Posts for Bobmario511


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Experienced Forum User, Published Author, Experienced player (576)
Joined: 2/23/2008
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Yes vote because of the arm (the run kept my interest also).
Experienced Forum User, Published Author, Experienced player (576)
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I think I'm starting to get an idea why frames just dissapeared, and I think it has to do with subpixels. Walking is 16 sp/f in one direction and diagonally walking is 12 sp/f in both directions, but shield boosting can be a max of 18 sp/f in both directions, and damage taken/sword boost can max out at 20 sp/f in both directions. While improving the Bow-Wow slash, I used two boosts that pushed link 20 sp/f for a total of 34 frames. Based on his coord, it was optimal to boost at 20 sp/f on the x axis but move at 3 sp/f on the y. Since Link is boosted for 17 frames, this will make the distance traveled be 51 subpixels. Since 51 can never me a multiple of 16 (I'm assuming 16 subpixels is a pixel in this game) there will often be some error or something resulting in frames lost. Hopefully this is correct as saving some frames will be a lot easier knowing this.
Experienced Forum User, Published Author, Experienced player (576)
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Weatherton wrote:
Anyone have any idea what may have caused this?
Now that I think about it, it could be related to the color tunic trick or something, but I haven't had any luck replicating that. On another note, I'm pretty close to done with the GB glitched any% run and I've started a LADX glitched any% run and found a few very small improvements so far. Edit: The randomness I've encountered in the LADX run I've started is painful. I found a way to save 7 frames over what I've completed, only to slowly loose it to screen transitions, then save like 3 frames due to really lucky enemy manipulation, then loose that to screen transitions, then end up having an overall slower time due to the tiles in the glitched underworld having slightly different behavior for some odd reason. Whatever I guess, the improvement is going nicely besides that.
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Looking forward to chapter 2
Experienced Forum User, Published Author, Experienced player (576)
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Never heard of this game til now. The zipping was pretty cool and I liked what happened in the bottom left screenshot. Voted yes.
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Heiro wrote:
what's going on at the shop about 5 minutes in. when he just turns into a shadow?
When stealing an item, you need to wait a little so the shopkeeper looks away allowing you to escape. During this, I played around by holding the input "<v>" which basically made link look like he was in a diving animation. It's just for looks if anything.
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I love seeing Spyro TASes, and this run was great. Overall it was very fast paced, showed good route planning and abused a number of clever and interesting glitches. Kept my interest throught the entire run. I will vote yes, with the mind set that this should be published until there is a way to actually defeat the last boss without the game getting mad or alternative ISOs freezing.
Experienced Forum User, Published Author, Experienced player (576)
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Well that was crazy and entertaining, glad to finally see a TAS with this route. Yes vote.
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I also thought this was more interesting than the SMB run and showed off several nice tricks. Yes vote, and I'd like to see what else Tompa finds if anything.
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I get asked this a lot and don't think I've posted it here. Basically "Bob" was my nickname a friend gave me in middle school, "Mario" is the character from my favorite game series, and "511" is a number you can call for travel assistance that for whatever reason my sister and I had fun messing with years ago. I thought it sounded decent together when I first joined some Super Mario forum in....uhh...2004 or something and it's just stuck.
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Haven't made such progress passed 3-2, been lazy and more interested in several other projects lately. I'll get back to this at some point. I'm still not sure what to do in regards to trial mode w/ sram or 4 times though all the levels. Trial mode would have NO resets making playback a lot easier for most people, but it's not possible to collect the black and white yoshi's in trial mode. Those are the only real difference besides I believe that trial mode has a few less text blocks (like collecting your first heart brings up one in story but not trial). So the goals of a trial mode 100% would be something along the lines of "all melons" and "all hearts," which I think would be a different watch than the any% while still being interesting. I strongly would prefer to do this in trial mode, and will likely switch over to that, since resets with mupen aren't fun. I could also make a .m64 to verify the .sram (though the quality would just be unassisted standard gameplay). I don't think missing out on the black and white yoshis would be to big of a loss. Any thoughts?
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Thanks for all the feedback already everyone! I like that .gif haha.
Techokami wrote:
audio commentary from the author and maybe a few other people familiar with this game would be really awesome.
I'm not that great at solo commentary, but I'd be up for trying it with other people.
