Posts for Bisqwit


Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
I was wondering, what exactly are all the conditions for getting each of the 3 items?
Item1: Beat Heatman Item2: Beat Airman Item3: Beat Flashman
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
The point of the death was to demonstrate what happens when you go through that one wall, and to show what's in there. I'm sure it's entertaining to see. He's not aiming for time (but not for boring the audience either, so he does keep the pace up).
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Walker Boh wrote:
That's awesome! The full run I mean. I have no idea how much time the new "jumping through walls"-glitch will save but I'm sure it would look awesomely cool.
In a full movie, I expect it to save up to a few minutes. But as I understand, this movie is not aiming for fastest time. Please watch this "WIP", you'll be surprised to see what it's about :)
Post subject: Re: Full amazing run in SMB3
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Genisto wrote:
Before I continue, I just want to know if you accept death like in the last castle level.
Yes, it was ok.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
A Runnelid wrote:
I suppose I'd like to see all levels done, just to see a demonstration of what can be done in this and this situation, and so forth.
No... full run is a full run, but a demonstration run need not to overuse the same concepts. I think there's not enough variance for a whole 8-worlds-N-levels movie. It can be stopped earlier (but still be an acceptable submission!)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Genisto wrote:
Here is my demo http://genisto.servehttp.com/smb3_amazing_demo_by_genisto.zip
O_o that's something!! Definitely interested! (Mirror here in case Genisto's host stops working again: https://files.tasvideos.org/bisqwit/smb3_amazing_demo_by_genisto.zip)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
I think this could be reduced by pausing to switch right before you toss it so you don't go as high afterwards
Please try it. :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
You can make this jump. I placed the item3 by jumping to the right ledge, then jumping back left and tossing it, then I landed on it. This might be faster than the orginal route. If you could place the item3 without having to jump across right first it would be quite a bit faster.
Is your idea better than this Blublu's idea? https://files.tasvideos.org/bisqwit/rockman2-heat-method1.fcm - new method - 47.83 seconds https://files.tasvideos.org/bisqwit/rockman2-heat-method2.fcm - old method - 48.97 seconds
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Zurreco wrote:
I would be more interested if anyone else sees Link becoming more androgynous with each passing game.
Maybe so, but I think that's a good thing. It pleases people of both genders, being both attractive and familiar at once. It also makes distance from gender roles: a gender-neutral character can act both masculine (bold, powerful, logical, charismatic) and feminine (expressive, emphatic, careful). The only thing that doesn't fit together with androgyny is the classic "save the princess / maid / girlfriend" goal.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
For some reason, I'm not amused by that kind of humor at all. I worry too much about consequences... (Such as the newbie not getting it and only becoming even more clueless as result.)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
is using item 3 for this much different than item 1?
No, the only difference is that item3 needs a wall to climb and item1 doesn't. Both require a clear path to elevate in (the Item must not reach the ceiling before Rockman is entering one). And of course, you can have three Item3s simultaneously but only one Item3. Item3 is much more limited in applications than Item1. The only good thing is that you can launch an Item3 even when facing a wall. Item1 just pops and disappears.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
So is it impossible to jump, switch to any of the 3 items, use it, then land on it?
Yes. As soon as you switch, the jump stops as ascending, and none of the items spawn below Rockman. (Actually, I'm not sure about Item-3, but the uses of Item-3 for zipping are extremely limited: it requires a 1-block hole between ceiling and the wall it climbs. Ladder counts as a hole.)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote: > Why isn't zipping used on the tunnels before heatman, airman, and crashman, but it is used on the tunnel metalman (others too, but metalman has the smallest possible total zip) I asked Finalfighter the same a few months ago, but he commented about the time it takes to switch weapons. Oh, and in the heatman level there's only item3, no item1... > 1. Is it possible to stay on an item2 if you get hit? I recall it isn't, but I'm only 90% sure. > 2. Is it possible to jump off an item (any) right before it runs out of gas, then switch to a different item, use it, and land on it? I have tried it, and it isn't possible. See this video clip (Woodman level): https://files.tasvideos.org/bisqwit/rockman2-woodman-fail.avi You might comment that I jump too early, but please notice how long it takes for the Item2 to disappear (the white ball must also disappear before weapon switching is possible). Oh, and switching weapons also removes all vertical motion, meaning that the jump will not continue upwards after weapon switching.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Mister Any, surely you did notice the BIG NOTE at the movie page, http://tasvideos.org/movies.cgi?id=342 ? (Copied below) Please read the Why and How page if you haven't already done so. It explains what rules and methods apply to all of these movies, particularly the most important thing about savestates and slow speed. Also, note that the page says:
NES Super Mario Bros 3 (USA (PRG1)) in 10:35 by Jean-François Durocher (aka. Genisto).
