Posts for scrimpeh

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Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
agwawaf, hands down. Dude's been like a machine.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Watched your WIP, great work. I really like how much work you put into this.
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MUGG wrote:
I was under the impression mupen had a severe emulation glitch that would prevent one from completing the game, at least that's what I remember from when I last talked to funnyhair.. How's the PS version different from this N64 version (I thought N64 was generally worse, or had less lums that could be collected or something along those lines).
Other way around, the PSX version only has 800 lums, I'm not sure about the other differences. In general, I think the N64 version comes the closest to the PC version, which I actually played as a child. Hence, I also prefer to see that version ran. Anyway, do keep up the good work, Exxonym, I'm most definitely looking forward to it.
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As luck would have it, I'm in the process of making a Castlevania 3 Grant Run. I heard of the glitch before, but I've never seen it in action (nor bothered to really investigate it). I hope there's a way to abuse it to complete the game quickly, I'd be interested in doing a CV3 "glitched" TAS.
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Holey Moley, that's quite the run right there. While I already knew of the goal-sphere glitch, the new method of dealing with bowser is new to me, and thus the best surprise of the run. Obvious yes vote.
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Hey there. About more than a year ago, I submitted a "no subweabons, no damage" run in 13:48. And I was in the process of improving that, but I've since stalled on it. The run was rejected for poor goal choice, and honestly, I don't think a run with subweapons will fare much better. Technically, your run looks okay, except for the beginning. You can jump into the entrance to cut down some walking time. In the moat area with the mermen, you use your whip a few times without reason. Also, you could try hitting the boss earlier than you do. Best of luck with your project anyway, I always love to see some lifeblood in Castlevania. (Also, most runs use the KC version, which is nearly identical to the PRG1 version. Just FYI)
Post subject: Re: Is there room for Tool Assisted nonspeedruns?
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Fred Flintstone wrote:
Is there community value to anyone about tool assisted speedruns? I was thinking about doing a tool assisted run but not really caring about speed. Would the project still be entertaining to some audience? I was thinking about having fun with Zelda OoT or something. I have never done anything off consul before so this whole thing seams a bit strange to me.[/s]
Hey there. To answer your question, we've had playarounds in the past, such as Genisto's Super Mario Bros 3 Glitchfest (1035) or those two Gradius runs: (711), (1116) Generally, if you can make a game interesting, exciting and entertaining to watch without going for maximum speed, feel free to have a go at it. If there already exists a speed-oriented run for a game, you should make sure to show off as many tricks and glitches as possible, especially those that aren't shown in the main run.
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ais523 wrote:
Why does the time in the title include the credits? And should it?
After the credits, there is a little section where input is required to proceed. After that, the game ends properly.
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1.7.2. and 1.7.4. are boring regular VBA. We have a fork called VBA-rr that includes the relevant TAS tools. You can look it up here (Actually, fairly many emulators are like this, with a separate rr version made specifically for TASing, like snes9x-rr) //Though, I'm not sure whether recent Mac builds are available. If not, then I can't help you there.
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henke37 wrote:
I was pretty sure that we had at least two wii submissions.
Iirc, the other dolphin submission was Smash Bros Melee for the GCN.
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'lo and welcome, OhMega, hope you enjoy your stay. Great to see more German people here, we can never be enough. Anyway, do you already have specific games in mind you'd TAS? I'm curious.
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Ho boy. Personally, I really don't care about either of the remakes and rereleases. For me, it's that little 320x240 5MB freeware download I adore so very much for so very many reasons, and always will be. All the rereleases lose the charm of being so rough. Cave Story was made by one person over 5 years and for that, it's remarkable. This very notion is lost in the rereleases. As the game gets polished and marketed more, suddenly, it stops being an amazing showcase of what just one person can do. As of this, I'm kind of indifferent to the whole discussion really as while it may be great to see the game and its author get some recognition, I won't even bother checking out any rerelease. //Let me add that above all else I think the original game didn't -need- any changes. I call Cave Story rough around the edges, technically, and, even graphically. But I don't mind that, because it, in its way, adds to this charm. It's kind of like Minecraft, in how limited graphics can contain a great sense of aesthetics. As for the gameplay, changing it in any way would be stupid anyway.
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Without knowing the game at all beyond the AVGN review, I can say I was thoroughly entertained by the run. It looked fairly fast and fluid and it had a few obvious timesavers through taking damage. Just the music, oh god. In the end, it was a pretty enjoyable run, so here's my yes vote.
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Right off the top of my head, I can think of two possible solutions to this. Either you haven't enabled the option to recognize Left+Right in the input options, or your keyboard doesn't support those two buttons being pressed at once. In the first case, make sure the option is enabled as in the picture below. In the second case, try binding your input to other keys.
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I'd actually find it interesting to make an alternate submission for the bad ending route, I'd like to see it TAS'ed in any case.
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BLMNDEF wrote:
Well thanks! That's encouraging! I'll try to learn what those do!
Really, disassembling the game is some very heavy stuff, you won't need to start quite that far. Still, from my own experience, you begin learning one tool after another. So let me round up and explain the more important ones: - Lag Counter: Counts every frame the game won't accept input. This is important, because a lag frame is essentially a wasted frame, so lag frames should be avoided. A lag counter makes it easier to compare your movie against others and figure out what things make a game lag. - Ram Watch/Search: Allows you to find and observe addresses in the system RAM. This is important because some information the game won't bother to tell you. What exactly you'll be searching for varies by game, but common important addresses are things like Boss Health, Position of your character on the screen or Random Numbers. - Frame Counter: Displays on what frame you're on. Important for comparing your run to others. - Input Display: Just a verification you've entered the proper input. - Spreadsheets/Text files: This is technically not an emulator tool, but they come really handy if you need to compare your run against another one. When I make a run, I usually have a text file open, in which I write frame numbers of level fade-ins/fade-outs and various other tidbits down so I can see whether an other approach or a second try is faster than my first or whether an attempt is faster than a previous movie. Above all else, don't fret it, you won't need everything all the time. You'll learn to use them as you'll need them and on the whole, as DeHackEd says, what it all comes down to is a sequence of keystrokes.
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Screencap'd for Validity: