Posts for Comicalflop


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Really? I've had mine for almost 2 years now, never had any problems ever.
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xenos wrote:
Given that this game has not had a run published, I think it prudent that the first attempt of this game should not be one of optimisation but rather a demonstration covering all known techniques with the reasoning that new strategies shall inevitably be conceived in addition to the various smaller refinements that would make such an attempt at perfection futile. We can create a set of inputs, look at it and say "that's optimal", but it won't be and I think you are being naive in thinking that you can "absolutely optimise everything" especially without already having an archetype with which to compare it. Theoretically of course, one could redo the same track a multitude of times to circumvent the need to create such a predecessor but I find such repetitive approach tedious and ineffectual in light of my aforementioned premise. In short, I could work on a team that attempts to TAS this game but not one with the specific design goals you seemingly have in mind.
That's fine. I'm ok with you making a version 1; it gives me time to finish my other projects and stuff so that I can work on a v2 (with hopefully nothing else on my plate) after you finish.
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Don't you get the ice arrows inside the water temple? Also, Zora Link saves so much swimming time with a simple little cutscene (that's even on the direct path-ish) that I don't see skipping it being able to save time, even if it's possible.
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cckk wrote:
I've just started tas'ing and I made a speed run of a star on sm64. I think this is the world record for tricky triangles http://youtube.com/watch?v=u87lYNU72VU
I think you're right. It beats this one, which is usually the first place I look for sm64 TAS WR's of individual stages.
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The reason is because Fried's vid and Xenos's vid are both attempts at the non-shortcut flap of MR. In Mk64, most of the tracks are divided into shortcut and non-shortcut world records. MR's non-sc was in theory the least improvable, since it is the most heavily competed in and has the least room for saving time. Xenos: Again, awesome vid, but again, I think it can be improved some. At this point, do you think you want to complete the entire run on your own using the level of optimization you've been doing, or would you be willing to work as a team that tries to optimize absolutely everything?
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theenglishman wrote:
Darkdata wrote:
Just Arg, I don't want to read about kinky 3 way vampire, werewolf and human sex.
Eh, I'm sure Comicalflop wouldn't mind =P
That's uncalled for. I don't like Werewolf sex! Too hairy. But vampire and human..... mmmmm.... For those who know Stephen Baxter, he wrote a 3 part series called Manifold Time, Manifold Space, and Manifest Origin. The series rocked a good deal; but Manifold Origin, the 3rd one, was the least exciting for me, due to the random inclusion of lots of Ape violence and rape, more confusing plotlines, as well as a less exciting premise for why Blue Circles are floating in the air.
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Green Shells, when I tested them, could never make you bounce up high enough to get over the wall. High enough to get over the wall in Rainbow Road yes, but not LR. And Green shells won't be any faster, since they have to bounce off of something first and "fire and it homes back at you" will be far easier, and faster, than "bounce off a wall at the precise angle to hit you". KTB will be a nightmare, I think there are 6 or 7 potential glitches and shortcuts that do not work well together to form a consistent route. In addition to that, there are even more crazy theories that have yet to be tested. Weatherton, on BC, you had to have extreme conditions to get a kart in the right place, right? How did you get a CPU in the spot where that 2nd kart is? and wasn't the second player using a shroom himself? or are we thinking o different shortcuts?
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Bye bye Massive Wario Jump and Yoshi Bump. You will be sadly missed. Wowzie, looks my faster starting strat loses out from not getting item box in the tunnel. So, it looks like what adelikat had will work (he obsoleted my original strat slightly with an incomplete .m64 he sent me) I'll take that .m64 and play with it some; if you wish Xenos, I can send you the .m64 as well. By the way Xenos, good test run. I'm surprised Weatherton, Fried and I missed that. I guess in my testing of green and red shells, I wasn't successfully getting over the wall with reds, so deemed them useless. The next best thing was blue shell, which can only be gotten with the balloon that floats down, which is way further ahead and generally a slower strat to turn around and shoot yourself into the tunnel. Now let's take this strat and make it optimal, eh?
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I can't see why Kitsune would have a problem with it, seeing as the thread has been inactive for a year and a half and no work was made/shown. ROM requests/links to download sites and such is general bad taboo; I PMed you a download link, so you can use that. I would recommend using the Glide64 Napalm Plugin, and to also use Nitsuja's TAS Input Plugin. If you have TAS specific questions (like how to use mupen, what techniques to use to TAS, etc.) feel free to contact me; I frequently teach new N64 TASers the ropes of how we make these movies.
