Posts for ALAKTORN


ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
In the intro stage against the bee minibosses, why don’t you jump as they enter the screen to start shooting (and therefore hit them) sooner?
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
At 0:24 in that video, couldn’t you have zipped the enemy with Concrete, then jumped and shot concrete on the left wall of that platform to get up?
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
AmaizumiUni wrote:
つたない英語で迷惑をかけております。 数か所ほど数フレーム短縮できそうなミスがあったので試してみて短くなるなら取り下げたいと思いますので judging Status new のままで進行しないようにしてもらえますか(作成は1日~数日で終わります)
Translation: He’s saying that he made a mistake that cost a couple of frames in various places, and he’s working on improving the movie atm. He should be done in a couple of days, so he’s asking for the judging to be on halt for a bit.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
I don’t know what’s going on with this optimization anymore but I had a thought, if you space out your shots so that you always hit him first frame but you’re shooting from really far away, then you could shoot and get hit by a flame shot on the same frame to get invinicibility without losing as much time, because the distance the pellet travels to the boss is all gained time on your knock back timer. It’s probably useless but I wanted to get that out there.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
I think it was FractalFusion who was fluent in Japanese. If any translation should be done I would go to him.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
This was atrocious. No.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
@Diggi: What about getting hit by Magma Man so that you can maneuver better and maybe kill it faster? Does the knockback cost too much time?
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
A quick Google search shows that there are 57 possible setups for a 13-0 win. I don’t believe this to be a TAS optimizable bot-less… Edit: I just noticed there are only 25 rerecords… no way you could’ve even tested the fastest method of movement with so few.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
I highly doubt this game will require Lua scripting, so just focus on RAM Searching. It’s easy btw.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Well… you have RAM Search in BizHawk so… use it? Or is it not there for the Genesis core? I’ve never used BizHawk.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
I just got the RTA WR for this game. https://www.youtube.com/watch?v=PvvEfFNbp-A Things of note: 1. Damage boosting. I don’t know how it works, it feels random when I get it RTA, but it may be faster than normal running speed (which I remember from TASing it is 1.5 pixel/frame, with which I mean it alternates between 1 pixel and 2 pixels each frame). 2. Some guy claims he found a glitch where pausing before double jumping gives extra height, allowing for skips and the like. He seems to get it easily, but neither me nor another runner have been able to replicate it. His video: https://www.youtube.com/watch?v=OYfl8QvXsRA 3. Magic pixel. Even when enemies are on the edge of platforms, you can still land 1 pixel next to them without being hit or falling off. I’m not sure if this would ever be useful for a TAS, I use it in the RTA in one stage. I feel like I had something else to say but forgot.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
If I ever go back to the Tenchu TAS, should I convert it from PSXjin to BizHawk? Or is it fine if I keep working on PSXjin?
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Derakon wrote:
code up an emulator so a speedrunner could play against a TAS ghost.
That sounds amazing. It would best work with simple 2D sidescrollers, so that the human player has a chance at playing perfectly. Ninja Senki would probably be nice to run like that, you could have the TAS ghost reset at every screen transition (so that it doesn’t go too far ahead off screen), and at the end of each transition you could have a timer like in driving games that says “+1.32” or whatever the time lost to the TAS is. I have no idea how technically feasible this is, but the idea sounds amazing.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
TASeditor wrote:
dtm is binary and messy with a normal text edition. There is xvi32, for example.
Are you saying you need a hex editor rather than a text editor for binary formats? I think I actually remember having to do something like that for SM64 when I attempted a TAS of it… or maybe it was something else.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
diggidoyo wrote:
Anyone know how to hex edit? ><
Is this on Dolphin? I don’t know how/if it works on Dolphin, but you just open the input file in a text editor, and if it’s written in a sensible format you should understand how to cut and paste input from it. It’s very probable that this won’t work for Dolphin input files, though. Works on PSXjin and DeSmuME, the 2 emus I’ve TASed.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Thanks for the encode. Looks good. I didn’t think too much about it though so maybe someone else could find an improvement.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
I might’ve wanted to volunteer but looking at your first post scared me. Whoever will be proofreading it is gonna have to fix a lot of stuff. Good luck. Edit: the easiest thing I can tell you is that languages go capitalized in English.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Does anyone know what happened to nitsuja?
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
You can end the input whenever you want as long as the game will finish itself after it. Tons of published movies end the input early and let the game beat itself without doing anything for a few seconds, or sometimes even minutes. And like I said it would be more entertaining to break that stay-still-attack routine and do a jump off the platform for the last hit instead.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Lmao this game has an RTA WR? Surprising to see the Koffing fight was vastly improvable, when I thought some of the stages were. But yeah, starting and finishing a TAS in 3 days never looks good… what kind of work could’ve gone into it? I’ll still vote meh because some of the strategies are clever and it’s short enough not to get boring (except the Koffing fight)… Ah by the way, I don’t know if Spikestuff does this but I think you should end the Koffing fight with a jump and end input early, especially after that attacking loop to add some variance. Edit: btw sub 4 minutes hype.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Mothrayas wrote:
AGDQ was one week long. This contest is roughly 10 weeks long.
Makes sense, my time perception is skewed.
Post subject: Re: IRC log from part 2
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Nach wrote:
IRC log: <AnotherGamer> So can someone tell me what's up with the part in the first bot segment where the chat is flooded with repetitive crap <AnotherGamer> Was that intentional or some screwup
I’d also like to know the answer to this. Also how did the camera hijack work?
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Mothrayas wrote:
Team 8 (solarplex, arandomgameTASer, Spikestuff) has dropped out of the contest due to internal struggles within the team.
LOL. Can I mention that the time frame for this DTC was a terrible, terrible idea? What with AGDQ and all the other stuff going on this month.
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Does anyone have a vid for the second TASbot thing? Again, I was asleep…
ALAKTORN
He/Him
Experienced Forum User, Published Author, Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
redarremercer wrote:
Something about losing over 500 "50/50" bets in a row to some guy with steel eyeshadow and his cat really takes a dump on your soul.
Are you sure it’s even winnable? Did you read Samsara’s post?