Posts for Comicalflop


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Nibelung's working on DKC3 105%, and Arne is meticolously working on DKC2 any%. I am however working on 3 other 100% runs- SNES Kirby Dreamland 100%, Kirby 64 100%, and SMW2: Yoshi's Island 100%.
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As with all autoscrollers I say go fast, but do things out of the ordinary i.e. showing off. For this level, be as close to death from the saw as possible, like instead of being as far ahead as possible try to be as far behind as possible and barely avoiding the saw, that would be more entertaining.
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Did a test run of the first two levels: Kirby Dreamland 3 Test run Level 1-2 The first level had only 3 parts where I had to slow down slightly, level 2 had a few tiny areas that weren't as fast, because this is a test run it's no biggie but good to figure out what slows me down what doesn't. Any thoughts on what can be faster?
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Interesting, I noticed that pressing left or right only once shoots you in that direction, you don't have to keep holding right or left to go right or left. and down or up just one frame brings you in the respective direction. This is quite interesting stuff. I'm wondering, how I should fly through levels; at the top, bottom or barely passing by enemies by one frame? (I must say the hit detections is worse than DKC2, and someplaces get really tight so it's gonna be tough squeezing through without stopping to swallow an enemy to spit at a monster blocking the way Hopefully I'll get the 2 player thing worked out, it's not for difficult sections but we'll see what happens. This run definetly on my to complete list.
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Of course I'm going to switch to Kine for that, and switching for all the other animals I need for getting the heart pieces... but in all other cases should turbo Coo be used? Can Gooey enter doors and therefore make both him, kriby and animals enter door too? This would be best application of Gooey in levels, as well as going out of way to reach goals/items In that case how do I control Gooey when he's off stage? Can he go off stage? I'm thinking two emulators up and running, and find the frame range that Kirby has to do something and within that range create input on the second controller for Gooey to reach the object, and copy that input? How do I splice together input like that? I ask Nitsuja specifically because if it worked like that it would be extremely similar to your Sonic 2 2-player run.
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nitsuja wrote:
DeHackEd wrote:
Not the best way to implement reset recording (in fact I hate it).
What would be the best way?
I used what was given to me at the time and it worked. What is the best way, and should I use it for V9? the patch is what I had and it works for me, and has worked for practically all viewers. Edit: huh that sounded more confusing than it had to be...
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Hm, good things to consider. I'm using Nitsuja's Snes9x 1.43 +9, and so far no problems. I did make a wonderful find- Coo is in fact the fastest animal, because turbo A makes him fly extremely fast, like extremely, much faster than running, although it is hard to control. I think the turbo buttons in this game will have good affect, and selectively using Gooey occassionally with 2 player control. Now I have to set the controls of the second controller... Coo/turbo tests This is me fooling around with turbo in this game. Obviously it is done sloppily, I was doing it both with normal speed and FA, using only a mere 7 rerecords. I show examples, normal and then by using turbo/Frame Advance. Floating is optimized with kirby with turbo A, and turbo A gives fastest Coo movement, which aesthetically looks faster than normal running. Can anyone verify if this is the fastest movement possible in the game? I also tested out Frame Advance sliding and running, turning corners and jumping quickly from run to slide and vice versa, as well as finding that when standing still, move in one direction for 4 frames, release that direction one frame, and hold the direction the next frame to go into running animation the fastest.
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Sliding is faster, in the very first level I tested how many frames to run into the first enemy compared to sliding into the first enemy and sliding was 6 frames faster. Running is also pretty fast too, so in sections where sliding is bad running will be used. Did some more testing, jumping does not increase speed at all, and by trying to get to the next enemy, comparing all sliding vs. all running/jumping over enemies running was only 1 frame behind. Sliding probably should be used to make reaching one area where the slide "stop" effect does not take place, such as entering a door or sliding off of a ledge. Also none of the abilities really increase speed, the fire could've but because of the way the game scrolls and you can run pretty much on the right side of the screen the fire only goes for a short time when going on the far right. The animals I haven't tested yet, but some may be faster. Just made a microsoft document with pictures of all the heart piece places from a FAQ I found, so the route is mostly laid out. Will try a few more test runs and see what happens.
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I have no idea lol all I know is that the download is the emulator, with a .diff file, and that it records resets. that's the extent of my knowledge, I'm not savvy enough to know all the bytes and other computer technical aspects of video games so I can't offer a professional answer.
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I remember Sami using Dixie for her hover, so I'd assume that it's a good idea.
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If you look at Sami's DKC2 any% run in AVI, especially when Diddy is rolling/moving you can see that the AVI is slightly slower, I watched Sami's run in both a separate emulator and in his AVI many times and I began to notice slight speed differences. But this is just a personal observation I've made after having watched the AVI many times, it may be deceiving but I was shocked by the normal play speed of the emulator compared to the AVI speed. Maybe Codecs have improved by then, or I don't know what I'm talking about, I don't know.
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Thanks a bunch. I merely used what Arne gave me of Nitsuja's download on recording resets with Snes9x and I worked with what I had. I wonder; are AVI's of DKC games slightly slower than it actually plays in the emulator, or is that true of all games?