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When I delete the SRAM and play fresh, it desynchs in Angel Zone 1. If I then replay the video, it synchs all the way up until Sonic turns hyper. If I try to delete the SRAM and watch again, it'll desynch in Angel Zone 1 again.
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6.76"should be beatable. I was almost over the gray wall, highly unoptimized at 5.33". I might want to toy around with your .m64 and see if I can shave off time. The main theoretical way to make Wario appear sooner is to drive faster; but I don't think anyone has made calculations if the CPU's speed algorithm is based on calculating the distance between you and the CPU, and adding speed to compensate, or an if/and statement that if you're ahead, then CPU gains a set amount of speed. Adelikat told me a while ago that it should be possible to get the speed address for the CPU cars; in these cases I think it'd be a wonderful thing to have. I know you can manipulate the CPUs; for instance, you can make them use a lightning or not. I assume you can control their speed too, you just need to have the right address to watch it. One thing to consider which always made me hesitant about redoing Luigi Raceway is, even though no matter what Wario pulls into the lead when you start the race off with any type of shortcut (I have tested this to always happen with my .m64) there is no absolute guarantee that by your 3rd lap Wario is still in first place alone, and that Yoshi is far enough behind that when you jump over, he's in the perfect place to give a speed bump.
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Spider-Waffle wrote:
What isn't so great is when there's no full run to watch and one is being worked on but enroute to take >3 years and looking likely that the author will call it quits in the middle of it.
Who's saying anything about middle? All this crap about wetting pants over a poor quality run just to satisfy impatience makes me consider not doing the run at all. I mean, the impatience problem could be solved by me releasing numerous WIPs (which I originally wasn't going to do, but I'm open to changing that pedagogue), but once again you're forgetting there are test runs made by Weatherton, demonstrating the most likely TAS route as well as having a good amount of optimization because Weatherton knows what he's doing. Please stop asking for a full unoptimized run and just watch those. Why make a test quality run when a test run actually exists? Ok, new topic. Way back in February I was working on a new method for doing the 1st lap in Luigi Raceway. Here it is. I can't quite seem to find a way to build up enough speed to mylestyle over the sandy hill; however, if I held AB and kept speed brake spinning, I may be able to maintain more momentum after landing and build enough speed to get over the gray wall.
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If a sub optimal run was what this game "needed", then Weatherton's run would have been published. It seems that everyone has completely forgotten that test runs exist for every single cup, except for Star cup. If you have MK64 cravings, and desire to see theoretical routes and lack of inhuman precision, check those out, it's why Weatherton made them in the first place. So what if it takes me "forever" to finish the run? Isn't perfection what we're trying to achieve? My opinions about what constitutes perfection, and the methods that I use to achieve it (even if it means redoing constantly) are what they are, and they help me create very optimal and entertaining movies. Art cannot be rushed. Mario Kart happens to be immensely popular, is very complicated, and has many theoretical new tricks and glitches that have never been seen before. For Mischief Makers, yes I restarted 9 times but that's because for that game I was constantly finding new tricks and reaching new levels of precision. For Mario Kart 64, a sub optimal run is unacceptable because the hundreds of pro players have achieved a level of human played precision that a TAS can only beat by 0.20" of a second. I really wonder why my unwillingness to accept imperfection is being treated as a hindrance. The final date of completion of a movie should not matter; the end result should be. As much as you all want to badly see a run completed ASAP just to see one, the truth of the matter is that in order to make this game be the best that it can be, you must devote a lot of time and effort into it. Did you know that Michael Fried, who can make Time Trial TAS videos really quick and optimal, refuses to work on the MK64 run that would do justice to the game because he knows it will take too long and MUST have a lot of effort devoted to it? One of the many goals of having adelikat joining the crew was in giving me constant motivation boosts. I'm sad to see you not only doubting my motivation and ability to get it completed in what YOU consider a reasonable time, but that adelikat won't be able to make me productive. Long story short: Patience pays off. Trust me, it has been proven on this site many times over from movies that took a long time to complete, but the end result was worth the wait. "Apologize section" I step down from the high horse and apologize in advance for these reasons: -mmbossman and everyone else: I realize everyone has been waiting since Feburary 2007 when I started,and I'm sorry that as a person I fail to be on top of my game when it comes to personal life matters, and that I have ADD and do get easily distracted. -I am mostly sorry for being an asshole about this subject because I am constantly, nonstop getting harassed about this run. I have actually had, no joke, nightmares about making no progress on it. I am bugged all the time on IRC, on AIM, and by many members at mariokart64.com about when the next stage will be done. If I'm not getting bugged about "when is Mischief Makers being done", I am getting bugged about when this will get done. Part of the reason I started MM is that I could say I spent ~1 year solid on a project, and prove to myself that I can make a game like MK64 be the best that it can be. It is very highly stressful; I don't think anyone appreciated at all what I went through in the making of Luigi Raceway (twice, and possibly a third time) and Moo Moo Farm, and the lack of appreciation made me selfish sometimes.
