Posts for ElectroSpecter

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Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
My favorite part of ACII was finding the hidden areas. The one that takes you way the hell up in a cathedral was great! Agreeing with GTA4 sucking though.
Experienced Forum User, Published Author, Player (244)
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janus wrote:
they would appear at the exact same spot every time? even then, it might be worthwhile to buy from manillo
Not quite. There will be the same amount of fish of each type in each spot, but they will appear in different parts of the area depending on which frame you enter. If you're interested in getting the right amount of fish in an area that're close to the shore, you could use lua similarly to specify which fish you want to appear close (by using the x and y pos of the fish, and the fish type) and the script would keep trying and reloading until you have what you want. Oh also, in other news, the 9,999 points TAS is done. It's not very interesting, but I'll encode and upload it regardless.
Experienced Forum User, Published Author, Player (244)
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janus wrote:
hmmm.... would lua scripting influence my run in any way? I mean, for the manor, a well-done fishing round would give me a holy weapon...
I think the best type of script would be something that utilized the RNG (after determining how it works) and predicted which fish appeared when. However, I also have a script that frame advances, saves state, enters the fishing spot, checks what I want it to check for, and reloads if it doesn't find it (effectively checking the spot on consecutive frames for what I want). If I find what I want, it pauses, so I can leave it running and come back when that happens. You could tailor it to what you need for the run. Another interesting note, utilizing the format of the lua script's list: If you enter on one frame (e.g. frame 1234) and you have this...
FLY   15
FLY   16
FLY*  21
FLY   19
FLY   17
BAR   134
BAR   187
BAR*  200
... entering that fishing spot a frame later will "shift" the list up, dropping the top and adding a new one at the bottom (of course, discriminating between types of fish):
FLY   16
FLY*  21
FLY   19
FLY   17
FLY   17
BAR   187
BAR*  200
BAR   100
The benefit of this is that you can change the positions of the fish while mostly keeping what you want in there. Your wiggle room here would be the amount of that particular fish. Actually, after typing all that, I'm not sure I answered your question. Are you just looking for fish to buy something from Manillo? The same amount of fish appear in each spot no matter when you enter.
Experienced Forum User, Published Author, Player (244)
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It's cool. I've had a lot of stuff going on so I haven't really had a chance to do anything with the maps... I haven't looked in a while, but that address I was using seemed to be the correct one (I think it cycled every four frames, counting by 2s), but lua and the cheats wouldn't do much. I'll keep checking and if I can't figure out anything I can just wait until each has spun enough and paste them in after.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Balls deep into the Chrono Cross soundtrack right now. The music just reeks spring / summer feel-good times.
Experienced Forum User, Published Author, Player (244)
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Yo dudes, just stopping in to throw out a lua fishing script that I worked on, to aid in a casual fishing TAS (going for 9,999 points). I'm definitely not planning on submitting, this is mostly to fuel research for my Fishing Guide. I'll be using janus' file as a base (or a confirmation movie), though it looks like I'll have to get a Coin, buy some bait, get the Spanner, and give myself easy access to the Urkan region. The script can be found here. Link to video From the video description: "This draws the length of each fish over the respective shadows. Also, the list on the left is a quick reference to what is left in the water, including names, lengths, and an asterisk if a fish gives max points. Notice also that a fish will disappear from the list on the right if it's caught. Sorry about the use of frame-skip, and the low quality of the video."
Experienced Forum User, Published Author, Player (244)
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I'm surprised no one has mentioned the ever-so-charming nutsack icon that was Nesticle. My dad must have wondered what the hell I was doing.
Experienced Forum User, Published Author, Player (244)
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I didn't mean to make a serious debate about it. I didn't mean to imply that everyone would like it, it just seems like something I would watch in segments over the course of a while.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Toothache wrote:
I have a suggestion. Something to add a bit of variety is to include as many of the Special Bonuses in a single TAS. Would be neat to see some of the fancier stuff like the Bob-omb Squad bonus included, as well as maybe luck based stuff like Celebi Catcher or the various 'get 3 of x item' bonuses. Of course, depending on the mode certain bonuses are not possible, but being as inclusive as you can would be the way to go.
I've actually thought of this as well. I feel like it would be a fun watch, but as it's been mentioned, many of the subtleties might be lost on a more casual player. Of course, this could be remedied with a descriptive write-up for a submission. Also, how about an All Trophies run! =X
Experienced Forum User, Published Author, Player (244)
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Awesome, I'll totally have to check that program out! As for freezing the spots, I tried that with lua:
memory.writebyte(0xFF0813,30)
but all that seems to do is make the desirable sprite appear a tiny bit longer. Did you have a way of getting this to work? Finally, I haven't used the program yet, but I've been forcing the sprite layer to always appear on top when I make the maps. I'm assuming this should continue working when I use the program? It would prevent me from having to go back and paste in the items that are behind things, which happens a lot.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Bobo the King wrote:
(I'm interested in how you're putting together level maps, if you're willing to share.)
It's not as technical as you might think... I'm using print screen and MSPaint. I'm sure there are better ways though. I recall someone showing me a lua script that does it automatically, and I might be able to come up with one if I worked on it long enough.
Bobo the King wrote:
Edit: From the vgmaps maps of the Master System version, it appears there's a 7th bonus level in which you can earn a one-up. I have no idea if this level is in the Genesis or SNES versions, but if so, you would be wise to not do a 100% run, since it would mean either repeatedly completing or suiciding on the 7th bonus stage, neither of which is very entertaining. If there is a 7th bonus level, I won't envy you because it will add two extra layers to your already difficult route planning-- you'll have to determine which five (or six?) levels that you won't 100% on and figure out which 10 or so spots you'll skip.
I'm not 100% sure, but I seem to recall not having any more bonus levels after the sixth, at least in the Genesis version. But yeah, if I end up having to enter a seventh repeatedly, suiciding would probably be the way to go.
Experienced Forum User, Published Author, Player (244)
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I had a crack at improving dez's run about a year ago. He did a really good job... I was only able to squeeze out a couple frames in the first couple levels, so I'd be curious to see where the 75 came from. Also, I love seeing the game's routines broken down like this--and it reinforces the fact that the movie is technically well-done. If it ends up saving time by figuring out Kuwanger's AI, don't give up! I know that's easy for me to say since I'm not volunteering to do it (I've read some disassembly with Geiger's snes9x for Demon's Crest and Secret of Mana; I know how complicated it can get), but it will make it that much more satisfying to watch.
Experienced Forum User, Published Author, Player (244)
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SaxxonPike wrote:
"Off The Wall" is a pretty good benchmark for comparing the two versions (it is a pretty tight level), and I think a test would help determine which version to use speed-wise.
Yeah, this was hands-down the worst part of the WIP; it needs a lot of work. I would bet heavily on the SNES version being faster. Jumping off ropes is faster and you can shoot four bubbles instead of three. If the mice still have four HP in the SNES version (something I haven't checked), the SNES version should be faster. However, I can think of only four levels that would be faster on SNES: The two "wall" levels and the two "pier" levels. The Genesis time saved in the rest of the levels should make up for that... I think.
SaxxonPike wrote:
The WIP looks good, I did notice some backtracking in the bonus levels, decent routes otherwise. Do you happen to have large maps for this game?
I make maps of the level before completing them. I would eventually like to upload them in full-quality, but I'm not sure how I would do that. I have a photobucket account, but I'm sure that it's not worth it to even try uploading them to that.
funnyhair wrote:
I looked through the SNES one, and I could not find anything significant, other than jumping and shooting the bubbles shoots faster than on the ground? does this work in the genesis one as well? anyay, keep up the good work!
In the Genesis version, you can only ever shoot three bubbles at a time, and there's a considerable and unfortunate waiting period even after the bubbles are gone before you can shoot again. And thanks to both of you for the encouragement!
Experienced Forum User, Published Author, Player (244)
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Anorexia or bulimia... I know that's not very lighthearted, but who can afford to be either when you're poor and starving?
Experienced Forum User, Published Author, Player (244)
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ALAKTORN wrote:
bad game choice in my opinion…
My exact words to my mom when she bought this for me with my Sega. Having played the game to death regardless, I can actually watch the movie and appreciate it!
Experienced Forum User, Published Author, Player (244)
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Yeah, 2-1 was great. Navigation of the falling stone blocks towards the end was also very impressive, as was the 2-4 skip. Keep up the good work, guys!
Experienced Forum User, Published Author, Player (244)
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funnyhair wrote:
Lou Albano= former professional wrestler, Played Mario. Cool. Has sonic been played by anyone famous? Has he? I rest my case.
Jaleel White (Steve Urkel) voiced Sonic in one of the cartoon series! But Ron Jeremy also dressed up as Mario, so Mario still wins.
Experienced Forum User, Published Author, Player (244)
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FreezerBurns wrote:
*applause* Nice to see the run finally starting in earnest!
Yes, good luck with this. I feel that there's a lot to show off with this game! I'm also curious as to whether the story will be intact. IIRC you can scroll through text really, really fast.
