Posts for scrimpeh

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Easy, you buy the cart and dump the cartridge yourself. No viruses, garantueed.
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https://www.youtube.com/watch?v=RTf0qVu4t1M For posterity, here's something I found some time ago. Pretty precise skip. You may be able do it from the vine. Input File //I also noticed it's possible to skip the Wall Boost upgrade by doing a damage boost off one of the bats. You can proceed as normal, but I don't think it saves any time. // Link to video A slight optimization. By holding Up and Jumping on the vine as the boxing glove hits, you can get a full height jump off the vine, which allows you to clear the gap from much lower. Input file #2
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In only two minutes, this game's gimmick already outstayed its welcome. Safe to say this was not a very entertaining TAS.
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This is an interesting submission. I'm always into oddball goal choices, and this is certainly up there. However, unfortunately, as others pointed out, the entertainment is severely lacking. While it's cool to see some of the strategies used to avoid jumping, after a fairly short while, things begin to repeat already, and we get a fairly good grasp of the tools you have in your toolbox. The tricks in the run are fairly basic as well. There's nothing as crazy as the fabled "building up speed for 12 hours" to go to parallel universes as there is in SM64. The run doesn't really seem to employ much mastery over the game despite its crazy goal choice. Outrageous comes to mind, you just seem to struggle to get along, and it doesn't really look optimal at all. The various null sprite glitches are cool, but probably suited better to a playaround run. Ultimately, I unfortunately don't think this should be published. I enjoyed the novelty at first, but it wore off fairly quickly. In the end, the run sadly is not nearly entertaining enough for the amount of time that it demands from the viewer. Perhaps it should go to Gruefood Delight instead, I'm not sure. Also, for an encode, it would enhance the viewing experience if you made a Lua script that counts all the A presses and shows it on the screen, along with if the A button is currently held or not.
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Quick question: Are sourceforge and github cool with people just using their services for image hosting? While tasvideos is more than likely too small for anyone to notice, I can't imagine that's in either of the sites' TOSes.
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Thanks, fsvgm, for the encode! I'm so glad to finally see a TAS of The Adventure: Rebirth, and I was not disappointed in the slightest. The sheer amount of enemies on hard difficulty made the run really entertaining to watch, and the Zombie Belmont tricks and the shortcuts really stood out as well. Enthusiastic yes vote for a great run!
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As usual for an HoD run, Juste's crazy movement and zips all over the place were out of this world. Sadly, the constant equipping of the Floating Boots killed the pace somewhat, but it got better later on. Still, I'm voting yes for a monumental improvement to a great run.
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Tompa wrote:
https://youtu.be/Z4fdjU_2vyc
Sick! I found the pyramid level to be especially entertaining with the frog suit. Also, what's that glitch at the end of the airship?
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Insane run. The incredible attention to detail and stuffing cool and unusual tricks into every nook and cranny of the run really show through once again. The new 7-4 and C-4 were amazing, even if they have no time difference. Yes vote, of course.
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zoboner wrote:
encode please
I fully concur. I'm really looking forward to watching this.
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I think that Virtual Console games are very similar to regular rereleases of old games on other systems such as Rockman Complete Works. As of this, I figure that similar rules should apply, and a VC TAS should be acceptable and publishable under similar circumstances as a rerelease. Because of this, OoT on VC would be listed under the Wii section of the site, and not N64.
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zggzdydp wrote:
Currently I'm working on this, now the test run is at stage 4 boss. some parts need improvement, I'll check.
Awesome! I briefly tried TASing the game a few years back, but couldn't make it very far into it. I'm glad you're taking a stab at it. I'm looking forward to seeing this game TASed.
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Tompa wrote:
https://www.youtube.com/watch?v=k5T166wc16A Why not?
Sweet, I dig this.
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Excellent improvement. I'm glad to see the old runs being updated. Yes vote.
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Link to video Input file 1-2 and 1-3 Notes: 1-2: * Usually, after his health drops below a certain threshold, Weasleby will go off screen for a while to spawn flunkies, which takes forever. By making sure I take a star powerup into the battle, along with using tea time, it's possible to finish him off before that happens. * I got very lucky with how the star block ended up in the puzzle, as I could make it activate on me at just the right moment without going into the puzzle screen a second time. I didn't manipulate the placement at all. 1-3: * For now, I chose to get Melee Master 1 and Projectile Pro 1. MM 1 has the particular advantage of being able to kill the knights in one crouching swing, which is helpful. * I am not particularily sure about the routing in this level, because I wanted to avoid going into the puzzle screen. Because of this, I have to make do with the health and weapon energy I get. * The first arena room seems to be entirely on a timer, so I tried to maximize the combo I could get off the flying eye guys, while farming money in the process. I can't hit them as often as I'd like though because otherwise, lag would happen. * I'm not sure about the second arena room. Enemies seem to spawn in waves, but they're staggered so it's hard to tell defeating which enemies leads to the next ones spawning. Perhaps managing to kill the toads earlier would make the room advance faster, idk. //
Warepire wrote:
Can't figure out what version of the emulator I need, nor the settings... Or maybe I have the wrong ROM? I can't make it sync. EDIT: Got help on IRC, syncs now. EDIT 2: Looking good as far as I can tell. Sadly I can't offer you any advice on upgrades.
