Posts for scrimpeh

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JoeDamillio wrote:
Hey Scrimpeh. That new 4-4 zip is sick haha. I will download Bizhawk and your input file and see if there's anything I can do for RTA. I'm sure the other players will do the same, as this is quite a big timesaver. Though I think if those 3 last ledge jumps have to be perfect, then it's not going to be possible to incorporate into RTA. Otherwise I'm confident we can make it part of the run. Thank you for all your findings, and all the time you guys have put into this game.
Hey there. I really do hope it's possible to pull this zip off in real time, but it requires hitting the jump button nearly immediately after you land for about 8 or 9 times in a row, the last couple where you can't even see Simon. This probably requires either a turbo controller or the fastest button mashing known to man. If it helps, you can stand as far up as here and still have enough room upwards to make it into the ceiling, but that's still several nearly frame-perfect jumps that need to be made. Best of luck with your attempts. If you want, I can make a quick Snes9x movie of the same trick as well.
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Link to video Faster way to initiate the zip on block 4. Should save about 8 seconds from my calculations. It's done by madly jumping up and down so that the camera doesn't get to scroll up. As SCV4 follows the old adage of "not on screen, not there", you can simply let the rising platforms carry you into the ceiling. Once the ceiling scrolls in screen, you're in the wall, and free to zip around. It appears Block 4-2 is the only level in the game where the camera works like this, anywhere else, the camera will catch up with you before you can do anything funky. I'm not sure whether there is a consistent set up for real time speedruns, there's a good chance you may die if your timing or positioning isn't right. Input File, Bizhawk 1.8.1.
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Initially, I wanted to just watch a bit of the run now and watch the rest of it tomorrow, but ended up watching the whole thing now (Thanks, solarplex, for the encode!) This is one of the most technically impressive games I've seen in a while, and the TAS looked spot-on too. I have only one question: Is there any reason you die to the second boss once? It seems like you set up your Health to be low so you deathwarp later at the cactii, but dying to him resets your health. (Probably still wouldn't save 50 seconds, but still. This'll teach people to complain about the SMB 21 frame rule again.) Very entertaining watch all in all, and it's great to finally see the game get TASed. Voting yes. Also, "it's mommy". Seriously, WayForward? Seriously?
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Collapsible/expandable sections would be baller.
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This is huge, and very unexpected. I wasn't aware C64 could run games as of right now, let alone make actual TASes. Great going on being able to pull this off from a technical standpoint. After some fidgeting with the firmware, I was able to get the run to sync. The gameplay was pretty smooth, which made the run quite a nice watch. Simple, but short enough not to get boring. With that, I'm happily yes for what I guess is our first C64 submission. Also, it bears saying, the music is awesome.
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Kids, there's nothing more cool than submitting a TAS for a game you like. But if someone tries to submit a run for a game that's just one level or of poor quality, that's no good! It's against the movie guidelines, no one can just submit bad runs if they're not up to site quality. So, what do you do? First, you say NO and cancel this submission! Then, you upload it to userfiles! Most important, you gotta tell someone you trust, like the discussion thread, the community, the IRC channel!
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I've made a quick TAS for fun of this game in 11:34. Link to video Input File (Bizhawk 1.7.4, QuickNes core.) I was on the edge about submitting this, but decided against it. The run's not entertaining enough for moons, and not well optimized enough for vaults, leaving it in the stateless limbo where it's only good as reference for a future improvement. Tricks used: 1.Double hit: With projectile weapons, you can make both the projectile and your weapon hit at the boss at the same time for extra damge. 2.Kicks do extra damage with precise positioning. Abusing both of these allow for the bosses to go down reasonably fast. Other than that, there's some small assorted tricks, but they don't really save any time. Despite all of this, the game's still a pretty slow slog. Better understanding of the game's randomness and more optimization will probably end up saving a few seconds. Also, here's some useful RAM addresses: 0085: Character X 0086: Character X 2nd byte 0089: Camera X 0087: Character Y 0607: Boss Health 0627: Frank's Head Health Enjoy or whatever.
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hi guys
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This was quite a treat to watch. I'm especially impressed by how much entertainment there was in the movie. A great improvement and a definite yes vote.
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That was pretty nifty. The new Richter skip especially stood out. Yes vote.
