Posts for Gigafrost

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Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I've got rough ideas how they work. Those that hadn't been done before I slightly understood because I had played a-frame-at-a-time, and ones like the level 2 vegetable idea made sense since I had read a little about that glitch. In any case, if anybody is going to make a full stage run, my run through World 1 might give you ideas how to handle the new part of World 1-3 (including the final version of my Mouser fight). (The link is somewhere in this thread, not too far back)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Actually, it looks worse than 1 frame of lag...it's been 4 frames every time I've measured it.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I guess I hadn't played around with weapon mode B enough. An interesting side effect happens when you use the shield and the saber at the same time, namely you can attack with the saber about 4 frames faster. I suppose that combined with the element + charge would speed up a boss fight. I'll do some active testing against Harpuia and Leviathan at some point to see how much I can gain using the shield. The main problem I was seeing was that if I don't spend the 160 frames switching two\from the shield, I have to leave it equipped with something else. If it's not a boss fight then the beam saber will cause me to lose 4 frames min per kill, but if I leave it with the buster the boss fight times will possibly double. Well, all I know is I want to figure all of that out before I continue. Zurreco, I mentioned earlier in the thread that since it's not going to be accepted I'm simply going to do it for myself. However, I guess BoMF is really interested in that run. For that, I guess I'll post my latest progress. http://www.kraftfam.org/~erk/nesvideos/mmz.zip It only goes past Aztec Falcon, naturally.
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The Shield Boomerang can't be used to knock off a "little" time either unless it's always equipped. It takes 74 frames (probably 80 to switch elements) to switch to it, so it needs to knock off more than twice that (unless it's always equipped). It's a problem for me since I'm killing so many enemies; to remove the switching delay related to the boss fights I'd need the z-saber always equipped that that would be the weapon I'd have to slay enemies with. It'd only take only 20 enemies to get the same delay. I'm not giving up yet, though. I do need to see how much faster Maha Ganesherrif is, though, before I give up on it. I also need to estimate how much time is dropped from the submarine shortcut. On another note, the shield boomerang-faster-finish is only faster if I have to switch to air-born attacking at the end of the fight. This is because, according to my measurements, you're able to do damage every 20 frames using the standing-slash bug whereas the shield takes 119 frames to charge up and throw. However, I'll take note of that for other bosses. Also, the "rambling" is helpful even if it does turn out that the shield boomerang is slower. I mean, atm my goal is to determine it either way so I need somebody with good knowledge of these weapons. :)
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Joined: 5/3/2004
Posts: 366
I wasn't able to watch it. It says something about "" being an invalid name or something. Anyways, I've been studying to see if it's really worth it to get the Triple Rod and Boomerang Shield. First thing to report: In my testing, it added 1379 frames to simply get the triple rod, not including whatever time I'd lose switching to it (74 frames to switch to, probably same to switch from). For questimation purposes, I assumed the Boomerang Shield would take about the same amount of time. Anyways, the only use for the Shield Boomerag would be the ability to hit bosses with elemental damage...unless it could also be used to hit Maha Ganesharrif (sp? unimportant, though) through his attacks in the final level rematch. I guess I haven't explored that yet, but I'll take a look later. Anyways, as far as getting it for elemental reasons, unless I'm simply forgetting a boss, the only place I found where it might save time would be the Leviathan battle MKII (where the arena is different.) I already explored fighting both Leviathan and Harpuia and I won't be able to gain anywhere near 23 seconds from them. So, is there any other problem boss one would use elemental attacks on? For the triple rod, I'll test that a bit. I've got a couple of ideas for good uses but I've still got to figure out how much time they'll actually save. Oh, and as for the extra\stray bullets in the videos, you can break out of the slashing a bit early by dashing, but you can break out earlier by shooting (however your next attack will be at the same frame as dashing to break out). The advantage of that is obviously more maneuverability. Anyways, I think those are the relevant things to report about that I don't think have been mentioned yet.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I dunno. You'll probably only run into me, Megafrost, and Chronofrost because we're brothers and a bit more into games in general. We've got a cousin and at least four friends with frost names as well. I guess my mom still uses her frost name, too. Other than that, there have been other people we know that have picked up frost names but I've got no clue if they still use them (most of them I imagine don't.) I've got no clue if most of them really want their names spread for no reason, though. (Which is why I've counted instead of listed)
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Me and Chronofrost have twice started a Browny + Fang run, heh. Unfortunately, bosses do apparently have more health. :( (We've never started the second stage in either run, though, so there's no telling if we'll even finish...)
