Posts for CoolHandMike

CoolHandMike
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Flash Pattern Analysis has a free analysis tool here. Website content can be captured then analyzed, or use an encoded tas in avi. https://trace.umd.edu/peat/ https://m.youtube.com/watch?v=0Iy4kZf0y6g This post below. Was saying that if you already have a video " You'll need to transcode your video to uncompressed YUV or RGB AVI to test it" https://www.reddit.com/r/editors/comments/15y1wcu/any_free_tools_to_check_broadcast_color_safeness/ The commercial online tool mostly used for epilepsy testing is this apparently but paying money for each video would be unreasonable for a site like this. https://hardingtest.com/
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CoolHandMike
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I liked the stages that were done. The Super Monkey Ball games just seem like fun games and the variation in stage height and moving platforms keeps my interest.
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CoolHandMike
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This looks like a good platformer with good level design and variation with the various creature summons. The autoscroller sections are also very short so did not get annoying like in a lot of games. Liked some the tricks used to skip damage like the falling while signing, or singing to move the camera away while a monster moved through you. Good job!
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CoolHandMike
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This submission is very well optimized. I was unable to find any improvements while poking around. Resource management makes sense and paths taken look good. The positioning of the plane is spot on to get the missiles to hit all the intended grouped targets. That final plane fight looked pretty tricky to as fast as it was. Enjoyed watching this one!
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CoolHandMike
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fsvgm777 wrote:
CoolHandMike wrote:
I have a question about the branch "Lunatic Perfect Scoring" though. The difficulty is Lunatic, but what does "perfect scoring" mean?
According to the submission comments, it seems "perfect scoring" is described as not losing any lives as well as not using any bombs whilst doing some scoring strats.
Right, the shmup communities have their own challenge categories. In the video comment it has (LNNFS) in it so I guess Lunatic No miss No bomb Full Spell? Looking around this submission does seem to be the highest I can find without digging super deep for this category. The other highest scores are around~1.3 billion while this tas is ~2 billion. Very nice!
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CoolHandMike
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I do love watching these crazy bullet hell tases. I have a question about the branch "Lunatic Perfect Scoring" though. The difficulty is Lunatic, but what does "perfect scoring" mean? I did see several videos with higher scores. 5,255,737,110 https://www.youtube.com/watch?v=KdDADWaQdyA&ab_channel=TouhouReplays 2,193,461,420 is the highest one listed here with what looks like a replay file I think. https://www.restartsyndrome.com/board.php?id=16&mode=Lunatic&view=verified
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CoolHandMike
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Ok so tested the Cartwheel cancel for the elbow like the Gen version describes and it is exactly the same result. The damage rate is the same. It just alternates with multiple frames of L or R depending on what direction you want in between the elbow attack. For the Miles fight I tried and I cannot get a faster setup for the left side. I always get pushed out once miles is pushed right by the audience. No idea why so leaving that as is. Also for the jumping special kick I also cannot get the right spot setup. So if someone can get the positioning right that could be a spot of possible improvement. Leaving this as is since I cannot get an improvement.
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CoolHandMike
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rythin wrote:
Taking hits leads to a pretty lengthy stun animation during which I can't shoot, you can see it at around 1 minute in the one damage boost of the run. To be fair I didn't time taking damage vs dodging but every boss except for mario maintains max fire rate despite jumping. Mario is the only one that loses a couple frames per jump (i believe i was like 1 or 2?), which is still a lot less time than the stun animation.
Stun looks like half a second to a second, probably a worth a check though for Masochist. As far as i can tell everything else looks good!
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CoolHandMike
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Wondering if on the bosses you even need to jump. Like on full time masochist could you just tank hits to continually damage them for example?
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CoolHandMike
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The pathing for the levels looks good. Looks a fun game although having huge sections filled with red boxes might get tedious to play. Yes vote.
