Posts for DemonStrate

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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Did you look into fixing the extra log push? You push the left log down at 1:11:54 instead of just pushing the right log to the right, going under the left log, pushing the left log up, and then pushing the bottom log down. Meaning, the left log only needs to go up, instead of down and then up.
"I think we can put our differences behind us... for science, you monster."
Post subject: Xbox source code has been leaked
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Joined: 4/18/2006
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Location: East Petersburg, PA
I thought this would be great for those working on Xbox emulation: https://www.engadget.com/xbox-os-windows-source-code-leak-142213929.html?bcmt=1 Would be nice to use this information for something like BizHawk or some other emulator. I'd assume it would be a lot of work, but having that information seems extremely valuable.
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
The bigger question is... when will you TAS the real Portal on Linux? Because... THAT WOULD BE A TRIUMPH. ;-) Also, vote yes.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Overfiendvip wrote:
As you can see from this image, the elevator room and the room containing the Etecoons are both actually the same room. Even though they are primarily separated by doors, you can access the elevator room from the Etecoons' room through a hidden tunnel above their position that doesn't involve a transition. In the run, once Samus passes the left-most pixel of the original room as a result of falling OoB, the game considers Samus to be near them, thus causing them to sing.
Wow. Thank you for the detailed explanation! I didn't even know those creatures existed. I played this game when I was a child and have only watched speedruns of it since then. They're super cute. :-P
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I've always wondered this but why does it play a modified item acquisition song after you get behind the door?
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Since when did Super Metroid speedruns have Sonic-style zipping and require CamHack to watch the run in a reasonable manner?
"I think we can put our differences behind us... for science, you monster."
Post subject: Starcraft via BWAPI
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I recently found out about this: https://github.com/bwapi/bwapi It is an open-source API used to create Starcraft AI bots for a yearly hosted tournament. this is a generally accepted API for the purpose of automating game actions. Information on the tournament can be found here: https://sscaitournament.com/ Now, from what I'm told, the tournament has a restriction to run the game at 24 FPS with inputs on a per-frame basis. Sound familiar? This seems like it would be a great way to make a TAS of Starcraft. Currently, the API only works with original Starcraft/Broodwar. There is a large push right now to make an API that works with Starcraft Remaster, but that won't be completed anytime soon, mainly because of memory locations being different between the 2 games. Would there be any interest in this, and would it even be valid as a TAS for this site? I know I've brought up topics like this in the past, but this already has a well-established following and set of rules that could be used/borrowed for a TAS on this site.
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
"Bring happiness to this world. This is my final command." Who commands someone to happiness? I don't even What a bizarre game.
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
True wrote:
Cart swapping doesn't work on SNES because of CIC, and physical interlock on the original release console. Holding the console in reset doesn't work either, as the CIC will not release reset until power cycled. This is unlike NES which will renegotiate after reset.
So, does that process work on this version of the console? And, a general question, does this community restrict specific console versions (or emulations thereof)?
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Any chance that Jukspa's run could make it onto the site? :-D
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Yagamoth wrote:
It happened, we finally have footage from a speedrun where one of the characters completely disappeared :D http://www.twitch.tv/incroyablebb/c/6853352 I really wonder what happened there and how to reproduce it though oô
Wow. Reminds me of the story of Frosty the Snowman. It is crazy to think that whatever glitch occurred completely despawned the sprite. It would be simply amazing if this can be reproduced and a "Boy Only" run could be made. :-D
"I think we can put our differences behind us... for science, you monster."
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Location: East Petersburg, PA
The greatest part is when the sink says, "Yeah.., thanks."
