Posts for CtrlAltDestroy

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Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
Posts: 786
I just had a thought. Would it be possible to add support for a parsed ascii file format for movies? It would be a lot more intuitive for when it comes to editing and pasting around frames.
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Cool, I can't wait to see this happen. Good luck, and I encourage you to post WIPs so I can help pick them apart. :P
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Is it just me, or does Kraid die faster when you don't have the ice beam? Edit: My test run totally sucks, so it's not good to measure from. I'll try improving it. Edit 2: Here's well over a minute shaved off the test movie, and it still isn't as fast as it can be done. Good enough? http://dehacked.2y.net/microstorage.php/info/4976/Kraid_Test_2.fcm
Experienced Forum User, Published Author, Active player (325)
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Check it out, it works. Forgive my sloppy playing as well. Edit: This begs the question, who wants to work on this TAS? I know I don't, I'm really bad at random, laggy platformers.
Experienced Forum User, Published Author, Active player (325)
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Wow, so the WWDG is actually possible! You door glitched down, changed your position, then glitched back up. That's awesome. I want to experiment with this.
Experienced Forum User, Published Author, Active player (325)
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No, I'm having a bit of trouble playing through the rooms again. I'm just not good at it. I keep losing frames on the 3rd room, when I'm supposed to be ahead. If this goes on for any longer, let's just forget about the fairy and the jumping trick and finish this off.
Experienced Forum User, Published Author, Active player (325)
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Sometimes, adding your name to the title of something just gives it more of a ring. I'm not quite sure why you keep referring to sarcasm as self-depreciating humor.
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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Superimposing them would indeed be confusing, as most of the time the character in a game never leaves the center of the screen. I'd much rather be able to switch between them in the same screen, kinda like quickly switching between savestate images.
Experienced Forum User, Published Author, Active player (325)
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Movies get accepted on a regular basis (Thanks to adelikat) but I've noticed that, unless the run is EXTREMELY popular, it's encoded in a first-in-first-out order. The accepted runs at the bottom of the queue are encoded first, so sometimes it takes a month or so for something to get encoded. Be patient.
Experienced Forum User, Published Author, Active player (325)
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Why not just use the default GBC colors? They're well known enough, and I think they are the colors used by m2k2.
Experienced Forum User, Published Author, Active player (325)
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I've never seen a run before which skips the space jump. *Thumbs up*
Experienced Forum User, Published Author, Active player (325)
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I'll try to replay through this again with using the ceiling jump and see how far I get. We'll be like 12 frames ahead when we get to the final rooms, hopefully that will give us some better luck or toggle something in memory that will. Edit: Just as I suspected, I suck at this. I'll keep trying, though.
Experienced Forum User, Published Author, Active player (325)
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I found a new trick! This trick is very difficult to pull off correctly but if done right, it saves 1-2 frames of vertical jump time. http://dehacked.2y.net/microstorage.php/info/4790/weird_ceiling_jump.fcm You could try implementing this and then hoping you get better luck. :) Edit: Updated with much better demonstration. It's kinda hard to see what's going on, so I'll explain... When I jumped to the last platform, I walked a few frames to the left, then waited 1 frame for Minnie to catch up, then walked to the right a few frames, then jumped at full power to the right. The result is that Minnie jumps to the top of the screen and Mickey is allowed to keep moving to the right for a while, but somehow he's still in range to trigger the screen change. When the next screen loads, he's warped up through the floor and starts out standing on solid ground. It's hard to tell that this saves time since you have to burn some frames for it to work, but if you look at the memory addresses in the next room, you'll see that Mickey is indeed farther along.
Experienced Forum User, Published Author, Active player (325)
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If your earlier theory about the randomness being influenced by the score is true, you could try going back a bit and shooting more or less enemies. I'll see if I can help at all.
Post subject: Idea: Reference Movies
Experienced Forum User, Published Author, Active player (325)
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Here is a feature that I think TAS emulators should have, and it might even revolutionize TASing. The idea is that an emulator can load two different movie files at once and emulate two different playing sessions at once, similar to the dual-encoding emulators. The second movie, called the reference movie, would open for read-only and would advance along with the main movie. The second movie could be shown side-by-side with the main movie, or you could flip between them. (Better yet, if you could get the screen to refresh fast enough to not be seizure-inducing, draw the reference movie on every other frame during frame advance. :P ... nah, just joking.) The idea is to visibly see how your current playthrough compares with another movie without the hassle of running 2 different emulators at once or taking tons of checkpoints for your spreadsheet. Instead, you could just... well... see how well you're doing. If you take a savestate, a savestate for the reference movie is also taken. When a state is loaded, the reference movie is also rewound to the corresponding state. Also, when you reach a checkpoint, you can increase or decrease an offset value for the reference movie, so that the reference movie can catch up to you if you improved, or you can catch up to it if you're doing worse (maybe you changed your route or something and picked up an extra item in the room that the other movie didn't?) Input Display would show both the current movie's input and the reference movie's input, allowing for visible copying of complex tricks without hex editing or splicing. Perhaps even a "copy input from reference movie" feature could be added. Anyway, It's just something I thought of today. Any thoughts?
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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It's quite likely that I finish this movie tomorrow, or at least within a few days. Although I haven't said so straight out, I will put you as co-author of this run, CtrlAltDestroy. You've truly earned it, with all your findings and contributions to this run. After all, almost all of level 3 was played by you. :)
Wow, thanks. I feel special now. :) I don't think I have very much to say about the run, so I'll just go ahead and comment in the submission thread. Good luck with level 5, I can't wait to see the finished product.
Experienced Forum User, Published Author, Active player (325)
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Wow, it's a real shame that you couldn't manipulate the snake to come at you. I tried it myself, and he just doesn't want to budge. Looks good, I guess. One more level to go! Edit: I found something else interesting but useless. For the physics engine used in level 4, which is the same as the one in 1 and 5, taking damage in midair lets you change direction. http://dehacked.2y.net/microstorage.php/info/4773/birdjump.fcm Now if only you could make Pegleg throw a knife backwards. :P
Experienced Forum User, Published Author, Active player (325)
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A long, long time ago, I was the only CtrlAltDestroy. But, for some reason, my name has become very popular. I'm thinking about changing my main name.
Experienced Forum User, Published Author, Active player (325)
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Even though this was only a puzzle game walkthrough, it was a lot of fun to watch. Yes vote here.
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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Bear with me, I'm almost done. I re-used your first bear fight since that luck manipulation was AMZING, even though there were a few lag frames when shooting the first enemies. I couldn't seem to beat your time there. I got a much better manipulation with the second bear fight, it wasn't amazing, but it worked... It saved about 10 frames. For the last part, I realized that it's faster to kill the swooping bird to eliminate lag before shooting the door, but I can't seem to open the door before I approach it. I'm 23 frames ahead now, but I think I can make that 26-30 if I can get the door open properly. Edit: Eh, I'm done. 23 frames saved. http://dehacked.2y.net/microstorage.php/info/4703/randil.fcm If you want to try the door again, keeping in mind that you should kill the swooping bird, you might be able to save 3-5 frames there. I couldn't figure out how to do it, though. I could never seem to open the door fast enough. Maybe if you perform a calc equation of sorts on the swooping bird to find the optimal jump height and timing for the first shots, it'd be possible. :P
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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http://dehacked.2y.net/microstorage.php/info/4650/spliced-ctrl-mickey.fcm I saved 17 frames, but some parts are visibly worse than in your movie, so I'll keep trying a little bit more. Edit: I saved 4 more frames (WIP not posted) but I don't know what's going on, really. Your boss fights are clearly superior, I seem to have just eliminated some lag near the very beginning and end of the level. These bears seem harder to manipulate than the last ones. I'll give it one more shot...
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
Posts: 786
I can improve the winter area a little bit, but progress is slow. I've been grounded from the internet from home, so my work will be posted a little slower than normal. I think this is the last area I can help out with anyway, I'll leave the last two levels to you.
Experienced Forum User, Published Author, Active player (325)
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I was testing a playthrough of Winter, and I found a very interesting (but unfortunately useless) glitch: Offscreen Fairy Glitch This looks like it has the following effects: 1) Touching an enemy will hurt you, but your "invincibility after being hit" animation will be replaced with fairy invincibility: anything you touch will die. 2) The effect lasts forever until you enter a door. 3) When you enter a door, the fairy timer will reset and it will "fly away" after a certain point, so your invincibility won't kill anymore. However, the music and the graphics will remain incorrect. So as you can see, funny, but useless.
Experienced Forum User, Published Author, Active player (325)
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Looks great. That first bear fight was amazing. I have to leave now, so I'll do the testing on this tomorrow.
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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I've used Corrupt, the one that Foxblitz uses. If you were using that one, I could give you a hand. Basically, Corrupt (and any other rom corrupter I imagine) will make a copy of your rom with changes you specify to certain byte ranges. Corrupt has functions to randomize a certain byte range, or shift them, or convert them all to the same value, and other things. Depending on what area of the data you've affected, you should get different results. You could screw up the map data and get crazy levels, or you could screw up the tile data and get garbled graphics (although screwing with the pointer tables to the tiles is much funnier) You could even mess up the sound effects or the music. However, the real fun comes when you locate the pointer tables or the opcodes for the physics engine. They're kind of hard to find because if you corrupt a large range in an attempt to locate them, the rom will be unplayable. You have to narrow it down a lot before you can get any funky physics to play with.
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