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CoolHandMike
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Dimon12321 wrote:
I thought Genesis version was bizarre. This one... is too, but it also has better graphics and sound xD
Oh man. I had searched to see if a tas was already made, but i must have misspelled it when searching originally somehow. Bizarre how similar our strategies are! I liked that air jump into the special kick on the Miles fight. There is SOME random thing I got where I got more air when throwing a guy for some reason once, so that might improve that fight if I could throw from further away and then jump into a special kick. Might be tricky with the positioning though. Also the way the elbow spam is done is described differently in his tas. It sounds like he is using the cartwheel to cancel the elbow then repeating that. Will check into those. Not sure how similar the Genesis version is to the Arcade, but if the weapon placement could be manipulated that one Angela fight could be improved in the Genesis version by making weapons not appear near her. Seeing how he even throws the barrel but noticing it not breaking open to give him a powerup. Maybe the Genesis version has no powerup? Also wonder if the special is cancel-able with the cartwheel in that Genesis version like the Arcade version. Not that I want to do more Pit Fighter anytime soon after this.
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CoolHandMike
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ThunderAxe31 wrote:
  • No dipswitches were changed from default since none have any difficulty settings.
Actually, there is difficulty settings. See from the original manual, page 12: (5) One-player game difficulties A (easiest) to E (most difficult) (Factory setting: C) The submitted movie is already acceptable as is, with the standard difficulty. However I wanted to make sure that this reflects your intention. Are you ok with having the current submission accepted, or would you prefer to cancel it?
Yes please accept with the standard difficulty in that case.
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CoolHandMike
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I think the game choice is good but have some questions. 1) Where is the hard difficulty option in the menu? Could not find it in game or videos for a Hard mode. 2) Why are the axis inverted and auto Leveling settings changed? 3) Is there significance to have 89% sensitivity instead of 100%? 4) Looks like a lot was played with a controller. How much of the game uses tas inputs? Noticed that part with the van in the first level, how you go up pretty close to the enemies to shoot them, then slowly back up towards the door while shooting them. I tested sniping headshots all the way near the door that opens after you kill all of them and that works. I would expect activating the trigger that causes the van, then running towards the door, quickly getting the headshots from right next to it would be best. Already being where you need to be for the next trigger can help a lot. A lot of movement also seems to be not quite taking the shortest path from point to point, but instead using curving arcs. What might help is to immediately after taking a turn is to then find the right angle immediately towards the next goal and use that. Try not to adjust the angle on the way.
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CoolHandMike
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Lol, what a surreal and trippy game. Found that entertaining.
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CoolHandMike
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This is a good tas with some interesting things I have not seen before like the floating cross boss teleporting around. A lot of very familiar strategies shown throughout. Very similar to the PCE port. Yes vote.
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CoolHandMike
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I can tell a lot of effort was put into this tas, and I enjoyed checking it out. Ground targets are high priority over air ones. One interesting thing in this game is those yellow "chaser bullets" that certain enemies fire. This chaser bullets will start chasing your ship if you you can rapidly fire on them. They seem to not go away as long as you can keep them on screen, and the shots from the ship can hit more than one on the same frame if they are close enough to each other and the shot can hit them. I do suspect the score can go up higher since those chaser can essentially be farmed for 100 points every other frame. But this would be nontrivial since those bullet patterns and the tradeoffs of not hitting ground targets could be detrimental in a lot of areas. Ground targets can range from hundreds to thousands of points. Also good job on finding all those hidden ground targets. Example of near end before extra stage was able to loop one of the yellow shots that was missed that i was able to sync to get 7331680. This game is surprisingly friendly to make changes to which is good news for any future updates. https://tasvideos.org/UserFiles/Info/638428767140434710
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CoolHandMike
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Good job! Enjoyed seeing this max score tas. Definitely looks like one of those games that eats lots of quarters later on too. Yes vote.
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CoolHandMike
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Games are released in different formats especially for computers. Not sure what the problem would be if the format was specified.
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CoolHandMike
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Final Fantasy VII: New Threat Mod 2.0 Fanatical Silo had started routing this too. https://www.youtube.com/watch?v=BHIDRHABcj8
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CoolHandMike
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LogansGamingRoom wrote:
just thought of one more question: does CPCHawk have an actual TAS editor yet? (like on other consoles)
TasStudio works with it.
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CoolHandMike
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LogansGamingRoom wrote:
very interesting stuff! do you think a fully optimised TAS could be made with CPCHawk yet?
I do not know how accurate this core is as far as the inputs working on actual hardware. However there are some visual and sound issues atm with the core with some games. You could make a tas with what is there though since recording and playback work.
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CoolHandMike
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Wanted to share a bit of my experience testing this experimental core out and someone had a question on how to run it so made a permanent post here. -What is the Amstrad CPC? The Amstrad CPC (short for "Colour Personal Computer") is a series of 8-bit home computers produced by Amstrad between 1984 and 1990. It was designed to compete in the mid-1980s home computer market dominated by the Commodore 64 and the ZX Spectrum, where it successfully established itself primarily in the United Kingdom, France, Spain, and the German-speaking parts of Europe. (from wiki) -What machines are emulated in the experimental core? Of the six models of CPC the experimental core supports CPC 464 and CPC 6128. -Warning on Load: "You are trying to load one or more disc images. Please select something other than _______ emulation immediately and reboot the core." If you receive a message after loading a game use the emulated machine can be switched after loading the game by selecting the menu "Amstrad CPC" -> "Core Emulation Settings". Then changing the "Emulated Machine" selection in the dropdown. Then select in the menu "Emulation" -> "Reboot Core". -Setting up Controllers In my limited experience, this has worked well. First Go to the Config -> Controllers and setup a joystick. It has up down left right and three fire buttons. Then go to the Keyboard tab and go through and -How to get past blue menu screen? First you want to find the file you need to run. 1. Type out CAT and you can view a list of files. The file to run should be similar to the name of the game. EX: Gryzor is GRYZOR. 2. Then you need to type out RUN" then the name the game with no spaces like below. On the Amstrad CPC the quotation is SHIFT+2, right between the @ and the $ sign. Look at an image of an Amstrad CPC keyboard if that is not clear. Although for some reason that was not working well for me so I used TasStudio instead. In TasStudio menu select Columns -> "Show Keys" to see all the other keyboard buttons in addition to the joystick keys. To input the quotation Select the "!" cell and 2 on the same frame. That should enter the " " ". 3. run"Gryzor 4. Then be prepared to wait for several minutes maybe. The little blinking yellow light on the bottom of Bizhawk seems to indicate it is loading. Included a test bk2 file here for running Gryzor with some human gameplay. https://tasvideos.org/UserFiles/Info/638408082422448233 -Ram Search and Ram Watch In Ram Search -> Options -> Memory Domains you can select the System Bus or the RAM domains. Although oddly enough I was only able to find relevant fields in the System Bus domain instead of the other 7 RAM domains. -Virtual Keyboard Not setup at the moment. Thanks to TakuikaNinja and YoshiRulz for their help in walking me through the process. If anyone can add additional info or correct info here that would be helpful for me and others interested in tasing games on this system.
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CoolHandMike
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GJTASer2018 wrote:
Spectral Tower is just one of those games begging for a BOT run, IMO. Maybe we don't have the programming architecture or computing power for that right now, but I imagine at some point a future equivalent of eien86 could break this game the same way Prince of Persia has been...
Completely agree that a tas of this game would work very well with scripting it and brute forcing it.
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CoolHandMike
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jlun2 wrote:
Nice work going through this, but I voted no for entertainment, sorry.
Thanks for checking it out. This tas is painful to watch so I expect No votes on entertainment lol. Yes it is surprising they allowed potential unlimited use of the jump rod and the warp rod. A normal player back then would have to reset a lot so it would not break which I imagine the poor unfortunate souls who got this game probably did.
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CoolHandMike
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Well researched tas and good explanations. Like seeing these longer rpgs taken down quickly like this.
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