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It's like you guys have no faith in me + adelikat or something.
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Peach?????????? Hehehe. Ok, so not bad for a first attempt. You managed to turn very tightly after each mylestyle shortcut, and landed with way less slowdown than the console runs. Here's where time was lost: When going around corners, you held a power slide wayyyyyyy too long. If you watch what the pros do, they always try to have the turbo letters be orange to not appear as much as possible, because that's when you start losing speed. I also believe that in TT,you go at 100cc which requires more straight MT's, as compared to say my 150cc WIP where I MT less because my speed is faster. One last thing is I think that as soon as you land you can press Z to use the mushroom, you can see Fried do this in his DK JP TT run. Now, if you want to start running this game, prepare to be picked apart by guys like Michael Fried. They expect perfection, nothing less, and it took me a while before I was able to take every bit of negative criticism and turn it into MK64 perfection.
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If both Swordless, AKA, and MrRobertZ (all of whom have TASed SM64) say that changing the way to enter the castle will change Bowser's RNG, I say listen to them.
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If you watch really closely, the "Lizard's Tail" room is loaded for a few brief frames, but the graphics are all glitched up. Maxim is not entering a wall, getting stuck, zipping up then warping to a very far away place; rather, he is whip launching constantly, and it just so happens that he has enough speed (36 pixels per frame) to pass right through the room (but not warp past it.) The door to the Living Armor is a raising door; normally, you cannot glitch past those because the current room will freeze your current position; in other places of the run you can see this happening. However, Maxim is going so fast (because he had enough room to attain 36 pixels per frame) that he is in the next room before the "freeze Maxim"action can take place. I hope that explains things.
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Super Metroid bores me to death. One reason why is everyone is always fighting over frames; each run looks exactly the same to me as a direct result of this, and the routes are always the same (or changes in route I will not notice). This run is way shorter, and only a toddler could miss the differences from this to the other published runs. Essentially many reasons why I hate SM TASes aren't present here, so I'm appreciative of that. But in the end, for all the stuff I was hearing about a NBMB being boring as sin, this was quite impressive and something new to SM that I liked. The graphical glitches were quite pleasing for me to watch. Yes vote, I suppose.
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Post subject: Earth 1 complete, now with AVI/youtube WIP!
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I did/will. In fact, for the .vbm I sent you I focused way too hard on killing the enemies as fast as possible (also it was a test). No matter how many drones are killed or how fast, the elevator stops on the same frame, so that was an easy thing to miss. In the final movie it will be way more entertaining. I did find the source of where I was losing frames. Apparently I wasn't starting a slide soon enough in each new room. Fixed that up, improved all the rooms where I missed it. Earth 1 complete (youtube!); 134 frames faster than Pirate's WIP in total so far. Edit: aaaaand.... redoing Earth 1 to save 1 frame (pre boss), and to get more energy (a powerup dropped in the first elevator auto scroller, which gives me 50% full bar energy) for supercharged laser shot to use for the 2nd level. Edit: 492 frames ahead at the defeat of Pink, redoing Moon 1 to gain more.
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I really think two things could improve this movie: kill more enemies just for fun. All the enemies buzzing around that could have been slain made me sad as you passed them. This run was good, but could have been better if you spent more time focusing on killing enemies without wasting time. Especially because you have 3 types of magic shots that you can switch very fast between to deal with killing monsters without stopping; the homing type especially useful. I think you could have done lag reduction better. For one, I noticed that more enemies/sprites/projectiles on screen could cause the game to lag (if you killed more enemies for fun, you could have saved lag frames), and second the dragon super shot thingie really lagged things up. The red frame counter in gens 9.5a is immensely helpful in detecting lag, and I watched carefully and noticed many laggy segments (not fadeouts when the counter increases from not having input control) where you could have prevented it. I vote yes, but I would like a less laggy, more carefully planned, and more "random killing of enemies as much as possible" run.
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Awwww, Banjo is such a cute little pumpkin!
