Posts for Comicalflop


Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Link isn't David Blaine when playing normally, so yeah... I myself have personally seen a "get in circle attempt" where Link began occupying the exact same space as the guard. Not saying it's impossible, I'm just saying the way it's being treated follows exactly the worse of the two scenarios when a new sequence break is being discovered.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Actually, the current situation is exactly the opposite. The current video that Samoht is throwing around, is where he escapes from the invisible ring of death inside the guard. Getting inside there is what everyone is scratching their heads over. Both the leave forest early with deku hover and DoT skip were made possible each with a theory movie (no editing) of the method of how to get through. With constant effort, ways were found to achieve that method (megaflip for deku hover, backwards sidehop/jump slash for DoT.) Here, you have "this has been done!" and the end result is shown, but the method for is has been "removed" and everyone is scrambling around trying to figure out how it was done. From my experience: -A shown method given to achieve a goal, everyone tries: success. -End result shown, HUGE secrecy among how it was actually done: bullcrap. Now, IF it were actually possible, some actual smart nuggets at SDA have been thinking route wise which is better. We should do the same, for TAS.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I have an .smv recorded last year where I did this zip. You get stuck at the top, if there was a way out or to go even higher it would be immensely helpful, but as it stands it's not useful. The zip itself is the result of doing a backwards switch into the wall, as shown in Chain Link Chamber. Not every wall you get into will make you zip (you can move around inside the walls, usually you fall down); I've gotten into just about every single wall in Chain Link Chamber, and only two zipped;, one was not useful, the other is featured in the any%/102%. If you can get into the wall in, say, Toxic Tower or Castle Crush, that would be immensely helpful. I remember trying but not succeeding for both of those stages.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Xkeeper wrote:
I would like to see this here, as well, wiht a note that one of the reasons that the game is played poorly can be attributed to emulation troubles, and that an improved movie will be coming after it those are solved.
The problem with this is: Exactly 5 TASers (myself, GuanoBowl, AKA, SwordlessLink, and Bloobliebla) have made WIPs that are of WAYYYYY higher caliber precision, using the same "crummy" emulator. In the case of desynchs, each of us just redoes the segment keeping the same level of precision, until something synchs. As a TASing emulator, Mupen isn't incredibly different from other emus, you can still do everything; frame advance, slow down, rerecord, make new .m64 file copies, memory watch with MHS, etc. There is absolutely no way you can excuse the inprecision in this movie to the emulator itself; the author did a botch job, and even admitted to doing so. I support Swordless and AKA to make an optimal run using the old mupen, since mupen64plus is not progressing at a consistent rate (not blaming anyone.) I do not think this run should get recognized in any way, whether demo, added .m64 to an older publication, or what have you. This is in no way possible different from P. Dot's run. It's faster,but massively fails in precision. Swordless and AKA will finish an OoT run that is deserving of publication; everyone just needs to learn to be a little bit patient. Yes, the old movie needs to get obsoleted; but let it be obsoleted by a high precision movie that does it right.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
If I remember correctly, he did use the record reset mupen, and edited out cutscenes/pausebug, because I don't think PJ64 has its own AVI recording, but needs FRAPS.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Dromiceius wrote:
Slashstardash's run was rejected from TASvideos because of imprecision...