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Hello P0rtalFTW and welcome to TASvideos Unfortunately, the goal choice of this run is kind of pointless, as in the second quest, nothing changes that significantly changes the TAS. You can effectively copy and paste the entire input from the first half to the second half without any problems, making you effectively just run through the same game twice. The run also had a few technical mistakes which made it not up to par, in particular: 1.You noticably bump into walls and perform walljumps in several places where it is unneeded, which slows you down needlessly. 2.The 4-2 warp zone glitch can be done considerably faster. 3.Various minor slowdowns, such as in the Water in 8-4. You also point out you want to learn the flagpole glitch, which is basically essential for publications to perform. You should check out the published runs by HappyLee to see how 4-2 is done optimally. There's also a Game Resources page for Super Mario Bros, showing all the major tricks in this game. You might also want to post WIPs and stuff in the SMB forum thread before submitting them, as that will allow you to get more detailed feedback. For a first run, this wasn't so bad, but it wasn't quite there yet. Keep trying!
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andypanther wrote:
scrimpeh wrote:
andypanther wrote:
I'm also messing around with Gex 3 a bit, we're still trying to find a way to beat it with 0 remotes. I'm so sure there's some way...
Tell me more.
It's very frustrating: Technically, we can already enter the final bossfight early. There are two TVs where you can cancel off, go OoB and enter the boss TV. The positioning in front of the boss TV is very specific, and I don't even know if the OoB is needed (it definitely would be impossible without it in real time). The TVs to cancel from are Superhero Show (26 remotes) and a bonus level (31 bonus coins). Recently, the community has timed both TVs and found out that it is faster to go for the bonus coins. But why only these two? It's because of the physics of TV cancelling: Every TV has a range, in which Gex will automatically get sucked into the level once it's activated. This can be stopped by cancelling it with an attack every 18 frames, not being on the ground, or certain animations. If you stop cancelling the TV outside of its range, the game will crash, unless you're in the range of another TV. It actually is possible to break into levels early this way, although it was never achieved from flat ground, but from precise falls from above. Now the problem is, that the range of TVs is much larger horizontally than vertically. The two levels used to break into the boss TV, are both high enough to be out of range. The frustrating thing: There's a 0 remote bonus level in the same area! The game designers just happened to place it at the bottom, so that its range overlaps with the boss TV. I tried many things, I even managed to "disable" the bonus TV with lag while cancelling from it, but it still wasn't possible to enter the boss TV. If that bonus level and the 31 coins one had reversed locations, Gex 3 would already be dead.
I see. Just one Question: How do you get into Funky Town without getting one remote in the first place?
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andypanther wrote:
I'm also messing around with Gex 3 a bit, we're still trying to find a way to beat it with 0 remotes. I'm so sure there's some way...
Tell me more.
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I bet I can get the glitchless WR. >B-) <---- even cooler shadezz
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Derakon wrote:
He tried -- the loading trigger at the top of the stairs isn't there, so you just fall off when you get to the top.
That is correct. The game will only load the objects for each side of the room if you came down from the right set of stairs. Since the exit trigger is not placed there, I'm stuck.
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Barring the sensibility of the category, this run is hardly tool-assisted. With that level of optimization, I'd hardly even call it a speedrun. The following 'glitchless' run was made in 30 minutes and improves on this by 50 seconds. http://dehacked.2y.net/microstorage.php/info/203167821/abetterglitchlessrun.fm2
Post subject: FFFFffff-
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Link to video This has to be some kind of cruel joke. So yeah, unless someone can find a way to restore the level objects when crossing the wall, this lead is dead. (Input File, made on BizHawk 1.7.3)
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This was quite a bit shorter than I expected. Great going, I especially liked the route. Wasn't aware you could zip into the Arena from Floating Gardens Very nice run, voting yes.
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This was a pretty neat watch. Voting yes.
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Excitement incoming! I'd be all for Julius fighting Julius, and am hopeful you'll find out a faster way to reach him. I'm really curious about the route you'll be taking in general as well.
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Christ. Why must this be submitted now of all times? Will watch now, vote later. But going by the WIPs, I'm very excited. As expected, very entertaining run. I was aware before of the Catacombs, but what on earth did you do to the poor inverted outer wall? I definitely enjoyed the TAS, very fast and smooth movement and the bosses were just pathetic. Absolute madness, voting yes.
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Personally, while I'm usually in favor of early input ending, I am leaning towards finishing the final boss early as well, simply because of the massive time discrepancy between letting the boss time out and destroying it yourself. It just looks a hell of a lot better. I suggest referencing the other version in the publication text of this movie (or the other way around) for people who prefer either.
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This was great. I'm not too big on Portal OOB runs frankly, because it is so hard to follow what's going on in them, whereas this was a lot more watchable. Voting Yes. Again.
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This. Game. Oh my god.
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Been a while, but motivated by andypanther's progress on Gex 64, I decided to take a look at this again, and this trick was too cool not to share. Link to video Skips having to get the firefly at the beginning. Also, you can tailbounce on the barrel without breaking it if done carefully, allowing you to get over the wall. As a side note, if you move the camera away from Cuz before the game counts him as rescued, the remote won't spawn.