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The rule to not perform warp glitches is strictly to prevent the "oh, why not just warp to Dracula and be done?" pretty much the whole point of the run is NOT getting to Dracula as fast as possible, but showing the whole game, all the bosses, and the extent of maxim's capabilities. The other wall glitches that are performed are allowed because none of them allow early access to Dracula. I could door warp and whip launch through walls to my hearts content but still not get direct access to Dracula. I find the 5 minute boss rush TAS on youtube to be immensely annoying. Same music which sucks, and each of the corridors in between each boss is the same. I imagine this run as not being a boss rush; there is not a linear progression from boss to boss that are 2-3 seconds apart from each other. Yes, 18ish bosses in 12 minutes is a lot, but that shows the speed of Maxim. When you look at it mathematically, the "added filler" IS the bulk of the run; give or take 7 minutes or more (assuming that the 5 minutes from the boss rush are the same5 minutes from this run.) That's 7+ minutes of dashing, sliding, dive kicking, spiral attacking, whip launching, etc. I'll mention again, if the bosses are considered the main point of the run, the point was missed. "Maxim = fast AND Maxim beating bosses = fast" is what this run is trying to accomplish. Enemies outside the corridor have very weak HP. Maxim deals 79 damage. 1-2 hits kills most enemies anyways. Enemies slow you down, so killing them as fast as possible makes sense. (Also, anyone savvy enough will notice that the enemies are in fact dealt with in two different ways when not whip launching. But that's irrelevant.) Another thing to note is that not all enemies are beneficial to whip launch off of, so of course many have to be attacked to get past. The same thing is done in the Juste movie. I hate college papers where I put so much effort in and it receives crummy grades. That always sucks. Lastly, there already is an A to E movie, the glitched Maxim run. I wanted to show A to B and B to C and C to D and D to E. Derakon, you stole the words right out of my mouth :-)
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It died, and it will be resuscitated back to life by yours truly once I'm done with MM. I made various tests, and was able to make more than 100 frames of improvement in Pirate's WIP in different places, like: -Improving the first stage by 6 frames (but failing to keep that lead*) -Improving the boss fight of stage 1 by 19 frames, still wayyyyy more room for improvement -Improving the ascent up the pyramid in stage 2 after the chick saving -Improving the golem fight by 30ish frames -Improving the pink fight by 50ish frames And those are the only places I've tried so far. I have a huge hunch way more places can be improved as well. The WIP was very optimal, so I was quite surprised to have saved that much time. So yep. May as well have gotten that out there. I am still immensely surprised a run hasn't been completed yet, and I've always been wanting to do a run for this fast paced game. So I will. In the future. Stay tuned! Edit: I think I found the source of where I kept losing frames. I'll do a few tests.
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franpa wrote:
Any% run = beating the game as fast as possible and using the optimal amount of itmes to achieve the fastest completion. Low% run = Only aquiring what is needed to win, not what is needed to reach the end as fast as possible.
Of course I know the difference between any% and low%. The point I'm trying to make here is that RBA shouldn't be used for a low% run at all, which many people were suggesting; the reason being that the routes would not look different at all.
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Well, if you think the selling point is only in beating the bosses, I think you missed out. I also think you're trying to say the movie is too close to the Boss Rush TAS, which is 5 solid minutes of boss fights, but "zipping through the castle" was meant to be a major part of the run. I will agree Maxim is kinda overpowered. But think about it this way.... with TASing, which character isn't? Tool Assistance brings out the best of any video game character. It's true that Maxim starts off the bat with max stats/max speed etc. etc., but so do the majority of video games (especially the ones where the main character doesn't level up.) If you subtract the shuriken glitch, you'll get boss fights as slow as JXQ's run; I dunno about you, I happen to very much like fast boss fights, but maybe not ones that are 1 frame long. Maxim is supposed to be hard/overpowered.... have you tried playing as him normally? He's only accessible in HARD mode, dies in about 5 hits, and has no saving so if you do die, you have to start from scratch. "own the game at will" is hard as well, since the character moves so fast and normal gamers can't take advantage of that. I'd say that giving him power is a way to counteract that, and that this upgrade makes him great TAS material, which is what this run is trying to do; show the TAS potential of Maxim which is unfortunately skipped in the 24 second run. Juste's fastest completion run fully shows his potential; I fail to see why Maxim can't have a run demonstrating his kickassness. So I disagree with your judgment, but I'll just take it with a grain of salt and move along. After all, debating every vote I don't agree with isn't what the workbench is for.
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