Posts for ALAKTORN


ALAKTORN
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Really_Tall wrote:
For the new Any% TAS, the route would be 8-Coin Puzzle with 15 Pieces, Shining Atop the Pyramid, and then In the Talons of the Big Bird. On the third star the star carrying glitch would be used to spit the star into the loading zone and collect it at the same time, and then you would exit course. (Like this, but a lot faster: https://twitter.com/Really_Tall/status/728640763660226560)
Is that really the best route? I’m not convinced.
Really_Tall wrote:
Additionally, ISceptul was working on a potential improvement for the TAS: using the pillar glitch in the JRB room to get OoB, instead of the rabbit, and navigating to the key door from there. It's definitely possible, just the question is whether it's faster or not. It should certainly be looked into.
What’s the pillar glitch? If the 50 stars door skip could be done without rabbit, then I could see it being useful.
Really_Tall wrote:
Whether it is or isn't faster, using superspeed while doing Bowser 2 skip also has a chance to save time, as you stop at least once when going through the door, and multiple times if the rabbit strat is faster.
No idea what you’re talking about here. Bowser 2 isn’t even skipped, it’s just ignored.
Really_Tall wrote:
Using the same logic, superspeed may also save time during 50 Star Door Skip.
Maybe… I don’t think so, though.
ALAKTORN
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Implemented the Y run improvement in the characters room to any%. 76 frames improved, 432 rerecords. What else is there to implement? Has the star eating thing been routed at all for any% yet…? https://www.youtube.com/watch?v=9SK2XVwZM5k I abused the fact that crouching (pressing R) retains Y run speed for a decent amount of time without depleting the Y run timer to do a really late longjump that lost 0 frames and kept 25 frames (30 total) of the Y run. Then I had to do a jump exiting the minigames room to preserve the Y run because crouching doesn’t let you open the door, and jumping seemed to be the fastest way. I retained exactly enough Y run to run out of it as I touched Mario’s door, but I probably could’ve run out a few frames earlier without losing time. To door: +20 frames To Toad: −40 frames To door: −26 frames To Mario: −30 frames Total: −76 frames saved Edit: ↓ Yes, that.
ALAKTORN
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How do you not have the “Emulator coder” title yet?
ALAKTORN
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^That looks pretty cool. Weird Beetle glitch… what’s fast doors?
ALAKTORN
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What the hell?
ALAKTORN
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Kurabupengin wrote:
Is this any useful? https://www.youtube.com/watch?v=t2scQtHs3Y0
Are you serious? Why would a video of a glitch that has been used in every single SM64DS TAS be useful?
ALAKTORN
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All the images in this submission text are broken btw. https://www.youtube.com/watch?v=hhCcTeZCYcA The TASVideosChannel upload’s description links to the obsolete SM64DS TAS. Should it be updated?
ALAKTORN
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Fortranm wrote:
Is it possible to get into the second boss fight by doing rabbit clip with Yoshi? Is it possible for Yoshi to skip the infinite stairway without rabbit clip?
Yes. The point of those questions…?
ALAKTORN
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So how do continuances work? Should I bother asking for Tenchu or am I better off porting it to BizHawk 10 years from now when I’ll actually have it finished, maybe?
ALAKTORN
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Sweet, Really_Tall. I think I may start working on an any% improvement… I think “superspeed” (held Y running) can be used in the basement to save time. That plus the superspeed in the characters room should hopefully save over a second, then I’m not sure what other big improvements there could be. Btw it works with the touchscreen, you just have to hold Y while doing it. Edit: Nevermind… I can’t make superspeed save time in the basement. I’m losing 42 frames before swimming (simply running forward and jumping bypassing the swimming check, then LJing) and I’m only saving 2 frames after swimming and 22 frames entering LLL…
ALAKTORN
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You’ve already mentioned the solution yourself. You need a cheat or Lua script or whatever to make the camera follow the character. When doing this kind of cheating you always need to make sure the run syncs without the cheats, but it usually does I think.
ALAKTORN
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You been able to use dust frames for RNG manipulation well?
ALAKTORN
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I’ve seen multiple people use it already. It’s not released?
ALAKTORN
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Anyone tested 0.9.12? Is it good?
ALAKTORN
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The way you find an RNG is the same way you find any other address. You need to already know when it’s changing, and based on that you do (not) same as previous value etcetera. Once you’re down to a comfortable amount of addresses you can mass-select them and freeze them all in chunks (impossible on some emus), if the randomness is changing you can delete the chunk and do another. Eventually you’ll find the RNG. Edit: Some RNGs change every frame so you don’t need to do anything while searching. Others only change when randomness is required by the game, in that case you find a random occurrence and do searches around it.
ALAKTORN
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^You’re just cheating it to 0 and expecting it to work? Try some other values.
ALAKTORN
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Patashu wrote:
What's more interesting than games that are deliberately impossible is games where it's not clear if a TAS could beat it or not.
That’s what I understood from the OP and what sounds interesting. Can’t think of any such game myself, though.
ALAKTORN
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Doesn’t this cheat code “manipulate” the RNG, even? I’d expect this run to be impossible to hex with pauses and no cheats, so it’d be even less legitimate than simply using a cheat code.
ALAKTORN
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MUGG wrote:
Just use whatever timing the last run used.
Why? What if the last run used a timing that was widely considered to be inferior to some other form of possible timing? Sounds like a terrible strategy to me. (We’ve had differing timing runs obsolete older runs, but I’m sure you already know that.)
Patashu wrote:
If you have a problem with that, ALAKTORN, take it up with the site itself and not in this thread, it's not Tompa's fault ;)
I don’t even know what to say to that. Where did I say it was a problem? I posted in this submission because for THIS submission I thought it got to the point where it was boring.
ALAKTORN
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I’m just saying your strategy loses real time while you were denying that. Either you don’t understand what real time is (it’s not TAS/input time), or I don’t know. You clearly have some kind of obsession with input time and I don’t really care to discuss that. I was simply saying my opinion in that it’s gotten boring after seeing it for 4 times, and correcting you on the real time issue.
ALAKTORN
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Tompa wrote:
You save real time depending on when you choose to end your timing. If it's the banana: You'll neither lose or save time by having two Kongs.
You said yourself that you’re losing like 27 frames by not dealing the final hit as soon as possible. As far as the rest of your post… uh… if I replied to it I’d probably call you names so I’ll just stop.
ALAKTORN
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Tompa wrote:
Winning with both Kongs is never faster. As you can take damage without losing any time and having Donkey in the end will cut down the victory dance time.
…Why the hell are you playing dumb by talking about IGT? I was talking about real time, which is what you brought up in the first place.
Tompa wrote:
I follow basic rules and guidelines and there is nothing wrong with my way of ending the input early.
Never said there was in terms of rules, just entertainment.
ALAKTORN
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Tompa wrote:
Not ending the input like this, and keeping both Kongs, would waste 524 real time frames.
No, it wouldn’t. That’s the time loss in length of input, not “real time”. Winning with both kongs would probably be faster in real time (RTAs/races surely do that?). The “end input early” concept is extremely flawed and you seem to be taking it as the only truth, it is not.
ALAKTORN
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Amazing run. :) Kinda feels like you could’ve taken the opportunity to change the end point, though. Sacrificing Diddy never looked TAS-like to me and by now it’s pretty boring.
ALAKTORN
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You were actually able to make it sorta entertaining with that glitch.