Posts for scrimpeh

Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Anty-Lemon wrote:
scrimpeh wrote:
I don't understand the exact situation or what has happened to the game as of late. Can someone give me the cliff notes, please?
As far as low% is concerned, 13% now has 5 separate routes rather than 1, due to the discovery of an ammo overflow at Draygon. The 4 new routes get an extra PB tank in order to use a Crystal Flash in the Draygon fight, plus one of either Speedbooster, Ice, XRay, or a third PB tank. It's been proposed that two low% TASes be published, one being the fastest route w/overflow and the other being the overflow-less Charge-Speed, but it has been controversial, as the last few pages can attest to
I see. Thank you and boct1584 for explaining. Well... I have no stake in the matter, so I will just sit by idly and wait until you guys figured all of this out. At any rate, I'm looking forward to a new low%.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
I don't understand the exact situation or what has happened to the game as of late. Can someone give me the cliff notes, please?
Post subject: Re: Probably the newbiest question ever
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Ethanagor wrote:
Ok, here goes... *deep breath* How do I convert a TAS to a movie on Bizhawk? I'm sorry I'm such an idiot
I presume you mean a video encode to upload to youtube. AVI/WAV > Record AVI/WAV is the option you want to use. For quick temp encodes, I recommend the FFmpeg writer with Matroska, although the encoders here probably will have an even better answer for you. Cheers.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Oh, I understand now. Thanks for explaining. This is pretty interesting. I wonder what changes it could make for a TAS. Maybe it's enough to warrant a version change?
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
This game had -a lot- more hidden save rooms than I remember... Anyhow, in terms of optimization and planning, the run looks much better now. I enjoyed a lot of the route changes. I also liked you going through the grappling beam escape room backwards, I don't remember if that was in the previous run. However, most of my thoughts on the previous submission still apply to this run. The main problem still is this run's similarity to the current 100% run. There's still a bunch of item rooms that you enter, only to immediately leave again. Yes, there are route differences between the two categories, but frankly it doesn't really matter. Picking up all items just requires you going to a large portion of the map anyway. The order in which you do that is mostly secondary. The tricks that are unique to an "all map" run aren't really enough to make a difference. There's not really much you can do about that, to be honest. It's just how the game is. I'm reminded of this 100% map run for Castlevania: Circle of the Moon, which was rejected in part due to similar problems. Like this run, the Circle of the Moon run spent a lot of time visiting screens on the map, only to immediately turn back again. Like Circle of the Moon, Super Metroid also doesn't show any kind of percentage for map completion, which means there is no acknowledgement from the game for uncovering all the map. Considering how the game does show a percentage for item completion, and getting all items requires going to a large portion of the map anyhow, this just makes 'all items' the better metric for a full game completion. Still, you did an excellent job improving the previous submission, and the resulting movie looks much better. I'd like to commend you for sticking to it and producing a run that, taken on its own, is a very good TAS of Super Metroid. It's just that the category falls short next to 'all items'. ...What the world really is waiting for is Super Metroid "pacifist". Come on. You know you want to.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Hi! I've never looked too deep into the game's RNG to be honest. When TASing, I usually just went with the results the game gave me. For item drops, similar to the NES Castlevanias, you can get different drops by killing enemies on different frames. I'm not sure if there is a consistent way to influence the RNG in real time, however. Boss patterns were really annoying to manipulate, and I don't remember the exact details of how I dealt with each boss. The Stage 3 boss was especially bad, since his pattern was set from way before you enter the boss arena. Looking at your video, I'm surprised you can fight him without him raising any ice pillars. That is curious. The shortcuts you mention in the J version are really interesting. However, I can't seem to see them in the video you linked. I may be a little bit blind on this one. Can you explain them for me? This is everything I remember about this game's RNG. I wish I could be of more help to you on this one, but unfortunately I don't know much more about it. Putting more care into RNG manipulation may be a way to improve the current movie. Good luck to you at any rate. -scrimpeh
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
This is incredible.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Nice improvement to the published run. Voting yes.
Post subject: Half Life 2: Done Quicker
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
I can't find another Half-Life 2 thread, and I don't want to make a new topic for this, so I'm posting it here. Today, at 12 PM EST (16 GMT, 18 CEST), Half-Life 2: Done Quicker, which announced to complete Half-Life 2 in under an hour premieres on gamesdonequick's twitch channel. Video announcement below: https://www.youtube.com/watch?v=Zpo_F3c3A4U I'm excited. //The VOD is below: Link to video
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
This was an interesting run. I'm not familiar with the previous any% route, though this movie was pretty cool. The grinding dragged on for a while though, I wish that section was shorter. It was somewhat varied though, so it could have been worse. As it is, the movie looks well optimized. Voting yes.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Personman wrote:
Is that true in NTSC as well? It is kind of baffling to me that this is only being discovered now! This has to be useful for something, right?
This is from the NTSC disassembly. I don't think there is any reason why PAL and NTSC should differ in this area.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
MUGG wrote:
Did you play on NES or VC? I have seen people trying to get their games to run and fail/or get glitchy graphics on NES. I think that pause thing is related to that. In other words, a hardware failure. ----- http://i.imgur.com/mgCLhXL.gif someone on youtube complained about my PAL TAS that I was inside a piranha plant. And it seems hitboxes did overlap, so why did I survive?
I've taken a quick peek at the SMB disassembly, and it seems the answer is really simple: The game only checks for collision on even frames.
FrameCounter = $09