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I like it! I feel like it is if Any% and 100% had a baby. Since 100% doesn't include map completion, it makes sense to have a speedrun of that goal. I don't feel the goal is any different than goals like 'All Bosses' or 'All Sidequests'. So, I'm putting Yes because I feel the community should not be discouraged to make runs like this. :-)
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
That was awesome! It was great to see TAS strats used 8 years ago for the original SM64 reborn in this game with new uses. Overall, fantastic work! The only thing... since when did Bowser LITERALLY contain the Star within him? When you 'defeat' him in this game, he literally dies and the star bursts out of his chest. There is blood everywhere! I find it hard to believe he actually had that thing inside his body the whole time.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Patashu wrote:
Tool Assisted Koopsrun
I uploaded this video to YouTube for those who can't watch Nicovideo. All credit goes to KagemitsuP. Link to video
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Malleoz wrote:
I'm hoping for about 1 hour 30 minutes, but I'm not entirely sure if that's a good estimate yet. The PAL version is also English. Anyway, here are my improvements, though I also am going to try some RNG manipulation after talking to Goompa on the balcony so the Goomba by the gate doesn't move as far down. https://www.youtube.com/watch?v=yh8G2IfOSVQ
I believe I've noticed a possible improvment. https://www.youtube.com/watch?v=yh8G2IfOSVQ#t=481 That's linked to 8:01 in the video. When you go to open the door, Mario needs to walk to a predetermined spot so that the door opens. The first time you go into this door (7:02), you'll see that Mario needs to walk a shorter distance as you are opening the door from the left side. For this door, you can probably save time if you find the best location on the door to open it so Mario needs to walk the least.
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
My complete comments on this run: Deserves a star.
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"I think we can put our differences behind us... for science, you monster."
Post subject: Half-Life TAS Mod
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Joined: 4/18/2006
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Location: East Petersburg, PA
http://wiki.sourceruns.org/wiki/Half-Life_TAS_Mod Is someone going to work on a run using this? It sounds like an interesting new frontier for someone willing... just sayin'. :-)
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Instead of making some long-winded reason why I like this run so much, I'm simply going to state it this way: This run with the "Ring Attack" goal is going to start something big for the Sonic speedrunning community. :-)
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
You could TAS this now! (to a degree). I'll explain. Someone made this tool called Source Pause Tool. It allows the game to load a save, and pause it at the very first tick of the game. Thus, this solved the issues with using singlestep 1 back when I first tested the possibility of a TAS. Unfortunately, you'd still have some issues, as Yalter and Matmo explain here (they are talking about HL2 TASing): [8:29:02 AM] Matmo: To be honest, our movement with timescale is probably as precise as it would be with single step. [8:29:10 AM] Ivan "YaLTeR" Molodetskikh: First of all, no optimal movement method. No autostrafing for straight movement and no max angle strafing for turns. [8:29:47 AM] Ivan "YaLTeR" Molodetskikh: Secondly, no consistency. Have fun doing that grenade jump or NPC teleport over and over because those are random and this is not hooked in any way. So, like, for example. In a TAS of a game with a joystick, you can position the exact angle where you want to turn in the next frame. For a Portal TAS, you'd have to move your mouse the same distance every time to do the same thing. Though, I haven't looking into mouse simulator applications. You might be able to make precise movements with some kind of tool to 'move the mouse'. For example, writing an autohotkey script that moves it specifically each time. Overall, I think it would be plausible to try to make a TAS (with frame advance) of a Source engine game like Portal, but it is more realistic to do the type of TSA (Timescale Assisted) run, like what we are currently working on for HL2. Link to the tool: http://wiki.sourceruns.org/wiki/Source_Pause_Tool
"I think we can put our differences behind us... for science, you monster."
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Oh. Actually, this would be a better TAS candidate. A good ol' OoT mod: http://www.youtube.com/watch?v=MkAFU1jFr3g
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Location: East Petersburg, PA
You need to TAS this OoT!!!!!!! http://www.youtube.com/watch?v=n14GfyY1Jr4
"I think we can put our differences behind us... for science, you monster."
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Can someone try loading zone storage on the part in Prologue where you need to go up the mountain and talk to the elders the first time? If it works, it should put you past the cutscenes and... you'd be right before you meet Twink and get the action command necklace. I want to try it, but I have no idea how to TAS... and you'd probably need to TAS those jumps, especially up the mountain.
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ti-will_154 wrote:
It's clear, isn't it? ;)
As crystal. Thanks! :-)
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Malleoz wrote:
You don't have Goombella after you lose Mario's identity...
Ah, right. Duh. I wasn't thinking.
CoolKirby wrote:
I think he means that the loading zone isn't there for most open paths beyond closed doors or fences until you unlock the door or raise the gate (like the Twilight Town fence).
That makes sense. Hmm. I just think that both that Goombella glitch and the Flurrie glitch have so much more potential. I'll see if I can dig up my old game and experiment a bit. Edit: What about the Flurrie superslide when talking to someone? Is that possible?
"I think we can put our differences behind us... for science, you monster."
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