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BigBoct
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When I have a moment, I'll put together some demos of my strategies.
Please do. I enjoy playing Metal Combat immensely, and I imagine doing a TAS would be fun too; plus, laranja has already proved (to me) that it's fun to watch.
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BigBoct
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@Derakon: If you have the option, I would suggest you use Media Player Classic Home Cinema; personally, I have never managed to get VLC to display softsubs properly.
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BigBoct
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IIRC, NameSpoofer was working on it, and then he vanished. Same reason his and Kriole's run of SM: Cliffhanger stopped.
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BigBoct
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I think this is absolutely worth publishing; very entertaining from start to finish, and the novelty of a new route to use the code was very nice. The use of the code sort of disqualifies it as a "legitimate" run, so I would say to publish it as a concept demo. Similar things have been done; for example, the "item glitch" run of Dragon Warrior 3, and the "Wild Warps" Crystalis run.
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BigBoct
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The one you just linked stops halfway through Griffin. Did you link the wrong one?
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BigBoct
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I've been doing a lot of messing around with Falcon in Normal Mode, and I posted some pretty good times recently. Here's what I have from my last playthrough. Garam: 22.70 Siamang: 13.63 Wong: 7.70 Griffin: 20.25 Viscount: 33.16 Thanatos: 30.10 Arachnus: 29.83 Cobra: 39.26 Groken: 30.95 Vivirus 1: 44.81 Vivirus 2: 46.58 Giga-Desp 1: 19.45 Giga-Desp 2: 20.76 without sacrificing Rola I can't find a list of times anywhere online, but if these turn out to be any good, I'll give some thought to a Normal Mode ST Falcon run. I know laranja is using Real Mode to access the highest difficulty, but that deprives you of the story, and I don't like that.
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BigBoct
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I agree, some bullet dancing would have added a lot to this. It's good technically, but for entertainment, there's just not much here. Voting Meh.
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Excellent improvement, definitely Yes-worthy. Too bad you apparently can't instant-kill Wily's second form.
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I'd like to direct everyone's attention to sistermind, a Japanese TASer who mostly does Super Mario Bros. and hacks of it. I was drawn to her channel by her real-time-play videos of Super Mario Bros. Speedexpiation, wherein the timer counts down frames, the game is faster, and anything that would increment your score aside from end-of-level tallies instead kills you. These videos are tagged s018 through s027 on her channel. Aside from that, her 100% TAS of Extra Mario Bros. was how I found out about that particular romhack. Yes, it's a Youtube channel and not a Nicovideo channel I'm linking to, but I think it would be great if one of our Japanese TASers could get her to check us out. As an aside, her videos often include some editing.
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BigBoct
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You'll want to take a look at the Encoding Guide. http://tasvideos.org/EncodingGuide.html I haven't done any video encoding work, so I can't really help. Sorry.
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I have no experience with memory searching, so let me see if I'm thinking this through right. 1. Eliminate other variables, like the ships' position. 2. Search for values. 3. Damage the boss. 4. Update the search for values that have decreased. Is that about right?
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Here's the first two stages for my verification run. Hyperlinked to avoid page-breaking. I picked the Cyclone Force and did some experimentation with the weapons, but I think I'll try to switch to the Through Laser before bosses, as (I believe) it has the most striking power.
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You should be aware that a higher frame count does not always mean the movie is less optimized. In this case, the frame count is higher because you needed to take more time to reach a non-glitched ending, and the movie is exactly the same as the "Glitched ending" submission other than that; therefore, it shows approximately the same level of optimization. Now, if you submitted another movie of the glitched ending, and it was the same length as THIS movie, THAT would be less optimized, because you would be taking longer to reach the same result.
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This run is less optimized than the glitched one, but by only 20-ish frames, but provides a real ending.
I think he's just equating frame count with level of optimization.
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Number of credits allowed is especially a concern for the 4-player Captain America and the Avengers arcade game, because you can buy extra vitality with credits instead of waiting until you die and have to continue.
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I've been giving some thought to doing a run of R-Type III after watching the published run of Super R-Type. I would play through the first loop to access the Advanced Mission, then start the TAS from there. For the Force Device, I would probably use the Cyclone Force, since it can be used as a battering ram to deal heavy damage. The Standard Force is already seen in the Super R-Type run, and while I like the Shadow Force too, I prefer the Cyclone Force. Typically with the Cyclone Force, I use the Splash Laser (blue) but I can see the Through Laser (red) and Capsule Laser (yellow) having a lot of use for TAS purposes. Does anyone have any suggestions?
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We already have the tag "Uses death to save time"; I think that's all we need.
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BigBoct
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Something that might help you with Cobra. Playing on Real Mode, Hi Difficulty, using Tornado, I was able to destroy his shield almost immediately. Unfortunately, I was not recording, and have no idea how I was able to do it. As best I can remember, I fired a 2-bar Hyper Shot, then immediately launched a bomb. I might have also fired some Energy Bolts at the shield before he launched his counterattack. EDIT: After further testing, I find that you have to wait a while to launch the bomb, or his shield will absorb it. I also cannot make the bomb take his shield out.
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Short enough to be impressed by the luck manipulation, and the glitched ending was great. Yes vote.
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I like the tag, but at the same time, I think that would be covered under "Heavy luck manipulation."
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BigBoct
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Speed throttling is disabled in v0.05 because it was not implemented well. If you need it over using frame-advance, use v0.03 or earlier, as x2poet suggested in your other thread.
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Awesome improvement to an already awesome run. Yes vote for sure.
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The bosses are done in weakness order until Counter Attacker is gotten because the Forte Buster only does 1 damage per hit against bosses; from my understanding, that would more than negate the time that would be saved from rushing to Dynamo Man.
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If you want to know more about how the RNG controls enemy behavior, you're gonna have to do a lot of research and most likely disassemble the ROM itself to figure it out.
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BigBoct
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I would suggest you post your WIPs after every boss. Your WIP thus far looks surprisingly good for the number of rerecords. I wouldn't have thought this game was that easy to optimize. However, I'd like to go on the record as thinking that Real Mode shouldn't be used, because it eliminates the storyline elements, which I personally enjoyed a lot when I was playing the game.
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