Posts for moozooh

Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
N. Harmonik wrote:
I wonder if any these glitches could be applied to the other Metroid runs...?
Yes, both of them, to Super Metroid.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Chamale wrote:
It's harder to make a TAS of a 3D game. Compare Super Mario Bros. and Super Mario 64. SM64 has been improved by well over a minute. On the other hand, it's easy to slap together a run of SMB that's just 10-15 seconds worse than the best run.
It's easy to slap together a run that is 3-4 seconds away from the best run provided you use enough rerecords, but the thing is that no-one expects such level of precision in a 3D game, anyway. Saving a frame in SM64 would be thousands times easier than saving a frame in SMB, and you're free to try.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
1.43 rerecording v9, I believe. try to turn off the flags except WIP1 timing.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
I play much better now, I just need training. I only speedrun, like, once a month or so, so I screw up much more than you, but I already can do many difficult maneuvers more freely now. Training should cure the moments of indecisiveness and those screw ups. I feel I can do much better than that, sub-50 should be possible with more practice.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Kyrsimys, don't be such a potty-mouth. >_>
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Hah, congrats! I've just improved my time as well, playing on 1.51. Only 25 minutes left to WR! Hotarubi, rest peacefully!
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
So, I've just beat my old single-segment record (00:59) on a new Snes9x 1.51. The new record is 00:57, and it's still full of suck and fail. If you want to see how SM looks and sounds on a new emulator, here's the movie file. (Will be hosted there until Microstorage starts accepting new SMVs.) The main reason I've brought it up, though, is to demonstrate the differences in emulation. Graphics: as you see, there's no more annoying line of pixels under the status bar, and that's perfect. The colors are a tiny bit more clean and natural (unless it's my imagination), and resemble ZSNES somewhat. Look especially close at some effects like Phantoon's death. It's MUCH better now. Sound: I didn't like the default sound, and never will: 32 KHz + interpolation = mufflefest. And there are still some sound quirks noticeable in several places, where the pitch of a sound is different, or when one of the channels sounds quiteter, if at all. The amount of these quirks is similar to that of 1.43's, they're just a bit different. Timing, etc.: I'm not sure why, but it feels as if there's more lag. There, however, isn't. Must be something with its intesity in certain spots (timed on powerbombs). Draygon's turrets attack faster, Ridley spews a lot of fireballs. Space/time beam doesn't work at all.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Tompa wrote:
So... Shall I finish my started runs on the 1.43 version, or shall I try to hex edit it into a 1.51 movie instead? Or just remake it from scratch?
If possible, port the movements manually where available. As long as there's a reference, it shouldn't be too hard.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Wait, I'm pretty sure I've read the first posts in this thread about a year ago, yet they're dated 2007-04… I'm confused.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
evilchen wrote:
saturn, is your wip really really faster then moozoohs now :x?
It isn't. Saturn will likely have to redo it once again, since it turns out that I gained 23-24 frames on it in the segment shown here. Obviously, it isn't the limit (see the notes page), so he can improve my WIP by a few more frames if he does his best. :) Besides, he is much more experienced than me when it comes to figuring out the paths in complex rooms, so the real feats will come in the more distant future.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Very cool. Very very cool. Hero is on a roll. :D
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
:D No, actually I dig Fried's idea.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Thanks, those two rooms are the only ones I'm fully satisfied with, [almost] all the others need both speed and style improvements. If you find a speed improvement, feel free to edit the page and add it there.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
P.JBoy wrote:
0 rerecords?
Yeah, that was played in single segment, I'm that good! Seriously, though, it's a side-effect of savestateifying it. The actual rerecord count is 5400 (relatively low, but I barely spent any rerecords on Ceres).
P.JBoy wrote:
EDIT: That being said, there's no movie info
See above.
