Posts for Enterim

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almostmatt dropped a Doom 2 UV-Speed TAS today in a staggering 9:42 IGT: Link to video Demo: https://www.mediafire.com/file/8nryep9wh2tuksd/30uvx942.lmp/file For additional context, the description indicates:
this is an improvement of 4:20 over the previous UV-Speed TAS, 14:02 by RamboBones in 2006.
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Awesome TAS! Thanks for sharing. EDIT: There is also a version with commentary: Link to video
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Came for the dinosaur coloring, stayed for the post-modern blog-style submission notes. An impressive achievement. (raising a note or phrase up a major 16th (2 octaves + a major 2nd) and then raising it another major 2nd would equal a major 17th (2 octaves and a major 3rd), by the way, not an 18th. an 18th is 2 octaves plus a 4th, and 4ths are "perfect," not major or minor.)
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Really ingenious stuff. This is the kind of goal that's hard enough to even complete, and you managed to do it with a ton of near-misses and other entertaining TAS shenanigans. Yes vote for entertainment but sadly it sounds like it has sync problems and violates the site rules. Still a delightful watch though; it'll live on in the youtube TAS canon if not the TASvideos canon.
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Interesting! The ZM run definitely had some spots of unoptimized gameplay, and of course Erik's run does not have the same "no damage" requirement as ZM's, but I'm surprised to see that Erik's TAS is under 80% of the length as ZM's. I haven't watched Erik's so I wonder what accounts for such a difference in run length. I know kraflab only released DSDA-Doom in the last few months so perhaps ZM had it in the works for a long time using XDRE or another such workflow where optimization is a pain in the ass, and only finished it recently. Thanks for the link. :)
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Great run -- 3D games are hard enough to optimize when you're just running around the X and Z axes but this movement is very well-optimized despite having to manage the Y axis as well. I don't think I ever made it past the mandatory stealth levels in the last third of the game when playing this as a kid. Yes vote from me.
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Not my demo, but Zero-Master did a UV-Fast (max) TAS demo of Okuplok's Slaughter map that takes no hits (but does take damage twice from unavoidable damaging floors). Quite the achievement of patience and routing. 23,211 monsters killed, no damage taken from them, including hitscanners. Unbelievable. Link to video This is what a non-TAS run (without -fast monsters) looks like, btw: 9 hours vs the 2.75 of the TAS.
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Nice stuff! You're on a roll.
Post subject: MM 100% with ACE TAS
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SeedBorn released a TAS of 100% from source requirement, with ACE, rendering the distinction that they're acquired from source a little pointless. It's a lightning-quick world tour through the game. The action starts 25 minutes in and is over about 11 minutes later: Link to video There's a version with commentary from ZFG and SeedBorn on ZFG's twitch that will be uploaded to youtube shortly: link.
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Thanks for that encode, Dimon! My only entertainment/watchability complaint with this TAS is the jerky turning and that completely obviates it. The run is a real gem; it's amazing to see what new ground can be unearthed in a speedrun objective people have been attempting for two and a half decades.
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Not explicitly TAS related, but ZFG did a LOTAD demonstration run of the new 100%-with-SRM route, and it's completely bonkers. I imagine a 100% TAS would take a fairly similar route. Link to video
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Thanks for linking here! Very fascinating runs.
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Yes vote. I've been following DK64 as a speedgame since Manocheese was posting timesaves on SDA 10 years ago and I still learned a lot from the explanation video! What a fascinating speedgame.
Post subject: OoT ACE update
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ACE in Ocarina of Time has been expanded by researchers/speedrunners such as natalyahasdied and can now utilize large-scale payloads. Very promising! Below is a demonstration video: Link to video
Post subject: Arbitrary code execution in Ocarina of Time
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Arbitrary code execution in Ocarina of Time! Link to video https://www.youtube.com/watch?v=RoEmGCNsbno Is this the first ACE on a Nintendo 64 game?
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Very nice TAS!
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I don't think it's particularly bad or misleading, but I do think it's unnecessary and would leave it out if it were up to me.
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christ, why not an "All Your Base" joke if we're doing early 2000s humor again...
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Hey bud, welcome to TASvideos. You should probably check out the site rules before submitting speed movies: https://tasvideos.org/MovieRules.html Specifically, your movie has to beat all existing records (which the movie you submitted appears not to do), and texture hacks are forbidden by other site rules. Don't get discouraged, and perhaps consider making your first submittable TAS on a less-optimized game. Super-popular games like Super Mario Bros. tend to have more optimized times and you usually have to absorb a much larger corpus of knowledge to make a high-quality TAS of a game like that.
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Mitjitsu wrote:
Is it even possible to ISG in collapse tower room? One thing I've realised about the current GIM TAS is that it would be faster to manipulate a fairy during the Ghoma fight rather than going back to the Lost Woods to get the bugs for the blue warp trick.
You can get C-up (Navi text) ISG off any locked/barred doors, and I think there's one in tower collapse room.
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I'm glad I finally put an hour aside for watching this. Surprisingly entertaining TAS! There was a good variety of playaround tricks and carefully-engineered come-from-behind wins. Plus, I'd never considered how high the bonus coins could get from the multiplier; I really enjoyed seeing this TAS get over 1500 coins from one minigame. Good stuff.
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Very clever. I recall fluids multiply as they fall too, so you can use as much of your underground reservoir as you need and never run out. Vis-a-vis a TAS of this game in the future, what's the most likely platform? Re-recording features in Citra for the 3DS port? Or that Linux TASing tool by keylie for the Linux version? Or perhaps the most obvious, Hourglass for the Windows version?
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I'm looking forward to more All Tokens WIPs. I agree the additional content for this goal should involve some interesting routing and techniques and should make a good TAS. Best of luck!
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Nach wrote:
I think some parts could be more entertaining than they were, and where was the standless while swimming?
#5862: MrWint's NES Super Mario Bros. "warpless" in 18:37.46's submission comments actually answer this:
MrWint wrote:
2-2 You can swim while ducking just like duck-jumping, which doesn't change Mario's sprite but does change his hitbox. This is shown off on the initial Blooper, Mario appears to be both inside the Blooper and the wall.
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There's not even a discernible joke, but I guess this would make an alright LOTAD for someone learning part of the 11-exit route RTA.
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