Posts for scrimpeh

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[Visions of summer vacations] Link to video
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TasMAJ wrote:
I don't have discord, please post his answer here. This palette is very close to the one I had on the classic console in childhood and I like it very much.
There are other ways to reach out to him. He's on the forum, for instance.
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It looks from the video like dwangoAC is using an RGB modded NES. You're probably best off asking him personally.
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Wow, I would never have thought that there was still so much improvement left in Kid Icarus. Excellent work, and yes vote.
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I watched the run as it was being made, and some of the new strategies really surprised me, and the run was highly entertaining as a result. I'm glad to see the old run finally being improved. Yes vote.
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Assorted stuff I found digging through the game lately. Link to video 1. By careful maneuvering, it is possible to get up or down on the screen in a vertical room. If you touch a door if the camera hasn't caught up yet, the next room will be placed too high, which lets you grab this rope quicker. This strat is extremely incompatible with lag reduction though. 2.One of the few slightly useful screenwraps. Should save 15 to 20-ish frames on descent, plus however many it lets you reach the knight quicker by. 3.Grabbing the rope to the next screen early by camera manipulation. 4.A few shortcuts which SirVG missed. 5.Another scroll glitch with a door that looked kinda funny. 6.Another way to trigger the stage end glitch in stage 5. It's slower, but I wanted to show you can grab a rope from above like that. 7.The big one. The trap in stage 6 ends after you kill a certain amount of enemies: Using the flame subweapon, it is possible to kill all of them immediately, letting the section end after two cycles. Other assorted notes: 1.You drop slightly faster from ledges and ropes when whipping. If you hold the jump button while whipping, you go slightly higher, which may or may not be useful. 2.While enemies take damage, they can't hurt you. Usually, their hitbox is too big (and Sonia is too much of a slug) to get through them, but by jumping, it might be possible to skip some enemies. 3.Like in Belmont's Revenge, Subpixels rule this game. Particularily when dropping from ropes and such. Unfortunately, most other rope wraps don't turn out to be useful.
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I hadn't seen the previous run, but this one was pretty smooth throughout. No mistakes stood out to the naked eye, so here's a yes vote.
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We all livin in the year 2020 while this TAS livin in 3020. I'd be lying if I said I understood what's going on. Huge props to the visualization script though, I cannot imagine how much effort it must have been to put it together.
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Wow, the game actually runs at an acceptable framerate now. Most of the time. The new rope tricks also look really cool. They actually almost make this game kinda exciting. Huge props to Mazzin and you for actually pushing Adventure to its limits. Gladly voting yes on this run.
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I watched the run when it was posted in the discussion thread, and I greatly enjoyed watching it. Getting through a game like this without a hitch is a sight to behold, and the bosses went down ridiculously fast. Yes vote, natch, and great work!
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And we got a stair glitch. Link to video Only very few seem to be really be useful. Most just lead you to another room with a glitched camera position where no stairs work. Others lead to glitched worlds entirely. I've had both freezes and resets to stage 1 (PRG0).
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InfoManiac742 wrote:
By alternating between right and down-right (or left and down-left) every other frame, you can glitch out the level layout. I'm not sure why this happens, but I haven't seen this documented anywhere else. https://youtu.be/kqbjqsGPARc
Wow, this is a really cool find! From what I can see, it only works on the PRG0 version both versions work of the game, and prevents the game from loading new tiles when scrolling. I hope it has some applications somewhere. /Edit: Yes! It's also possible to partially load columns by only doing it on certain frames and walking on others. Nametable view helps a lot. This one is probably slower than just doing a damage boost though. I also confirmed stair glitching to work, but no usable applications have been found for it yet. Yehp, we in there. More: The last one requires some fidgeting around with the scroll to get the right tiles, all while being pestered by harpies and fleamen. Safe to say, this game just got busted wide open. Tomorrow I'll investigate the stair glitch in more depth.
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Oh nice, Shatterhand. EZGames69 and me were looking at improving this game. I also found this trick, which allows you to clear 3-tile high gaps Link to video Sadly, it doesn't seem to be applicable in as many places as you would hope. It's also possible to break the scroll and cause glitched tiles by jumping under 2-tile high gaps, but this is purely cosmetic.
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Holy hell, the thought of managing four players through such a lagfest scares me. The run was very smooth throughout, despite all the lag, and the obvious entertainment bits, such was the first walking section stood out. Freddy(tm) has a lot of bones. I'm voting yes for entertainment. Great work on the TAS, and it's good to have you back.
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I didn't know Milon was on Gameboy also. Are all the world layouts the same as the NES verison? If so, I'd be curious to see what route would be possible with the glitches, and how fast the TAS would end up.
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Thanks Samsara, for the encode! I'm not sure if I follow the game itself, but the TAS was very entertaining. Yes vote.
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[Visions of Animutation] Link to video [Visions of Drinking Ritalin]
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Link to video Somehow, this is in a Super Mario World romhack. I don't even find AESTHETIC stuff interesting usually.
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If anyone is interested in making a warpless Grant improvement (on J or U), please contact me so I can share what improvements I know. Myself, I'm not gonna have much time to get into this, sadly.
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This was a pretty swell run, and it looked fast-paced and smooth throughout. Yes vote.
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Thanks everyone for the great response. Appreciate it.
Fortranm wrote:
I have been waiting for this. Yes vote. Hope to see a new Grant path run in the future.
A Grant warpless run on U would naturally benefit massively from the vertical warps, but some other improvements exist which would also save quite a bit of time on the J version. I don't know of any improvements currently that are exclusive to J, however. As a side note, it is worth noting that there is actually the possibility of a level warp on U that only uses valid rooms, which means it doesn't need to set any ZP variables. From the clock tower, you can warp to BLK-7-0A, and from there, there is a warp closeby that also goes to BLK-A-01. It means that one would actually need to do two warps, and I'm not sure if it would wind up faster. I haven't been able to activate either of the warps yet, however.
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You can open the .bk2 with a program like 7-Zip and extract the Input Log. From there you can delete the frames at the start. Reinsert the new input log into the .bk2 and you're good to go. This doesn't always work because the run will desync, but in this case, it's fairly likely you should be successful. See here for more info. Good luck
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Oh hey, it's got a bunch of stuff I'm interested in that I haven't played yet. Sold. Thanks for sharing this.
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Ever since I started living alone, I try to do meal prep for myself on as many occasions as possible. Cooking as an activity is a lot of fun, but I utterly hate the cleanup. At the end of the day, it is a purely utilitarian action for me to gain nutrition. That said, today I made the best goddamn meatballs ever.