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Baxter wrote:
There are some good arguments for using resets, and some against. We were leaning towards using resets, but if this means we cannot use the TAS Editor anymore, it will make the rest of the TAS a lot more bothersome...
Is it possible for you to use TAS Editor as you normally would and then use a regular Hex Editor to put the reset back in? Or is that too cumbersome?
Experienced Forum User, Published Author, Player (244)
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Well, I wouldn't want to shrug away any suggestions. I'll quickly try to sum up the major mistakes that I know of: First bonus level: - Near the beginning I jump at two bubbles for apparently no reason. I did this to remind myself later that I should slightly change the route - Soon after this there's another minor route change needed Pier Pressure: - There can definitely be better health management, meaning I can run through some of the later enemies and save some time - I can pick up those final spots a bit differently at the end near the cage and save some time Second bonus level: - It might be faster to change the route up a little, specifically, picking up the bottom right spot first, or changing things up a little up at the top Off the Wall - This is easily the worst level I've TASed so far, and I'm not looking forward to polishing it up or doing the second wall level; there's some obvious real-time play at the end because of poor health management. I may end up just killing Spot halfway through and see if that saves time. There's not much to say of the route, it's pretty linear. Fourth bonus level: - This has already been mentioned, but it most likely saves time to grab the 7up in the bottom left as soon as the level begins Toying Around - I feel the route is pretty solid up until the flagpole near the ribbon and the stupid little ball thing. I'm planning on taking the very top route as soon as I reach this ribbon and then I'll kill off Spot to return to the flagpole and take the slightly lower route which leads to the cage. Also, to increase speed in this game, you have to make Spot walk a bit first, which is slow. You can jump immediately without walking to gain speed and you'll immediately go as fast as his fastest walking speed. This chart should make a little more sense:
   GROUND    JUMP
    256       768
    512      1024
    768      1280
There are countless times in the run where I walk a tiny bit before jumping. Plenty of these can be omitted, I'm sure, but I haven't tested any yet. So basically, if there's anything else anyone feels worth mentioning, please let me know! It would be appreciated.
Experienced Forum User, Published Author, Player (244)
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I'll vote yes on resets. It doesn't seem like it's something that's in any way distracting and it saves time to boot.
Experienced Forum User, Published Author, Player (244)
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Espyo wrote:
Also, in the 4th special stage, I think it's faster to collect the final 7 points (in that 7-up pickup) right away.
Definitely agreed. I actually forgot about it at the beginning and just picked it up at the end. There are all sorts of errors of this sort in the WIP, but again this is a really rough draft.
Espyo wrote:
And just what is wrong after you die in Toying Around (at 91% cool)? You walk slowly, you stop to kill enemies... What, did you just stop the WIP there and decided to goof around, or...?
Yes, that was real-time. This level was hard to plan a route for and right at the end I realized that it would have been faster to take the top-most route, die, and then take the route right under that one, starting from the flag pole but I was too lazy to fix it before posting it.
Experienced Forum User, Published Author, Player (244)
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Yes, 100% is the plan, even though 100% on every level isn't necessary for the best ending. Also, here's a crappy encode of the WIP: Link to video
Experienced Forum User, Published Author, Player (244)
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Here is what I've been working on. It's a really rough run at this point, I basically was doing it for route planning purposes. There are some glaring errors that I'm well aware of, as well as parts that I played in real-time because I got frustrated with health management. I'm having issues deciding between which version to TAS, however (SNES vs. Genesis): Genesis pros: - Spot's max speed is 50% 66.66% faster than the SNES version - You can keep your speed when changing direction, which is a HUGE advantage over the SNES - ... and I prefer the music of the Genesis version. SNES pros: - Graphics - Can shoot 4 bubbles instead of 3. Many enemies have 4 HP, and in the Genesis version you have to shoot these enemies 3 times and wait a considerable amount of time to shoot the final bubble. In most cases this means you'll get damaged before being able to kill the enemy, which totally sucks, making the SNES version far superior in this aspect. - Spot moves 50% faster when jumping off a rope (or shoelace or whatever) - In Toying Around, certain floors don't randomly kill your speed like in the Genesis version I feel that in the end it might be a good idea to do a rough TAS of both once routes are solidified and see which one is actually faster and / or more entertaining. EDIT: Changed max speed
Post subject: Re: #3254: Dark Rain's SNES Super Mario World in 17:36.08
Experienced Forum User, Published Author, Player (244)
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TASVideoAgent wrote:
Now the currently published run is beaten by 4.5 seconds
Am I missing something?
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