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BigBoct
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The description is inaccurate because the published movie, in addition to every enemy it can't bypass, does shoot some weapon capsules. The problem I have with this run is that it shoots more of them than the published run.
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BigBoct
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Heidman wrote:
Are weapon pods alive?
If that's the logic you're going to use, then are robots sub-bosses in Stage 3 alive?
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BigBoct
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Not "Kill nothing at all," but "Kill nothing unless you must kill it to progress."
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BigBoct
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EDIT: boct, when you comment on the objects in Stage 1, are you talking about destroying the weapon containers? I don't personally have a problem with destroying them in a pacifist run, but I guess I could see where some would have an issue with that.
Yes, that's what I'm taking issue with. My understanding of Pacifist branches here is that shots that hit anything destructible are to be minimized. Back when Soig submitted this Super C Pacifist movie, people were objecting that he shot enemies (without killing them) for luck manipulation. I don't really object to getting weapons to speed the run up, but at the WORST, you should match the number of things you destroy to the previous movie, NEVER exceed it.
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BigBoct
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This should probably be judged by the number of things you destroyed, not its' time. You destroyed almost twice as many things in Stage 1 as the old run did, a number of them for no significant reason. Convince me to vote Yes.
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BigBoct
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Well, now we know what needs to be done for a 100% run! That Super Shadow Man was insane.
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BigBoct
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His point is that there are already two Super Metroid runs on the Star list: the any% and the RBO. He doesn't think there's room for a third.
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BigBoct
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If I recall correctly, the version of the script I posted does it like that.
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BigBoct
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Here's the Lua script for skipping door transitions and item fanfares, hope this helps. Not sure what you would need to do to make the script work in Bizhawk, if you needed to. (This version fast fowards through them, and also through Ceres Station; changing speedmode to "maximum" instead of "turbo" will skip them entirely.) Download SkipDoors.lua
Language: lua

while true do istop = memory.readbyte(0x7E0009) dstop = memory.readbyte(0x7E05F5) estop = memory.readbyte(0x7E0E18) -- Items, Doors, Elevators if istop+dstop+estop > 0 then snes9x.speedmode("turbo") else if istop+dstop+estop < 1 then snes9x.speedmode("normal") end end snes9x.frameadvance() end
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BigBoct
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I am hyped as hell for this, but don't have time right now; I will in about 7 hours, after my shift ends. @Spikestuff: We already know that SNES9X v1.43+ is not the most accurate emulator. What I took away from the submission text is that for Super Metroid, that translated to signiificantly less lag.
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BigBoct
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Carl Sagan wrote:
The goal will probably be to beat the game as fast as possible while still grabbing a goal ring on every level.
Sounds like the perfect restriction to keep the run in line with the previous any% runs.
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The glitch is awesome, but seeing every level completed with that glitch would get old pretty fast. Were such a run submitted, I would probably vote for it to be Vaulted.
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Most of the other Mortal Kombat TASes here are also glitchfests. This one is more of a low-glitch playthrough, which for me was a nice change of pace when he posted it in the Genesis Games forum. Yes vote for Moon tier.
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The only one I've watched is the "All Characters" one, but it's very good. I think it would be worthy of publication here as a Moon, for a "low-glitch" branch.
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It's also worth noting that the "Perfect Bonus" movie was rejected before the introduction of the three-tier publication system, which is much friendlier to arbitrary goals provided they make for an entertaining movie.
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BigBoct
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Well, that was hilarious. Whole act spread out before Sonic...he says "lol nope," turns around and dashes off the screen.
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BigBoct
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DDRKhat wrote:
Well. I feel a bit better educated. I thought it was forced lag, not just the "pause" glitch. The replays are a bit more interesting to watch than seeing the pause glitch in action. It is still pretty destructive though. It might be worth using it on one or two of the levels just for the sake of showing off the glitch but not on ALL of them.
I would be more inclined to say Super Meat Boy should have 2 runs: one with the glitch and one without. The former would almost certainly be a Vault run.
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Post subject: Best SNES9X for real-time runs?
