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― There are places where +1, −1 frame variations occur without us noticing. With extra carefulness, they could be turned into all-gain.
― We didn't optimize the subpixel position in all situations. There could be probably around 4 frames in total to be gained by optimizing it. (For example, using a position xxx.00 when entering a teleport when the next direction is to left, and using a position xxx.99 when the next direction is to the right.)
― There are situations where Item1 randomness is bad: its vertical positioning is off for some unknown reason by 1 pixel, and we end up losing 10 frames. Happened a couple of times. Nothing much we could do about it, save replaying the entire movie and hoping for better.
― There are situations where we copypasted entire stages due to fixes at earlier positions in the movie, and when it desynced, we patched over the desync with a minimal plug, sometimes resulting in a loss of a few frames. Carefully replaying other situations in those copypasted sequences would probably reveal opportunities that could balance out those losses.
― There are situations where we noticed an earlier mistake, and tried to fix it and copypaste the rest, but the copypaste desynced, and our minimal plugs caused so much delay that the end product would have been slower than before the "fix". One such example is the Flashman fight; it would have been possible to land on the highest platform at the end, saving 1-4 frames.
I say there's a possibility of maybe 3 seconds in total in these minor issues.
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There was a lot of work.
The millions (literally!) of rerecords done by BisqBot were not included in this count, as they were done on a separate copy of the movie.
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At first reading, I interpreted your message as if, the point was rapture; all christians disappearing at once.
However, when reading replies, I understood that your point was the development of civilizations and religions becoming recognized as obsolete.
My personal belief is it that the certain powers that have existed for millenia, are not going to disappear in 100 years.
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Often the translation text is not available. The translations are published as game patches, which are just codecodecodecodecode. No readable text, except when you patch the game and run it in the emulator. And still not copypasteable.
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It's a matter of which how many frames you let the game run after power-on before pressing start to start the game.
The random seed is iterated also on title screen frames.
If you press reset and immediately start the game, you are better off preserving the randomness, but the thing is that reset does not reset the RAM. It only resets the CPU. Meaning, that it's possible that some data from the game is preserved, such as randomness, leading into that each reset is unique.
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Maybe we should consider allowing established translations; i.e. translations which are near-perfect in quality and have been around for years.
Whether they should be published as hacks or official movies, is another debatable issue.
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As far as I know, ZSNES is so far the only emulator to implement something resembling this.
EDIT: Apparently, I misremembered. Or then http://tasvideos.org/ZMV.html isn't up to date.
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No, the key is to find the fastest way to reach beyond the second checkpoint (which is the first room of the hangar), and then die.
(Or preferably, instead of dying, find a way to get the game thinking that the battle is over, and find a way to get Rockman out from the floor so that he can activate the shutter that leads to Wily's yard.
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Not really. When you enter a boss room, there is an invisible obstacle in the room left edge to prevent you from exiting the room. The obstacle is materialized as soon as the battle begins.(*)
In Wily4 boss room, the obstacle is pretty tall, but with magnet beams you can climb over it, and thus exit the room.
Left-scrolling is however broken in Rockman 1 (it can be easily fixed with a simple patch), and Rockman ends up in the left edge of the screen instead of the right edge.
*) If you can get Megaman move left when entering the room, such as from damage (see http://www.yuko2ch.net/rockman/r1w3.mpg), he will also avoid the obstacle preventing him from exiting.
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It is not an award. It is a status. It is oriented towards the audience, not towards the player.
Also, as for visibility, I don't think it needs to be changed in any way. The star is no way invisible on the page.
As for understandings its meaning, there already is an explanation at the beginning of the movie listing.
As for newcomers finding them, there is already a "list all recommended movies" option on the front page.
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No.
I already tested it while making the TAS.
This "levitation" technique was actually originally discovered in relation to Gutsman blocks. In the post after that, Finalfighter mentioned the possibility of flying to the goal target.
When we made the TAS, we tried it in various bosses.
This example is from Cutman: https://files.tasvideos.org/bisqwit/rockman-m1cutboss.avi
Unfortunately, none of them benefited any.
But perhaps this trick, with the sprite table overflow technique, can be used to create up-exits where none exist. So far, you have demonstrated that Bombman's bomb (not one's own, but Bombman's) neglects the sprite table fullness when it creates those explosions, and messes up Rockman's stats that way, allowing him to warp up somehow. Other objects that behave that way are still to be found.
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Which monday was that?
Anyway, thanks to Arne The Adjective, there is a new technique now.
Thanks to that technique, the current Mega Man TAS (16:10) can be beaten by at least 17 seconds.
Here is a movie that completes Mega Man 1 in 15 minutes and 52.18 seconds -- 1058 frames faster than the published movie.
https://files.tasvideos.org/bisqwit/bisqwit-rockmanv9-semicomplete.fcm
I don't submit it at the site yet, because this is a careless product of haste. More analysis should be done of the technique, to see where else the technique applies.
New attributes: Uses death to save time.
Edit: Congratulations to Bablo for indepedently realizing the same thing I did, and announcing it while I intended to keep it as a secret. ;)
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Who told? When? I never said such thing.
EDIT: Nevermind. Locking this thread and the poster's account for violation of forum rules. (No double accounts.)
You said you won't be coming back to this "stinkin' dump"; you should have kept your word.
For clarity (or maybe further confusion) to those who have no idea what just transpired… here's a portion of an e-mail he sent after I locked this thread.
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The reason we don't have many playing-around movies is that they are difficult to judge. There is an infinite potential of movies like that to be submitted, and there are many reasons to not accept all of them.
However, given that it is possible that there will be, say, 20 submissions of different goof-arounds for Super Mario Bros, it is certain that we would be forced to choose which ones to accept, which ones to reject, and which ones that have already been published we should replace or remove. Comparing apples and oranges is never easy.
While we do not actively reject movies like that, these practical reasons are keeping the submissions next-to none.
Let me ask if I understood you right: You are not against tool-assisted videos. Using tools is okay for you. You are against tool-assisted speedruns, right?