Posts for AKheon


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>>Also, Ass-ass-in's Creed II was purely awful. 3 hours of play before you get to your first assassination. I thought AC II was somewhat disappointing with the new aesthetic choices and cliches 'n' all. Not to mention they fixed my favorite glitch from AC I from the game engine, severely hampering the game's replay value for me. But AC I is a game I can't help but still admire... such an intriguing atmosphere. >>Heavy Rain Mmm, it was a nice experience. Played through it twice, second time on hard-mode too. But it ought to have far better controls and more glitches. >>God of War always was and will always be a game for morons who can't get never get tired of action movies/games' cliches God of War isn't a bad series in my opinion. But then again, my opinion may be influenced by the fact that (you guessed it) the glitches of the series are great and oh so numerous.
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So it seems. Ok, watching the run now. Random thoughts: - never mind what I said earlier about the lag at the end of the missions: this was apparently an emulation glitch in VBA 23.5, and not a factor here. - it looks like the first flagpole/trampoline could be jumped onto earlier. This would allow you to use your rising up time for moving right instead of just hugging the wall. Same is true for any other hypothetical situations where rising upwards and not sideways is the priority. - since landing in water slows you down, I'd imagine that it would be faster to use other techniques than small jumps for getting over water. I was thinking of big jumps or (a technique I didn't mention yet) going in and out of tobogganing mode quickly at the edge of water: the character slides on top of water while his animation lasts, and you can continue this technique with a jump afterwards. (it's not the same thing as the other tobogganing + water glitch I mentioned earlier, still haven't been able to do it again.) -not all damage boosts are equal, they too should be calculated to take maximum use out of. This comment doesn't necessarily refer to your choices of boosting here, it's just general advice. - it would be great if you could save the big momentum you get from sliding downhill using either of the momentum keeping techniques (like turbo tobogganing). - in the big swimming pool at giraffe pen, it's possible to not land all the way to the bottom by going into tobogganing mode at the end of the jump (you land on the lowest platform to the right instead). It's a nice start... did you make another WIP after this that uses the turbo T. mode technique?
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I couldn't get your run to sync, it doesn't even go past the first fight (second attack misses). On what version of the emulator did you do the WIP?
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The lag in this game is pretty awful at times, and I think that turbo L can actually cause more lag. Sometimes other techniques are preferable, like constantly jumping in T. mode. Have you ever searched a game's memory? It would be useful to find the speed and/or location addresses of the player so that you'd know when you're traveling at maximum speed. It also allows a more precise way to compare different attempts (you can see subpixels, etc.) I'd be interested in seeing a WIP...
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Here's some more: - it's possible to do a double jump near things you can talk to with B. Do a jump, but press B to talk before you fly too high up. Clear the text prompts, then quickly press B and then A again, you should do a second jump. - something similar to the turbo Tobogganing (from hereon: T. mode) effect also happens if you enter the T. mode and turbo the A button. - because your character turns so wide in T. mode, it is possible to do longer jumps than in normal mode: you can put the character further into chasm edges before falling down. Also, by turning wide you can catch the next platform from farther away. - you can actually shove the character some way into a ceiling using air T. mode very close to the ceiling. But it doesn't seem useful. - Damage boosting is possible, but (up to the end of Giraffe pen) it hasn't yielded shortcuts. - you can skip past the porcupine blocking the corridor with an air attack, then running past him. But at this point of the game, it serves no purpose (corridor is empty).
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I briefly tried this game out after seeing this topic. A few useless and useful notes: - if you press A+B at the same time on top of OK in the screen in which you name your save game, the game name will become "PENGUI". (Normally you can't delete single letters from the initial name, the game just goes to the main menu). - if you press A + down in front of a cave entrance that is on a platform that allows you to jump down through it, the player enters the entrance slightly displaced. Just a graphical glitch. - if you lose all your health but manage to get more health before the death animation starts, you survive. Examining something also lets you survive, although you're left at zero life (essentially 1 life). - I was somehow able to enter water while in Tobogganing mode (first pool, coming from the right side). The character just slided on the water on his belly as if it was solid ground. This is probably faster than normal swimming, but I don't know how easy this is to reproduce... - if you turbo Tobogganing-mode, your momentum becomes "frozen", might be good for upholding the fastest speed possible. - Umm... be mindful of the lag at the end of a mission. It seems to vary, but can be manipulated somewhat. Gonna try this game out some more later, I guess. Seems a pretty nice game choice.
