Posts for flagitious

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Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
Vatchern wrote:
we should celebrate by having a Forum starcraft tournament. 2 on 2 at Lost Temple matches. Anyone besides me interested?
OOh count me in.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
Well done. I hope to see more runs from you in the future.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
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Posts: 511
comicalflop wrote:
The projected length of the TAS Protoss mission 1 is 2:15, whereas the SDA is 2:42. Since it's a mission to get Zeratul to the warp gate, and the SDA run has Zeratul moving most of the time anyways, how can that much time be saved? With TAS I can have Zeratul moving 100% of the time, but besides that and having him always walking in straight lines can that much time relle be saved?
The projected times were made just to give me an idea which campaign scenario I should choose, just ignore them and always try to do it as fast possible.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
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Posts: 511
Hey, I am very glad to hear someone is interested in working on this because I don't intend to do it anymore and I would really like to see it. I will help out as much as I can with strategies, feedback (assuming I have 50 mp), and whatever.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
I say forget about fadeout lag for 96 exit run, because if you really wanted to save time at the cost of entertainment and pain you would just skip 85 more exits.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
mrz wrote:
sorry for opening up a old topic, but me and flagitious decided to quit. hehe go start that run now!! :D cant wait
Technically I did not quit, since you never got to the part where I agreed to help.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
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Excellent. Before watching it I was concerned that having the ability to control all three at once might make it too easy for you and thus dimish entertainment. But this was not the case, I enjoyed it throughly.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
erokky and dezbeast, can you give us a status update please?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
Thank you everyone. moozooh: I was considering also doing a longer route, possibly 0 1 2 10 11 18 23 24 25 29 34 35 (route with most new levels from this one without any waiting for bosses). But each field takes so long to do a good job, that if I try it I don't think I would aim for the same quality I did this time around.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
moozooh wrote:
It'd hardly be beaten without some advanced reverse engineering and probably some bruteforcing. Have you seen flagitious's Snes9x screen with the game running? It's crammed with active memory watches, scary sight. :) So, unless someone spots a new strat for a specific field, this isn't going to be beaten, I believe.
Well that is not entirely true. I did attempt to reverse engineer the game but I soon stopped and didn't really learn anything. The Umihara Kawase Physics page was made mostly from observing variables in the game. BTW I will add a glitch page soon, but there's not much. Knowing the equations for the physics is also purely useless but it helped me have a better predictive understanding for planning and optimizing. I did do a good amount of brute forcing, but this game is so hard to optimize that I'm sure there must be stuff I missed. As for screen full of variables, heh yes it is a mess, usually I only pay attention to rope stretch length, rope length, x speed. Some levels I had 4 more (12 total) on there, the variables for block speed and position. I'm sure big fans of memory watch also get their screen full of these things too.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
Thanks Brushy and Taliz. I was holding off posting any wips for a while because I wanted the actual submission to have some new content. A few notes about last 2 levels: field 52 seemed to be consipiring against me for going slightly faster, the octopus at the top shot to the right instead of left. This made it so I had an extra poison cloud to dodge and it was standing in my jump spot with old method. If I went about 10 frames slower, I could avoid this problem, but found a way to use it to my advantage instead. Field 55 was pretty interesting. There were many ways of doing this level. I ended up not using this method, but it is much more elegant and surprising.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
Awesome. One thing I like about this game is the way monster drops work, it makes it advantageous to kill monsters even if you aren't going to pick up the item. This results in more killing and ultimately more entertainment.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
Thanks Bablo. I did field 36, then when thinking about strategies for 52, thought of something I didn't try back in field 11. So I went back and redid fields 11, 12, and 36. 11 is done 9 frames faster, saving that precious time unit. 12 is 1 frame slower due to lag, but still done in 0 time units. 36 was improved some more, totalling 17 frames for that level. f36v2.smv Also I encountered a glitch I had not encountered before, it is death by hitting a corner, weirdglitch.smv No youtube wip this time, hopefully run will be completed and published soon for those non smv viewers.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
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Posts: 511
I don't think it should, but do what ever is easiest. Thanks alot, again :)
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
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Ok that is understandable, I can see how some people wouldn't want that. Although it should be safe because they should have a backup save state or a backup file if they do overwrite.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Cool thanks nitsuja. Here is another idea, that might be desired by some, but it's rather minor: When not in read only mode, do not give the error "movie snapshot not from this movie" when loading a movie snapshot that is not from the current movie, instead just replace the file. This might be harder to implement than I think, but if it's easy it would be nice because I always like to work with movie files under the same name as the rom so when I go to play them I don't have to go into the file menu to select the movie file. However I only commonly do this because I use it as a replacement to toggle read-write button since one time I think that caused a desynch and I am paranoid about it/habbit of not using it.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Thanks, it looks good. Although both runs are very good so far, I am surprised by the number of differences that the two runs have taken and the only cause is no boomerang versus boomerang.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Hey that's great, how about a wip please? Route planning for 100% will probably very fun and challenging due to the many side quests that can be done in almost any order, but it has been a long time since I played picking up heart pieces and stuff so I don't think I will be of much help.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
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Posts: 511
Sounds like you're off to a good start. I don't know anything about the game so I can't say anything helpful except good luck.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
Every forum needs exactly 1 BagOfMagicFood.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
Posts: 511
Here's the update: completed field 11 and 12. [smv|youtube] Used a different method than the two shown earlier for f11. It was about 22 frames faster than those. It's funny because I didn't use that glitch, but that glitch is the reason I started a second version in the first place. I was only 4 frames from saving another time unit on this level, but I just couldn't save any more time. Some potential ideas are to swing from the white block directly on top of the blue block, and at the beginning latch on to the wall, then dive in the water and swing around. I experimented with these some, I don't think they can work out to be faster, but they are interesting none the less. In field 12, I just needed to save 4 frames (deja vu) from previous published version to save a time unit, making it 0 time units :). I was able to save exactly 4 frames completing the level in 0 seconds woot. Oh yeah and field 10 is the same except 2 frames faster...
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
Joined: 7/6/2004
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I really enjoyed the first two versions, so I'm sure I'll like this even more, but I will wait for the avi to watch it due to difficulties getting it to play. Anyways nice job, big improvement over an already amazing run.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Thanks bisqwit. The sudden speed at 1340 is just from a standard stretch and jump. Glad to hear from you Blechy, I'll look for you on AIM. With field 11 I have 2 new completely different methods (although they both use the glitch where you pull up on a platfrom while climbing on). The second is 2 frames faster than the first, but neither are fully optimized so I have my work cut out for me. http://youtube.com/watch?v=r1XUN2XpS4U
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Went back to field 1, changed methods a little, now 8 frames faster than before, got hit by a couple frames of lag I couldn't avoid this time. Completely new method for field 2 (again), now 22 frames faster than before. Coming up on the left is about the same speed as the right, but it turns out to work much better with the approach from below because it doesn't require the height. smv | youtube PS accidently deleted old smv but got back by loading a state so the rerecord count got screwed up, but sort of makes up for starting from old run's smv anyways...
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Experienced Forum User, Published Author, Player (201)
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Field 2 completed (smv). 33 frames faster. I have tried to optimize it, but I will try more later because it is very difficult to optimize since the whole level is linked (after the beginning only touches ground for 1 frame at a time). I'll put avi up after I do that.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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