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for Low-G Labyrinth you can, after the jumps, hit pause to get out of Frame advance, and when you're getting close to a jump or maneuver pause again and frame advance you're way to the next big leap. Or just play that section is 24%/49% speed.
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Sliding also has the problem of not actually destroying enemies, and you can easily overshoot a doorway or hit a wall, which bounces you backwards. I also noticed the screen does not scroll very fast, making constant sliding/running giving you a split second chance before you see/avoid an enemy.
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Donkey Kong Country 2 team-throw double jump glitch and backwards switch into walls. That's personal bias, but I still think the zipping mechanics of Megaman is pretty cool
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1 TAS is an improvement of my run, and some levels will simply be spliced in so it won't be difficult, the two kirby games are basically the same (the 64 one is slower though go figure) so playing the two won't be hard, and the last one is the hardest, and possibly will be worked on the slowest/most meticolous, or simply afterwards when we're both done with our respective current TAS's to devote all attention to it (but currently we're starting to make testruns and play with the game to have familiarity to see if we can even finish spezzafer's WIP without losing quality.) So overall I won't be too taxed, unlike my initial plan to do 7 at the same time.
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Either it was a unfixed mistake, if not then I think I know who that was, and it's most likely soley based on V9's existence, which I have tried many times to say should not be put into consideration when voting on the submitted run. But such is life, that is their perspective, however I will reiterate:
Renalia wrote:
comicalflop wrote:
It is not very improveable- only minor mistakes. Minor mistakes in such a long run that is already highly entertaining and still submitable quality merited my decision to submit this, take a much needed break, and not work on V9 for a while. Plus, V9 is not even done with world 1, and will take very long to finish. Hope that convinced you.
Understandable for sure. This was an amazing run, and could probably stand up to anything that anyone else can throw at it for a long time, even if you don't end up improving it.
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Got around to watching it today. Wow, you dominated those two levels. I can't wait to see you use Squitter for the mekanos level with the aimed shots at you. I also watched the enitre run and on a non important side note I hate how they changed Squawks' noise when flapping, actual wings sounds are way better than the weird nosie it makes in DKC3. You excelled at all the bonuses in the first level, and the second level you made very entertaining. The bonus with Squitter was actually so good I'm going to study it for when I start working on DKC2 102% improvement. Nice work! I love how you're taking a slow game and making it fast.
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I think you can rate it after it gets published, so you can contribute that way. And of course, I believe all comments are viewed before judging anyways, so posting is like voting-lite. Any warm feedback/praise is good feedback!
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This is probably going to be the easiest TAS of 4 that I'm working on, assuming I become familiar with Mupen64. it's the slowest out of all 3, has the clearest SDA run to use for info, and may require the least amount of rerecords, mostly to time the Fire+Fire shots. Doing this and Kirby Dreamland 3 is going to nicely themed, since they're basically the same game, however, Kirby Dreamland is proving to be a much faster game, especially with my turbo Coo flying technique that I discovered, very similar to the UFO technique in Kirby Adventure. But I'll be sure to bring this to completion as well, becuse N64 TASes are not well represented in numbers and I'll try to make an entertaining movie despite repetitive Fire+Fire and generally slow movement otherwise.
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I think that Gooey does not help much... I think Kirby can take this game on his own no problem. Getting the heart pieces is straighfoward (unlike Kirby 64's shards) and I didn't initially see any ways for 2 players to speed things since there weren't any switches or copius amount of enemies to deal with. Also, since I'll be multitasking with 4 TASes doing one with 2 player will make it harder for me. Edit: Gooey apparently is helpful for the last battle of Dark Matter phase 3. But I'll let the CPU do that, or that might be the only time that I control 2 players. Undecided. Last thing: is sliding or running faster? His slide is way better than in Kirby 64 and I'm wondering if this is going to be another slide movie
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Erokky and I decided to try it together, so it'd be listed as three people. He is going to get a lot of credit, and hopefully he might help us in A) mastering the game and B) offering tactics. Probably tomorrow I'm going to download the individual (ach that'll take a while) levels at SDA. Edit: currently downloading all SDA levels of 4-3 and after
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I was trying to throw out ideas about how the savestates work, but I got it answered so it's ok. I don't think I'm stretching myself too thin- one is an improvement of my run, two are very similar simplistic games, and the last one is a joint effort with someone else so it should be ok, alhtough it's going to eb the most intensive out of all of them. I can always leave one for later if it gets too tough.
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Post subject: Making more than one TAS at a time
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Is this a good idea, especially since I'll be doing 3 out of 4 with SNES? Do Savestates work specifically for one game in one emulator, or can savestates apply to different movies being worked on? I think I might spend a section of TASing time to work on one game with all savestates used, and then pause and work on something else using all savestates, and then when going back to the original recreate savestates for that run. Or is that not nescessary? do seperate copies of emulators work? am I making any sense at all?
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DKC3 has an auto-scroller? huh I didn't remember that. I did play the game with an emulator but since I didn't enjoy playing it too much (I love watching you though) I must've not memorized this game too much.
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