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On a similar note to sonicpacker's post... [21:01] <RingRush> anyone have any ideas on how to make certain n64 games run with less lag [21:01] <RingRush> specifically a bug's life or toy story 2 have crippling lag throughout the game [21:02] <RingRush> on mupen only [21:02] <Kyman> Theres nothing you can do other than accept mupen is a piece of shit :p [21:02] <ais523> RingRush: they don't on console? I'd say the solution is "fix mupen" [21:02] <RingRush> bleh [21:03] <RingRush> thought someone might know some obscure plugin that fixes everything [21:03] <Kyman> the plugin is called NotMupen, it works very well
Experienced Forum User, Published Author, Experienced player (576)
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I've played the gamecube Super Monkey Ball games and enjoyed those, and this seems to have similar physics. The games can be tricky to control from my experience. I'm going with a yes vote here, but I wish there were more than just 5 levels available (I think the first GC one had like 30+ or so?).
Experienced Forum User, Published Author, Experienced player (576)
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Birthday buddy = sonicpacker
Experienced Forum User, Published Author, Experienced player (576)
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I never played spider man 2, I only played the first one on the GC but I enjoyed it. Though it uses a password, I found this to be decently entertaining since where it takes you glitches up, so yes vote.
Experienced Forum User, Published Author, Experienced player (576)
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Wow, just saw the 23:29 run (SDA time). This game has really had some crazy finds lately, looking forward to the new TASes :)
Experienced Forum User, Published Author, Experienced player (576)
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It makes me sad to see this rejected :(
Experienced Forum User, Published Author, Experienced player (576)
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ALAKTORN wrote:
0 stars is impossible…?
I remember when we were messing around with hswk in the basement that when you got enough speed to get past the wall above the 30 star door that mario would hit the ceiling or something which is why they dived after getting through the wall in this.
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Nach wrote:
Mambo's mambo not an option?
The games physics get increadibly screwed up when you first enter the shop. Basically it normally forces link to go up a little where the shopkeeper fries him, but in this case, he just keeps on going up and building speed each time he passes through the store again. During this whole process the only input I can actually get to do anything with is the directional input during screen transitions (like holding v forces link to exit that cycle and get shocked earlier, while holding >^ allows him to do what was in that video) and the emulators reset button. Probably worth mentioning that the tiles all had their normal properties; I reset after first using the fisherman trick (initially so I could fight the nightmare boss since I don't think its even possible to hurt the agahnim form while there are glitched tiles). I'll see what happens with glitched tiles. Also I've only had luck reflecting the attack agahinm sometimes uses after taking 2 hits.
Experienced Forum User, Published Author, Experienced player (576)
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Meh vote. Entertaining and looks good but is very similar to the SNES run.
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Yeah whatever controlls what items you can trade in is strange. I only have 1 more question which is how should I play with agahnim, like just try to dig him up, or is there a way to reflect his attacks with the shovel? Got everything else planned besides that. Edit: Link to video Stealing from the shopkeeper isn't a good idea, he will get you o.O Probably not including this because of the death, but if you guys think it's worth it for a laugh I can. I'll mess around with it for sure (haven't been able to escape without dying yet...). I could possibly include it by resetting before dying, I was able to freeze the game while messing around with it.
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TASVideos Grue wrote:
om, nom, nom... want more!
Don't we all =) I think it's an interesting concept, but not allowing BLJs and having HSWK's doesn't seem like the greatest overall goal since it basically still has a similar game breaking glitch (just forwards speed instead of backwards). I'd rather see a revised CCCless run (unlikely that's happening) or something.
Experienced Forum User, Published Author, Experienced player (576)
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No vote for abusing forward speed slightly and not using the J rom. I found this run to be very impressive. The optimization and route planning for what stars to get is great and looks like it took a lot of work. Star 3 in SSL was awesome, really didn't expect that! Nothing's (I think it was him) star kick into HMC still gives me a laugh also. Woah, the HMC star 4's route was sick. Lastly I thought manipulating the enemy onto the blue coin switch in WDW was clever (I've had that happen while messing around before but it's cool to see in a run). Yes vote for sure, would make a good catagory that will look different enough than the 120 star run in progress and the 0 star run. I think "no major sequence breaks" or whatever is a well defined goal.
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Getting close to done, final time will be somewhere between 39-45 minutes. I looked into the double shovel glitch, but it doesn't seem worth it since a lot would need to be redone, plus I'd have to get the bow really late in the game. Regarding what else I can trade for the boomerrang, it seems he only takes items that can never be upgraded (roc's feather, boots, hookshot, shovel, rod), so which should I trade for it? I'm keeping the boots for sure and likely the feather. All thats left really is playing around with the boomerrang and rooster, then the final boss so I'm okay with getting rid of either the hookshot or rod (I've shown off the rod more than the hookshot if that matters).
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