Posts for Atma


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diggidoyo wrote:
I went left to get onto the top platform so I can keep 100% uptime on him. Going right doesn't need invulnerability, because he will be out of reach no matter what if you jump from the slightly lower platform. This is what I used in the second fight. This is faster than going left, but only because it's the better pattern as seen in the second fight. Having invincibility doesn't help there. Taking a hit helps a lot when going left, only losing 10 frames for the knockback. If he then didn't do his additional high jump for 7th jump, it would be faster by 14 frames.
It appears you didn't quite understand my pattern of thought about getting hit > saving frames, so I decided the fastest way to get you to understand was to do it myself. Link This is 15 frames faster than the wip you posted in terms of last boss hp line disappearing. I may not have fully optimised the achievement window, I have no idea, so you should check that.
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That was definitely the right timing for getting hit, but you went against my expectations by going left again, rather than abusing the invulnerability to get through him as he jumps right.
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I feel like if you got hit on the 5th jump, you could potentially set yourself up better for the 6th jump to kill further downtime, and save more time overall. Just a feel though, probably wouldn't amount to anything.
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diggidoyo wrote:
This wont be improved by taking a hit. But you're still welcome to look for an improvement. I think better positioning at the end could help, but going under him is way faster then letting him high jump.
This is what I came up with (no idea if it'll sync, I am not fond of how dolphin handles movies), which I think pulls ahead until the last 4hp, at which point it loses out due to a bad pattern.
As for the dolphin error, that usually has to do with your settings for the controllers. Make sure your gamecube ports and wiimote's 2, 3, and 4 are set to none, wiimotor and speaker data off, and that your wiimote 1 configuration is consistent. But you might still have to restart it.
No matter what I changed I couldn't fix it, which is why I gave up on the above to begin with.
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Is that in total, or both times? According to that, taking a hit would still be faster. I tried improving the magma man fight myself because I felt it could be a little faster, but with dolphin being an ass when I tried playing it back for a comparison ("fatal desync "error in playwiimote: 4!= 7 byte 350"" what the hell does that even mean? way to be useful, error), I couldn't actually tell if I was ahead or behind at a specific point.
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feeuzz22 wrote:
Let me explain you how different they are.
The thing is, I don't actually care how different they are, either. Amy has never been a 'gotta go fast' character like sonic, so her having a move like that in the first place is already detracting from it. I went in expecting something a bit more unique, I came out disappointed, there's not much else to say.
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Amy being able to spindash (with a different animation) really took away my interest in this run, as such functionality is inherently un-amy-like. She effectively becomes sonic with a super jump at her disposal. Meh vote.
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Yes vote, if only for the entirity of sandopolis 2 being visible.
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That ostrich has 2 heads. Why does it have 2 heads?
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So I can't help but wonder: where were the shoryukens? This is Ryu we're talking about here.
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So clearly the ideal solution for them is to have the people who speedrun the game also tas the game, that way they also get a result they're happy with, but that will never happen. I'm perfectly fine with Angerfist/Mothrayas/Solarplex running it, because something will be completed eventually and it'll definitely be a good looking result.
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Khaz wrote:
And generally speaking, are there any concerns I should know about with trying to create a two-part TAS that involves loading from save?
Can you expand on this a bit? Most emulators support power cycling or reset recording, so you'd only have to make a save and then trigger the power cycle or reset flag to reboot the game and fix the gamebreaking bug (unless you were referring to something else).
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Alucard described this movie the best: "What!?" I vote for batlucard after beelzebub for the screenshot.
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Baxter wrote:
Note that I probably could have selected the mode faster by using touch. Also note that this was made on an older version of the emulator, I don't know if it syncs on the current one. It was made on desmume_0.9.2-rr.
I tested on 0.9.2, -0.9.9, it started desyncing as of 0.9.6, but in an interesting turn of events, this was the result between .9.2/4, and .9.5: It could entirely be possible that the emulation differences in later versions of desmume mark this run as (near) optimal, but you can't really tell based just off of these 2 comparisons.
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mtbRc wrote:
 armer has the durability of 5.
Actually, depending on the frame you activate it, it can have a durability of 6.
mklip2001 wrote:
2) If the USA version is harder than the Jap version, shouldn't a "hardest difficulty" run use the US version instead? TASVideos doesn't seem to have any clear precedent concerning version choice in this way...
The difference of 'difficulty' is that all they did was play with numbers on what attacks do what level of damage. The previous submission thread more or less suggested that the run was better done on the JP version as a result.
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Having made the majority of a TAS of this game at one point, but never finished due to my dislike of redoing stuff, I am glad to see someone did actually finish one. Really nice inventory management, and you got way better luck in stage 5 on the moving pillars than I did. Easy yes vote, though I think there's room for minor improvement.
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Warepire wrote:
Or if we're lucky there will be a steam-less version in a Humble Bundle sometime. I saw some runs and kept wondering what a TAS would do in this game.
Actually, even the steam version is drm free, in a way. It actually loads in hourglass even if you don't have steam installed (I copied the directory from my steam folder it to a virtual machine), though due to xinput you can't bypass the steam save message, and it seemed to instantly desync even without input being given, so...
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Sir VG wrote:
Question: Is it not possible to beat the green eye on Rangda Bangda the first time it appears? Or would it adversely affect the fight against the main body?
You can only hit it twice when you have the spinning jump slash as that's its weakness, which gives a significantly longer invulnerability period allowing you to only hit it twice each time it appears, iirc. The only plausible way of destroying it in one cycle is to either be at a lower rank, or do it earlier.
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I just finished watching this, really impressive work guys. Z saber extend really made a large difference once you acquired it, especially in the refights. The main reason that c flasher was used on skiver (and other weaknesses on other bosses) was purely for attaining the best rank, otherwise I think we'd have taken more damage in general where possible to keep boss health lower.
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I felt that magician mode didn't really bring anything 'new' to the table, compared to the existing movie. It's a bit sad because the execution on this run is pretty well done otherwise. Meh vote.
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Comicalflop wrote:
Here is my unfinished WIP of Trauma center 1 that gets up to Mission 24 (DeSmuME version 9.03.00). If I were ever to get back on the project I'd obviously have to restart using the most recent version of Desmume.
For reference this dsm uses desmume 0.9.2(+), the version thing was a little bugged back then iirc.
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Ah sword of vermillion, such a terrible game, but I can't help but have a soft spot for it. That wip isn't too bad, but I have a few questions: 1) Do you get experience from killing enemies even if you escape? 2) If no, is it plausible to manipulate a lower encounter rate, since the encounter rate seemed pretty high at the start. 3) Can you explain how the dark sword glitch works?
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I have no doubt that it's already been mentioned, but why not just have 4 options? "do you think this movie should be published" Yes - moons Yes - vault No - some reason Other - reason/s posted.
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I haven't watched that as of yet, but do you use the second player control code to utilise the normally useless npc character you can bring along? I have an interest in this game, but laziness and being unsure of how to manipulate enemy spawns held my initial start off.
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The ingame timer is not affected by lag, so despite it being faster (or slower) due to excess lag or less lag based on emulator version, you can achieve the same result between versions.