BigBoct
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I've taken to real-time blind-running randomized Super Metroids (see my topic in the Speedruns forum) and I'm curious what the best SNES9X is for doing those. My first two, I used ZSNES because that's what I'm used to. Then for my third one, I switched to SNES9X v1.52+ SVN184 for my third one because I wanted to record and share the runs, but that one wound up desyncing after the Golden Torizo, and left me concerned that desyncs would be a chronic problem with that version. The versions I have ready access to are v1.43+ SVN224, v1.51+ SVN147, and the aforementioned v1.52+ SVN184. EDIT: bsnes and Bizhawk are not options because my computer is old and can't run them at full speed.
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BigBoct
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EDIT: Apparently the movie desyncs in Lower Norfair in the Ripper room after the Golden Torizo. I've learned an important lesson today: Play back your movie regularly. :(
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Razor_ua wrote:
Could always make a 'minimum jumps' TAS ;)
Link to video Emerald Hill Zone Act 1: 0 Emerald Hill Zone Act 2: 0 Chemical Plant Zone Act 1: 0 Chemical Plant Zone Act 2: 2 Aquatic Ruin Zone Act 1: 0 Aquatic Ruin Zone Act 2: 0 Casino Night Zone Act 1: 1 Casino Night Zone Act 2: 0 Hill Top Zone Act 1: 1 Hill Top Zone Act 2: 3 Mystic Cave Zone Act 1: 7 Mystic Cave Zone Act 2: 5 Oil Ocean Zone Act 1: 4 Oil Ocean Zone Act 2: 3 Metropolis Zone Act 1: 10 Metropolis Zone Act 2: 1 Metropolis Zone Act 3: 0 Sky Chase Zone: 0 Wing Fortress Zone: 11 Death Egg Zone: 1 Total: 49 jumps P.S.: Didn't count the times when Sonic was sliding off of something like vines and hooks.
Entertaining, but the jump count is disingenuous. It should either count Tails too, not just Sonic, or the run should be done with Sonic alone.
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BigBoct
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The level of optimization in this TAS is very impressive, especially for a first outing. It's a shame the game itself is kinda boring. Meh vote.
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BigBoct
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I have no issue watching 720p soft-subbed anime MKVs and yet I can't even watch the temp encode without the audio running ahead of the video? The hell are you drinking, Dell Latitude D620? EDIT: Apparently it's just some issue with the Combined Community Codec Pack; I was able to watch it in VLC without issue. And I'm underwhelmed. Dunno why. It's clearly good technically, but I just didn't enjoy it.
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BigBoct
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It looks pretty good so far. But man, you weren't kidding about lag. Going into my opinion for a sec: I think games of this sort are a lot more entertaining when they slow down a bit and slaughter everything in sight. Trading speed for entertainment is...well, maybe not common, but a lot less frowned upon since the three-tier publication system was implemented, and with the tier system, TASVideos is just as focused on entertaining as it is on record-keeping. Don't know how much of this you already know, but I've seen you at a couple of SDA's marathons, and I know they're focused on speed above all else. To close this out, here's a minor optimization trick you seem to have overlooked: since the game counts down your health for bonus points, and you're taking damage to save time anyway, try to end each stage with both characters health as low as you can get it. It won't save too much time, but it'll probably be something.
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BigBoct
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Not sure if it's available to lurkers, but if it is you could try using the TASVideos userspace. http://tasvideos.org/userfiles/my#uploadfile Also, do you have a powerful enough computer to do your own encodes? If so, could you provide one? My laptop is sufficiently old that I can't power SNESHawk to 60fps.
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Post subject: Randomized Super Metroid
BigBoct
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I picked up this nifty tool by Dessyreqt for outputting Super Metroid ROMs with the items in randomized locations, and am working on my second one. Don't have any videos yet, since I've been playing in ZSNES, but from the third one I think I'll switch to SNES9X and do input movies. If anyone wants to give this a try, here's the tool: http://smrandomizer.codeplex.com/ I haven't figured out what the criteria is for the randomization seed. At the suggestion of an Internet acquaintance, I tried SAMUS KILLS MOTHER BRAIN for the second time, but that didn't work, so I just let it generate its own seed. Randomization criteria:
  • The Morphing Ball, the first Missile pack and the Bombs remain where they were.
  • The quantity and location of Energy Tanks and ammunition are completely scrambled.
  • The location of Samus's equipment and the four Reserve Tanks are randomized within the confines of where those items were originally. (So you might find the Charge Beam where a Reserve Tank was, or the Gravity Suit where the Speed Booster was.
  • Suitless Maridia is its' own option. You can have it Disabled, Possible, or Forced.
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