Posts for Lil_Gecko

1 2
11 12 13
20 21
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Disc 2 with commentaries : Link to video
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
I'm no MM expert but to my eyes it does look good. Keep up the great work !
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
It's only at 34% right now. I have to stop uploading when I go to sleep and resume it in the morning. It's still about 45h left of uploading so I'd say it would be available in 3-4 days.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Uploading Disc 2 with commentary to Youtube right now. For some reason, it goes really slow for me, more than 4000 minutes remaining.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Can't check right now, but from the top of my head, disc 3 end between 10h35 and 10h40. The commentaries for disc 2 are done since a long long time ago, but I never got to encode it. But since you guys are my number one followers, I'll stop disc 3 for now and make that encode :)
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Little update. Disc 3 was completed until I watched it again and figured I missed a letter around the 7h mark that I was 95% sure I gave. I probably delivered it, came back a little before to optimized stuff and forgot to deliver it again. Not too bad though as I can catch up the RNG moments later, but I have to resync 3h30 of TAS. Currently resynced it up to Ipsen castle, expect a Disc 3 in a couple weeks so.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
koalu wrote:
Keep up the good work Lil_Gecko! I can't wait to see the finished product... Don't stop now! =D
^^ I'm not stopping. In fact I am at the Pandemonium battles. Thanks for the support !
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Oh didn't even think of that when I wrote "Odds of encounter". It's actually the odds of getting an encounter on that particular Encounter check. Some places like in the Iifa Tree or getting back through the axes in Fossil Roo reach more than 70% per encounter checks making it virtually impossible to do for a RTA runner and hard but doable under TAS condition. Honestly I have no idea about the Gigan Toad. I'm quite satisfied with the Treno Card Tournament, but I'm pretty sure it can be better. As the RNG is frozen during cards game, if somebody come to provide help in the future, it should be hex-editable easily. Finally, I've killed Tantarian and caught back with where I left. Good news. I'm 12 minutes ahead of the gamefaqs guide even with all the sidequests after 7 hours.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
kaizoman666 wrote:
So a while back, bahamete had an idea to inspire SMW TASers to do some runs and involve the SMW RTAer community at the same time, so I've decided to make it actually happen. You can sign up here.
Well this is gonna be definitely better than doing it on my own. Signed up !
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
I'm back to Tetra Master and I still need help with optimizing this. I want every card that fight to upgrade to X first then to A. I know for sure, that this is not RNG related as the RNG doesn't move but it's depending on the frame the cards fight. I have a script that try every frame until a card upgrade but it takes a really long time and doesn't guarantee that the game will be optimal. So if somebody with assembly knowledge could take a look at that so I can find which frame works without testing every single one. So for an upgrade from M or P to X we want the following addresses to become 2, and from X to A to become 3. Opponent cards status during the game : 0x1ffb1f 0x1ffb5b 0x1ffb97 0x1ffbd3 0x1ffc0f Player cards status during the game : 0x1ff9f3 0x1ffa2f 0x1ffa6b 0x1ffaa7 0x1ffae3 Thanks in advance.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Disc 2 redux is done. Clocking at 6h16m39s24. Commentaries and encode expected within 2-3 weeks.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Thanks ! Good and bad news. Now that I fully understand how Ragtime Mouse encounter works, I have been able by carefully selecting when and where to fight it to save a whole minute of the Disc 2 redux after Hilgigars. Bad news is that I'm now way ahead of my old RNG which means I can't resync without wasting lots of seconds, so I have to redo everything from there. But motivation is back and progress is going nicely :) EDIT : Forgot that I removed the Card game in Fossil Roo, so only 30 seconds came from Ragtime encounter.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
After spending God knows how many hours on the encode, here is finally Disc 1 with commentary. Link to video I'm still not satisfied with it but this'll have to do for now. My computer being a little bit slow, the commentary were fine when playing on the emulator but on the encode at full speed, I figured I didn't let them on screen long enough, so you'll have to pause sometimes. Now on the run itself, I'm back at Cleyra's invasion. Thanks to Burmecia's rain and the RNG rolling like crazy there, I managed to remove the Ragtime Mouse after Dali which was a 10 seconds wait and resync everything, as there will be better spot for the Ragtimer encounter.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Zowayix wrote:
Is it possible to defeat Iggy in one hit with invincibility?
