err, assuming you're being sarcastic: the only original choice was between the different snes9x versions, and 1.51 and on lag significantly more than console. Since entertainment is the bottom line, and your only two choices are inaccurate, it makes sense to choose the one that produces the more entertaining movie. Much of what was done in my any% TAS would not have been possible without significant lag on the later versions of snes9x (but possible on console). 1.43 just leans a little too heavily on the "less lag" side. And, of course, no other options existed at the time, and after 650k rerecords, we sure aren't switching now.
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Pasky13 wrote:
Bizhawk is very user friendly and I'd argue even more so than snes9x. I'll agree LSNES is not but still a very good emu, despite its UI.
Yeah you're right, I had only tried lsnes. Bizhawk is looking great so far -- what is supposed to be better about it for snes games? I'll play with it with Yoshi's Island now.
Post subject: Re: Deprecation of Snes9x
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Nach wrote:
They may be lacking certain features you want...
Yeah, lsnes is lacking the ability to not make me want to gouge my eyes out. /signed everyone I've ever talked to who has tried using it. Snes9x is simple and easy to use for someone who knows next to nothing about computer tech. Until another emulator fulfills those qualifications, I don't care how accurate it is, if I have to get a degree in coding just to able to open the program, it isn't going to happen.
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Great question Boct @____@ tl;dr a few hours, to probably the 15-20+ (per person) hours that it took to do 4-7. I'll tell you about 4-7 in particular. Routing can be a gigantic nightmare in YI 100%. Just to give an idea of a few of the problems: there are several star clouds, and we had to time each one and figure out which was the quickest. Then we have to compare the possibility of shooting enemies with red eggs to get stars, and figure out how long it would take to get the requisite eggs. As you can see in the movie, we reach one star cloud by bouncing on an enemy, but lose a little bit of time fluttering. The time lost there came out better than the time lost getting more eggs or going with a different star cloud. And then, after all that work calculating the route, the star cloud did not give us as many stars as we had anticipated due to sprite overload. So we had to sacrifice an egg to free up sprites. Then we had to figure out how to do the next room with one less egg than our original route had planned for. It took hours before we finally settled on the boomerang chicken. And this is totally ignoring figuring out how many eggs we need to take into the next level (does it cost more time to get an extra egg here, or an extra egg later on in the next level?), the fact that every time we changed something the gusties spawned in a different location, which meant we had to re-luck manipulate them where we wanted, the 4th flower despawning if the screen positioning wasn't just right, etc etc etc.
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We'll post one soon :) World 4 alllmost done!
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Thanks for the awesome script Amaurea! However, this also exposes a few gross areas where I couldn't beat spezz in the first few worlds when I was bad :P hehehehe. I could definitely see myself redoing the any% TAS after 100% is done. I've already redone some of the levels actually -- there are many new walljumps strats, new strats entirely that haven't been shown yet (will see some crazy new discoveries with the 100% TAS), several route choices that were just downright awful that need to be fixed, and a thousand tiny optimizations that I've learned since beginning that TAS.
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DarkMoon wrote:
So I'm curious about something: is there a workaround for the [graphical] glitch that occurs when you loadstate in certain rooms?
I use a different version of snes9x 1.43 (v13 I think?) for the like four rooms in the game that do that.
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It's certainly pretty glitchy. If you throw a big egg or a chicken at it, it crashes the game entirely.
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Very cool script. You know what it's really amazing for though? Real-time speedrunning practice, where you can't look at ramwatch fast enough to see your speed but you can see the color change. Also, racing against your best time on a level :D Could the blue yoshi ghost blob theoretically be a ghost yoshi instead? That would be awesome.
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I actually prefer ramwatch so my screen isn't as cluttered, though I'd be interested to see what sorts of things are possible using a lua script instead. Yoshi's speed does have a lot of quirks to it, and weird inputs. A basic one that I don't think is on the game resource page is using <>><_ _ _ to face backwards without losing speed.
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Wow, very cool :D It's awesome to see some new people giving YI a try! If any of you guys need any help with anything, feel free to PM me or message on IRC. Using the WJ frame to hit things offscreen is interesting, maybe it could be used in 1-5 to hit the goal ring sooner in the same way then. Have you guys found anything else? Also, have any plans for YI? ^_^ If anyone is interested in TASing kamek's revenge with me, I could use someone helping with that!
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I've been streaming some of my YI TASing lately (though mostly just so Baxter and Nxcy can see what I'm doing). Baxter thought it might be interesting for others to see what TASing YI is like, so in case anyone's interested, here's an hour-long highlight of a section of 4-4 that we're currently working on. http://www.twitch.tv/carlsagan42alt/b/314501690 The full thing is like 2 hours long, but a lot of the beginning involves me just messing around while Baxter tests an alternative strategy. *Disclaimer: I make funny sounds and probably cuss a decent bit :P *
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In case anyone was wondering why I haven't been updating Kamek's Revenge lately, this is why :) Hope everyone enjoys the updates!
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Bobo the King wrote:
Carl Sagan wrote:
I wanted to skip the helicopter pretty bad, but nothing would open the gate and bouncing on the gusties was slower.
Stupid question, but why didn't wall jumps work?
It's not a stupid question at all. There isn't room to accelerate to the speed needed for a walljump in that narrow of an opening. I could have done a WJ into some gusty bounces, but even if I could manipulate them to spawn right I'm not sure it would've been faster.
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It's a glitch. It's not much of one though. They just respawn :P I used it to skip some boring out of the way red coins that you hit a bouncy arrow to collect.
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2-2 *updated*: http://youtu.be/vgvdGTuBCFA http://dehacked.2y.net/microstorage.php/info/1521271777/KR2-2_Done.smv I wanted to skip the helicopter pretty bad, but nothing would open the gate and bouncing on the gusties was slower. In case there was any doubt about how brilliant Nxcy is: he took one look at the helicopter section and came up with the above plan to skip it. Levels are getting longer :O
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Desyncs in emulator if you don't have 1.96, the most recent KR update. I posted in the first post in this thread by me how to get that. If you need help, let me know. 2-1: http://youtu.be/ahBXN2HHrUo
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1-8: http://youtu.be/RS_UEWAalao Holy arrow section :O Also, that 30th star worked out better than I could have hoped for :D smv: http://dehacked.2y.net/microstorage.php/info/993334063/KR1-8_Done.smv
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Here's the SMV through 1-7: http://dehacked.2y.net/microstorage.php/info/774961786/KR1-7_Done.smv Enjoy :) Why the heck isn't youtube 60 fps, anyway? @_@ very frustrating, since nicovideo is...
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boct1584 wrote:
How are you progressing so quickly when the vanilla YI 100% is taking so long? Are you not optimizing it as heavily? Even if that IS the case, these still look fantastic, definitely of publishable quality.
Not as heavily optimized, but also the fact that Nxcy and Baxter are both tied up with school, and we plan sections and retest together, so even though I have time to move on, they don't really. The 100% vanilla is up to 3-6 however. I predict we'll be onto world 4 shortly :) KR 1-7: http://youtu.be/tqphsFwHOsE
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This one was quite fun! Except for the mole section, that is. 1-6: http://youtu.be/B3KOQsDdox0 If anyone ever wants .smv's or anything for this stuff, let me know.
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Wow, I'm glad everyone is enjoying these :) Thanks for all the love. Just wait for the vanilla 100% TAS, it's much more refined than these. 1-3: http://youtu.be/PMgQqDHdjZA This is my least favorite level so far, because a lot of the action happens off screen. I may start posting these in 2s or 4s if I continue with the hack rather than every level. The way kamek's revenge levels start going, though, one might be long enough :P Edit: Ahh, a much better level :) 1-4: http://youtu.be/1_oG2BQxaC0 1-5: http://youtu.be/5rhxG4GIkxM - Dem autoscroll sections @_@ These levels start to get completely ridiculous soon. :O Can't wait for 1-8.
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Vykan12 wrote:
That was incredible, I really hope you do a couple more Kamek's Revenge TASes :)
Definitely :) I'll very likely do at least world 1. I spoke with Adelikat and he seemed to think it would probably be alright to do KR even if 5-E were never finished, or at least add it in later if it is finished. *EDIT* 1-2 100% http://www.youtube.com/watch?v=UD6uv-qDWcU Oh man these are rough :P
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I guess back on the topic of this thread: Kamek's Revenge 1-1 100%: www.youtube.com/watch?v=krXh6IiB-5k Much harder to TAS than 2+2, though it probably doesn't show in this level. Eggs were very scarce, I had to scrape for every egg and star.
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Vykan12 wrote:
Would a missing 5-E even matter if you do an any% run?
Nope, but I'd prefer 100%, though it is substantially harder for Kamek's Revenge.