Posts for asteron

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Joined: 2/16/2005
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Fair enough ... In either case this movie is pretty uber :) The bowser fight is definitely my favorite yet! Juggling the mushrooms hasn't been done this well before! I like how a lot of the improvement came from very precise play as opposed to more glitches.
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Fabian wrote:
No time is sacrificed to end input as quickly as possible. Final hit on Bowser is still delievered at the earliest possible moment.
That's not true. You can shoot the second mecha troopa straight up in the air immediately after the point blank shot with the first. The troopa will arc and land on bowser's head but not when he first becomes vulnerable. I think JXQ or Viper7 did this once and some got upset which started a big controversy of when a game is 'beaten'. Something similar for grabbing the axe in SMB1.... Anyway either way is good I suppose though the 'end input as soon as possible' is more well defined.
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This movie is great. Im amazing you could shave off so much from the last movie. Looking at it now I think I am a fan of ending input ASAP instead of trying to finish the movie as it kinda looks more impressive.
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Voting yes.. as long as you dont have any more improvements pending :)
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Congratulations on the first run to obsolete an N64 movie!
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Please dont get discouraged! I know a lot of people would just love to see this run happen :) myself included. We are all rooting for you!
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Expansion pack is that extra memory that came with.... Majora's Mask was it?
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A little too much info from DK but if the submission text is accurate this is a very easy YES vote.
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Ahh, the stealth creator is revealed! It is very rare that a high-quality TAS run is made without anyone here knowing about it. Congratulations on that! If you found the experience fun, please try out other N64 games as well. The N64 needs more attention than it has now.
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A lot of these hardware limitations are designed into the game arent they? Like the NES can only display so many sprites in a horizontal line and so when this happens a game must blink a few of them off in different frames. Even if you remove the hardware restriction the game is still programmed to do that. This topic might be getting a little off-topic though. And glad you made your way here Curtis! Big fan of the site.
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I have a feeling this game is hex edit friendly so even if done seperately I believe the campaigns can be spliced together easily enough.
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nitsuja wrote:
I guess you haven't tried minimizing lag in an N64 TAS. Frame advance skips over lag frames, so you can only notice it on playback or by watching the frame counter. Maybe frame advance should be given a configurable framerate, because there's no way for the emulator to tell the difference between a frame of lag that is supposed to happen (which is every other frame when the game runs at 30 FPS) and an additional frame of lag that could be avoided.
Perhaps you should have an overlay visible somewhere that shows you the delta real frames everytime you push frame advance. A spike in this number is a pretty good indication of lag. I agree with going for the absolute minimum time in the minimalist run. Its not like we all havent seen DDD before.
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Baxter wrote:
New quadrun WIP, in FCM and AVI (Encoded by DeHackEd). This wip it a minute longer than the previous wip, and plays up to the 10000th frame. All bosses are killed now, so the first levels are all complete :)
That link didnt work in Firefox but does in IE. This project is getting better every WIP :)
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FODA wrote:
I encode the AVI beautifully before sending to youtube, so it uploads faster. I just thought it's less of a hassle to watch it online than downloading a m64 so you wouldn't have to fiddle with files / emulators.
I like the youtube links better since I can rewind them and it requires far less effort to start watching.
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FODA wrote:
I define "slope" as planes that make you slide if you stand on them. The rest is ground, like those stairs.
Ahhh ok... I was thinking more literally about it as an unflat surface... but yeah I agree for this game it is helpful to make a distinction like that. It does seem as if "slopiness" is a quality applied to the surface as opposed to concluded from its inclination.
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FODA wrote:
Can't be done on slopes and can't be done if the there are obstacles.
I think you mean slopes you cant walk up (or stand still on). AKA is able to blj up the slope in lobby (the one that looks like stairs) just fine.
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You can stop a BLJ with a butt stomp but you would want to make the most of the momentum...
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Well actually if the 70 star run included 100 coin stars they would likely be paired with a different level star than the 120 star run. Since the 120 star run would tend to pair them with the longest stars (which would be avoided for 70 stars). Yeah, zelda LttP has a any%, any% no exploration glitch, and (soon)100%. So I guess if someone wants to tackle 70-star they should, this way there will be TAS counterparts to all the runs on SDA.
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Yeah 120 and 16 is enough (though a 1 star run would be even better :-) ) I dont think the different overworld route would be all that interesting but the optimal star selections might be... the problem is that the ingame stars would be too similar to the 120 run. Really 100% and any% are enough for such a difficult game though I am not opposed to a any% no-exploration glitch run.
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Very good show FODA! The money bags might need a different strategy though.. that jumping looks too slow.... maybe circle a few times to get him appear and then kill? Losing your momentum there seems costly. I didnt know you could just duck into the igloo! Be sure the crawl around sometime later then... maybe on one of those rainbow carpets. Crawling needs to be featured somewhere...
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I think we should avoid acronyms for individual stars. I mean having 15 acronyms for the levels is enough but having to figure them out for 90 level stars is too much.
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I remember the slowness of the alternaroute in Flame Mammoth was a tradeoff for entertainment. But since you are going for frame perfection that is understandable.
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AKA wrote:
I don't think there is any question of not using the Lobby glitch, its literallly going to take me 8-10 seconds to do and it takes six seconds to re-enter and quit a normal paint world, so its lobby glitch for the win.
It's great to hear something definitive on this after all the discussion :)
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AKA wrote:
I'm still struggling on the third star I can't store enough momentum to reach the top of the mountain and onto the island.
It looks like FODA starts off with too much and bleeds some of the speed off along the way.
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Atma is this run still on? I am still very interested in this and would love to see it finished :)
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