Posts for Gigafrost

1 2
5 6 7
14 15
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
McBAIN wrote:
I overlooked your post Gigafront, but i just finished watching it. I must say though, even though you're making a non-publish movie, you certainly put good effort into it. The WIP looks entertaining, and even escorting the soldier back looks nice, with natural movement of zero too. (You know, checking back at the soldier and stuff)
Thanks. That soldier part was one of the most grueling TAS parts that comes to mind. I thought it only came out okay, though. But, yes, it has to have good effort put into it (because that is what entertains me.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Probably means there's no seeds. I think you can just wait; if I recall there's an automatic seeder that will eventually realize that your client is waiting? (Or do you see seeders but the client isn't downloading?) I bet there's a FAQ somewhere on the site which explains everything. Hmmm...
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Zurreco wrote:
Tool Assisted Speedrun It unfortunately does NOT roll off of the tongue.
I think it's better for it to not roll off the tongue.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
nitsuja wrote:
Gigafrost wrote:
However, there are sites that publish what you're talking about. I know I saw some people link to them over at SDA, but I don't know them offhand. They include emulator runs that did not use tools.
You mean like Home Action Replay?
Well, maybe not that particularly (I'm having trouble telling what exactly they have.) I know I downloaded a Mega Man Zero 2 Emulator run from some place. While McBain's site is *possibly* the location, I seem to recall it being another site with emulator speed runs and this one simply being on there. Or perhaps he just changed his site layout? Found a post by him and grabbed this from his sig: http://www.megazpeed.com/ But still, I think I've seen a place with more than that. Sorry about only being able to be vague. :\
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Moooommm, Nitsuja's teasing Death again... Seriously, I enjoyed it. The shortcuts surprised me. Also, for some reason it didn't feel like it was only 3 minutes faster. I suspect it's because this is the second time I've seen the entire game through. Hmmm.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Tool-assisted means that you modify your run using tools. Simply using an emulator doesn't do this. All the emulator really does is allow us to use tools in the first place. However, there are sites that publish what you're talking about. I know I saw some people link to them over at SDA, but I don't know them offhand. They include emulator runs that did not use tools. If I find the links I'll try to remember to let you know. :) Now, on the matter of FPS games not being interesting and entertaining as a TAS, personally I have to disagree. I've seen Doom runs and I'm pretty sure some of them are not normal speedrunning and were probably tool-assisted. However, they are very entertaining, in my opinion.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I'm not sure. I definitely need to test against King since that could potentially skip some cut scenes. (Although I think it will be a little trickier to test.) Fortunately, I don't think it would really save any time after the Tank, although I guess I should check anyways.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Man, re-read this thread and couldn't help but think about how long, slow, and dragged-out my run has been. Then, I realized that I really need to keep y'all informed. First, good news. Previously I had talked about the King Stage bosses being some of the most annoying ever. I managed to plan for all of them and know all of their weaknesses completely. (Searched for their HP in memory and did testing.) For starters, I was somewhat surprised that, contrary to what I understood (from a GameFAQs readme and maybe also from somebody else's continuation of my run) the Tank's three hit spots all have the same exact weaknesses. They each have 16 health, and they can only take 4 damage at most (from either the Ice Wall or the Lightning Bolt.) I've beaten this boss in my latest version and am quite pleased with the result. The flying boss has 34 health and takes 4 damage from an unsplit Ground Drill. Now I can die happy because this boss is FINALLY easy. King has exactly the same weaknesses whether or not he has his shield, interestingly, even though you can't beat King /w Shield before the Protoman cutscene. Why? Because he starts with 127 health when he has the shield and is set to 28 when it is broken. I even tried to kill him before Protoman appeared by locking the Lightning Bolt at max charge and I had no luck. But, yeah, he's weak against Lightning Bolt, and this battle will mostly drain it, but at the beginning of the final stage (just before Cold Man) I can recharge it as much as I need. Yay! The giant MECHAKING battle is simply a matter of using Burner Man which does 5 damage! That should be a quick battle. That just leaves Wily (since all the boss refights are, more or less, no brainers now) and, yeah, 9 Mine shots for the first mode (plus 1 normal shot) and 9 Magic Card shots (plus 1 normal shot) for the final battle. It should be plenty easy to keep that much ammo till then. :) So, now here's my latest run: http://www.kraftfam.org/~erk/nesvideos/RnF.zip I've defeated the Tank miniboss (took a hell of a lot of damage, but as you can see it worked really well.) I also defeated the Flying miniboss, but now that I've got a better idea how the drill does its damage I'm going to redo that battle (because I'm pretty sure I can hit the first shot earlier.) Oh. And I exploited a glitch in that fight. This run will now include in its description "dies to save time." Have Fun. :) Edit: Oh, and the informed part. This weekend might be too busy to work on it much. Saturday is my final final final exam, IE the last exam of the last class of the last semester, and afterwards I'M FREE!!!! FREEE!!!! BWAHAHAHAHAHAHAHA *worked to death* Sunday is my graduation celebration with my friends and family. But, as G.I. Joe said, knowing is half the battle, and now that I know how to kill all these annoying bosses and have a plan from this point to the end of the game I'm pretty eager to finally get this done!