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It seems this works with .fm2 files too...
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Just found this interesting and wanted to share with you. I was making a TAS for a DS game when I realized I had to edit my .dms file, so I double-clicked it. The program Modplug Tracker (v. 1.19.03) thought it was a module and opened it instead of Notepad. And lo, the tracker could actually read the contents of the .dsm file and interpret something quite musical out of it. The result was this four minute song that was quite repetitive, so I only recorded the first 1:45 of it. EDIT: link unavailable I tried some other .dsm's while at it. MPTracker wouldn't open up all the .dsm files I tried, though, such as Portrait of Ruin. Ryuto's Iwi the Kiwi's .dms sounds a bit similar to the above example. Dawn of Sorrow is more minimalistic but has some melody at least. Veup's Tetris is also very minimalistic, mostly just a basic rhythm and beeping.
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Warp wrote:
if a password were used to jump right to the end of the game, this would be rejected, but because it's achieved with savegame corruption, it becomes ok; I'm not sure I agree that there's such a relevant difference
The way I see it is that save corruption works only in a handful of games and can have vastly unpredictable results. It also takes TAS-precision to use save corruption successfully at all. Passwords on the other hand are just commonday. This run is a nice improvement, so voted yes.
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I thought the enemy manipulation was really nice here. My vote is yes.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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An amusing run... yes vote for being a cool improvement over the last Shadowgate run.
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As expected from these two guys, its very fast-paced and awfully glitchy. Also, I like how the TAS shows some N64 specific MKT stuff (like the three-storied arena). Yes vote from my behalf. "He will forever rule the Earth with his own brand of (glitchy) evil."
Post subject: Mortal Kombat: Armageddon / Deception
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The next Mortal Kombat I've set my eyes upon. Although a while back I abhored Midway for their arguably lazy design choices for this game, now that I've actually tried it I'm finding it surprisingly fun and addictive. Because of the multiplayer? Nah. Arcade-mode? Konquest-mode? No. Driving mini-game? Definitely not! Well, what is it then...? Quite simply... the awesome glitches it has! I sort of envision a big, at least 40-minutes long playaround of this game that would visit all of the play modes and create all sorts of insanity on the way. First building up cash for creating an own character, maybe in Konquest-mode... then more infamy... well, I'm sure I'll come up with the rest as I continue glitching it. For some reason the Wii version doesn't emulate too great for me, with save states practically unuseable. To be honest, I'd prefer using the PS2 version. But since the start of the run is still far away, who knows if TASing PS2 games becomes an option at some point until then. For now I've done the glitching on PS2, both emulated and on an actual console as well. So, about the glitches. I've been exploring something called the jumpover glitch in this game, and another related glitch which I've simply called the blank move-glitch. With jumpover glitch you can load moves from a wrong movelist. The most infamous incarnation of this glitch is the possibility to do Impale with Sub-Zero, never mind that the move is blocked in MKA. Also, it doesn't cause Sub to lose his weapon like it should... it's the foe who loses their weapon instead in the process! (found by check4900) But it's the blank move-glitch (BM-glitch from hereon) where the combinatorial shit-hits-the-fan explosion truly begins. Blank moves are numerous in this game, although accessible only using jumpover glitch. They are basically empty move ID slots, if even that. They were a mystery to me for a long time, because it always seemed they did nothing but freeze your character on their tracks and cause a certain stiffness to their movement. But the fact is that the effect of a blank move can vary a lot. A lot! You see, MKA has an address that keeps track of your current/last attack or other animation (like taking damage, etc.) A blank move directly reads this data, and tries to utilize it when you access it. But for the most part this game ties up moves as you do them so that there is nothing left for the blank move to really use in normal circumstances. However, there exists a few techniques in the game for interrupting animations at any point and letting their data stay in the temporary memory. If you then access the blank move, strange things may happen... moves with wrong properties, characters disappearing into the ground. Loads and loads of game crashes. And the research isn't even very far in yet... Here's a playlist of the MKA stuff I've uploaded so far.. MAJOR UPDATE: ------------------ It turns out that a variation of jumpover glitch and therefore blank move glitch is also doable in MK: Deception. This means that both games are now ruined. Good candidates for a playaround, although MKA is still better because you don't have to trouble yourself over unlocking characters and such, and the roster is huge. Sucks that Shang Tsung can't morph in these games, though. Smaller update: ----------------- Made a blog post explaining the jumpover glitch a bit better. A decent-sized update: ------------------------- There's more discussion about this run here: http://mk-tas.forumprofi.de/showthread.php?tid=11
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I've mainly played the GBA version of this, and only the first levels. Anyway, this seems like a fine run, so yes vote.
