Posts for AKheon


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I mentioned a topic on MHS forum that taught me about pointers, and it's this: http://memoryhacking.com/forums/viewtopic.php?t=2592 Hopefully it's relevant...
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Is this "Distracted by Shiny Objects: The Game"? I don't know Spyro-games that well, but regardless I tried to watch this run. And... I liked it! For the most part. I never realized how cool the air swimming was in this game. Other tricks like using foes as springboards, cheating in a skating race and zipping around with Agent 9 were funny too. I think 100% categories or similar are the most relevant for the fans of the game, though. I can't say watching all the 20000 gems and 150 eggs being collected was interesting all of the time. But overall it's a good run with plenty of cool moments, and I'm voting yes.
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>>Don't leave it to the timer to count down. Speed TAS focuses on the timer being low. Guess it depends on if the runner is going for in-game time or just a short input file? I think being able to end input early opens up new possibilities for fighting game speed TASes, but maybe it's just me. I do also understand the appeal of going for in-game time since the timer is clearly visible in these games. I think both approaches have their appeal. >>Still against 1 round because it would mean we have to update every other speed TAS which doesn't have 1 round. Well, there aren't that many published fighting game speed TASes out there... and the viewers would be grateful of the change to 1 round because so much repetition is cut out. >> Keep it stock on rounds because that what makes the game Yeah, I do agree on this one. The game looks more natural if it has more than one round. But then, roughly all fighting game speed TASes are going to the Vault anyway, where pure speed should be the objective. Maybe enjoy two-round matches only in a playaround? >>I think it's still possible make faster. Yes, very likely. Manipulating enemy behavior is a bit annoying in this game though since you can't do it without wasting time (as far as I know). It seems that counter hit's damage varies depending on what is the move you interrupt. If you could manipulate your foe to do those super-powerful charged attacks, they would get full damage and be K.O'd in one hit (usually), but that's an exceedingly rare scenario. Hitting an enemy in recovery or doing most normal attacks causes a counter hit that does 120 damage. So my approach was to manipulate some starter that reduces the enemy health below 120, then hit them with Burning Fist. Also, for enemies with only 140 HP, it seemed even faster to just do Bone Breaker and not even have to wait for a counter hit for Burning Fist. >>need frames calculator Maybe relevant, but I found a memory address that shows the frame count of moves. 47AE shows the increasing frame count of P1's ongoing attacks. Although it may reset in the middle on some more complex moves... for P2 585E does the same thing. --- On an unrelated note, I might try to do a Yoshimitsu version of this TAS. Bad Breath + stab is a fairly lethal combination as well, and at best doesn't need as much manipulation to work. Oh, and about Nina? I've come to the conclusion that she is not that great for a speed TAS after all. Her super attack is not as damaging as Paul's, and beside that she lacks quick options for dealing extra damage. --- Okay. Usefulness of Yoshimitsu has been disproven, and I couldn't get him to be as fast as Paul. On other news, I've looked into Paul some more inspired by xxNKxx and found potential new starters that might be overall faster. Paul has one very quick combo string that might do enough damage for it to work as a starter. The glitched grounded jump kick might also work really well for this purpose. Finally, I'm also looking into the idea of manipulating enemies with some quick attack to make them do their power attack, then punish them with full counter damage Burning Fist (enough to K.O. weaker opponents?).
Post subject: Tekken Advance new speed TAS
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I worked on Tekken Advance some more and produced an optimized, yet vaguely rushed speed TAS of it. It uses non-default settings, like only choosing to fight 1 round per match and the lowest possible round timer. What do you think, should fighting game speed TASes use only 1 round per match? Should this (or possibly a better version later) be submitted as an improvement to the current Tekken Advance speed TAS? https://www.youtube.com/watch?v=5KRulmkOfeg
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That barrage of yes votes is fairly surprising, actually. Personally I wouldn't put it into moons... while the run is short and cleverly optimized, the game is still kind of obnoxious to experience with your senses. I gave it a 'meh' (just now).
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It would help if there were menu exploits or other things inside the limited gameplay that would make the game less "trivial".
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I'd kind of want to see what some better TASer could do with The Terminator! Someone, please, break that game for once and for all...
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Nice, I watched it. Let me just mentally enter my reviewing mode to decidMODE COMPLETED Ok, I would definitely give this one a yes vote since it's absurdly fast-paced at times, has variety and doesn't last long. Nice TAS.
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Now you're thinking with portals! No... wait... I just don't know any more... I think I've had a Joust overdose. So I take it that you end the input early and then the character automatically runs into its doom over and over again? It looks kinda messy, but maybe it can't be helped... As for the entertainment value, well, this run is not un-entertaining, I can tell you that much. Maybe this sensation translates to 'meh'.
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Ah, I see! So this must be that Oddworld: New 'n' Tasty everyone's been yammering about... ...no? Oh well. Well, let's just say it's a meh leaning towards no from me. It's interesting to see Exoddus levels re-imagined for GBC, but generally I prefer the console versions of the games for better presentation and more glitches. This is fairly blocky and doesn't have as much payoff. But it's good this game has a finished TAS now as well.
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It's nice to finally see a completed TAS of this game. I voted yes since I liked the glitchy action that much.
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Does the level skip glitch exist in all of Data Design Interactive's games?
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Well, I'd give this one a weak yes. The game looks fairly blocky, but at least it's short and has glitches. To think about it, glitches seem to be a running theme in Oddworld-games...
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I found this run pretty entertaining thanks to the glitches and the amazing luck the main character seems to have. Nice work breaking this game. Yes vote.
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A great run with some insanely risky tactics. Nice work! Yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Oh? That's good to hear.
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First reaction: oh... dear... Second reaction: hey, this music is actually really good! Third reaction: oh... dear... I hadn't seen this game prior to this... it appears to be a somewhat slow platformer no matter how one dresses it up. While the TAS looked well made, the entertainment value was, let's say, average. Although the health underflow glitch was cool. So I'll give this one a friendly 'meh' vote, and an extra thumbs up for the spunky walk cycle.
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Nice glitchy action. Nice fast pace. Nice horrible voice acting. Nice grindcore. Nice, nice, nice. Yes vote.
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This game is now broken to a pretty absurd degree. Liked the run, although I did find it mean-spirited of the Sligs to laugh at Abe so much in the second half of the run... Yes vote.
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Thanks for the encode. The run so far looks crazy nice... still can't believe how glitchy these games are.
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Sorry that I didn't have that much time to participate making this TAS. I'll probably be more active in our next collective TAS project.
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Hey, congrats on your first TAS. I see this game was ahead of its time! You'd expect modern games to be QTE-fests, not something from the 90's. Also, does this game have a plot at all? To me it just seems that the protagonist is a habitual reckless driver who makes more and more enemies the more he drives recklessly, facilitating the need to keep escaping from his multiplying enemies by driving recklessly. It's a wicked cycle.
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Yeah, hitting the top left corner in any boss screen (or the boss itself early in this case) can cause a game crash or some seriously funky effects to occur. With "double maps" glitch, you can transport a boss arena somewhere else and cause slightly different effects to happen as well (like the Troll in upstairs of Alfea). I've also seen big corruption once while testing the glitch of turbo talking to characters. On one occasion all graphics went nuts, a bit like in this example. EDIT: Here is the movie. Played on VBA v24. The glitch starts at the end of the movie file.
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A bizarre, glitchy game. Nice work, voted yes.
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Nice work, looks apt. Probably vault it.
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