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Yeah, his charge-up attack was surprisingly powerful, much more than I recalled. Enough so that it'd be worth it to explore that possibility for a new fastest run.
Experienced Forum User, Published Author, Former player
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I suppose that, since I've had such a good long break, I might be okay with trying to continue my run. Although since my biggest worry atm is having to do half of Dynamo Man's level all over again, I'll continue from the last point I was at. However, if somebody else wants to correct those problems with my run and continue you have my permission. Supposedly here's the link to my last version (so you don't have to look two pages back...): http://www.kraftfam.org/~erk/nesvideos/RnF.zip Anyways, the possible problems with the Dynamo Man stage are... 1) There's one tengu-charge left because there's no one place where it can be used to its fullest. In other words, it can be used somewhere for a few more frames, however it has to be around the mid-boss part (if I recall). 2) The Dynamo Man battle could probably be a couple of frames faster by better dealing with the recharge sequence. In particular, it's probably possible to jump a few frames lower, still take out the rechargers, and properly hit him as early as possible when he lands (I had to delay 2 to 4 frames, I think).
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
No, hard mode is a BAD idea. Since it's an unlocked feature most people wont be able to watch it.
Actually, since the SRAM data is stored in the movie, even people who haven't unlocked should be able to play the movie. Watching it is not the problem, but submitting it here is (see below).
I can understand S-rank, but why 100% score? It would just mean killing more enemies and it makes no difference in your overall ranking.
Mostly because I've wanted to see what it takes to get a perfect score. It felt like a better goal to me.
Since this is from SRAM won't this be rejected by default? I would like to see a hard mode run (even though it doesn't make much difference in this game due to the slash trick), but I thought the movies had to be from power on, not SRAM.
Double-checking the rules, it seems like this is the case. Therefore, I will work on this run solely for myself. If my goal also seems rediculous then it's no longer a problem either. Anyways, thanks for the various tips. They should be useful. :)
Post subject: Mega Man Zero
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I guess it's about time that I gave up on the Silent Hill 3 speedrun. I just keep not using the spare time I actually do get. So, that means it's back to something that can be done in chunks, a tool-assisted run, and right now Mega Man Zero sounds the best to me. I already played with it a bit last weekend and thought about it a bit. Although I'm more interested in a Hard Mode 100% score run, a fast-as-possible run through might be interesting as well. Info for the fast-as-possible run? Well, about the only abnormal idea I'd present is to allow the runner to skip levels. IE, the path would exactly be: -Intro Stage -Aztec Falcon Stage -Resuce Shuttle mission; use Escape Unit -Dual in Desert mission; use Escape Unit -Base invasion; defeat Hanumachine -Final Level 1 -Final Level 2 -Final Level 3 ***FIN*** (Basically, you'd fail those two missions, and failing the Desert Dual mission causes the Hanumachine invasion to happen.) However, I'm more interested in a full score hard mode run. This is the intro stage run I made last sunday: http://www.kraftfam.org/~erk/nesvideos/mmz.zip Note that it takes a minimum of 55 enemies to get a full score on this level. I believe I know the memory address that keeps track of kills and I'm experimenting with it to find out exactly how many enemies I need to kill. Also note that I'm starting over to try a few new strategies AND to make sure I have lag reduction turned on this time... ^.^;; (I was also wondering if it'd be faster to deal with the spider sacks by jumping over them and killing them while moving away but it occured to me that I can't do that because Ciel can't take any damage...just fyi in case y'all think of it as well...) Oh. And a definate strategy to use against Hanumachine... http://www.kraftfam.org/~erk/nesvideos/mmzh.zip Again, right now I'm reworking the intro stage with lag reduction on. Also, if somebody else (Zurreco?) is working on a hard mode 100% score run, do let me know. :)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
We've already done it. :) EDIT: D'oh! Replied at the same time, hehehe...
