Posts for Weegeechan

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Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Wow, that was really cool! I can't wait to see unique glitches like this in the 150 star TAS of SM64DS. It'll really make it feel different than the 64 version. :)
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I just tested MvDK on the mGBA core and the graphical bug was gone but instead replaced with a different one. Each cutscene that shows DK with his bag entering the key door is invisible. So how did the VBA emulator from 2008 have no graphical bugs...?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
CoolKirby wrote:
Sounds great! If it doesn't hurt your motivation or ruin the skip, maybe you could post WIPs too.
Yep! I'll be posting a WIP decently soon. I've been delayed making this TAS because I've been busy with some stuff IRL. I've also been trying to beat Bloodborne which I had started playing before this :P I still need to do a bit of testing too because of a glitch I found recently and I need to figure out how to recreate it. So hopefully it won't be much longer before I make some progress! ;)
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
grassini wrote:
maybe do a normal run and the all levels run separate?
Actually, I didn't realize it but there are actual credits and an ending after beating level 8. I didn't get it when I played because I input the password to unlock levels 9-12. Well, it looks like this TAS is good to go! If I have enough energy after the regular TAS I may do a levels 1-12 run!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I just finished playing through this game and it was really awesome. It has really fast gameplay and I found a ton of glitches and tricks with one of them breaking the game completely. I've decided to make a TAS of this game since it should be pretty fun and the actual end time of the run should be decently short. One thing I've been wondering though is if I would be allowed to enter a password to get A ratings in the first 8 levels. Unlocking the last levels requires to get an A rating in those levels and actually getting them without the password doesn't add any entertainment value and actually would cut out of some cool skips I've found. I'd like to know if this is ok before I start the TAS because I would have to route each level completely different.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Isn't this category pointless? It's almost identical to the Sonic run but stages with SP Rings are less entertaining. Then there's a lot of added time due to the mini games (which add no entertainment value) and you stand still in them for about 60 seconds each. AND THERE'S 8 OF THEM. It's not like you unlock anything when you collect the emeralds so what's the point? People have already pointed out that the true ending requires collecting the emeralds then beating the game with all the characters so this isn't even a 100% run. It would be like having a SM64 TAS where you get 87 stars. It doesn't unlock anything and it's still not 100% but it's done anyways. Sorry, but I'm going to have to vote no. I know this is a little picky but if this ends up getting published I think Mukki's name should go first. More than half the movie is his input.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
That was great! :) I really liked the deathwarp used at the end and you did some really cool jiggy dance cancelling. Really entertaining overall! Can't wait to see how CC is going to look.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
That was really entertaining even with all the auto-scrolling! I think my favourite part was when you were in the mirror room. You kept looking in the mirrors and at around 4:56 when you punched I imagined it was the character flexing or something lol. Then when the enemy jumped out of the mirror you jumped as if you actually got scared. Then all the punching and crouching to the music was a nice touch. Good job on this!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
mtvf1 wrote:
Sorry, I have to vote NO. For a 1minutes tas, we have waited for you more than 3 weeks. Even ars4326 ask you, you still choose the silence. Though you improved the published run, why not try to do the best? In round4, you still slower(13 frames) than the published run. I don't think this game is too hard for you to waste 3 weeks.