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Alright, first update in ~2 months. Because of the icy coldness there were no classes today and that gave me time for this small update. Again, here's the link: http://www.kraftfam.org/~erk/nesvideos/RnF.zip I only finished the boss of the stage. Naturally, since weapon energy isn't recharged between these stages I went for a more weapon-conservative strategy. Fortunately, because the Copy Vision fires every 10 frames and the boss is vulnerable every 91 frames, that means that each Copy Vision shot that hits is only 1 frame further to the right. The Vision lasts long enough to hit the boss *exactly* 4 times, so each hit is still as fast as possible. Oddly enough, even though I could jump earlier when the battle starts, if I jump too early it causes lots of lag or something. He doesn't seem to peek his head out until his health is full no matter how early you start your attack. Also, less respect for the programmers. The hit detection boxes for the coconuts and the mini propeller guys are rediculously huge! Anyways, I hope y'all enjoy this small update. :)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Wow. That's an interesting trick. If I ever start the run over I'll look to use it. Kind of late now, though, hehehe.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I looked over it at the end of the Thanksgiving holiday in preparation of working on it some more, but I won't be able to touch it for the next week at least. In short, only a week and a half left of college, so naturally I've got final projects, homework, and final exams. So, yes, I have not forgotten about this and I do want to complete it, but I guess I forgot about it over the last two months. (I blame Robotics, mostly.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Okay, an update for my run because I ran into another possibly-non-obvious improvement. For those who don't know, this is not a for-publish run because it starts from SRAM and is going for a 100% score on hard mode. Latest version of the run: http://www.kraftfam.org/~erk/nesvideos/mmz-gigafrost.zip The improvement idea was for the Occupy Factory boss fight. The save state (#4) included in the file is just at the beginning of the boss fight so jump there if you want. The strategy was to kill heads to force the boss to switch modes earlier. In other words, in each "mode" you can hit the boss up to 4 times before he switches to the next mode. The idea is to kill a head and force the core to close/deactivate the frame immediately after the invincibility wears off. Here's how the idea affected each mode: -First Yellow, it saved 21 frames to destroy the head. This already takes into account the ~9 frames lost due to using the sword to kill the head. -First Red, it saved 64 frames -Green, the 4th hit happened 5 frames before the core closed/deactivated. In other words, using the sword to kill the head will definitely slow it down. -Blue, the 4th hit happened maybe 55 frames before the core closed/deactivated, but I was unable to kill the head soon enough. Killing the head ended up costing time instead, so I redid this mode and simply didn't use the idea. -Second Yellow, the strategy saved 83 frames. The other 62 frames probably came from both yellow heads being gone and the rotation happening instantly (IE skipped the "head retracting" step) -Second Red, no change. Boss died. So, altogether the strategy saved 172 frames. Not super big, but it makes what would otherwise be a somewhat dull battle into something more interesting, imo. In other news, Occupy Factory took so much time that watching it reminds me of the ~15 episodes of Kaleido Star that I watched while working on it (while the bombs part near the beginning reminds me of the first 5 episodes of Eden's Bowy I watched during that part.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I remember somebody talking about one once on this forum. I think one of the problems was that... well, it sounded like the movie files were about the size of uncompressed AVIs. (That's possibly an exaggeration.) My guess is that PSX emulation will be looking like a really viable and within-reach option after N64 emulation is considered done. I think one of the bigger problems between both of them is the multitude of different plugins. Maybe it's just a matter of finding the right plugins, but it seems like the N64 rerecording is moving in the right direction (if it isn't more or less finished by now.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
asteron wrote:
Also the 16th star that was acquired is specifically required to go on to bowser 2.