Nope! It's because he was incredibly modest. He cancelled each of his N64 Castlevania movies after each got only 1 measly no vote. This was also back in the early days of mupen, when 3D TASing was new and people weren't familiar with what 3D optimal precision looks like, so a lot of people weren't able to point out those submissions' flaws. Granted, by today's standards they probably aren't as optimal as they could be. I bet with some memory watching with MHS, and someone really dedicated to the project, you could get a better movie. I will give this a looksie. While not a huge fan of the N64 castlevania games, if well played I think they deserve to be on the site. If this version is only 4 seconds faster, I think now that you're more familiar with mupen you may want to give this game another try? If you want, I can help you out in any way possible.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Maybe you should, you know, watch it first. The last one that was faster than the old run by 45 minutes was rejected on the grounds of not being optimal. In the end, it does not matter how many submissions of OoT made that are faster than the current published movie, it should be an extremely well polished and optimal run. Especially since some timing estimates predict a fully optimal run will go sub 1 hour. Watched, and it's as on the same sub optimal level that P. Dot's run was, and should be rejected for the same reasons. Saying an old run should be obsoleted by a newer, but still very unoptimal run does not contribute to the goals of this site.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Glide 64 Napalm plugin. It emulates bomberman perfectly, from what I have seen. Try it.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Technically everyone has been wetting their pants waiting for this, so now that the game can be 100% emulated accurately with glide napalm I wonder why still no one has tried completing this. It's not even the most difficult N64 game to TAS out there... *shrug*.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
You're kinda mostly right. In terms of difficulty, here's how the remaining levels will be: -redo 4-03*: Tedious, since I already did this long stage once, I need to focus on saving time, and have to redo all the fancy showing off I did. -Redo 4-04: it took me one day to do the first time, but now I need to watch memory a little closer. Should be slightly easier. -redo 4-06: easy. Just need to test a few things. -4-08: Tedious, also I need to watch memory watcher closer. -4-09: should be mostly easy once I find the optimal strategy, since all that's involved is throwing Moley Cow against the wall in mid air. -4-10: Easy as pie. I already know every spot where I'll save time. -4-11: Should be easier than Cerberus Alpha. Not too hard, may need to test a few things, but this fight is actually quite easy all things considered. -5-01: Long and tedious, I have to test many things for this stage, but it shouldn't be anywhere as long as Migen Brawl. -5-02: easy as pie. -5-03: auto scroller. easy as pie. -5-04: may take a little while, there's a bunch of new strats I have to test/discover. -5-05: Shouldn't take too too long, just need to play around with strats for the pirate clancer. -5-06: A little bit of testing may be needed, but for the msot part, this stage is done/easy. -5-07: Some testing on manipulating the clouds. -5-08: Only thing I need to do is search for potential faster ways to damage the boss, or figure out ways to add in more of the "shake-shake-shake-throw" without triggering the justice laser. None of these stages will require the month long process that Migen Brawl took (each of the 3 times I've TASed the stage required roughly one month.) You'll know when I'm back on track when you see the sig change to "currently at 4-08." Until then, sit tight. *The reason I am redoing this stage is not only because I noticed a few very small errors, but because the time I got was 3 minutes, 0 seconds 0.23". I am SO close to sub 3 minutes (only 14 frames away) that it seems possible to get at least sub 3 minutes, which would be so badass because the console WR time is 4 minutes, 41 seconds. Yeah, the difference is that huge.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
This is the first time I ever watched a Megaman Zero TAS. There's kind of a lot of cutscenes and dialogue for a megaman game, but Flop likes. I vote yes!
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Well, I got about 1/3rd through 4-08, Aster's Tryke, and noticed a few mistakes, so I'm fixing/hexing 4-03, 4-04, and 4-06. Shake shake! :-) The end is getting nearer!
