Posts for Lil_Gecko

1 2
20 21
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
So, not really a TAS per se, but a little something I made. It's not a movie file, but recordings of me playing live on Duckstation while modifying the RNG on the fly for small segments at the time. Then I spliced all the segment together. So basically, it's almost as fast as a PS2 with Fast Disc Speed in terms of loadings, and RNG is always set to be in my favour. It's, in my opinion, closer to what I think a TAS of FF9 should look like but it's definitely not legit. Anyway, if you wanna take a look : Link to video (Still processing to HD for like 10 hours)
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Something I worked on with the help of AceZephyr this year. https://www.youtube.com/playlist?list=PLS-KZh3joOpnXIJviy6aeHIjYFdVg_kPP Enjoy ! :)
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
phoenix1291 wrote:
Is it possible to create a timer in lua based on the number of frames elapsed or on the number of frames per second of the emulation? (Bizhawk) For example for Night Trap, there is here the solution "The Perfect Game - 83 moves in total", this one is based on the in-game time. It might be necessary to count down then remove the time from the intro of the Sega Mega-CD and from the intro to this timer.
Not sure I understand exactly what you mean but I think you can use
Language: lua

while emu.framecount() < number do emu.frameadvance(); end;
to reach a certain point and use
Language: lua

for i=1,number do emu.frameadvance(); end;
to advance a certain number of frames. For exemple :
Language: lua

number=1200; number2=60; while true do while emu.framecount() < number do emu.frameadvance(); end; client.pause(); for i=1,number2 do emu.frameadvance(); end; client.pause(); end;
would advance to frame 1200, then pause, then advance 60 frames and pause again. You can of course put any code you want instead of pause.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
HMTD wrote:
Thanks for the response! I checked out https://tasvideos.org/GameResources/SNES/SuperMarioWorld#DuplicationAwayFromBlocks but im still a little confused on some things: I looked at the chart for y subpixel based on distance from block, and im assuming thats y position from the bottom of the block, but i could be wrong here. Also, does your x-position matter?
Like for all duplications, your x-position matters and your x-speed must be 0. As it says in the resources, the item has enough y-speed to go far enough into the block only on the first 7 frames after it is thrown, so if it takes more time the duplication isn't possible. But you can easily see with the naked eye, if the item goes more or less deep in the block before hitting it. Once you've found a frame where it goes deep and doesn't duplicate, try adjusting your y-position (assuming your jumping) by keeping the jump button pressed more or less longer.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
HMTD wrote:
I know its possible to duplicate a block to the side by throwing an item at it from below without being next to it, but I'm unsure as to how this is done. Any advice would be appreciated.
You can find this in the game resources : https://tasvideos.org/GameResources/SNES/SuperMarioWorld#DuplicationAwayFromBlocks
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Tomb Raider TASes are always a treat and this one is no exception. Very well done and easy yes vote from me. I guess "All secrets" should be added to the title.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
I'd say we're looking at a time between 6h00 and 6h05 In-Game time. I might try it soon, as the published TAS is really outdated and full of mistakes. EDIT : Actually I might have been too optimistic. Looks more like a 6h05 to 6h08. Tough to say because it's a completely different steproute.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
CoolHandMike wrote:
That damage output of Tifa's becomes really insane really quickly so that was fun to see. What was the final setup for Tifa? Powersoul / Curse Ring / Gigas Armlet with Added Cut linked to Deathblow materia? Nice to see a version with no slots as well. Yes vote.
Correct. Curse Ring + Gigas Armlet add 65 to her strength. By the time she fights Safer-Sephiroth, she has a strength of 129! Thank you. :)
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Requesting an update to the movie file. https://tasvideos.org/UserFiles/Info/637883787759055986 92 frames improvement by making a critical hit against Bizarro-Sephiroth. While I was writing the submission, I realized it made no sense to loose time overall if I made a critical hit against Bizarro. I then realized it was a bug in Bizhawk which made the loading time longer and desynced everything when replayed. I loaded a previous savestate and did the exact same battle, and sure enough, saved 92 frames instead of losing 60. EDIT : I won't reencode for just that though.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
I've always wanted to see a full glitchfest as I'm very passionate about all SMW tases. This was amazing to watch. We can really see a lot of planning and effort were put into this. Thank you so much for your hard work and an obvious yes vote from me.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
osha1985 wrote:
You should join the ff7 research discord and ask there if they can find any mistakes instead of waiting weeks for someone to comment on your video with a found mistake. I can pm you an invite if you want.
I don't really know how discord works but sure, I can try, thanks.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Alright, I've made a new TAS, which saves a bit more than 20 minutes over my last attempt. I'll let it on Youtube for now, but if in a couple of weeks, nobody has pointed out a big mistake, I'll submit it. Enjoy! Link to video
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Kalm skip !!! Link to video
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Chanoyu wrote:
Would it be faster, with the fire ring, to equip Cloud with the Dragon Armlet to half lightning in the Schizo fight? If the fight goes the same, you can skip using a hi-potion on him. Amazing that the few steps required to get the Fire Armlet have such an impact on the step route tho. idea for timesave: can you save some money before digging, and then use that to buy a weapon in Mideel to save you from having to spend 13k on soldiers in the fort condor minigame?
Yes, that's why the Fire Ring saves time. You can avoid the Hi-Potion against Schizo. You can use the Wizard Bracelet against Stilva to use Comet. But more importantly, you can fight the Stilva when you first encounter it. The one I fight after the Fire Armlet is a forced encounter that is not necessary otherwise. I can avoid it with a menu glitch. This lose the most time. For Fort Condor, you need at least 3k to start, so it's only 10k we want to get rid of, which is like 6 seconds iirc. I'd have to check in Mideel, but if it does save time it's gonna be very little.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Chanoyu wrote:
Always fun to see a new commentated TAS of yours! I wonder what the known improvements are?
- Taking the Fire Ring in Costa del Sol basement instead of the Fire Armlet on the way in Gaea's Cliff, despite being a big detour, turns out to be faster because of the step route. It saves at least 3 seconds in total, but would completely change the main RNG. - Having Dazers to be dropped by Boundfat instead of stealing it, would save around 2 seconds. - In the corridor in Shinra's Mansion basement, you can exit by the bottom left instead of left, which saves 16 frames. - I've also been pointed out that you can select 'don't go on' and manually go in the Golden Saucer ride which saves around 5 seconds.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Oh boy, that was a treat ! One of the easiest yes vote I've ever given. Really nice work!
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Hey, me again. I have 2 questions for the SMW experts. 1) How do you perform a block clip with Yoshi without max speed ? What X/Y values are we looking for ? I mean a block that is 3/4/5 tiles high, not on the ground by just dismounting. 2) How do you perform the rope glitch from a distance ? I've seen it in a couple of TAS now. Thanks :)
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
There is also a new dodge paralysis since the last TAS, that saves about 4 seconds. Link to video
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Yeah it has been known for quite some times now. I'm pretty sure it's not worth it TASwise. Having Cloud named Ex-Soldie instead of C and Barret instead of B cost a couple of frames everytime their names appear, which add up in the long term. Barret is level 1 so he can't crit against Guard Scorpion, which costs a bit of time also. By the time you reach Shinra HQ, half the time saved is already lost. More important, is that it's now possible to skip Cosmo Canyon without a Chocobo. Link to video EDIT : You actually barely make the elevator cycle, my bad.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
InputEvelution wrote:
Are there any plans to submit the 100% TAS at the moment?
It was never really in the plans to submit it. The routing can probably be improved and the optimization is not really up to TASvideos' standards (Fights and movements are pretty well optimized, but all the rest is pretty much "I take the first one that works instead of finding the fastest one, just for the sake of keeping my sanity at the time).
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Amaraticando wrote:
When you wanna stun the fish without the water and without being in a level with buoyancy, you have to make a quick eat cancel. Yoshi must be hurt as soon as possible after the tongue touches the fish. Yoshi licks sprites in two steps, in one frame Yoshi registers the sprite in the tongue (using Yoshi's misc tables). In the second frame, the sprite itself registers itself in as licked (using its misc table). You can avoid that 2nd step with eat-cancel and this is what makes the sprite unable to be hit with the cape or noteblocks.
Thanks a lot, that worked perfectly !
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
I have one more question for the SMW experts, because it's driving me mad. I've tried for hours to no avail. I used the double-tongue glitch, first one on a Blue P-switch (slot 6) second one on a Fish (slot 4, also tried slot 3) I wanna stun and we're not in water. I'm trying to activate its stun timer by killing it with a noteblock to trigger Reznor but no matter what I try, it doesn't kill it. However I tried to kill the fish the same way before the double-tongue glitch and succeeded multiple times with very few trouble. Am I just unlucky, or is there a condition that needs to be met so the fish can be killed ?
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Yes vote from me too. Always loved the TR TASes <3
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Paused wrote:
Had to go and snag the best Final Fantasy related thing from the last 12 months didn't you? (If you find you forgot anything from the Prima Vista crash site again I swear...)
Haha, no, my Treasure Hunter score is 440, meaning I've got everything :) Terence from gamefaqs made a pretty thorough list of the items that counts and got 369 of them (but there's not the Protect Ring from the Nero Family in that list so add 1) worth 1 point and 24 chocograph treasures and 10 bubbles/crack worth 2 points. So 370+68 = 438 points. I even got 2 extra points but no idea where from xD
1 2
20 21