Posts for Comicalflop


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Haunted Hall Improved Improved the last 2 ghost sequences. The one before bonus #3 I brought down to 3 second timer remaining (tried other combos, that's the lowest I could bring) found a funny glitch at the end of bonus #3 (the kart keeps jumping) and got to 0 on the timer for the last ghost segment by hitting 4 (!) minus barrels. I don't know how I pulled that last one off, my calculations said only 2-3 were possible. Hope the new improvements in the end are worth it. On to Gusty Glade, then the real fun begins (parrot chute panic, fiery furnace, web woods)
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I'll probably redo the end of Haunted Hall, in the first bonus I wasn't aiming for getting all the bananas. I'll probably get the minus barrel before the third bonus. But not for a little while, I have a major headache and can't find any advil anywhere. V9: 1) jumping at the first possible moment is faster, because I'm not trying to go horizontally but up those barrels, which are pretty close together. I roll for each barrel for bonus #1 in Rattle Battle, but here they are too close together 2) I jump right before that kroc to land the exact moment right before the barrel kroc so I can jump again. there is a 2 frame oppurtunity where jumping right before that kroc will let me land on that short amount of platform to jump again. anytime I'd hit the barrel kroc, I'd jump higher placing me very high when I dismount. I do it the way I do to land as close to the ground near the sign when I dismount. What you suggest is correct- when in the air, there is a small frame delay when he hits enemies, and there is no delay when hitting enemies on the ground. However, by running through the kroc I cant dismount the way I want to. 3) No I don't think so. the few frames it takes to hit the ground and slide down is faster than the extra frames it takes to set up what you're describing. 4) aesthetically it looks the same- I think that Arne, in his boss fight with Kleaver hovered, and since he pays close attention to such small frames saved that I did it too. I remember testing both, and for that particular stretch in Gangplank Galley I remember saving 2 frames by hovering instead of grabbing the hooks. Also, Sami avoided jumping on multiple enemies alot, because it works the same as grabbing the hooks- it slows you down by very small increments.
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You told me this would come out of nowhere and it did in spades.... nice job
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Haunted Hall Like Sami, tried to make it entertaining. Another boring kart level- thank god it's the last one.
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Ghostly Grove At the very beginning of the level, when I switch from Dixie to Diddy there is a Kloak barely visible above. It just sits there and does nothing- doesn't throw anything, and disappears after 15 seconds or so. weird. Just like in Black Ice battle, the krocs can be rolled on if you land on them from above, and I utilize that to gain speed. One thing I have noticed is that if you jump anywhere between 1/3 or 1/2 of your roll and by making a hard jump i.e. holding B, in midair you will accelerate to compensate for the speed you would have gained by rolling. I don't know if this is CPU related or not, but it's happened a few times so I think it's part of the physics engine, in the same way that the barrel boost is for DKC1. The background of this level is amazing- if you look closely it has filtered sunrays penetrating through the branches, that move corresponding to your movement. As I've stated in the DKC3 105%, I'd love to get the chance to explore the awesome backgrounds of the DKC games.
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I second that, out of three pages only one gleam of useful information came out, namely Guano's post about his plan for the run.
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Joe wrote:
If memory serves me correct, this warp barrel, like all warp barrels, don't attribute to 102%. Only the kremcoins and the DK coins attribute within a level.
Thanks that will help. That level I'm really trying to figure out which Kong to use for that level and the next, web woods. I need to end web woods with Dixie, Diddy not nescessary, and I need to end Parrot Chute Panic with both kongs to utilize a skip over a hill before the Squitetr section. I'm thinking play as Diddy, with his rolling I think I can avoid one spot where Sami let's Diddy take a hit, or start as Dixie and play since her slowness is not affected when falling and can avoid death altogether. I'm thinking Dixie.. we'll see, 3 levels down the road, and Fiery Furnace is in between with Diddy needed so that'll complicate things.
JXQ wrote:
Just watched this, and was thoroughly entertained. I'm most surprised by how fast these animal pals can move, with the exception of that retarded Snake. I also really liked the way you played with the barrels in the third level that requires 15 Kremcoins.
I find your runs, specifically your SMW 11 exit one to be really entertaining and elite, so you complimenting my work on being fast and entertaining feels real nice (that plus all the other positive feedback I get.) Those animals can move really fast- I wish though that Squitter could jump on enemies like in DCK3, that Rattler was actually useful/faster, and that sqauwk's hit detection wouldn't be so bad (the bottom of it is really nice to work with when he's holding kongs and floating above danegrous objects- see Bramble Scramble for extreme uses of this.) Toxic Tower and Animal Antics are going to be showing the animals to the extremes :P (hopefully in Animal Antics there might be a huge time saver by not changing back to Squitter in the bonus... I'll have to test that, if it works it'll save a lot of time when normally you'd have to be squitter. Sorry for the really long post, it's late at night, I just finished World 4 so I'm all pumped, normally I'd rush ahead and complete two levels before sunrise but I'm starting to learn to take things slower, and sleep biology is important. Starting world 5 tomorrow, in between homework and family visiting.
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World 4 done Sorry this took so long, what with V9 getting in the way (not in a bad way) and getting caught up in the argument over at the Zelda 64 thread, I put off this boss fight. I'd say he was the easiest boss to TAS- Kreepy Krow was frustrating finding the right frame, Kleaver's Kiln took forever to mimic Arne's style, Kudgel was entertaining but extremely long. This one is fun, entertaining, and I believe hits King Zing Sting on the first (or firstest, pretty close sometimes) frame possible. Again, tried to be entertaining, so tried to get as close to him (not as lazy a hit detection as with kudgel) and nearly avoid death, as well as better placement of squawk's at the end to make the coin fall in less time. On to Gloomy Culch! looking foward to: Ghostly Grove, Gusty Glade, Fiery Furnace. Not looking foward to: Parrot chute Panic and Web Woods. Onwards and upwards! (because really the map does go up) Quick Q: in Parrot Chute Panic there is a warp (has the same in warp banana setup.) Is this a bonus, does it count for 102% or is it just there? It's in the SDA run so I ask for clarity
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But we do try to draw in interested viewers- why would we make these movies if no one was to watch them?
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You hit the nail on the head right there
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yes, but were as many pages wasted or as many mean words thrown around? Good luck to Guano with the continuation of the run, hopefully the guards can be worked around.
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Hopefully with this argument out of the way it won't be the case. I had gotten so wrapped up in this I put off finishing the boss of my run, I'm going to get back on it this weekend. I think this a record on most heated debate on a 20 frame difference... but Guano has it all planned out, that's good and I can't wait to see the progress of this run.
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I'm with JXQ personally. I think the forwards backwalk should be used for very long walking segments, not in cases where you'd hit walls or backwalk for like 2-3 seconds. Plus the alteration of both would keep it interesting. Neither should be used exclusively- use the normal backwalk where it's best and the forward backwalk in long, straight segments.
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and I'm confused about doing forest as a kid anyway- I know it saves time, but what is the purpose? to simply get the arrows, or beat the boss?
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only if a hard reset would, at the right time before the freeze give you credit for having beat it. I don't know how resets work in OoT and what gets saved, I know doing a segmented run of MM you have to save with the owl
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That's a bummer that it was black during the screen thing. I remember watching the Super Smash Bros. 6:20 run and the screen would occasionally turn black in the whole/part of the screen, very frustrating to watch.
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yeah, I agree small backwalks should be backwards, but long distances should be walked backwards facing fowards
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so a web skip that saves seconds will not be used because the seconds saved is trite, but backwalking with a foward camera angle, which improves the emtertainment/viewer experience, which will only lose a few seconds, will also not be not be used? "foward" backwalking should be used because the 1-2 seconds it will lose is negligable over the 2 hour run, for the same reason that saving the few seconds of the web skip is not needed.
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Alrighty interest in the facebook group is so low I'm deleting it.
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Yes it was black for me
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DCK2 102% is taking up my time right now since I'm experimenting with hex editing to make world 1-2 better (with little success, in the hex-editing not in improving the levels). If I have any free time I'll do a test run of this game
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I've found a pattern in that any move where Diddy lands on an edge and rolls right after, it makes desynchs occur. Why am I even bothering with this since that happens so many times in the movie in V8? I'm sure that I'm splicing the frame correctly; but still, I'd like it to not be doing this... Plan: Get V9 (playing it, no using splicing) up to and beating Kleaver's Kiln, then splice it into V8 so that world 1-2 in V8 is improved. feasible? I'd really just like to leave it until months from now and continue with King Zing Sting where I left off, and finish V9 when I'm done with V8 (ensuring that it will be obsoletable, but not by anyone else.)
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Shadow Byrn wrote:
....he's STARTING OVER?!? WoW. Score 500000 cool points for determination.
I've restarted my run 8 times now... but since Z64 is a harder game to TAS and has been experiencing desynchs then yeah I give you a high five. I still think that restarting is difficult time wise and emotionally (I should know) but that the results are worth it.
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It is off by one- usually when Diddy/Dixie barely hits an edge, I've tried two spots in Gangplank Galley and Lockjaw's Locker and that's where the desynchs usually occur. But I tried to alternate when making the splice to account for that, and still got nothing. Gangplank Galley +Lockjaw's Locker V9 Gangplank Galley: 16 frames saved Lockjaw's Locker: 9 frames saved These levels were expectedly harder to improve. I'm pretty sure that Topsail Trouble is not improvable at all (except for bonus #1, but that's it), I might try to splice all of it onto V9. And once I get to Kreepy Krow I'll start testing frames.
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Hm this splicing stuff os hard. when splicing It says for source movie what frame to start on and for target movie what frame to insert... assuming I have the exact frame that both movies are in the exact same position (like entering a bonus barrel) what do I enter for the frame start/ frame insert? I tried the frame number that they get there in the movie but I'm getting desynchs
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