Posts for White_Gastra


Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
I think if that section is redone, then the remaining portion of the run has to be redone for a lot of reasons, including RNG and the input file itself. I would not know how to hex-edit smv files, by the way.
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Joined: 8/10/2008
Posts: 11
alucard wrote:
I understand that the lag would have been there either way, I just want to know if the lag would have been REDUCED if the flame wasn't present.
I tried and the lag could actually have been reduced without the flame present. Unfortunately, I have big plans this month and I am returning to school in September, so I have no time the next few months to work on an improvement. For those same reasons, I don't know when I'll release any improvement or if I'll even work on one.
Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
alucard wrote:
FODA wrote:
Ok, first my comments on the run: Also, the lag produced in level 2 surely came from the buggy flames, which appeared because you went too fast (the slow flame that came from the left went all the way to the end). It's obvious that if you waited a little for it to go away and then going to the next section would avoid the glitch, and so the lag.
This, this, this 100 times. If you can prove that the flame makes no difference in lag, it would be a definite yes vote from me; I liked everything else.
Personally, I am no programming expert, but I think the lag in the falling garbage section would have occurred anyway, because there are two player sprites as well as two ropes, the latter of which I believe is the bigger contributor. This kind of reminds me of Umihara Kawase, a game that normally runs fine but can lag depending on how the line in the game is used. To FODA: I knew of no other way to fight the bosses without losing time, that was more entertaining anyway. To fruitbane: I have not played the Genesis version enough to comment on any lag that occurs in it.
Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
Dromiceius wrote:
I wonder if there are tricks possible in "friendly fire" mode such as there are in Double Dragon II. Launching one player over a pit instead of swinging, for instance.
Playing "2-players A" won't be faster than playing "2-players B" (the mode I played) because there would be too many lost frames on the boss battles (especially Abobo and Big Blag) and sections where the players would normally be close to each other (such as the double finishing move sections) trying to keep the players safe from each other. Also, even if the launch across a pit is successful, the launching (as opposed to launched) player still has to swing across to pit, because there is no one to launch him and suicide doesn't respawn him on the other side, let alone save time.
Post subject: Re: Future SNES speed runs I want to see.
Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
White Gastra wrote:
NDS_Emil wrote:
#2: Battletoads & Double Dragon - The Ultimate Team
In case anyone hasn't noticed, I've already submitted a tas of this game and I'm really satisfied with it.
I recently submitted an improvement to that tas.
Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
Response to mklip2001's post: -I grabbed each fence as far to the right as I could; I know it doesn't look it, but it's because this game isn't incredibly well-programmed. Despite being a really great game, the game has subpar collision detection and no invincibility period following damage (only following death). -I tried intentionally falling into the pits. It does not save time. -In the third part of Level 3, I have player 2 lose a life during the force field section to use his invincibility period to pass through the remaining force fields. That is why I listed "Uses death as a shortcut."
Experienced Forum User, Published Author, Player (112)
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In response to your comments/questions, Derakon: -the "flames" that linger make up the graphical glitch mentioned in my submissions comments. As I said there, I had no control over the glitch. -I am pretty sure the reduced lag in the falling objects section was due to less onscreen objects. I would like to stress that I could only reduce lag instead of avoiding it. -About killing the ratship, if having two players simultaneously shoot the nose saved time, I would have definitely done so, but I used one player at a time so that the other player could prepare to shoot his specific target from the "twins" as early as possible. I know that the last two targets are single targets, but I felt using two players was pointless as it didn't save time. -About climbing down that specific ladder, even if I hit the lowest flame, I would have been sent back to the top. Waiting through the "burning animation" takes longer than climbing down with those short breaks, anyway.
Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
Hi, I'm the author of this movie! I know it has been a long time since my submission but the fact is that I have been very busy with school and with work. I would like to say that my two-player tas is in progress and it is proving to be faster than this submission. I don't have a set time frame for the release of my next tas, but I only ask for everyone to be patient. When my run comes, it comes. I think it would, as a result, be pointless to revive this run. I hope you all like my next tas!
Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
I have thought about it and I agree with you, mmbossman. A two-player run would be faster and far more entertaining, which is why I have cancelled the submission. Again, I am going to school this coming semester, so it will likely be a while before my next submission, let alone of this game.
Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
I think the sections where enemies come from both sides, stage 4, and certain bosses can be completed faster with two players. I'm new at making TAS's, so it was hard enough for me to make a single player TAS. I'm going to school this coming semester, so it will likely be a while before any more submissions by me are made.
Post subject: Re: Future SNES speed runs I want to see.
Experienced Forum User, Published Author, Player (112)
Joined: 8/10/2008
Posts: 11
NDS_Emil wrote:
#2: Battletoads & Double Dragon - The Ultimate Team
In case anyone hasn't noticed, I've already submitted a tas of this game and I'm really satisfied with it.