Oh, I should have mentioned this. I'm using desmume 0.9.9 for TASing, with Advanced Bus Level Timing on, and dynamic recompilation off. I'm not sure what other emu settings may affect sync.
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As usual, great run. I really appreciated this improvement. Yes vote.
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Flip wrote:
In RAM Watch, when there's a long list of addresses, the scroll function doesn't appear to work properly. More specifically, when moving a given address a long way up or down, the scroll height doesn't want to change from its initial location. EG Say I've added another address to the list, which by default appears at the bottom. I want to shove it in the middle of this long list, by clicking the Move Up button a few times. Since it's a long list, I'll need to scroll upwards to see if I've moved it far enough into the correct position. So I check, and it appears that I haven't, so I need to keep moving it. But by clicking Move Up again the list will instantly scroll all the way back down to the bottom so I can no longer see where the actual address is now. I have to keep scrolling back up to view it each time. The only way to stop the list auto scrolling back to its initial location each time, is to unselect and reselect the address.
I know the issue well myself, and I've came up with the folowing workaround. Rather than moving your address to where you want it, I've just taken to selecting all the addresses below where your new address is supposed to go and moving the whole block down once. You'll save more time overall that way. On the whole, I feel like being able to drag and drop watches to the desired location on the list would be a good usability feature. Don't think it's really worth the implementation effort though.
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Link to video Syncs and speedshots and edgeskips, oh my.
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yo what's that fall speed in the vertical corridors god damn
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Warepire wrote:
Ooo, a game I have been looking forward to being TASed. If you have any addresses for the RNG, I might be able to help you make a Lua script for it. PM me if you're interested in that.
Thanks for the offer. I've tried finding the RNG addresses, but no dice yet. RNG seems to be fairly stable, though.
Kurabupengin wrote:
http://www.speedrun.com/run/y9750lem
Since when does this game have a page on speedrun.com? I swear it wasn't there when I started the run. This should come in very handy for reference. If you care, here's the latest WIP, completing 1-2 User movie #39495883154467687 I got pretty lucky with how the puzzle worked out, allowing me to finish off Weasleby in one cycle. I'm not entirely sure what upgrades to pick from here, however.
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Link to video Input File I decided to pick up the game again. So far, I've got a WIP completing 1-1. I'm not sure if I'm actually gonna end up submitting this. To properly optimize this game would require routing out money and upgrades, as well as properly understanding the RNG, while I'm mostly doing this just for fun. This WIP saves a bunch of time over temmy's original attempt by utilizing damage boosts, skipping some of the tutorial messages, as well as some new strategies to get past certain obstacles faster. Here's a few other notes: * For a 2D game running on a DS, this game is surprisingly laggy. A lot of strategies in the WIP are used specifically to reduce lag. Not all lag can be avoided however. * Unlike theenglishman, I chose not to use Tea Time at the end of the level because it causes too much lag. By not using it, I can also avoid going into the puzzle screen and use the super meter energy for other tricks, further saving some time. Because of this, Tea Time is gonna have to wait until later. * The gems coming out of the treasure chest can be manipulated to some degree, although the total value of money you get seems to be pinned to around a certain amount. I manipulated high value gems to come out to make the treasure chest sequence go by faster.
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thegoldfish wrote:
Dimon12321 wrote:
This game is TASed already) https://youtu.be/kTIPpbIbkos
I know. However, a TAS does not yet exist on TASvideos. Also, I got the files to download, but they're all C files. Now what? Do I need some sort of compiler?
That is the source, and you'd need to build it first. Here's a link to a binary, from the project page: https://sourceforge.net/projects/snake1/files/Snake%201.0/Snake%201.0/snake.zip/download //I just noticed this is the same link that morningpee already posted.
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Honestly, I do not think this is a good idea. Even the vaultiest of the vault games, such as You have to burn the Rope have some merit as TASes due to their optimization. If we strip the requirement to have movies at least appear optimized, then what's even the point? The site would have to deal with a number of suboptimal throwaway runs which clog up the database and would require extra encoding and publishing time. If you just want to see a game completed, there's plenty of sources online for that. I do not see much of the benefit either. Is the speed of the judging process really that much of a problem for most submissions? Most runs that really linger around in workbench purgatory forever have problems with syncing/encoding. For a lot of vaultable games, defining completion isn't necessarily trivial either. Hurrying along the juding process further only produces more judging errors that have to be corrected later.
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Link to video M E M E S
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ok so I haven't been following the show as of late. A lot of the later decisions that I did catch seemed to be primarily motivated by selling more toys, which is a bit disappointing to me. In the early days, the show seemed like more than that. More than just a ploy to sell toys to little kids. Seems the show regressed to just that, however.