I agree that 3 weeks is a long time to take improving a 50 second movie but that's no reason to vote no. Vote based on the entertainment value of a movie rather than personal reasons. We have no idea what's taking him so long but perhaps something has happened in his personal life? Maybe to avoid future situations like this a run can be rejected after being 3 weeks delayed?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Not going to lie but this seemed like a regular playthrough you did with savestates rather than an actual TAS. The way you spammed Gohadoken while the CPU just blocked seemed like you didn't try manipulating their AI. You also kept using it when they stood back up but missed them completely. I'm also confused by the random moves you threw out. You would Hurricane Kick when they weren't close to connect. Plus you barely performed any combos and when you did they weren't too impressive. As you can see from the videos posted above, a lot of cooler combos can be performed and those were done in real time. Sorry if this sounds too harsh but I hope that this doesn't discourage you. I'm sure a more put together playaround of this game could be interesting....even though the game sucks lol.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I didn't even know this game existed but it looks really sweet. I always like to see puzzle games like this getting completed with such precision and speed. I found this run pretty entertaining. At first I thought I was crazy when I thought the blocks lined up to say "TAS" lol. Good playaround there.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Wow, for being just a homebrew game this seems to be very well made. Nice improvement on the previous run! It wasn't all that entertaining but it was short enough to keep my interest. I give this a meh vote.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
So here are some of the advanced techniques I discovered while TASing this game. The first one I like to call eastwood shooting. If you don't get the reference then go watch this: https://www.youtube.com/watch?v=mkr0bwV5YWE So, what this trick does is allow a shot to be fired every 3 frames. It's perfect for decimating bosses but hinders all movement so it shouldn't be done while moving in levels except for very specific situations. To do the trick you must shoot, then wait a frame, then turn in a different direction (to cancel the animation), then turn back, then shoot, then turn etc.. ------------- The next trick I discovered is pretty simple but useful. I guess we'll call it shot hovering. What it does is give you a little extra distance while in the air to make otherwise impossible jumps. To do it, simply jump and reach your max height and start to descend, then fire a shot. You will hover very slightly but it does make a big difference sometimes. ------------- The last and easily most useful technique I discovered is quick shooting. It is used to get out shots really quickly without having to slowdown or lose speed. When quick shooting you pretty much become a train and your bullets are your plow. What is done is, you shoot then jump for 1 frame. Jumping cancels the shooting animation so while in the air you can shoot again. Then the moment you land you shoot again and repeat. This allows you to destroy enemies very quickly without ever slowing down!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Well, I finished 1-1 and I don't think I'll be continuing work on this game. While it was fun at first, it got boring pretty quickly. All of the acrobatic moves (either than somersault jump) make you lose speed or are just plain useless. Just walking right most of the game is boring to TAS even though it may look like I'm doing a lot. I haven't really found any other cool skips or faster ways to move so I feel like I'm not going to have much fun with the rest of the run. I also find the game is really bland, so that doesn't help :P Anyways, here's my WIP: Link to video bk2 file I'll continue to post the rest of my findings here for anyone else who may want to TAS this game in the future!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Ah, it's good to see our previous movie was obsoleted! I didn't feel the previous movie was optimized enough (it only had 575 rerecords) so I'm glad this movie will replace it. ;) So no need to apologize! I wouldn't bother making us co-authors either, but it's your choice. You started this movie from scratch and beat our time fair and square. I'm also really liking the new strategy you used for 100m. Good thinking doing all one side at the same time.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
One of the first glitches I discovered was skipping the intro story. Pressing A 23 frames after selecting a new game file will cancel out the intro story and bring up a glitched version of the main game hub, "Heaven". Heaven is a location you can select on the world map which allows you to view all your stage data, such as scores and best times. It's also where you can play the tutorial level which is required to go through after watching the intro story. So bringing up Heaven before the story intro actually allows you to select the tutorial right away! (Left=glitch, Right=normal) As you can see, a lot of key features are actually missing from the glitched menu. Bounty is missing and interestingly, End Game is still there but it's invisible. Going to the world map is impossible until completing the tutorial for the first time so that may explain why it becomes so glitched. Normally when exiting Heaven it takes you back to the map but in the glitched menu it will just return you back to the intro! But it instead becomes very broken. All the images become a glitched mess which basically resemble Missingno. I couldn't find anything else important to do with this glitch but I've found a few other tricks which I'll continue to detail as I go!
