Posts for Randil

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I didn't have the original zip file for VBA 19.3, so I just zipped the necessary files myself. Here's the rapidshare link to it. Hopefully I didn't forget any files...
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Great improvement. Here's another yes vote.
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Holy tool-assisted speedrun, that was awesome! I'm having troubles just beating songs on expert... :P
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A long time ago I tried to improve this run. I almost finished, but after a while, I found the game so dull, and manipulating luck was a pain, so I quit. Anyway, if anyone is interested, here it is. I don't remember how much faster it is, but it's around 30 seconds or so. And it can still be improved, as I said, luck manipulation is a pain in this game. There is also lots and lots of lag... But on the other hand, finding the optimal strategy for a boss is often hard, which might make the game somewhat fun to watch a TAS of. Oh, and I picked the same route as Josh did in his TAS. I have no intentions of finishing that run, so if anyone wants to use my WIP for reference, be my guest. :) I think the reason Josh picked the route he did was in order to have stronger weapons for levels 2,3 and 4.
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Guerrilla War is a run that has pretty good potential for a play-around movie. If someone makes a run that aims for entertainment first, I would gladly watch it. :) But for this "aims for fastest time" run, just like X2poet said, running off with P2 to do other stuff usually causes more lag, as well as the fact that the characters stop for 1 frame when changing direction. To put things short, while I completely understand Xkeepers point, doing such a run would probably waste too much time for a fastest possible run. I guess this is yet another example of whether or not it's worth it to waste time in order to get the run more interesting.
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This might be a stupid question, but have you checked if you have cookies enabled? If not, I think that might explain why you're experiencing this.
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Ah, allright. Well, in that case, here's the yes vote I've been holding on. :)
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Great improvement! The choise of using player 2 on bosses but keeping him away on the levels was cleaver. I'm wondering though, why didn't you use player 2 on the first bosses in the run? Also, I think you died a little too much overall for my taste , especially on the sewer boss. I think I'll hold my vote until I'm told why you didn't use P2 on the first bosses, as I think this could save a few seconds. Beside this little thing, the run was very solid! :) undeRCoveR: The reason for this is because using two players causes a lot of lag on the levels, so you only want to use P2 on bosses.
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Phil wrote:
Nice improvement, I knew it was improvable and I feel it could be still improved. But I might be wrong on this one. It's just a feeling. It's just that I remember when tasing that game, on level 4, I did managed to finish the level at 3900. Famtasia isn't reliable for frame precision and I thought it was slower by 1 frame but today, I am not sure. Anyway, I am not tempted to tas that fucking sucking game myself. :P
It might be possible, but I highly doubt it. Level 4 is extremely straightforward: You always move at constant speed (there is nothing that slows you down), and I jumped to the pedestal as soon as possible... But on the other hand, there's always a chance I've missed something. :P But I'm not so tempted myself to TAS this game again, at least not right now. ;)
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I play the piano from time to time, mostly Final Fantasy music. Nothing serious. I think I uploaded some of my recordings somewhere on this forum once...
Experienced Forum User, Published Author, Skilled player (1890)
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The macro feature works great! I have one small question though: Is this SNES9X version compatible with SNES memory watcher, and if so, what should I write under "target:" to make the memory watcher recognize this emulator?
Experienced Forum User, Published Author, Skilled player (1890)
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Experienced Forum User, Published Author, Skilled player (1890)
Joined: 4/20/2005
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Location: Norrköping, Sweden
I don't usually make any big sandwiches myself, but I remember making a big "shrimp sandwich", as we call it in Sweden. It had shrimps, mayonnaise, slices of boiled eggs, and I think it had some tomatoes on it too. If you like shrimps, you should try it out! :)
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Great to see some work is done on SNES9X! I'm wondering, would it be possible to implement a "memory poke" function, like in FCEU .16? For those who aren't familiar with FCEU, memory poke allows you to set a RAM address to a value of your choise, at any time. This is very useful in order to find RAM addresses for boss HP and your characters position, and all kinds of things. At this moment, the only way to test a RAM address in SNES9X is by giving it a new value is to use the cheat function, and this isn't very convenient...
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Mr. Kelly R. Flewin wrote:
I wonder if you and Randil work on this together if you both would end up getting this down even lower then 2:30?
Hehe, perhaps. :) I have some other stuff I want to finish at the moment, and I guess Phil has some stuff too, but perhaps sometime later on, if Phil feels up for it, we might make a co-operative run. It's not out of the question for me, anyway.