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I know this isn't forum exclusive, but: Pokemon Stadium 2 Minigames Part 1: http://uk.youtube.com/watch?v=X-gLNRzaaj8&NR=1 Part 2: http://uk.youtube.com/watch?v=xOZVxy2yCOo&feature=related
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
You should be using the same one I used in my movie, snes9x v1.43 v9. That or you have the wrong ROM. If you need the snes9x I used, there's a link to it in my submission text.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
So NxCy has been making a 102% run, here is his progress: http://dehacked.2y.net/microstorage.php/info/243552220/DKC2-102WIP%20nxcy.smv He beats me by 4ish frames in the first level, and comes up with great strats for the rest. He stops at the first bonus in Jungle Jinx. He's uncertain at this point whether or not he will complete the entire run, but if he does, he is certainly the man to do it. I wish him luck, and I hope everyone else enjoys the improvements he has found.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Submissions that are rushed for the sake of getting it completed quickly and on the site.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
So I'm guessing you left your sillyness detector in a bathroom stall somewhere? if you think I was being serious about doubting your words, I definitely wasn't. Also, I blame sleep deprivation and the fact that my feet are a constant torrent of pain signals to whichever part of my brain receives the signals. Standing for 30 hours each week since September is finally taking its toll on me.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
You found? So you're also Matt Cook1? If this thing is not getting submitted, then I'd have no problem with you using the new glitch. Actually, I know it's more work but I'd like to see the level done both ways. Also, I highly stress that you find what manipulates your starting position in AF1, because not testing for that sort of thing and getting a lower time than a console WR is a nono, even if it's not submitted.
Homepage ☣ Retired
Post subject: Re: #2006: SmashFiles's N64 Super Boring 64 in 24:48.47
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
AKA wrote:
but the conclusion is that it should do whatever it wants apart from the step blj which obliterates the game.
You're forgetting that a BLJ up the 30 and 70 star doors is what led to the 16 star run in the first place. I'm actually gonna play the devil's advocate and say I'm not looking forward to an improved 16 star run. My reasons: -The point of 16 star is that it was a fastest completion using glitches, a title which the 0 star now holds. As a category, it is obsolete,as well as using old glitches. Also, would using the BLJ through the basement bowser door be used? Would board the bowser's sub be skipped? Is MIPs going to be a requirement? Defining it would be hard, especially since now every single star can be skipped. -Some of the 16 stars in question aren't the most interesting to see. The 120 star run is much better at showing of all the courses, and in under 2 hours to boot! -Speaking of which, I am a patient kind of person, so watching 1 hour 40 minutes for all 120 star is no problem for me, I don't need to see 16 stars in under 15 minutes. I just don't see a reason for it. While other games may get tons of categories, the simple fact is that Mario 64 only has number of stars needed to complete the game, and the fastest is with 0 and there's an entertaining option of 100% for 120 stars. Other than that (CCCless shouldn't have been rejected :-/) all other categories are arbitrary.
Homepage ☣ Retired
Post subject: don't believe what the experts say!
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
<DK64_MASTER> Comicalflop, yoshi can go in big boo's tower Don't believe what the experts say! It's a trick! So uh, is there even a spring in Boo Tower?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Dromiceius wrote:
is it possible to use the Yoshi-springboard trick in Boo's tower?
I don't think Yoshi can enter castles or ghost houses/towers. Yes vote, by the way.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Awesome stuff. My favorite part is when one of the guards died, and he called Joanna a bitch. I didn't know Rare used that kind of language in the 007 and PD series....
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
If anyone is in dire need of a savestate: http://download380.mediafire.com/mbzmacmbmb9g/5nm6nbw0myi/Banjo-Kazooie+%28U%29+%5B%21%5D.st7 WIP was good! I eagerly await the next one!
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Hee yah! I am going to enjoy watching this. Yes vote, but.... I think I saw some places where things could be improved a bit.. Bablo has that intro which is faster... I think that ice wall should be used up in every single stage for zipping... I dunno, I enjoyed it but my optimal sense was tingling with concern a few times during the movie. I'll have to read the submission text to see if there's explanations for all of them. I would give this an 7or 8 for technical precision, instead of the 9 that I think I was willing to give if it was as optimal as I thought it would turn out to be. For instance: in parrot's CD run, I could have sworn that at the stage with the 9 colored blocks, he made the ice wall appear on the other side of the wall and destroyed the blue block faster than you did. Little things like that kept popping out at me.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Marina Lightyears Diddy Kong Maxim/Juste Juno Lunar and Merco of BEASTsector Just to name a few.
Homepage ☣ Retired