Posts for MESHUGGAH

MESHUGGAH
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After a brief discussion with Nach on IRC, I realise we (two at least) totally don't share the same views. Now I would like to get the discussion back from the probabilities to the original topic: Am I allowed to set whatever addresses to a specific value or do we have an artificial rule like the "Don't use password to skip the end" or something like Nach's (good) observation: (it's) "beyond the scope of play"(ing)?
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MESHUGGAH
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Rephrasing what I wrote on IRC after arandomgameTASer went offline: Why did you choose this version? This has the fewest levels (3 missing from the originals), the last level is the easiest (AFAIK both staying top and down is instant win). More information of this specific version (skip to bottom): http://bootleggames.wikia.com/wiki/Aladdin_%28Super_Game%29 Comparison of the other versions (bottom of previous page): https://www.youtube.com/watch?v=hHNHCpXiPYc What I'm referring to is that the game is so cheap and just an unfinished work... it has few levels, an ending and it's shares resemblances, but I guess this will be the most crappiest game in the vault NES-wise.
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Post subject: SRAM initialization rules?
MESHUGGAH
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Can't find it on Wiki: MovieRules. My question is simple, am I allowed to set whatever values (bizhawk+nes) or there's an artificial limit (meaning we aren't allowed to write programs before the TAS even starts)?
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MESHUGGAH
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Voted double yes for stars
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MESHUGGAH
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I skipped reading after the ridiculous "notability" posts. So what I see is a remake of a fairly famous NES game to represent the same gameplay style with different visuals/audio. TASing wise (not accounting the extra level that's actually part of the original DK game) it's nearly the same except missing ladder wrap around. Now look at my Alter Ego speedrun. The original is made by Denis Grachev for the ZX Spectrum. The NES version is ported by Shiru and his friends which is "nearly" the same apart from: - better graphics that wasn't possible to achieve on the ZX Spectrum - transmissions between levels - reworked level names / fixed typos - atomic sized differences (some enemies position are 1 tile different between the two versions) I think I don't need to say that nobody ever heard of Alter Ego here, most importantly about it's NES port.
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MESHUGGAH
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Personman wrote:
Thanks so much Aqfaq and MESHUGGAH! With your assistance I've gotten my total TAS time down to three trillionths of a subframe. I'm sure due to my amateur skills I still won't come close to the top teams, but at least now I have an entry I can be proud of!
Masterjunits or GTFO.
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MESHUGGAH
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Personman wrote:
I tried shooting the little floaty guy but then it makes the manipulation not work. I know I can get this lag-free, but I need your help!! :(
1. visit jessica in town 2. trade 8 health for "Blasphemy Orb" 3. save the game 4. load the game This way enemies will walk slower, reducing your expected life span and soda drinking habit.
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MESHUGGAH
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MESHUGGAH
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I never played the SNES version and I'm curious about the cutscene differences, so here's a comparison about that. - both TAS skips the post boss cutscene - both TASes doesn't skips the pre stampede cutscene (maybe unskippable?) - sega TAS skips the post stampede cutscene - sega TAS skips the pre hakuna matata cutscene (similar to the unskipped cutscene) - sega TAS skips the pre be prepared cutscene (similar) So, does the pre stampede cutscene is unskippable in both TASes? edit: according to Toblero Tompa, yes. It's unskippable on genesis too.
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MESHUGGAH
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I tried Strider first on 2013 Januar 29, after 4 days I abandoned it because I couldn't improve a single frame (regarding "being wrecked"). My lua script bit updated "Fail" stat: if previous cam x and current cam x is equal (0 speed), increase counter (you need to reset the script to count from beginning). The "speedometer" is for the cam X. I have no idea why the X pos jumps randomly, when the game uses that specific address for displaying the character sprites.. I intend to continue/collab, but I would first need to know the answer for that 23 pos Y magic thing. All I know is leaving the start menu increases cam Y with 2 to 6 frames, depending on initial palyer Y position. edit: updated: http://pastebin.com/aaxjce0j (jump timer, in-game frame counter to see which lag frames are fake + some test values).
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MESHUGGAH
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Just saying that I'm trying to optimize this TAS (emphasize on trying)... My notes so far: * First jump/zip is optimal * Slashing in the air can save time. Requires more debugging to write the rules down. * Wallzipping can be done a bit faster (set of fucking conditions) * The game is not totally random, but just let's say I made 4k rerecords to finally sync up around frame ~3370 edit: Movie file uploaded here: User movie #18951804747011284 Image comparison (submitted TAS vs added optimizations): (Fails: 0 cam x speed, so far my best method (4k rerecords to sync) is avoiding 0 speed rather than lag frames or maximizing higher values while accepting 0 speeds. In the end, other methods always ruined by double 0 frames or unfortunate lag frame (decreased movement speed). CamX -26 (X -1), probably 6 to 12 frames saved so far. edit: how the fuck does the zipping+startmenu+startmenu works. the only way I can trigger it is with Y 23 pos (28, 26, 21 doesn't works?!).
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MESHUGGAH
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Holy mother of fuck, good job guys with that OoB founds/new zipping tricks. Keep up the good work. Obvious yes vote.
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MESHUGGAH
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feos wrote:
The only question is whether this bootleg game significant enough for Vault.