Specifics are good, imo. :) Congrats, Spezzafer! You now have the first published N64 TAS. :)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Maza wrote:
Somehow I don't seem to have any time to make speedruns these days. :(
Yeah, I've noticed that my time disappeared. It's starting to lighten up, though, now that I don't have any more 30+ hour in-lab robotics projects (hence I finally have my weekends back.) Hopefully a similar load-lightening will happen to you (assuming that it's a good thing for that to happen, that is.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Maza, just a heads up that Maha Ganesharrif is easy to manipulate. How far away from him you go in between attacks seems to change what attack he does after he gets hit. (Well, really it's more like it actually DID change what attack he chose to do after getting hit.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
No lost cartridge stories, but I've got two lost CD stories. One was simply that the CD fell onto the floor and our mom accidently dropped a chair onto it. Goodbye, The Incredible Toon Machine. (One of the bigger woes of cleaning.) The other was very interesting and I'm not even sure how it could happen. A friend was playing Monkey Island 3 with one of our disks on one of our computers. I don't recall if the game stopped working or what, but we decided we needed to eject to disk. Well, we didn't get a disk, but rather many many many bits and pieces of a disk. Other than a couple of pieces "gumming" up the drive, the drive opened pretty normally. We were lucky that this was one of those games that you have two of because your parents accidently bought an extra one. (In any case, to this day I still don't know what would cause a CD to *shatter* while in a drive. Even the CD mom dropped a chair on was in bigger pieces. CDs that I break I can only break in half, and just barely. At best I suspect it had something to do with temperature or a somehow super-duper-really-incredibly-badder-than-bad CD.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Heh, while I agree it'd be neat to see runs for these games, I'm almost afraid that they'll suffer the same cursed fate as the original Sonic. :D
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Gigafrost; came up with it not long after I joined Starcraft. Me and a friend simply came up with a naming convention that went ____frost, hence why I'm Gigafrost and I talk about Terrafrost, Megafrost, Chronofrost, and more.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Btw.. Isnt this a Gamecube game?
Shhhhh... Maybe reality won't find out and we'll get a tool-assisted run anyways...
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Hehehe, looks like we'll have to pick up some more words if we didn't before. :D
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Mega Man 64, although I think I'd still prefer the original Mega Man Legends. (Did anybody see this one coming?) Mentioning Mega Man Legends reminds me that I really want to make a Silent Hill run. ;_;
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Anubis Necromancess isn't nearly so bad as what comes next, imo. The slow walk back to base... yeck. Actually, I thought about warning you of that (so that you might consider a warp run.) But, maybe you won't be frame-advancing through it like I did...
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Yeah, I can see how it can be done using algebra. Let's say the width of the well is W. Now, represent the well on the cortesian (sp?) plane and the two planks with lines. In particular, have the base of one of the planks be at (0,0) and the base of the other be at (W, 0). You know the lengths of the wood and they form a right triangle with the bottom/walls of the well. So, using the pythagorean theorm to find the other points for each plank. Now, for each plank, once you have both points you can come up with the formula for their lines. Intersect the lines. In particular, if you use substitution to get rid of the Xs, you'll be left with Ys and Ws. Since you know that Y=1, all that's left is to solve for W. I'd actually go through it but I don't really have the time. EDIT: Finally had time to try it while working in class. This apparently leads to something of a dead end. While I can use my calculator to get an approximation, to get an exact answer I'm trying to factor a 4th degree polynomial...
1 2
5 6 7
14 15