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You're doing a great job with this emulator so far. Just a few things that bug me (after a few hours of playing): 1, the hotkey issue is driving me nuts. 2, wish you could put a hotkey on space. 3, wish there was an option to put pause and frame advance on separate buttons.
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I made a movie of Forbidden Siren's beginning (first level and menus) with PCSX2-rr. Things worked out surprisingly well while making the level, no problems at all, but then the movie desynced at the menus after the level. Not such a big deal at this stage... http://www.youtube.com/watch?v=0eMNcc4XiwQ Hope this emulator gets more development, because I'd love to work on a PS2 run or two. EDIT: looking back, there is a small desync during the second slide sequence as well. You can tell when the character's movement stops even when it shouldn't.
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I was overwhelmed by the positive response this run got! Thanks for showing interest.
Post subject: Aerial Assault (GG & MS)
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Tried this old shooter out for fun. The GG and MS versions are not the same game - both have their own playability, weapons and level design. Both also have an own gimmick which can be utilized to create an interesting looking TAS of them. Here's my example TAS of GG's Aerial Assault, first level done, utilizing the homing ammo in creative ways. MMV file here Stand to watch four more levels of that? The MS version might be more promising to TAS... you can play the game through as if you had Metal Man's weapon from Megaman 2, and there are far more enemies and things to evade (faster pace).
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Lex wrote:
What version of VBA does this use?
I did this run using VBA 1.7.2 v21-interim. Old habits die hard, I guess...
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>>If you played as Shang Tsung, why did Stryker get all the credit in the end? 'cause I was still morphed as Stryker when defeating Shao Kahn. I did consider whether the run would be better if you'd get Shang Tsung's own ending instead, but you'd have to wait for about 6-7 seconds more or completely change the last bit. So I thought it might not be worth it... at least Stryker's ending is a happy one.
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This game seems to have buttloads of characters... It's a lively run with style and a certain calculated edge a TAS ought to have. Don't know the game, but I enjoyed watching this run. Yes vote. EDIT: voting after a brief thinking pause. EDIT 2: yes!
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Amusingly quick. Yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Looks hyperactive. Nice job!
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I remember this game (at least the graveyard levels) from a demo disc ages ago. Had fun playing it. It's a good game choice due to the fast pace and beautiful, if a bit disturbing aesthetics. And the glitches of course. Yes vote.
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Maybe 8-9 minutes? It's not a very long game. Thought later on that the boss fight skip could maybe be done on the right side of the screen too. It would save some time... EDIT: An encode that goes a bit further than the last .vbm I posted: http://www.youtube.com/watch?v=kJFoANYJg_E Usually the temporary walls which block exits are so close to the screen edge that Van Helsing can't fit behind them, but in the instance of the skipped mini-boss fight, he can. By jumping on top of the walls high enough, you get past the temporary wall and (on returning) the boss fight disappears. Too bad this doesn't work on the right side of the screen, because it would've saved more time. By the way, I wait a bit before starting the jump or else the fireball will hit Helsing. Also, the grappling hook in the middle of the conversation is to do a glitch which starts the fight early - normally the characters would still chat for some seconds. Boss Marishka is pretty interesting here too. I manipulate luck to deal high enough damage to her, and only hit her right as she teleports, preventing her from going in her 'takes damage'-animation which lasts over 25 frames.
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