Absolutely. Top-notch game. I think bootleg/unlicensed/random games publishable as long as there's something that's nearly impossible to replicate in a real time (superhuman vs human). I count lag frames (manipulation/removal) too there. I avoid all random wall collision while scrolling forward (developer oversight), decimate bosses with the aimbot trick (very small frame window to replicate in RTA), optimized final boss fight. And actually a few levels contains only very high flying creatures that drops the power ups without any platform to get enough Y pos to hit them, which means if you used anything else other than spread gun, you are fucked up until the next level with that creature+weapon+platform to kill them (grenade DELETES objects, that's why grenading at final boss fight makes an unwinnable state).
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MESHUGGAH
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Looks optimal (checked up to ~13 waves, all last enemies killed as fast as possible and egg route is optimized with subpixels/speed). Yes vote.
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MESHUGGAH
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Ferret Warlord wrote:
What's next, Master Chu and the Drunkard Hu?
It's short enough and I only need to manipulate 8*10 yin yangs IIRC. 2P might be a thing. As long as a game can be TASed and it's different than what a normal human would do, I try it. But I'm not interested in super long games (7+ minutes).
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Post subject: Re: #4483: MESHUGGAH's NES Silent Assault in 05:26.91
MESHUGGAH
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"Archanfel wrote:
Collection of crappy games played by MESHUGGAH Seriously, i can't understand why such talented player constantly choose so terrible games :( I thought that NES Shinobi was a very bad game... but you managed to find game even worse!!
Haha =) I'm tied to TASEditor of FCEUX. And since most of the NES games already have a (probably unimprovable) TAS, all I got is the missing load of crap games. I have 81 NES WIPs with atleast a lua hud script or document or a movie file of the first screen or wherever I had to suspend it. I'm interested in moving on other platforms, but as long as I'm confident in my taserz skillz with this method, I try to finish those projects what I know I can perfectly execute them. My NES Metroid first boss (and a few scenes later) movie file has more than 135k rerecords. And the next thing apart from debugging a rare vertical scrolling issue (minimizing the time spent in air to advance vertically faster absolutely not trivial and lag frames are totally not helping this issue) is planning a ~5 minute route to preserve enough rockets and health to finish the game as fast as possible. So, you need much more time from me to make progresses in "quality" games. I will definitely assort all my projects in to a list, but people didn't really shown interest in co-authoring/feedback on my submitted wips/posts. edit: basically the detailed version of feos' TL;DR post that I just spotted now. lol.
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Post subject: Request to encode a niconico video to anywhere else
MESHUGGAH
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Hi. I'm tasing Parasol Henbee, and I want to compare it to the only TAS I know from a japanese taser. I can't watch most of the niconico videos, they give me a 40 seconds of something kanji clip. So, anyone would give me a favor? I can draw something special for you or drink a cup of milk together (maybe at the same time). Thanks.
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MESHUGGAH
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True wrote:
I'm sorry; what? If you know something about my bots (that everyone calls TASbot now) that I don't I'd like to know?
That was the name for AGDQ 2014 as the runner name. After that, everywhere it was noted as TAS Bot (youtube, the news, twitch chat, reddit etc). Also note that tom7's playfun which demonstrated at April 2013 also called as tasbot in the trunk (a bot that learns through playing and watching memory) Probably that's why everyone refer to "TASbot" or platform+bot to devices that either replay or play a game on it's own. Misconceptions.
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MESHUGGAH
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I've found an improvement on the MANDARA level, where we need to shoot down those statues. Apart from other boss levels (which timer based for both spawning and ending them), this spawns the boss after reaching a specific X position. (minor edit: not a new trick, just forgot to document it. already used at final boss since that's the only possible other place in the game where we it makes sense to sacrifice X position as long as you are shooting for 9 frames.) Also found a new trick which only could reduce the final boss level (and different from WotBM) is that falling down remove the "firing" state bit. Since we only have 1 bullet (1 bullet on the screen at a time), this saves time if hitting an enemy takes less then 9 frames and you land within this frame window, enabling you to fire without the neccessary delay. Soooo... what do I do? Cancel it? edit: finished implementing the trick also changed route for next to the last level. 93 frames faster movie here
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MESHUGGAH
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Antronach wrote:
Meh cause it was done well. A for effort and all that.
Don't forget that you are voting on entertainment, not for effort or publishing.
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MESHUGGAH
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People didn't understand what I wrote. Alaktorn asked a counter-example about the possible bad side of HAVING a gender option. I wrote what used to happen. Synnchan said it happened with her a few times. People think I want "them" (girls?) to protect, WHAT THE FUCK?
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MESHUGGAH
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Youtube (and google, and facebook etc) search results are filtered. I've checked a few countries, most of them lists 3rd this TAS. Spikestuff's encode gets 1 slot above on german proxies (so it trades slot with the longplay). edit: Spikestuff's temp encode is favoured over the longplay video tested with spanish, french and german proxies but brazil, canada, greek, US ones.
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MESHUGGAH
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I understand your point Tangent, but... "certain strategies which are impossible in regular play, but that's absolutely nothing like what is considered high level play." Why an "impossible strategy in regular play" isn't considered as a high level play?
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MESHUGGAH
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ALAKTORN wrote:
None of you have even brought up a single point of why giving the CHOICE of showing your gender would be a bad thing, while people who have experienced the bad of not doing it have spoke out.
My internet experience tells that if someone says she is a girl, she will regret it because of guys spamming her to get a date/picture/sex/fb/twitter/telephone/address/credit card last 4 numbers or seduce/threaten/rape her. Maybe in this order.
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MESHUGGAH
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*puts down popcorn*
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...