Posts for scrimpeh

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Joined: 3/31/2010
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This hack is basically Mega Man on Steroids. Excellent improvement to the old run. Yes vote.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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Excellent work. I'm surprised nobody figured out skidding was possible on the genie trail yet. Great improvement and an even better run now. Voting yes obviously.
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Wait, what? What? I don't even... what!?
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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This is amazing. La-Mulana was one of my favorite indie PC games, and I'm always eager to see it TASed. Keep it up, you guys.
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Wonderful, I'm always excited to see more C64 runs on the site. The TAS looked well made, with the lift glitch in stage 9 standing out. I'm voting yes for entertainment. But when will we finally get a TAS of the Marvellous Goivanni Cousins for Atari 2600?
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Sweet, a Doom improvement. What an incredible movie. These archvile jumps are nuts. Yes vote, obviously.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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Short and sweet, and I appreciated you taking the time to make voice commentary for the run. Yes vote.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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Excellent improvement. The new tricks used were really cool. Yes vote.
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vayarda wrote:
Hi guys, Congratulations arandomgameTASer for your new TAS, it is amazing ! I just want to share some improvements for your TAS. Recently, a french runner found a new glitch in the Sultan's Dungeon to clip a wall. You could save 5s, I guess, and maybe you could do it in others parts of the run. The link => https://www.twitch.tv/chonkaltv/v/100386920 An other minor improvement is about a statue in Cave of Wonders. In fact, you don't need to destroy it to reach the boss. It's not a very good improvement, but you can save some frames. [URL=http://www.hostingpics.net/viewer.php?id=827591Sanstitre2.png]http://img15.hostingpics.net/thumbs/mini_827591Sanstitre2.png[/URL]
Dude, this find is amazing. I'm looking forward to the new TAS, Flip!
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Cirno wrote:
At 2:16 in the Eat at Joe's video, what was the purpose of punching the falling ring a bunch? I'm assuming it has something to do with camera manipulation, to make sure you didn't die by going down too fast, but I'm not totally sure.
This is used to do a sprite boost later, at ~2:58 in the encode. You have to grab the ring while Rayman is on a specific pixel position to activate it. This 'magic pixel' is located too high to hit while falling, so we need to jump off from the ring at least once to hit it. This loses about 25 frames, but the sprite boost we can do later more than makes up for it. I hope this explains it well enough. I'll probably try to make a more detailed write up later about how the ring and sprite boost mechanics in this game work, since they are fairly unintuitive.
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Warepire wrote:
Once again, amazing. It can't be much left now?
CoolKirby wrote:
Echoing Warepire's question. Also, was that a fall through floors glitch or can you normally fall through those?
Thanks for the feedback, both of you. Hopefully, the rest of the game shouldn't take too long, but you never know. Mr.Skops 1 should be the last level that is really demanding optimization-wise. After that, we should be home free hopefully. The floor clips are indeed a glitch. You do it by hitting Down on the D-Pad for 2 frames on the right position. They work whereever a solid tile meets a sloped tile. The floors must also be thin enough, if there are solid tiles below the ground, Rayman will not clip through.
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Link to video While the 3DO port of DOOM was an excellent slideshow, I love its take on E2M1.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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1 ★ FRAME (Yes vote)
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That was a very entertaining WIP. I'm glad there's some large areas to really utilize the movement options well. I'm looking forward to more.
Post subject: Re: Let's use HD resolution and 5.1 surround sound
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Warp wrote:
Warp wrote:
TASvideos has always used bleeding edge technology for video encoding, always ahead of everyone else. Thus the next logical step would be to use the newest HD technologies, which are becoming increasingly popular. Thus we should use 1920x1080 resolution and 5.1 channel surround sound in all future publications. Perhaps we could use some "Now in HD!" tag in the videos.
As technology advances, 1920x1080 is becoming a technology of the stone age. 4k is all the rage now. Thus, if we want to keep with the times, we should publish everything at 3840x2160. We wouldn't want to be deemed old and obsolete, now would we?
What, we still haven't published any TASes in VR yet? Come on. There's like... 5 virtual boy games. You know you want it.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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Radiant wrote:
Good start of the year! Having extensively played the DOS port, I can tell you that it's pretty much identical to the Genesis original. I don't see how this is worth a separate run unless of course there are substantial glitches that work on one platform but not the other. The only gameplay difference I've seen so far is that DOS gives the player more points for various actions, so that on an ordinary playthrough the score counter will max out at 99990 before the end of the game. Weird.
There is one glitch that I remember from playing the game back in the day. In this spot in the Cave of Wonders, it is possible to clip through the wall, effectively skipping the entire stage. It is simple to perform in real time, but I've never been able to reproduce it on Genesis.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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I've been hoping for an Aladdin improvement for years now. Great work.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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My new years resolution of 2017? Be less of a failure as a human being I guess
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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I'm inclined to agree; it feels weird that, when searching for a category that has an icon, the icon itself does not appear on the publications. It seems inconsistent.
Post subject: Re: Depixelizing emulators
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Ramzi wrote:
Hay guyz, http://johanneskopf.de/publications/pixelart/ How hard would it be to pull the sprites from a ROM at startup, depixelize them, save them to a hashmap or something, and render them instead of the original sprites? Make emulators at movies beautiful.
I can't speak for every system, but in many games, sprite data for characters is cut up into small chunks and only assembled on the screen at runtime, as seen here. Running the smoothing algorithm on the individual sprite chunks would likely result in suboptimal results, as the algorithm doesn't know where edges are supposed to meet. It's generally impossible to tell beforehand how sprites are supposed to combine ingame without applying game-specific knowledge. If you try to run the smoothing algorithm on the combined sprites at runtime, you still might not know which sprites are supposed to go together, like when Mario overlaps with a goomba. For better results, you will have to develop a game-specific solution, and apply the new renderer into your emulator of choice. It gets unweildy very quickly if you want to do it for more than one game. You may be better served by just enabling HQ2X on your games, but that only does so much.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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arandomgameTASer wrote:
Link to video Been messing with this game lately. Aladdin's sword has been producing some...interesting...results.
Jesus christ lord I've been trying to find a skip like this for ages. How?
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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Link to video Modules, bro. I only wish this track was longer.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
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Ooh, I didn't know this game before. The run was fairly interesting, and short enough not to get boring. Yes vote.
Post subject: Re: little update
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SmartFrame wrote:
little update, roughly ~25 frames saved Link to video
I love the pace you're pumping out these WIPs. Keep it up!
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Good work on the run. The glitches were fairly cool, but unfortunately the overall pace of the game is too slow to really be exciting. The boss fights drag on especially, although the final boss made up for it somewhat. I'm voting 'meh' for entertainment. If the bosses wouldn't take so long, I would vote 'yes'.