The word "by", in English, in this context means that the maker of the movie was Genisto. I did not make the movie. Genisto did. _________________________________ Doh. Talk about stating the obvious. But apparently, some people can't read text that is in front of them.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
When you get hit and are knocked back, does the direction your knocked backed depend on which way you are facing?
I think it depends on which end of the enemy you're closer to, or something like that.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
FODA wrote:
19 seconds faster yes but a lot of it is because of screen transitions being faster on USA version
Indeed. But still, all levels except maybe the autoscrollers and 8-2 were faster than in the previous version.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
jecy wrote:
total so far 321fr.
O_O You are incredible. Edit: I noticed you used less weapons than the last time. Also, you manipulated enemies to disappear as soon as possible. I couldn't find flaws.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
schneelocke wrote:
Does that mean we can expect a further improvement from you soon? :)
No, I didn't say I saw mistakes in it. It just didn't match the hype I had seen (from Phil's "walls don't mean much anymore" and in the submission text ("I found ...")).
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Hmm... good movie, but frankly I am disappointed. I expected the "walls don't mean anything anymore" boasting be more than what I had already demonstrated... Admittedly, I didn't demonstrate bug #2 (which has been demonstrated by Tokushin, if I recall right, and by myself accidentally in frogsuit tests), but then again, it wasn't really used in this movie for anything. Even though the movie let down my personal expectations, I'll vote yes because it's a good successor to the previous release. I'll try to encode it.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
Alright, I was thinking it was something like that. So techinally isn't there a 1/4 chance you could do it in one jump, that is, rockman will be at the right pixel height during his 4 pixel/frame velocity for one of the frames?
Yes, something like that, but it's not timing/randomness related, except for the vertical 1 pixel variation in walking animation.
Spider-Waffle wrote:
Then you could also adjust things like a previous magment beam he'll be jumping from by placing it acurately with the 2 jump method, and then this walking animation 1 pixel adjustment as well. Are you trying to do this
Yes, I'm trying it in some places. (Only when I need to, actually...) Usually I just try to maximize the supporting beam heights so that the number of required beams is minimal.
Post subject: Re: Is it against the rules to hit Reset to manipulate luck?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
CtrlAltDestroy wrote:
For example, would it be against the rules to, at the very start of a movie, hit the reset button multiple times in order to change the appear positions of the first enemies? I ask this because I've heard of reset-related controversies in the past and I just wanted to make sure this was okay.
Nope, it's not against the rules as far as the reset-frames are also recorded in the movie.
Post subject: Re: Voting system for published movies
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
A system for voting/rating of published movies has already been planned a bit. http://tasvideos.org/TODO.html
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Spider-Waffle wrote:
This has probably been brought up before. Nevertheless, I was wondering, prior to executing the magnet beam zipping glitch, what's the reason for jumping to place the magnet beam then jumping again to get on it, as opposed to jumping once to place and then get on it?
The beam has to placed at exactly the right height. When you press A (jump), Mega Man starts elevating at maximum speed (about 4 pixels per frame). Due to the time quantization (the game is animated once per each frame), he might never hit the exactly right height, because one frame he's below and next frame he's already above. In order to get the right height, you need to release A before releasing the beam (when you release A, the speed decreases and thus the precision increases), and when you do that, you can't re-elevate without jumping again. In some places, it's possible to do it in 1 jump (when the floor is at certain height). I haven't mapped the exact circumstances. It seems to also depend on the frame of animation Mega Man is walking in (affects the height by 1 pixel).
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
As for full SMB3, I'd rather enjoy seeing all the powerups in action at some point of game without stupid restrictions. And I'd like to see all levels and all secrets.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
FODA wrote:
So...... do the runs HAVE to work on blip's patched fceu )with no left+right support)?
I recall they always work without changes. Am I wrong?