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
In the case of the L+R glitch, it's been done on famtasia as well. As for the Healer Glitch, I don't really know.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Pretty much you hold it for a few frames and then release. In a bit more detail... Link seems to have a "velocity" variable which I'm guessing is an 8 bit signed int. Normally he can't go outside a certain range, but holding L+R causes the value to increase much more than the usual 1 per frame. This allows you to go outside of the usual bounds and acceleration is unlimited. Because it is signed, though, eventually you reach a point where accelerating 1 more frame will cause Link to suddenly switch his direction of travel. So, L+R launches you and you use normal direction keys to maintain the speed as fast as possible (with bunny hopping being the most efficient way to maintain speed.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Ah. Yeah, I tried something similar to that... falling as far to the left as possible. I never could make it except when I was right above it, I think. (What I did is I fell from the block just to the left of the hole, but used L+R to sneak into the still-solid block to still make it down the hole w/o losing downwards momentum. At least that was the only way I was able to maintain the momentum.)
Experienced Forum User, Published Author, Former player
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It's good to explain the questionable parts. :) For the downstab guard, there's a delay. Since sword and talk are the same button, the probably-not-noticed attack just before talking to him proves the delay is apparently necessary... Assuming you're talking about the bridge in the Great Palace, it's hard to see thanks to the Healer Glitch, but there's lava everywhere else as seen in this picture taken straight from Arc's run: http://www.kraftfam.org/~erk/nesvideos/zelda2bridge.gif Unless you're talking about a different bridge... Anyways, about the jumping, at first some of it was aesthetic, but then it turned out to be faster sometimes to do it. It's because, if you're on the ground, you have to press forward every other frame, meaning every other frames your speed is one unit slower. Sometimes it doesn't matter, but a few rooms can be done faster. Of course, I didn't edit it in everywhere it's faster because of the later overworld desyncs...
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It's been submitted. I'm not really surprised that y'all wanted it that way, though. (This is pretty much why I've had it for two months but didn't say much about it.)
Experienced Forum User, Published Author, Former player
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Posts: 366
It's 6 minutes, 17 seconds and goes to the Great Palace as fast as possible (using the improvements to Blitzag's path that I talked about previously in this thread.)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Well, I guess this project has been quiet for much too long. As much as I wanted Blitzag to be able to construct the final, glorious run, his work has just been too inactive. I suppose now I should probably submit my fastest run, huh?
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
I started working on one back when my Spring Break started, but stopped after World 1 because Sleepz was almost done with his (currently-published) warp run (with tricks that would speed up my WIP by at least 7 seconds). http://tasvideos.org/forum/viewtopic.php?t=86&postdays=0&postorder=asc&start=180 This is apparently the last WIP I posted: http://www.kraftfam.org/~erk/nesvideos/smb2.zip It should finish World 1 unless I'm mistaken. Also, why didn't I continue working on it? Well, between my stopping and Sleepz publishing, there was yet another post at Speed Demos Archive talking about Silent Hill 2-4 runs, and I started working on a Silent Hill 3 speed run. That's my current project. (Will I start working on SMB2 warpless again? If somebody else doesn't pick it up, I'll probably return to it after the SH3 stuff, but there's no telling when I'll be done with that so...)
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
http://www.kraftfam.org/~erk/misc/giga2.jpg It's only 6 months old. For some reason, in every "recent" picture of me I look stoned or something. "Recent" would pretty much be any picture after I stopped shaving my facial hair a few years ago.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
It's quite cumbersome. The levels have just the right length and complexity to make it take a while and the final bosses weren't particularly fun in the first place (for me, anyways). Well, that's what made it difficult for me and is some of what kept it from being my favorite Megaman game, anyways.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
Hmmm. Well, I've made a video showing the only use I've found for Jigglypuff's shield break self-destruct (other than a hilarious death). Megafrost says it's amazing, but I guess I didn't think it was that spectacular... http://www.kraftfam.org/~erk/nesvideos/jigglypuff.zip
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It seemed very good to me. No errors, nice smooth execution. Well, there's still the big problem of no HolyShitMyPantsAreOnFire page, heheh.
Experienced Forum User, Published Author, Former player
Joined: 5/3/2004
Posts: 366
The next problem is that although the game supports recording and saving/resuming(rerecording). It has to be battle.net online game? Well this can be hacked so that its not the case. Also it could be hacked to run at extremely slow speeds as well.
It doesn't have to be a Battle.net online game to be recorded, it just has to be a multiplayer game. I know because over half of my recordings are from LAN games. (To be precise, I mean that it has to be created from the Multiplayer menus.) So, if saving works in Multiplayer and you can save full recordings of the game afterwards, I guess Starcraft can be somewhat "tool-assisted." It'd be neat to see. :)
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