Post subject: test run WIP #1
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
So, as some of you may know, I'm currently working on a test run for my upcoming low% TAS. I'm fighting Torizo at the moment. Since the beginning is always similar in any type of run, I decided I'd show a bit of it so you could see the optimizations I was talking about all the time. Here's the first (not sure whether it will be the last) WIP of a test run: WIP #1: Landing site → Bombs. It's precisely half a second ahead of JXQ in ingame time, yet it contains some very small mistakes I've listed here (I didn't plan on releasing a WIP when I compiled that list, so it was timed by the full .smv; the offset is ~15350 frames). This is only a test run — the final run will certainly be faster and more clean. New and almost new tricks and strategies showcased: 1200—1300: so called "moozooh jump". Saves at least 4 frames and looks nicer due to not having to land. 4000—4100: contrary to the popular belief, mockballing straight to the platform at a right speed is faster than unmorphing and running. 4400—4450: "catnap jump". I improved it by clearing the top row of blocks in one shot. 4450—4500: morphing serves multiple purposes here. It pushes my hitbox down, it gives me more maneurability, and finally, it lets me land in a crouched position to shoot the door before I roll up to it. 6480: hopping cancels the turnaround animation and thus lets me shoot the door much faster. The drawback is that I have to wait until Samus drops down (I miss SMR's gravity!), so it only saves 2 frames here. 6780: missile accelerates slower than a regular shot, so it scares the pirate one frame later than usual, saving a frame. Other improvements come from better precision and jump timing. Enjoy.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Phil wrote:
I think I will continue working on some better game than losing my time posting here.
Oh, it's hard to disagree. Seriously, you have enough anticipated projects waiting to be worked on, rather than improving entertainment in Donkey Kong.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Chamale wrote:
I think it would be morbidly funny to list lowest entertainment value... But then, it does mock the authors. Still, the authors know that the rating is low.
I fail to see that as something the author shouldn't be ready for beforehand, especially since low entertainment rating depends on a poor game choice in nearly all cases. That shouldn't prevent statistics from having place, it would help the others notice lowest rated movies faster and possibly try to improve them regardless of who the current author is (see also: Jaws).
Chamale wrote:
Still, the authors know that the rating is low. If we make it show only non-obseleted movies, then it might motivate authors to improve their movies.
Do you see anything obsolete on that list?
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
mmbossman wrote:
How many times has a movie been obsoleted by a movie that is longer, but more entertaining? I assume this would fall into a similar category, and if it has been done before, then you certainly have a point that speed isn't all we care about. But speed certainly seems to be the one criteria that is considered above all others.
It has happened before. The major criteria, as I see them, were that the successor movie was better both technically and entertainent-wise. Going on a harder difficulty would prevent such a movie from being faster than the previous in actual length.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Yes vote. Unlike the others, I liked the music (I like oldschool chiptunes in general), and like others, I disliked the laughpauses and menu action. But other than that, it was short and fast enough for me.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
arkiandruski wrote:
I think I just killed half of the knights who say "nee"
+100 for Holy Grail reference. And looking forward to further action.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
What I didn't like about the autoscrolling part: too much offscreen action, especially in the first half. That's humorous when you hear a hit and see a body falling down, but I still prefer to see the full action. What I did like: continuous walljumping off the ship! And needless to say, the fighting sequence on the top deck was brilliant. I believe one could create a pretty cool platformer on GH engine even without all the guns. Movement possibilities are so underused in this game…
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
jaysmad wrote:
I dont get it.. This gets published in a day while my movie is still NEW after 2 months.
That's because it takes about 15 minutes to accept and encode Donkey Kong, at best. :)
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Viewer wrote:
Everybody already saw this, right?
Well, since Deign mentioned it here, and Arrow himself posted in this thread, I assume so.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Vatchern wrote:
Jaysmad: actually, its like, a bunch of 6 graders throwing rocks at Phil.
Vatchern, remind me to throw a plastic dildo at you if I ever see you in real life. :D
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5789
Location: Away
Why not? Maybe people want to discuss it more; why prohibiting it?