Posts for Comicalflop


Post subject: quick gold gem test run
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I'm going to bring up the gold gem discussion again by showing a gold gem test run of world 1. Link I recorded the first half of this test run long before I submitted the S rank run, and is made with fairly good precision. The 2nd half I just conjured up today, showing the techniques used for getting the gold gems in stages 1-06 to 1-10. The first 5 stages are probably improvable, but not by much. The next 5 stages are easily improvable; I made most sections in real time. Hopefully this will draw more feedback on whether a gold gem TAS would be good to do or not. Before I ever work on another Mischief Makers run again, I'd wait for emulation to get better; most notably pertaining to fixing the lag.
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DarkKobold wrote:
AKA wrote:
EDIT: Forgot there is still 10 days left to prove it.
Or else WHAT? Jeez, AKA, pull your head out of your ass.
IIRC, in the movie the laser was inching closer towards his crotch, not pointed directly at his neck. But that lego replication is still mad funny.
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Alden, you're probably thinking of the Sonic 3 TAS. IIRC, Tails' input was recorded on a separate modified Gens, and then Sonic's input was made without Tails' input changing.
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Baxter wrote:
It is probably right though. Entertainment ratings count for about 2/3, and technical ratings for about 1/3
Wait, so there actually is a site guideline/calculation for entertainment > technical (aka speed)? That's hysterical!!!! I guess that "obsoletes" the speed vs. entertainment debate/topic. A TAS pun! hee hee!
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Halloween does allow strange things, such as dressing in drag. (Fish net stockings not visible.) True story, I did get cat calls from guys. Boy were they surprised when I started talking back to them.
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Last WIP looked good; I did notice you improved over the first one you posted. Keep it up!
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Sometimes it's even easier than that. For most games (all? I'm not sure) the sub pixel position is exactly next to the pixel position memory address. Any game that has acceleration will have sub pixel positioning.
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That is so odd. In real time, landing from a jump then dashing does not look like it loses any time at all because it looks so smooth, yet dash-dash has that 1 frame pause that looks obvious. This pause is most notable in Rockman and Forte. Oh well. I noticed in Chill Penguin you did some downslope-boost jumps up uphills in places where you weren't going for height. When I tested the trick, it didn't seem to save me any X pixels; it only seemed to be a trick to gain more height. The boost achieved didn't make up for pressing left for two frames. Was there any reason that boost was used in places where you weren't trying to gain more height? (For example, one used just before getting the dash boots.)
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When dashing, if you stop at the end then dash again, are you stopped for 1 frame? It looks that way. shouldn't you always end each dash with a jump?
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AKA, what's not likable about zggzdyp's/mine? ;-) Solid improvement. 7.9/8.8. The new glitches and new routes/warps make it a good watch indeed.
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Raiscan wrote:
When you wrote earlier you made it sound like you never get any desyncs ever. Now you've clarified you also get AV desync your assistance wouldn't do any good at all.
I said I never got an audio desynch from the beginning of stages. Then again, I was encoding all stages individually; based on the computer problems I was describing, I'd never get an audio desynch so early in the AVI. But if I tried to say make an entire single pass encode of the whole thing, I might get more of the OoT phenomena where after a while the sound falls behind and never catches up.
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The problem still lies with my computer, the fact that it's 3 years old, and its processing power is not sufficient. Once in a blue moon, when the stars are in perfect alignment, my laptop has not been on for a long time, and no other processors are running, I can watch a very long published AVI with the sound never getting out of synch. On the vast majority of published AVIs, the sound will desynch, and is only fixed if I click on the "place" bar, to realign the movie to a specific spot; the sound will similarly synch to that part, whereupon the sound will desynch again after 5ish minutes. With the encodes I make, the sound synchs perfectly on the short levels; any AVI I make that is longer, the sound will desynch slightly. Example: 1-01 duration: 11 seconds 4-03 duration: 4 minutes 3 seconds The 1-01 AVI will almost never have its sound desynch on my computer. If I watch 4-03's AVI in one sitting, at some point after 1-1.5 minutes, the sound will begin to fall behind the audio. This is because of my laptop's capabilities. For most other people with better computers, you're probably looking at AVIs that don't audio deysynch, but have a file size way larger than needed. Combined, my 52 encodes equals 842 MB, vs. the published .MKV's 210 MB. Making that audio stream sounds tricky; I don't know what it entails. If you can walk me through it, maybe I can try. Raiscan, your post made sense, don't worry. I didn't detect any hint of caffeine.
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I said I only did single pass stuff; you'll notice my individual encodes (not one big movie) are all of high file size. My laptop is nowhere near up to snuff for capturing a publication worthy multi pass AVI, and neither is my encoding skill. Also, as I mentioned to you already, nitsuja's gln64 plugin does not work on my computer anymore. When you said you were encountering sound desynch problems, you said it was similar to the OoT run where halfway through the movie the sound would be 8 seconds behind, and would remain that way the rest of the movie. When you said you fixed it, I didn't know that instead you opted for "sound desynchs at the beginning of every stage but catches up"; had I known that, I would've recommended a new capture. I'm not bitching at you specifically to do the entire thing all over again, but I am humbly requesting to any encoder that a new capture is made.
