Posts for Acmlm


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Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
I did some progress on the SNES version tonight (and redid level 2 and 3), now it beats the first 6 levels in 4:47: http://acmlm.cjb.net:2/Emu/snes/Snes9x/smv1/Lemmings-2.smv 1: Might be a little faster if I used the Digger a little later, to minimize the digging to do, but otherwise optimal 2: Used the Floater at the last possible moment, killed off the rest, should be optimal 3: Now optimizing it starts to get a little tricky ... the default release rate wastes time, and 99 all the way gives too many unneeded lemmings to nuke (causing lag), so I have to find the best changes to do. The rest is easy (and you'll notice they survive the higher drop at the bottom, unlike on NES) 4: Again, I had to find the best release rate variations to avoid lemmings walking back and forth (getting behind the rest) more than they should 5: Full 99 here ... but then I had to handle a whole crowd of lemmings so none would turn back, which fortunately was possible 6: No blockers, perfect timing, and some more release rate fun Even the simple levels at the start require some planning and take a while to do, doing level 2 to 6 took hours and over 1000 re-records, this could be a very long run to make. I also did things with the cursor instead of only playing music, and I should probably find entertaining ways to kill unneded lemmings (without wasting time) in the later levels ... The NES version isn't as good, but things move faster, levels are shorter, there's less lemmings and no need to worry about finding the optimal release rate, so it'd be easier to do. (edited) Just heard about Select+Start ending the level without having to nuke ... this could save much more time.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
This beats the first 3 levels on the SNES version, done earlier this year as a test: http://acmlm.cjb.net:2/Emu/snes/Snes9x/smv1/Lemmings-1.smv It has both music and sound, variable release rate (99 can save time), I can play music with the job select to make it more interesting (which I did), there's no delay there either ... There's 120 levels (4 sets of 30) in the SNES version, they seem to be about the same as on NES (not sure what the extra ones are), but larger and the Lemmings go a little slower. I never beat the game, but I know some levels repeat with harder settings, and doing all levels would make a long run (about 2 hours), so only doing the hardest set might be a good idea.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
I used death 3 times in my Dragon Warrior run to prevent a few minutes of backtracking (each), it wouldn't be any more interesting without that ... not to mention I died in different ways, and luck manipulated a battle to kill me as fast as possible. So yes, use it whenever it saves time. And about manipulating fights, how will Chapter 5 go, since you can only control the hero?
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
That last one goes through the second half of 2-1 at least 15 seconds faster (or twice as fast, even) than my run already ... so a full run like this would be a huge improvement with all the new shortcuts, and much more interesting at the same time. So if I got this right: - While stuck in a wall, jump and shoot at the same time to move up (this can be repeated every 2 frames, making it faster than walljumping), or alternate left/right to move left (fast) through the wall But I couldn't get the other one (going fast to the right) to work ... I've already seen the bug where you jump out at the start to warp ahead and then can't go farther, back when I worked on my run, but that one was useless.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
Nice, finally gives me motivation to get back to my own improved Tetris run I left unfinished a few months ago ... I had also thought about dropping the straight bars in the middle, but filling up the rest as much as possible before each Tetris would save even more time (but require more pausing for luck manipulation). Mine was about 4 seconds ahead of this new run after the 9th tetris ... this can be done within 3:40 at least.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
http://acmlm.cjb.net:2/img/fasttorrent.png 685k/sec from the Lagoon .avi here when it just got published, almost as fast as my connection could go (around 750k/sec).
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
Stopped it late again, this could be 4:05 if you fixed it (and the extra time isn't cut off when publishing) ... it's as simple as going into frame advance at the end, pressing the button for the final move, and immediately stopping the movie before unpausing (well, as soon as player input doesn't matter anymore). But otherwise yes, this is now a pretty good improvement over the old one.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
This thread was older than I thought ... I hadn't gotten around to reply at the time, so I might as well now: 21.857
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
It's NTSC, he probably just got them mixed up (USA/Japan is NTSC, Europe is PAL) ... but that's just a minor detail, the movie itself is fine. Definite improvement now, you reached the end over 5 seconds faster than the first time ... but still stopped the movie almost 10 seconds late? There's also a glitch that could cut the second half by about 1 more minute, described here: http://tasvideos.org/forum/viewtopic.php?t=1937
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Just watched it next to the old one for comparison ... this is a 20 second improvement and no part seemed slower, but the late movie end makes it actually 2 seconds longer. Finishing it at the earliest possible frame (right after the last input, which is indeed when throwing the last bean) is really easy too, but I'll admit I did the same mistake in my first submission, except with a much shorter delay. Both follow the exact same path, you saved time by doing better tricks, but it could definitely be improved if you used a lot more re-records and frame advance to make the controls as fast and early as possible ... 36 is really low even for 5 minutes, most movies go up to the thousands. It'd be a definite Yes from me if this was fixed.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Level 23, scored 5090 ... I got stuck on Level 22 for too long and wasted most of my lives there.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Hmm ... CRC is 444A52C1, same filename, I use WIP1 timing and fake mute workaround. No desync unless I disable WIP1 or enable volume envelope (left+right/up+down and fake mute have no effect) ... I had an older version of the re-recording Snes9x, but I got the latest one just now and still no desync.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
I tried Dragon View about 2 months ago, it definitely has good potential. Taking the shortest routes in the 3D overworld isn't simple (and that part is evil with desyncs ...) so it can look impressive, and the dungeons and battles look really cool with the fast action. I think I got maybe 30% through, but was going to do a second run after for better planning and improvements once I'd have a more precise idea what to do. http://acmlm.cjb.net:2/emu/snes/snes9x/smv1/Dragon%20View%20(U).smv This goes up to the way back from Keire Temple (before going to the desert) in 42 minutes, I'm also estimating the total to be around 2 hours at the end. The run currently goes like this: 00:18 - Game start 02:13 - Go out of town after the intro. Activate the warp near Rysis, go to Hujia, talk to the guy mentioning the bombs, talk to Tylon to get the warehouse key 04:08 - Arsenal, to get the Hauza (and get to Level 2) 05:13 - Warehouse. Skip the armor upgrade, get to Level 3. Might have wasted a few seconds hitting monsters I didn't kill 06:20 - Boss: run back and forth throwing the Hauza until it dies, reach Level 4. Then go back out to Hujia and wait through the scene with Argos talking to the Demon Knight 08:55 - At Hujia, talk to Tylon to give the dynamite, buy 1 arrow from the shop (since I must go there anyway), buy the HP upgrade, get the bombs. Exit and go to Galys Pass 10:49 - Galys Pass. Kill monsters on the way to reach Level 5, get 10 fruit and the HP upgrade 12:31 - Out to the field. Activate the warp to the swamp, get the sword tech, get the Lightning ring, talk to Rodister (so I can get the Serpent Scales), then head to the swamps 15:16 - Into the swamps. Get the Lightning ring upgrade, activate the warp back to the field, get into a fight 17:19 - Use the sword tech to kill the 2 monsters for 1248 EXP each, jump to Level 9 ... so some of the previous leveling could probably be skipped. Then use the warp, get the bow, use the warp to Rysis 19:40 - At Rysis, get the Serpent Scales, take the warp back, go to the Fire Cave 21:43 - Fire Cave. Reach Level 10, get the MP upgrade and sword upgrade. Make fun of the 4 guys in the last room before the boss 25:13 - Boss: defeat in 9 seconds with 5 bombs, get to Level 11 and get the Fire ring. Then run back out and make fun of the 4 guys again. Go to Casdra then the snow mountain 28:25 - Snow mountain. Get the HP upgrade (waste of time, I go there anyway after Keire Temple), get the Hauza upgrade, get 2 MP upgrades (this is also where I use the 10 fruit) and reach Level 12. Then go to the fortress 32:06 - Fortress. Lost a few seconds by not jumping over melting ice spikes. Manipulate monster drops to get as much MP as possible while having full HP. 33:33 - Boss: normal attacks only do 1 damage, so I use the Fire ring then the sword tech (I had 1 MP left and 2 upgrades worth of HP left after this), and get to Level 13. Then get the Ice ring and second Hauza upgrade, skip the MP upgrade since the way there is too long, then go ahead to the next part 35:45 - Higher up in the mountain. Skip the second armor upgrade, get the second sword upgrade, enter Keire Temple. Not much to do there, except going through, killing some monsters, and getting destroyed by Giza showing off his evil powers, and I get to Level 14. Talk to the professor, walk back out 41:17 - Outside of Keire Temple. Go down to the snow mountain (stopped here), then to the field, and go to the desert I never get hit since it never saves time (except flames pushing me off to the side in the Fire Cave), but the sword tech costs enough HP so I still need some HP upgrades and refills. The few HP and MP upgrades I got might be almost enough for the rest of the game already, I just need to make sure I won't run out when I'm forced to use the sword tech or magic against monsters or bosses. The sword tech will probably get even more useful later in the game when my Level will fall behind so much that I'll do 1 damage to most monsters (the sword tech always adds 10 damage, so I'd do 11). I think I'm about 4 levels lower than normal where I'm at, that means 8 less damage and monsters always have 40 HP. I'm not perfectly sure yet if the long walk to the swamps at the start is worth it (I get a Lightning ring upgrade I know I'll need, open a warp, and gain a few levels), depends how much time it'll save once I'm really supposed to go there ... I'm pretty sure I won't need the Fire/Ice ring upgrades. I think the rest is about as optimal as it can get, except for a few things I mentioned, or unless I forgot something I'll need later. I know I'll need the bow and arrow at some point, not sure if I'll run out of bombs (used 5 on a boss) or need more fruit. I haven't worked on this since late April, I'm currently doing other runs (like Ys 3 on NES), but it's one I'd like to finish eventually since I beat the game twice on the SNES long ago.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Like I said on IRC, it desyncs during the Frankystein Mark II fight no matter how many times I try, and it always works fine up to that point ... am I the only one getting this? The ROM CRC matches, I tried all the different movie settings too. (using Snes9x 1.43+)
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
I picked Jake (by default), but both characters play exactly the same way. And the only advantage with 2 players is that I could play the entire level off screen to delay/disable enemies and spikes (which would be funny, but not so interesting to watch) ... else they'd either follow the exact same path and lag the game a little more, or one of them would get lost behind and it'd be like 1 player. And as usual, this was mostly done with frame advance for precision, and 50% or 100% otherwise ...
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
In the NES version, some leveling is required just to hit the bosses (Level 3 for the first, then Level 4), so I had to spend a few minutes going back and forth to gain EXP and gold ... but then the boss battles went pretty fast even at the minimum level (using the Power Ring, which however takes a few seconds to switch on and off). The Genesis version had lower level requirements (if any), so maybe it can be beaten without any forced leveling ... it'd most likely save more time than being able to beat the bosses faster. Killing every monster in the way helps minimizing the leveling required, and there's the Broad Sword you can buy after the first dungeon if you spent enough time leveling (like I did) ... it helps a lot in the second dungeon. I still haven't worked back on my run of the NES version (still available from the link up there), and I want to improve the long leveling part before the second boss anyway since the Power Ring would save time there. But I'd like to see a run on SNES or Genesis too to see the differences ...
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
The first death was because avoiding it would take a while, and I'd die anyway at the end of the level ... avoiding either of the first 2 hits or getting the life up (which is right in the way but has a delay before activating) would waste just as much time. The second death seems totally unneeded at first, but it's to refill my life (while waiting for the moving platform) so that I don't die at the end where I need to get hit twice. So I'd be losing a few seconds otherwise ...
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
A friend owned that game on the SNES, I used to play it a lot (around 1995) and even beat it a few times, got up to 80 lives once and also once got to Chapter 7 without dying ... it's not one of the hardest games ever, but I was mostly going for lives and yarn (500 = 1up) rather than speed at the time. Anyway, near the end of Chapter 2 is a good example of why always jumping would only slow me down ... and the start of Chapters 7 to 9 show it's just slow to start by jumping as well. There's no acceleration and also a slight slowdown when jumping, but bouncing is fine. Yarn balls are rarely worth avoiding when in the way (each wastes 1 frame, for a total of 9 seconds in my run), except for the boxes (25) and big balls (50), some of which were also in the way and not avoidable without wasting more time. The only ways I can think of right now for significantly improving this run is with better landings, more use of L/R (compare what I did in Chapter 16 to the rest), and possibly better paths if I find any ...
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
My Tetris run can be improved by about 30 seconds (dropping the bars in the middle and filling the rest higher) ... I got started on that a few months ago and never got around to finish it, but it wouldn't take too long once I do. Not sure which other I could improve, but this would be worth checking when I can't think of a new game to try ...
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
I made a 1 level run of Paperboy just now to test, looked pretty funny ... perfect delivery while running all over the place, making fun of the not so good collision detection, and smashing non-suscribers' windows whenever possible. Paperboy 2 seems to have more action going on, and you get to throw more newspapers (but not as fast), but moving around too much makes you go slower ... Here's more games of which I made unfinished runs, some of them should also be interesting: NES - Air Fortress (shooter fun then good platform action, use password for 2nd quest to make things harder and more interesting) - Amagon (just plain run and shoot, but still shows godly reflexes) - Castlequest (platform puzzle) - Commando (left+right and up+down causes funny glitches) - Destiny of an Emperor (this one would be long and slow, but a good low level boss only run with luck manipulation) - Dragon Warrior 2 - Kakefu Kun no Jump Tengoku - Speed Jigoku (not that great but moves fast) - Lee Trevino's Fighting Golf (wanted to score perfect shots, but the aiming doesn't allow enough precision) - Little Ninja Brothers (RPG with 2 players and action battles) - Pinball Quest - Qix (makes the game look a whole lot easier than it really is, with luck manipulation) - Quarth (combine Tetris with a shooter and you get this, play 2P Tag Match) - Ys III - Wanderers From Ys SNES - Bubsy 2 (this game is too damn weird, but fast and looks funny) - Civilization (with a lot of strategy planning and luck manipulation, could be quite interesting) - Dragon View (RPG with 3D overworld and sidescroller action) - Lemmings (play music with the job select while waiting)
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
*notices "Open Read-Only" option when loading a movie in FCEU* Ah, so it's the same as in Snes9x after all, I don't know why I never noticed before ... that'll make long NES runs much nicer now.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
Snes9x also allows to hold the frame advance key to let the game go slowly, definitely useful, but not as much as the fact I can replay the movie from a savestate (then save anywhere from there so I can re-record) when working on longer runs, which FCEU doesn't have either. I use 100% speed too and record almost everything on frame advance ...
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Bob Whoops wrote:
You must of been one of the ten other people that still used the official bit torrent client.
I guess I'm one of the other ten. The only thing I really hated with the default client was that I couldn't limit my upload (which goes up to 100k/sec), so I was stuck wasting a ton of upload bandwidth whenever I did long enough downloads ... but even that alone is probably a good reason to look for another.
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Ok, I looked at them now (got to the 2nd boss on SNES, 1st boss on Genesis), so I can compare them better: - Different English translation for SNES and Genesis (some different names too) - The areas are generally the same in all versions, the plot too - Monsters have different acting patterns and aren't always at the same spot - Leveling (EXP per monster and required per level) is different in all versions NES: - Japanese only, or at least no official translation - Crawling and running have the same speed - The intro can be skipped by picking an empty save slot instead of New Game - HP is fully restored on level up - Simpler monster patterns - Fastest boss fights - Monsters only come back when scrolled out and back in - Left+Right causes a glitch that allows to skip monsters and return to town (if you go through a wall and fall down), but it's not very useful - Doesn't look as good as on SNES and Genesis (obviously), but still nice for a NES game SNES: - Crawling is slower than running - Shorter levels, but smaller stat gains per level up - HP isn't restored at all on level up - Attacking is slower - Monsters can come back even when you don't move - Slower equipment switching - Bosses seem harder Genesis: - Crawling is slower than running (like on SNES) - Same level length as on NES, but monsters give less EXP - HP is restored by the max HP increase amount on level up - Attacking seems fast but the sword is invisible - Monsters are hittable at lower levels - Monsters don't seem to come back until you leave the area and go back in (although I'd have to confirm this, didn't test it much) - Ring power lasts longer - Bosses take longer to kill (at least the first one) Seems like the NES version would be the fastest of them ...
Experienced Forum User, Published Author, Experienced player (527)
Joined: 11/14/2004
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Location: Mirabel, Québec, Canada
There's the NES version too, I made a partial run of it before (goes up to the end of the Lava Pit in 18 minutes): http://acmlm.cjb.net:2/emu/nes/fceu/fcs/Ys%20III%20-%20Wanderers%20From%20Ys%20%28J%29%202.fcm Not bad, but there's a few spots where I have to run back and forth for a few minutes to gain levels, else I can't hit the boss ... The downwards stab is definitely useful, at least as a finishing hit (double damage but I get hit if I don't kill), and I buy the 3rd sword (Broad Sword?) as soon as I get out of the first dungeon, which helps a lot after. I also use the Power Ring against the bosses to kill them fast and take damage to save time (although it doesn't take much to die). I haven't looked at the SNES and Genesis versions (although I did play the SNES one really long ago), so I don't know which one would be the best to make a run of ... I think only the SNES one even had any American release.
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