Nope. He can't hurt you but invicibility doesn't kill him.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Paused wrote:
I personally did not like the need for the back track to a past level for a Yoshi though. Felt like poor planning I guess? Could you not do the same trick in a future level where you already have access to a Yoshi?
Well I need Yoshi to make YI4 more interesting. I wanted the P-Switch in YI3 so I can have 2 stars at the end of the level. However it is not possible to take both Yoshi and the P-Switch out of the underground room because of sprite slots. And when you get out the Yoshi block is brown so no way to get it back. But I've managed to do a little something something that makes it more interesting I guess.
Mister wrote:
I don't like so much to see mario lose speed with such ease, as it might look as if it were not planned very well. It's just an opinion.
I tried to fix that, is it better now ?
scrimpeh wrote:
What on earth is happening with that spinning platform in YI-3 anyway?
It's called Power-up Incrementation (PI) glitch. When you spit out a null sprite on a rotating platform at a certain X position your Power-up increases by 1. It goes Small -> Big -> Cape -> Flower -> Glitched.
jlun2 wrote:
Also what emulator was used?
I use snes9x-rr v1.51 because that's the most convenient for me. If someow a glitch wouldn't work on console, I'd remove it. Anyway : Take 3 : Link to video Should be close to what I'm keeping now.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Try number 2 : Link to video MrPyt1001 suggested that I got more than 50 Star Points in YI4. I'll probably do that if I can manage. Any help, feedback are appreciated
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Disc 1 is completed with some small RNG related scenes improvement at the begining, a few changes in the Chocobo H&C games and one extra Ragtime Encounter at the end. Subtitles are done for Disc 1 since about a week. I'm still struggling with the encodes though. Hopefully, will be done before the end of next week.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Double post. I started a Glitchfest of SMW. I wanted to get feedback before moving on. Link to video What to change, add, remove ?
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Question to the SMW experts. I want to summon Reznor in Yoshi Island 3. I used the P-Switch to spawn a fish twice and kill the first one since it uses slot 7. So now I have a fish in slot 6. I use the double-tongue glitch and Yoshi has got the fish in his mouth. However the stun timer of the fish (7E1546 if I'm not mistaken) hopelessly stays at 0, so no matter when I spit it out Reznor doesn't come. If I poke 11 at 7E1546, and spit out the fish, I got Reznor and everything works. So, how do I activate this stun timer ? EDIT : Nevermind, found the answer. You have to put the Cheep Cheep OOB.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Awesome job. Obvious yes vote !
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
For the festival of the hunt, the game takes Random Number 2, when the screen goes full black. Then it does a simple modulo 3. If equal 0, you got the lowest points, if equal 1, the middle points, if equal 2, max points. Then you just need to find a battle where your ATB is faster than the ennemy and where you can either attack right away or wait a little for the RN to be at the good value. Then there is Zaghnol. Here for the max points, RN2 modulo 50 must be 49. So it's a 5/256 chance. Once again I delayed a little the final blow for the RN to be correct. For the Chocobo H&C, only 2 items were necessary. I need a Ore for the Friendly Monsters/Tantarian and a Cacusha for the Ability Up. Rest is for Gils and I also took the extra rare items (1/1024 odds each, Barette, Anklet,...) well because it looked cool to dig up those.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Few months ago I made a test run up to Wall Market, so I'm quite familiar with the avoid random encounters stuff. If you need someone to take a look at your work, I'll be happy to help.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Ok, worked a little bit on it today. Usually when you got a desync there's 50 000 desyncs after. Luckily after fixing that desync, the next one was in the Festival of the hunt, so nothing to change up to that point. Also if you have any questions on Disc 1 that you want to be answered in the lua notes, ask them here and I'll add them.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Yeah it's a well-known trick. The fact that it doesn't reset the Danger value makes it sometimes not worth it. It's really case by case, that's why optimizing random encounters is such a pain. As stated by antd a few pages ago, the best way is a combination of stutter-steping, menu opening and encounter with immediate flee.
Lil_Gecko
He/Him
Experienced Forum User, Published Author, Player (94)
Joined: 4/7/2011
Posts: 520
Sorry for the late reply. I was nearly done refining disc 1 when I played back from the beginning to add lua notes. Then, I hit a desync at Black Waltz 2. Which kinda killed my motivation. I'll be back to it but not in the near future I guess.
1 2
11 12 13
20 21