Posts for scrimpeh

Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Not a bad idea, I'd say. Descriptions wouldn't have to be excruciatingly long, and it would help people unfimiliar with the game or its tricks understand why the run got an award. Same could also be done for the special stars and moon publications imo.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Highly entertaining run, and a nice, if small improvement. As with the warpless run, the subtitles were a nice touch, especially in a game that has both a lot of things not visible to the common eye (subpixel manipulation for example) and that has been run countless of times before, making it sort of stale otherwise. I think more runs should be accompanied by commentaries such as this. Obvious yes vote here.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
'lo and welcome to TASvideos, enjoy your stay! As for your avatar, you really should shrink it down. In general, 100x100 pixels is allowed here. Since fighting bosses perfectly is already a part of speedrunning, there really is no point in submitting videos in which you only fight bosses. There are playarounds (such as the SNES Super Mario Bros 3 run), but those mostly show glitches and other neat bits that you won't see in a regular run.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Looking forward to this. I had a hard time finding RAM adresses.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Alright: To help me optimize Allegro Prestro, I have attempted to isolate a few RAM values. Could anyone help me verify wether those are correct? 02000008 - X Camera Position (resets at 512) 0202EE88 - Fist Charge Up (maxes out at 63) 0202E5DC - X Position 0202FA66 - X Speed (very sensitive) / here's the .wch 4 00000 02000008 w s 0 X Camera Position (?) 00001 0202EE88 w s 0 Fist Charge Up (?) 00002 0202E5DC d u 0 X Position (?) 00003 0202FA66 d s 0 X Speed (?)
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
If you're familiar with the game (and you should be, because there's no point watching a TAS of it otherwise), you should be able to read the text, even if it flashes by.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Es ist ein wenig schwierig zu erklären. Der beste weg das zu lernen ist sich einen gerade gepublishten TAS Bild für Bild (mit Tastenanzeige/Input display) anzuschauen und dies dann zu kopieren. So wie ich das verstehe muss du rückwärts mit voller Geschwindigkeit einen pixelgenauen Sprung in die obere linke Ecke des Blocks unter dem Mast hinlegen, dann im richtigen Moment für einen Frame nach links drücken (<-), dass zieht Mario weiter in den Block rein. Dann musst du im richtigen Moment springen, und es sollte gehen. Manchmal. /difficult to explain, watch published TAS frame-by-frame with input display enabled and attempt to copy.. as far as I understand you have to go backward with full speed (40) and do a pixel-precise jump into the upper left corner of the block neath the flagbole. at the correct moment, press left (<-) for one frame, that pulls mario further in. then jump at the correct moment, and it should work. Sometimes. If anything's wrong, please correct me /bäh, viel zu langsam (
Post subject: Standardizing Emulators
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
First off, let me apologize if this is the wrong forum or such a thread already exists. Switching between emulators can be very annoying, especially if you're working with multiple emulators simultaneously. Each emulator has its own little quirks and differences, and setting up each and every emulator can take up quite a bit of time. So my idea is to use a standard GUI for emulators that can be modified and expanded to fit its console's needs. Things such as display options (resolution, filters, etc.) or (hot)key mappings could be identical, saving quite a bit of trouble finding your way around other emulators. This could also make it possible to re-use config files through emulators with only console-specific changes. While this would obviously be a lot of effort, this may be an idea giving a thought about
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
AP-1 is done I approach the goal with a jump because not doing so would cause Rayman to jump on his own once he'd hit the end of the slope. Since you need to be standing to hit the goal sign, this would waste a few frames. All of this would be so much simpler if the goal sign didn't have a frame rule. I decide to ignore all cages in this runthrough, because all of them are connected to some detour. I want to have the running power first before approaching those. The second segment will be even harder to optimize with all those trumpets blasting you around. If you're standing still, using a fully-charged fist on slipperies gives you a good boost backwards, so that's how I am seeking to approach the first trumpet.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Very nice run so far. The only thing I could think of is to find a way to avoid the save rooms, but I guess it's still faster waiting for the boss' death animation to finish.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
I really like this idea, especially since I think the Game Resources could definitely use an update. On a related note, I think there could be a separate page or a module of sorts on the relevant pages listing known improvements to published movies.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Can anyone provide an encode please?
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Nach is a pretty cool guy, eh is a okay judge and doesn't afraid of anything.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Needless to say, getting the run to sync on a hacked rom is a completely different story.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Now does this run color a dinosaur? No? Another Yes vote then.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Oh, you know what they say. The best kind of prize is a surprise!
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
After finally getting around to watch this run, I must say this actually wasn't too unentertaining of a run with a good bunch of glitches and surprises. Yes vote.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Wow. Only rarely have I seen a game being broken this badly. Wonderfully entertaining run so far. Sometimes though you go through the same corridors multiple times without any apparent reason. Why so?
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Bongo Hills done! BH5 was a pain to optimize. I decided to go for the cage just like CAD did. While it is slower, especially when I lack various fist powerups that force me to get closer to the cage, it does avoid a rather unelegant wait for a moving cloud. Call it a speed-entertainment tradeoff, if you will. I also manage to get the cage quite a bit faster than CAD did. I also have not been able to replicate the Marocket-glitch anywhere but where I showed it in the movie. In a worst-case scenario, you can only do this if the ceiling is connected to the top of the stage, e.g. useless. I guess that Rayman's Position, the Rocket's Position and some Frame Rule all need to agree so this glitch can be done. Next up is Allegro Presto, which is gonna be difficult to optimize due to all the slippery notes. This is also where CAD's run ends, so I also lack a solid base to compare my times to.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Does this run color a dinosaur? No? Yes vote then.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Does it have to? If you want to see the story unfold, you'd rather watch a Let's Play/Walktrhough or play the game yourself, wouldn't you? Anyway, I haven't watched the WIP yet. I wonder how much can be chopped off this time around.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Encode please?
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Hello and welcome to TASvideos. Good luck with your Alex Kidd run, We do, however, already have a thread for this game. You should post there instead.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
This one's nine seconds faster, apparently.
Editor, Experienced Forum User, Published Author, Skilled player (1407)
Joined: 3/31/2010
Posts: 2087
Submissions of Hacks are generally judged more harshly because it is not only your movie that's judged, but the hack itself. Still, if a hack makes a good TAS, it'll generally be allowed.