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Challenger
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AngerFist wrote:
pirate_sephiroth wrote:
Wow, I played this game 300 years ago. I didn't even remember its name.
You, my good sir, are not 300 years old! At best, you are probably 30ish year old.
hahahahaha
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Challenger
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[419] SNES Teenage Mutant Ninja Turtles IV: Turtles in Time "1 player" by nitsuja in 18:55.00 is a minute slower than the current WR. Reason: With a second player, you can perform a "wrong warp" early on stage 4, skipping directly to Shredder (a.k.a boss). Also, the Slash battle is very different on RTA (much faster), since was posted (or discovered) back on 2005, two months after the publication. McHazard was working on this game in 2017 but no new news so far.
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Challenger
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Watched some progress before, and although I haven't watched the old run, I liked watching this game. Well executed strategies and great timesaver! Yes vote.
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Challenger
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WarHippy wrote:
I'm well over halfway done, thankfully. I'm confident sub 35 minutes is possible, and the run is at 21:20 so far (6 minutes and 20 seconds faster than the current movie).
Now the Red Ribbon saga is nearly finished. For me, since Red Ribbon is longer, I consider this as the "second part" of this game. Fun fact: The current amount of time saved is roughly similar as the overall amount of time saved from StarTropics II and Cadash (which previously were first 500 runs too).
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
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Alyosha wrote:
I have rewritten interrupt handling for the z80 CPU core. This is a major rewrite that was necessary for the CPC core currently in development.
With the updates for the core, it means that SMS runs (for example) made from 2.2.1-2.3 would desync for the next release version?
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Challenger
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Truly amazing progress and finds, guys! Keep it up.
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Challenger
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Another 30th anniversary here! I waited for this run for months since that news (and the following post) and now... You did it! A SMB3 any% TAS is still great to watch even after all these years.
TASVideoAgent wrote:
If you wish to avoid spoilers, we recommend watching before you read
This helped me (like those Zelda 1 runs). Thanks a lot :p Now, yes vote! Looking forward for the next project, someday!
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Challenger
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How much time you are saved currently? Also, good luck improving the any% run.
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Challenger
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I liked it. and the inclusion of the emeralds. Yes vote.
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Challenger
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Through this map guide (see dungeon), I found a hidden room on the first cave room which includes the ball weapon! Here's the movie file: http://dehacked.2y.net/microstorage.php/info/284867872/AddamsFamily-SNES-any%run-step2-firstdraft.bk2 However, a few rooms suffered with desync, again. Despite this, this is a first/second draft and 92 frames were saved. I decided to put this run on hold due to some problems to solve (also, skipping the weapons can be faster, but some rooms are difficult and loses to a longer wait on the boss - no weapons, it's better using the new strat), but I'll return after my break.
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Challenger
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By implementing most of the strategies from "all bosses" run, and changing to ball weapon (from Kyman's unfinished run - located above) I made a full any% WIP of this game: http://dehacked.2y.net/microstorage.php/info/842832001/AddamsFamily-SNES-any%run-step2.bk2 Comparing the resynched any% run to BizHawk, I'm 337 frames faster, although not final version yet. Certain strategies failed to work with the ball weapon (It sucks), as well as the "spawn door" on the first chain room. I used a new strat to the last boss + the ball weapon, delivering damage on a unusual y position. I don't know if the damage can be improved or not (also considering the long "recharge"). Also, turning around for 1 frame + attacking = nothing were lost, actually. Well, I still need to test more things, but I'm slowly working this time.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
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I'm not much familiar with Bonk games, but some flower boost would be still possible in this sequel? Also, good luck improving the published run!
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Challenger
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feos wrote:
Are subtitles in that movie still relevant?
Only a few rooms were changed a bit, just for resync. So, it's still fine. But the minor change on the last boss room was for a completely different reason (forgot to explain on the previous post) - to show the only hit taken from the entire game. Funnily, the "blinking" effect was carried at the start of staff credits - because he initially appears depending of the last action performed before triggering the initial credits cutscene.
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Challenger
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I tested everything, and only worked with that 2nd door. So, 4 frames saved from that transition + 1 frame on the transition between "Addams' Vault" and "The Treasury Room" by pressing down on the same frame when entering the vault door. Movie file to update: 5 frames faster (46480 frames, 243388 rerecords) Keeping those 4 frames wasn't because I stumbled with a single frame loss on 2 transitions after "select to quit": after furnace and after crypt. Fortunately thanks to TAStudio (again), I fixed, and fortunately the boss room from the crypt synched without problem! Testing that oversight annoyed me a bit for some hours, and also worked a first draft of a new any% run by implementing these improvements from this run. Also did some update in this submission.
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Challenger
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I didn't see this one coming. Once watching completely, I'll vote and comment about this run. EDIT: I haven't watched the previous run at the time when was submitted, but this one, your dedication + optimizations + 3 minutes saved = are solid enough for this game! Yes vote.
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Challenger
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EZGames69 wrote:
How much do you think can be saved with this?
Probably 4 frames of transition length (at least on that door). But I don't know if there are more locations to work or not. I'll test everything as possible.
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Challenger
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Hold the publication! I noticed a oversight in this game: I didn't hold down for one frame in a door transition (At least I saw on the very second door at the start of the game). I verified on the published any% run. What a problem. Hope if can works without suffering a desync on the later stages. Otherwise...
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Challenger
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Congratulations Arc! You're history!
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Challenger
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After a lot of frame wars, the final product appears. This is still an big improvement for a TAS with fewer duration. Yes vote.
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Challenger
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Now the battle is notably improved! Great work again man!
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Challenger
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Finished the remaining of submission text. Also added 2 alternate movie files. Also, thanks for the commentaries.
The8bitbeast wrote:
The main highlight for me was the optimization, as you have clearly put in a lot of effort. I think this run could definitely be star-worthy in terms of optimization.
I'm agree with you. This game is so harder that I consider this TAS "superhuman". Most of the stuff are close to impossible to work properly when playing at real-time (at least for me).
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Challenger
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aiqiyou wrote:
Yes you're right. But using weapon will influence your X axial speed, so this is generally unpractical. Only in the last stage when we jump back and forth to the top scene, we can use this tip save some time. But the biggest problem is the number of gloves available, we got twice gloves in the video, it means we only can use weapon 20 times, even if we didn't hit anything will waste once gloves. So we only used twice this tip.
This makes sense, considering how the gloves works different on the SMS version (by hitting a enemy instead) of that WB game. Thanks for the explanation!
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Challenger
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Great work improving this! But, one question: I have watched the published run and noticed that sometimes, when the player jumps, he uses your weapon. Since this game is a port of the original version of "Wonder Boy in Monster Land", I found a similar trick like this to reduce the height for 1 frame. Did you tested before?
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Challenger
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Now looks much better and solid than before! Great work guys. Yes vote.
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Challenger
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Impressive stuff!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.