Posts for Amaraticando


Amaraticando
It/Its
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gbreeze wrote:
Amaraticando wrote:
boct1584 wrote:
I forget, what can the stun bug do? Is that the one that lets you spawn goal-tape? Also, very glad you're foregoing the Chuck-Eat bug.
http://www.youtube.com/watch?v=Dd5t6Vsucqs
It can be done any level where there is a sliding blue koopa, pokey, or dino rhino (secret exit). I don't think the dino rhino would be used though to save time.. considering keys are usually found near keyholes anyway.
If I am not mistaken, there're only 3 levels (the 2 of the video and Valley of Bowser 4) in where this can be done and save time. I'm in favour of using this in the run because it's awesome and can't be transferred to another level like the chuck-eat glitch.
Amaraticando
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boct1584 wrote:
I forget, what can the stun bug do? Is that the one that lets you spawn goal-tape? Also, very glad you're foregoing the Chuck-Eat bug.
http://www.youtube.com/watch?v=Dd5t6Vsucqs
Amaraticando
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DarkMoon wrote:
Everyone already knows that they've started, man.
But there's a link there, their work in progress: http://dehacked.2y.net/microstorage.php/info/385681089/smw-96.smv I thought it wasn't known...
Amaraticando
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It's a public tweet, then I don't think it's problematic to post it here. They have started the TAS: https://twitter.com/joshtas/status/213366189227909120 And I'm glad they didn't use the chuck glitch to skip the castle 1.
Amaraticando
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I would like to participate the 96-exit run, if I were a bit more experienced...
Amaraticando
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Mister wrote:
Amaraticando wrote:
The game resources' description is quite confusing and simplist. The duplication doesn't depend only on the position of the block and the coordinates of the projectile at the instance Mario throws it. For instance, it seems that Mario's position also interferes. I am not very sure of the exact conditions, but the image shows (a bit) the distance you should throw the shell... (img)
You're half right. The position of an item you hold depends on mario's position of course, so mario's position does interfere implicitly. But once you give the item a correct y-subposition, to control the item's position would be equivalent to controlling mario's position. Any condition on mario's position is superfluous and thus omitted from the description.
The shell's coordinates really "follow" Mario's, when he is holding it. However, the following can happen... Notice that, until the 4th frame of each column, the (x, y) of the shell is identical. They only differ after.
- - - - - -
CONCLUSION: Mario's intrinsic movement affects it OR the frame (in which the collision happens) changes the hitboxes properties.
Amaraticando
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The game resources' description is quite confusing and simplist. The duplication doesn't depend only on the position of the block and the coordinates of the projectile at the instance Mario throws it. For instance, it seems that Mario's position also interferes. I am not very sure of the exact conditions, but the image shows (a bit) the distance you should throw the shell...
Amaraticando
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I think LYF was trolling us. He could have said since the beginning that the ROM was edited...
Amaraticando
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Wow, you totally break the already broken game. However, it uses a non-standard ending and doesn't face the last boss. I think it should not compete with the other submissions. Easy YES vote, despite the lack of entertaining factor...
Amaraticando
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Mister wrote:
Amaraticando wrote:
And you could have saved a frame, by pressing "select" at the introduction, instead of "A">"B">"A">etc.
I tested that, but strange frame rule prevents us from saving a frame. I now feel that most of our know-how to handle something like frame rule or lag management, is more or less useless on 1.51...
I tested it too now and got the same result... But what about the fadout lag?
Amaraticando
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Again, this? http://tasvideos.org/3084S.html And you could have saved a frame, by pressing "select" at the introduction, instead of "A">"B">"A">etc. Nevermind, SNES9x 1.43 is different.
Post subject: Re: He's stupid looking and he's hard to control
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ALAKTORN wrote:
JXQ wrote:
Did you always get both Kongs after beating a bonus level? I don't remember that but it's been a while since I've played this.
only with the hard mode cheat
LOL, the hard mode making things easier!
Post subject: Re: He's stupid looking and he's hard to control
Amaraticando
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JXQ wrote:
Did you always get both Kongs after beating a bonus level? I don't remember that but it's been a while since I've played this.
I caught myself wondering the same question! As far as I have watched, the submission deserves a big "yes". Many WTF's were exclamed during the movie...
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As being a former CTR speedrunner, occasionally holding some world records, I can help you with your TAS or even join the project. I am not experienced at PSX TAS'ing, but I know a bunch of improvements you can make. My CTR videos (all on the console): http://www.youtube.com/user/RodrigoAmaral666/videos?query=ctr http://archive.org/search.php?query=subject%3A%22amaraticando%22 http://blog.amaraticando.org/2011/07/crash-team-racing-my-speedrun-proofs.html I would have started a TAS long ago, but I couldn't use the allowed emulators without getting several graphic glitches and even total crash (not the game character xD).
Amaraticando
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Masterjun wrote:
Amaraticando wrote:
And the same author, Masterjun, suggested on youtube that he was going to optimize antas' recent discovery.
Masterjun3 on YouTube wrote:
time to recreate this^^
where did you see that "optimize"? :P i think i wont be the one who optimize and submit it. i just try to recreate it, but its like 29.4 times harder than in YI3. i worked on this recreation since the smv was published and i just had to redo anything the 4th time. i still not did it. since it isnt possible to do that on the console, i think it would get rejected
Well, I thought you would recreate his path, but optimizing where he didn't, as he didn't care about being as fast as possible... sorry. But is it that complicated, requiring frame perfection in every single act? And how could someone know if Y13 works on console, while YI2 doesn't?
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boct1584 wrote:
Awesome as hell. If we hadn't already published the YI3 glitched ending, I would argue that this should be the one published.
The glitched movie was published: http://tasvideos.org/1945M.html And the same author, Masterjun, suggested on youtube that he was going to optimize antas' recent discovery.
Amaraticando
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?yaw eht yb hsarc ti did yhw tuB ."htaed tsetsaf" suoiverp ruoy naht retteb ylerus si eno sihT !sey detov I
Amaraticando
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Is this ISM's WIP, the one in question? http://dehacked.2y.net/microstorage.php/info/728733175/smw-96exits-ism-wip7.1.smv Because it's freaking awesome!!!
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So, it has been a while since the last post and I am curious about both 96-exits runs. Some update?
Amaraticando
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boct1584 wrote:
"Minimize Overworld Time" has been proposed as a goal, which I think is perfect. It allows some flexibility to get extra goal spheres when you'd be backtracking anyway, like when you warp back to Yoshi's Island after clearing the Special Zone.
I agree!
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HappyLee wrote:
Well I've got an idea, why don't we set the goal in this way: * No using death * No entering the same exit twice (or more than twice)
What about * No start+select ?
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I like what you guys did on Donut Plains 3!
Amaraticando
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If I were not a "lurker", I would vote yes without repent... Most entertaining SDW run so far!