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For some reason, FFXII did not appeal to me much. It's hard to put my finger on it, but I kinda felt that it didn't happen very much with the game's story. It was more like "go to this gigantic field, explore it, kill all the monsters and take all the treasures, reach the end of the field, see a movie sequence, go to another huge area, etc." I didn't really like the characters in this game either... they felt so... dull. The game wasn't terrible or anything, it was an okay game, it's just that I found it (I know you're gonna throw rocks on me for this, but), in a way, linear. For both good and bad, there were a lot of sidequests, but I don't think that a huge selection of sidequests at the later parts of the game makes it non-linear. Does anyone agree/disagree with me on this?
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Nice, I didn't expect this coming. The run looks very solid. The thing that surprised me the most was your strategy in room 2, I never thought of that myself... I think this run also looks "cleaner" than my run, in the sense that it's not as obvoius that you lose time here and there to manipulate luck. And too bad that you lost 60 frames to make the fish appear. I had troubles with this myself, but managed to make it appear by killing both rats in room 4. Anyway, this is another good push towards the edge of perfection, and I'm glad my movie helped out. :) I think that the only way to improve this game now is to completely dissect the game and analyze exactly how RNG works, at least that's what I think. Anyway, easy yes vote on this, good job! EDIT: In the author's comments it states that " In other words, when $112 = 0, $11c goes down." When I TASed this game, I got the impression that when $5E8 = 2, $11c goes down. That's how I made sure the ghost counter started counting in the next room. Perhaps if $5E8 = 2 then $112 = 0 automatically?
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Besides the Final Fantasy games that Deign mentioned, I suggest you try Terranigma for the SNES. It's a really fun RPG by Squaresoft, and it's pretty similiar to Secret of Mana. Speaking of Secret of Mana, you should try that too. I would also like to mention Shadowrun for SNES which a very original RPG but very, very good. Try it out! :) EDIT: Hehe, I didn't read the first post thorougly, so I just threw out some RPG's I liked. But, if we're talking about Final Fantasy games, then my list would be: 1. FF VII 2. FF VIII 3. FF IX I have to admit that I have never played through any of the SNES Final Fantasy games, so I can't say much about them. However, I've had plenty of fun with FF 7-9, so you should play through them some time.
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I believe there are some good tools available if someone wants to do a Mega Man hack that is made entirely for the purpose of making a good TAS. It will most likely be a whole lot easier to make a good ROM hack than making a completely new game from scratch.
Post subject: Re: I got an idea^^
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Snake wrote:
I hope this is the right thread for it. My idea was... What about a Section with Emulator runs that aren't TAS'ed? I mean... An extra area for normal players. (Or peope who can't TAS or don't have time to learn it) Or in other words: Like Speeddemosarchive. The vids there are pretty good and fast. But not TAS'ed and sometimes very unoptimized^^ (I just watched the Bomerman Hero Run) Then everyone could make a "Speedrun" of a game. Maybe it's unoptimized as hell... But then can some obselete it xD What do you think of this idea? (I know sometimes it can be really annoying by see someone dying or looseing... But we are all Humans^^)
A section like this already exists, Speedrun competitions. These runs are not tool-assisted, but are (often) recorded on an emulator. Pretty much like the runs on SDA, just on an emulator. Is this what you were asking about?
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I vote for Cardboard. He has done some awesome TASes this year, that are both optimized and fun to watch. Hats off to you, Cardboard! :) I would still like to recognize Xipo, who has made some great runs too this year.
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Luck manipulation. Horrible, horrible, luck manipulation... (Darkwing Duck, Boku Dracula-kun, Mickey Mousecapade, Goonies, Goof Troop...) :( I think I'm gonna stop TASing games that has any form of randomness.
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Great run, and good cursor movements. Lots of explosions are never wrong. :) And I think the music in this game is similiar to the music in Wild Arms. Anyway, here's another yes-vote.
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I searched for "amazing voice" on Youtube, and I found this video. I believe it's from some song contest in Russia. Anyway, if you don't feel like listening to the whole song, fast forward to 1:05 and you'll understand why it's an "amazing voice"...
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IdeaMagnate wrote:
I wonder if it'd be possible to use three of those stalactites during the centipede boss by some clever juggling. Apart from that one point, this is a very noticeable improvement on the previous run. It was significantly tighter and displayed much greater control over the game. Enemy manipulation was hard to notice, but it was certainly done well.
Thanks! About the centipede boss, this would not save any time, even if it was possible. I've done some tests on this, and the centipedes don't die when their HP hits 0, they die after a certain amount of hits. When the boss fight is over, both centipedes have some HP left. However, if it was somehow possible to get both their HP down to 0 before the last entrance, the boss fight would be faster, though I have a hard time figuring out how it would be possible. In order to hit a centipede with more than one rock when they enter the screen, the rocks must hit them at the same frame (this is done at least once in the run, where Goofy and Max throw their rocks at the same time towards one of the centipedes). So even if you were juggling with three rocks, I unfortunately can't see this being possible...