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Shinydoofy: it can't be a windows emulation error. The sound doesn't desynch like that when replaying the movie in mupen, and I have encodes of the individual stages single pass (I use windows), and not a single one shows the amount of sound desynch at the beginning of the stage then catching up. Download any of the ones I put up on filefront and you'll see. Derakon: The play does start slightly before the screen fades in, but slightly, not starting 3 whole seconds before the stage is fully loaded. Marina only accepts input 3 frames before she assumes her normal stance and the screen has no fadeout. You can tell the sound is way out of wack because the video actually speeds up to catch up with the sound.
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You do know that at the moment of submission, I provided 2 ways of watching the entire run? I had self-encoded every stage individually, and uploaded all of them both to filefront and to youtube. But I'm glad you liked it. I never even heard of the game until I started working on it, so no nostalgia for me. But when I went to a friend's house to pick up new N64 games, and saw this game in the pile...... SNAG!!!!!!!!!! I play the game so much now, and attained two WRs. BTW, the .MKV has major sound desynch issues. each stage gets out of line, then catches up. I knew that before I watched it, but by world 3 marina plays almost 3-4 seconds in the stage before the sound re-aligns itself. Edit: Inner Struggle has something odd going on at the bottom of the screen.
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You've properly redeemed yourself lol. 6 minutes improvement is bombdiggity, and is the calibre to be expected of an experienced TASer. You definitely destroyed this game better than the first run, and the acrobatics are far superior, making for a way better watch. Good job.
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Right, because the score run did so well when the entertainment run did so poorly.
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Swordless is the one who found it. I only tested how it works, what it's capabilities are, and whether it also works in OoT. It should be as precise than sidehopping; how many frames you let go of Z, then hold it again determines the angle change, and 1 frame where Z is not held causes a very slight angle change. Also, you can pull out items while sliding (since your shield is not held out) so you can pull out a bomb and do another superslide.
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Negative. When supersliding, you have to let go of ZR, wait 7 frames, then you can press and hold Z to change direction and start going a new way without spinning. When sliding in one direction holding Z, you can let go of Z for one frame, hold it again and be at a slightly different angle.
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Post subject: ladies and gents, new technique!
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So in MM, SwordlessLink showed a bizarre post-Superslide sliding technique in the Deku Palace. -This trick can be done during any superslide. -Let go of ZR, hold the analog at a very small downwards tilt , you'll start spinning around in circles and eventually stop. When you stop and in which direction you spin is determined by the analog tilt. Y axis must be above 7 and below 27. X axis in the negative or positive determines whether you spin right or left. -When spinning in circles, if you hold Z again, you'll start moving straight in whatever direction you're facing like a superslide. You can let go of Z to start spinning again. -You'll lose some supersliding speed by spinning; but you can maintain the spinning speed indefinitely. The legs on the Link go round and round.... youtube Trick found by Swordless in MM, then I tested it to work in OoT as well. It'll help in preventing having to start a new superslide when going around corners.
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I think I saw you do some weird version of the shuriken glitch without using any subweapons? And, you can do it without the dive kick? Also, looks like you can whip launch off corners when facing forwards? How does that work? Interesting new finds and route; however, if the feather is not attained, I don't think this movie will be as entertaining despite being completed sooner; double jump and dive kick makes the game way more kickass. definitely some techniques in here that would apply to the long Maxim run.
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No one's currently doing 100%. here's why: -The movie will be over 5 hours. It's a shitload of work. -Desynchs. Not as bad as MM, but for OoT, a run that long will require tons of desynch checks. -No record reset is very bad for route planning. Death warps need to replace save/resets for mupen at the moment, and later in the game Link has collected a ton of hearts, making dieing very hard. -A new TAS only route need to be made, to account for tricks/glitches that can be pulled off that can't be done on console. -A new 100% speedrun is in the making iirc; can't hurt to see how that one turns out first.
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I recommend Pikachu, since Fox and Kirby have been done already (not for entertainment, but for speed/score).
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"It is common knowledge that you must visit a certain area (near the end of Armored Armadillo’s stage, high up on the last wall with energy capsule) five times, and you must have all the items, weapons, and upgrades to get the hadōken. However, there are a couple misconceptions: * It is assumed that you must have all the items, weapons, and upgrades to begin the sequence; this is not true. You can have nothing and start to visit the hadōken area and it will count as a visit. This is why it is sometimes reported that you need four visits (because the first visit to Armored Armadillo’s stage counts as a visit if you get close enough). As for having everything, it comes into play only on the last visit. * It is assumed that you must grab the energy capsule; this is not true. Getting near the area where the capsule would appear is enough. You can simply make X hit the lower-left corner of the visit area, as shown in the image above. Note that you also need full health on the last visit to make the capsule appear. The number of visits is stored in memory address 7E1F7E. Check this address to make sure that you visit. "
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Looked good. I posted above that both my ideads didn't work. only thing is I wonder, if you take more damage at the bees, maybe there's less damage needed to be taken during the segment with the cars. Also, at the end of the down slope, did you jump at the very last spot where you'd get the slope boost? It seemed like there was more down slope left the moment you jumped.
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