;[...]

EnemiesCollision:
        lda FrameCounter            ;check counter for d0 set
        lsr
        bcc ExSFN                   ;if d0 not set, leave
In fact, freezing $09 on an even value will make Mario invulnerable to enemies. Your hitbox probably intersected with the piranha plant while this was the case.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
I know N64 emulation. Exists.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Here is a trick I found a while ago. We unfortunately won't get to use in the TAS, so I'm posting it here for reference: Link to video Cheating death. After touching the bottom edge of the level, there are a few frames between the game registering that Rayman fell down a bottomless pit and him actually losing a life. Under certain circumstances however, it is possible to be rescued from death by getting lifted upward by a pencil. In this state, interactions with sprites are messed up. Rayman instantly clips through most sprite platforms he tries to jump on, requiring to jump off on the exact frame you land. Certain platforms, such as the rows of pencils or bouncing yin yangs can also give Rayman a big vertical boost upwards. Dying and exiting the level return the game to normal. Unfortunately, there is no use for this trick that I have found. It seems you can only trigger it in this level, as only here the platforms are placed in the right way for it to happen. I have found no other way to trigger it, and no other stage where it can be triggered. Additionally, there seems to be no use for it in this level, since you can't make use of any of the benefits it gives due to how the level is laid out. Activating it also has several other consequences, such as making it impossible to use sprite boosts, which is why I can't show it off in the TAS even for swag. Hence, I'm posting it here instead. Still it's kinda neat I guess.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
I learned from my own experience that not including a temp encode is an easy way to condemn a submission to an early grave of obscurity. That said, you guys are so prissy it's not even funny. It's not hard to get a hold of the ROM or sync the movie, unlike with other games. It's not hard to make a temp encode either. In fact, I just did one. Link to video (If someone more qualified wants to take a shot at it, I am happy to take the video down. I'm also not familiar with the game, so JWinslow, please verify if the encode looks correct.) As for the run itself, I can't vote. I'm not familiar enough with the game to discern how extraordinary the play is.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
I like the idea of a rerecords-per-frame based counter. I think it's been suggested before too. You could make really cool things like rerecord intensity graphs to visualize which areas of the TAS were the most challenging.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
This is like baby's first Mario romhack, but with awful sound and physics. Meh vote in terms of entertainment. You seemed to do your best, but Mario just moves too slow. Every level drags on.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Whoa, what an improvement. Excellent work and quite a joy to watch. Yes vote right there.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
If poking or freezing the value does nothing, you may have the wrong RAM value. Certain RAM values may look like they're the character's speed or position, but are actually used for displaying the character's sprites or collision or for moving the camera. If in doubt, try a different value. Instead of modifying the speed value, try modifying the Y position directly.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Interesting movie. The glitchy action stages were by far the most interesting part. Most of the movie is dominated by the fairly slow board game section, unfortunately. Voting Meh for entertainment, since the movie wasn't long enough to drag on.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Old-timey SNES instrumenty flutey music. Strangely, it awakens a deep sense of nostalgia within me. Link to video Link to video Link to video Link to video
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
this game is great and my golf club is huge
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Wow! That was incredible! i was aware Flutter AI was powerful, but this level of absolute control was just unprecedented! I'm in awe.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
THAT'S ★ GREAT
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087