Post subject: Metalgun Slinger
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I started a TAS of this game! It's a western/anime run-and-gun game released only in Japan. It's a decently unknown game which is unfortunate because it's pretty sweet. I mean, there's a total of 7 videos of it on youtube and it doesn't even have a wikipedia page :P You have tons of acrobatic moves you can pull off and a ton of special shooting techniques you can do depending on what direction you pressed. There are so many moves that it almost makes it feel like a fighting game! Well anyways, I've found a bunch of tricks and glitches in the game to make it more interesting to watch! I'll detail some of the stuff I used and found later, but for now here's the first WIP: Link to video bk2 file I had to avoid all the signs in the level because touching one brings up text boxes with advice. If you're wondering why I sometimes went through the signs, well, that was a glitch I discovered! Jumping in front of a sign for one frame in a specific spot then shooting to slightly hover will put you past the signs hitbox. It's glitchy because you can then run through the sign and looking in any direction while doing so with activate the text. There's a lot of other tricks in the tutorial level but I don't want to clog up the first post. Any feedback would be greatly appreciated! :)
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Sharkey91 wrote:
We know it's not possible to finish the game with Yoshi only by any way, as you can't defeat Bowser with Yoshi only. I don't think there will be a new crazy glitch to make Yoshi grabbing Bowser's tail. Good dream anyway :)
Oh dang, I didn't know he couldn't grab his tail! :P Well, I eagerly await your 150 star run. I can't wait to see how much it differs from the N64 version
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Ah yes, finally! :D That was really entertaining and I love all the little improvements. As others have said, maybe one day it will be possible to do with Yoshi only. Voted yes.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
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Location: Canada
Oh, haha no worries! ;) I didn't realize you were getting help from other people too so that's good to hear. Well I'm glad I helped, even a little bit! I had fun figuring out the Grublin RNG and whatnot so if you ever need help again feel free to post a savestate or movie file.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I'm happy to hear this has saved some time! After reading your post, I realized something. You said, "my movement also changed his placement slightly." Then it hit me! It wasn't what frame I was entering Mumbo's Hut that was changing their placement, it was where they were left standing once I went inside! If you have a Grublin follow you to any point on the hill then go and enter the hut, it will stay in that same spot it was originally left at. Link to video So maybe before grabbing the skull Jiggy, you can manipulate the one Grublin so it's a little bit closer to the hut. It might save even more time, I'm not sure. I was also thinking, instead of breaking that hut last, would it be faster to break the one on the other side of Mumbo's? The Grublin there is already close to that hut. Or is it already confirmed slower?
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
So after messing around with your savestate for a while I managed to figure out how the Grublin RNG works! I even figured out how to manipulate it. At first I thought it might be possible to manipulate depending on Banjo's position when he comes out of Mumbo's Hut but it turns out it all depends on when you enter. While on Mumbo's Mountain, it seems that some RNG counter is rolling and when you enter his hut on different frames it changes the Grublin's spawn points and how quickly they react to Banjo's presence. Then while in his hut, the RNG locks and no matter what you do or when you leave doesn't change it. This is probably a good thing since less manipulation is required :P I made a bunch of movies to showcase different outcomes after grabbing the Jiggy in the skulls eye. https://www.youtube.com/watch?v=kDIpMs4Du3s https://www.youtube.com/watch?v=yCfNNIwhjYA https://www.youtube.com/watch?v=pEby4U1dOtc https://www.youtube.com/watch?v=oDEnNjby6C4 https://www.youtube.com/watch?v=4PxyB4OdllU (Don't mind the note collecting in the hut. I did that before I knew the RNG was locked). I should mention that the RNG might also be effected by where Banjo lands when he jumps out of the eye. I can't really tell and I didn't test that out fully but it someone could find the RNG value this would be a whole lot easier to manipulate :P But I hope this all helps!
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
That was pretty entertaining! It actually reminded me a bit of Lost Vikings lol. From what I could tell, this looked pretty optimized! Keep up the good work :)
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Alright, sounds great! I look forward to testing this out.
Experienced Forum User, Published Author, Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Hyperresonance wrote:
I had an idea to try and manipulate the purple guy a bit more, but it turned out to be slower. I really rushed the movement from the final jiggy to the end of the level, and I could make the guy at least move in a straighter line to the jiggy. So I will redo that section a bit and Mumbo's Mountain will be done for good. It's a shame, but can't really do much about it. EDIT: @jsmith The hut spawns are fixed actually (angle only, but not velocity) so I can't make the jiggy spawn in the direction of the purple guy, though I did make it spawn the least distance possible from the hut.
If you really didn't mind, you could always upload your wip file here and others can help try manipulating the Grublin. Personally, I would love to help you out to make this 100% the best it can be. Even the SM64 100% has 15 authors so clearly not everything can be done by one person on a project as big as this. But again, it's up to you if you'd like to do that or not! :)
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