Posts for negative_seven

negative_seven
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Don't know if this was mentioned because I didn't read all posts, but you could do 8 games and then an input display like in megaman 300%
negative_seven
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jlun2 wrote:
If you're going to aim for entertainment, why not go all out and make a playaround?
I personally don't see anything of significant entertainment value that could be worth putting in a playaround, unless there are glitches fun tricks unseen in this run due to being too slow. Oh, and meh vote for same reason as Cooljay
negative_seven
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I feel that in some levels you could have wasted your PIIWER bar to slow down the points at the end. Yes vote for entertainment though.
negative_seven
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Nach wrote:
Think you can improve upon this run?
You think we'd give up so easily? Just wait and see :3
negative_seven
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Dammit, you found both of the improvements that we did after the run(walljump and <- + ->). Well, congrats. *grumble* [edit]
Submission text wrote:
8-4:Better speeded-up and enter three pipe more quickly.
Well, you were 33 frames ahead of us. You saved 32 in 1-1, 4-1 and 8-1, so you saved 1 frame there. You didn't improve the pipes.
Submission text wrote:
I think the movie shouldn't end until Mario touch chopper,but Got4n&TehSeven's run didn't.
You always want to end the movie as soon as possible :)
negative_seven
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Strange. We may have got the file names mixed up when we began the recording, though.
negative_seven
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That just resets the SRAM. And the emu crashes on svn461 when doing that.
negative_seven
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I thought this was an appropriate topic, so I'm asking what do I do if I NEED to start a movie from SRAM, because I get the exact same error :(. Any way to fix it?
negative_seven
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STBM wrote:
I'm not voting yet, but isn't it slower than the cancelled run of KDX7 ? http://tasvideos.org/forum/viewtopic.php?t=13631
According to Ilari, it's just because of the framerate change, and the frame count is the most important.
MUGG wrote:
There might be a few places where you have lost 1 frame compated to my video. I can't compare directly because I don't have access to my VBM at the moment. More info maybe later Suspicious places: 1-1 room 1 4-1 score scrolling 8-1 8-2 piranha pipe jump 8-3 score scrolling
1-1 room 1: Don't know what you're pointing out? 4-1 score scrolling: maybe 8-1: we really tried to optimise all the flagpoles, but their 'behaviour' really is strange, so I wouldn't be surprised. 8-2: i was pretty sure we nailed that =/. We got the earliest jump and the least turn we could after several attempts. 8-3 score scrolling: also maybe
negative_seven
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Dwedit wrote:
Repeatedly dropping and picking up items slows you down. When you touch an item, it blocks you for a frame, even if it's collectable. Voted no for this exact reason.
Nonsense. It only slows your upward movement, and I was only moving left at the time. For the same reason I didn't do it anymore afterwards. I double-checked.
negative_seven
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ais523 wrote:
Where does the score counter max out? Playing it until that point, if it's not too high, would seem like a more reasonable goal. I fear this run would get repetitive if it went on much longer, though.
Wiki says the world record for a marathon is 16,389,547 so I don't think that's a good idea XD
negative_seven
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TASing Syobon Action seems to be working, just keeps crashing every few minutes.
negative_seven
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2 seconds :) No, the enemies don't damage you. If you touch them they freeze for a few seconds for some reason, but it's nice that it looks like close calls.
negative_seven
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The thing is, all that higher difficulty offers is that the items are more scattered(and possibly, though I haven't checked this, faster ducks/dragons), and in my opinion more walking is more boring. I can't entertain the viewers other than the repeated item drop and the 'bouncing' from wall to wall. If there's still more pushing after this post, I'll consider it.
negative_seven
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Patashu wrote:
Shouldn't this be played on the hardest difficulty?
Nah, easy is the fastest. There can be a hardest difficulty branch if people want to.
negative_seven
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JWinslow23 wrote:
What would be the limit of speed? Sub-18?
I don't think sub-18 is possible. I think the limit is a little above 19 seconds. That is, unless we find a super awesome glitch that just makes this 4 times shorter :)
negative_seven
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negative_seven
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I'm gonna beat this, don't worry guys. :)
negative_seven
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Yeah. To be honest I wasted an hour trying to find improvements. If I included those rerecords too then there'd be around 3000.
negative_seven
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jlun2 wrote:
There's a money dupe glitch for this game. So cash is not much of a concern.
But the money dupe glitch takes more time than just buying something that is cheaper. And if you say it's just a few frames, then we might as well leave out toad boosts.
jdasher64 wrote:
So basically, the damage done by an attack is calculated as follows: Attack Constant * Attacker Level * Attacker POW / Defender DEF. This is true regardless of who's attacking whom.
Times 2 if lucky? ... I don't wanna waste time :)
negative_seven
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zk547 wrote:
There's also the question of whether the run should be done on the English version or the Japanese version. Though right now, I'm thinking the Japanese version because most of the bosses have lower hp.
I was considering it too. Also a lot of things are cheaper and quicker. But the normal enemies have a lot more health in the JP version, so if the route encounters a lot of those, we'd be better off using the english version. But I agree that the japanese version should be better.
negative_seven
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Does anyone have any useful RAM adresses, though?
negative_seven
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I know about the one on nicovideo, but if nobody is working on this then why isn't there a collab? I see a few people willing to contribute(including possibly me... not sure yet) and maybe it will be done a bit quicker.
negative_seven
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Can't you just hex the improvements in? This looks interesting and I want it done soon enough :( But not pushing you or anything.
negative_seven
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