Posts for Comicalflop


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Why cant we debate about it now though? No better time than the present.
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Not bad at all. I think that's incredible quality, compared to everything described in the rest of the topic. If you plan on running it, I say go ahead if the emulation in the whole game matches that .avi.
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superjupi wrote:
If you tried to get every last frame out of a game whose physics model fights you at sub-pixel level, you'd be the same way.
But I'm still sane, so that can't be it.
JXQ wrote:
An example of thinking of someone else before yourself: since you've already claimed a bunch of Super Metroid "perfect" strategies and optimizations, once someone posts first their new 49.17 time, you swallow your own pride and congratulate them instead of ridiculing them and belittling their achievement.
Not quite. It was more like: "We achieved 49.17!" "awesome job! too bad I had already done it. So even though both of you worked together to independently of me achieve it, it's pointless because I'm still the one who got it before you did." I've avoided posting because 85% of the people have already been saying what I feel towards saturn. I'm constantly reminded of "if you're in a ditch, stop digging", and saturn, you really are just making this worse and worse upon yourself with each new post you make; you're just confirming what everyone is saying about you. To be 100% honest, back when hero of the day first started TASing SM was when I took a little bit of interest in watching the TASes for it. As soon as I found out what a jerkwad you are and how you treat others and keep this egotistical aura of secrecy around you, I completely lost all interest and now SM bores the fucking crap out of me, specifically because you ruin the goal of TASing.
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noooo, I'm getting so close to matching the WR...... and again!
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N64 is my clearcut favorite. Following that, snes and gba are my next favorite systems to TAS. I don't like TASing NES, Genesis, GB, or SMS.
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But remember, 30% of those 174 pages involve the question they're looking for. Also, I can read through that many forum posts in 3-4 hours no prob. You made the first post of page 177, so don't forget to proudly display the disclaimer!
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What would be better would be a pair of free headphones that is mailed to every user every time they sign up. You wear it when sleeping at night, and the forum rules (one such rule being 'use the search function', another being 'don't make new threads when there is an existing one', and the last being 'read through the thread to see if your question has already been asked') and then these rules become hardwired into everyone's brains. problem solved. More practically, if someone were dedicated to this thread specifically, they could try to be the person to make the post that makes a new page, and to make that post be "reminder: you can't go through the key door".
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About 30% of the posts in this thread involve how you cannot go through the key door since there is an invisible wall blocking you from the stairs. The first 15% is the question 'why not go through the key door?' and the other 15% is the answer 'no, this has been tested many times'.
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Barbecue chicken with ranch dressing in either a roll or on a bun. mmm good eatin' also roast beef, swiss cheese, pumpernickel bread, mustard.
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well, not quite. I have right rom. Using the right antiDS mupen. right plugins. (rice 6.1.1) but the game goes kaputsville at the Perfect Dark intro screen. It never goes past it at all. the frame count will go way higher than th3 movie frame count, and I can never enter the menus at all. I tried using a different plugin, but it desynched after the guard text skip.
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Nope. It'd be boring as hell and pointless. Sonic TASes are awesome because of their speed. Limiting that speed removes the awesomeness of the TAS. Topic Fail.
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Veysey wrote:
also, when I was playing around, I was able to stay in the air for very long periods of time if I could guess where the rocks were going to drop...
O_O I just had a time saving idea. need to write it down... Yeah, the 7 clancers kid stage is incredibly improvable (not an insult to your talent, but a TAS simply will be able to save so much time). I know exactly how I'm going to save a huge amount of time on each boss, and in getting to the next boss. I also look forward to starting world 4, specifically because that was the stopping point for Nitsuja. Even I have no idea how the stages will look overall compared to the speedruns. I mean, I have in my head spots where I'll improve the precision and I know places for tricks I will use, but I don't have a general feel for how the stages will look in general. As for the day of events, I found an order than I'm happy with. It saves the two big show off events for last, and varies the dash events so they are not all in a row, which should keep audiences less bored. My choices are aimed to keep the best 'pace', which I think is important for people not to lose interest.
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I can't give a solution (or even a .avi for people to donwload) because I can't get it to run for some reason.
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Much faster. My point I was trying to make is that for the most part, speedrunning strategies go into the TAS for OoT, rather than the other way around.
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There's a history to it. 1) Backwalking is discovered on console. Because it is so incredibly easy to do, it is used for all speedruns. 2) Guano's TAS. Backwalking is used, Sidehopping occassionally used, only for very short distances or some uphill slopes. 3) GuanoFlop WIP. Sidehopping is deemed fastest movement for uphill and downhill, backwalking (foolishly) used for everything flat. 4) Mukki finishes his Majora's Mask TAS, and I started looking for speed addresses for MM. I found the exact one, and noted that backwalking has a few frames where it's building up momentum. Sidehopping, as I suspected, had an initial speed faster than max backwalking speed, slowed down mid hop, then when falling the speed increased back to above backwalking max speed. 5) SwordlessLink TASes first segment of Majora's Mask using only sidehops and gains 2 seconds. 6) SwordlessLink and I did some tests, and found sidehopping to be faster even in very large distances. It's also faster for cutting corners better, since in for example Kokiri forest in the maze backwalking was used with sidehops in only non-diagonal movements, whereas moving in diagonals is far faster with sidehopping.
Swordless Link wrote:
It used to be assumed that side hopping was only faster on hills, for some reason. That's why it was never fully used until my run.
This was because visually it was incredibly easy to tell that for uphill and downhill segments, sidehopping is faster. Sidehopping's speed is the highest at the start of the hop, and after the peak. If going up a hill, Link constantly lands on the ground before his max speed decreases to backwalking speed. When going downhill, Link has more frames where his speed is above backwalking, and iirc it even increases the more he is in the air and falling. Keep in mind, OoT has many speedrunners and most of the discoveries come from them. This includes forms of movement. When they found supersliding, it became essential for the TAS. The old TAS mimicked the backwalking strategies used in speedruns. Sidehopping is incredibly hard to do in realtime consecutively, it is only noticeably faster when done frame optimally (pressing A 7 frames before Link touches the ground.) And I never bothered to test it, even though I probably should have. So there you have it.
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With wormin', I mean when you kill him and he's exploding. He'll randomly move about, and this caused desynchs every time I'd hex edit the stage. I was doing something with marina, and she'd screw up, then she wouldn't grab the star properly. in western world, the clancers do come. but the exact position I need the clancers in does not come unless I do the exact boost grabs to go through the stage as I did, and if I grab the gun clancer at a certain frame, and slide jump over in a certain way. If I did anything differently, the clancers would be in a different position, and I wouldn't be able to OHKO him. Chilly dog I can't say anything without revealing what I do, but my faster technique involves a little bit of luck manipulation of sorts. Chilly dog's movements are kind of random when he's running about, but his reaction algorithms for what he does when you do certain things is very predictable and not random. Only the giant beam clancer boss is random? Odd, I could have sworn the pot clancer was random. He certainly looks random. Inner struggle the words come up related to Marina's position? Good to know, good to know. I was going to TAS the stage multiple times on multiple frames, but thank goodness I probably won't have to do that. Edit: Do people want to see me complete the day of events in sequential order (which would make it easier for me) or to vary it up a little?
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If you're up to it, you might want to go back and shave some frames in Spiral Mountain. I know 3 frames can be saved in the very beginning just before you talk to Bottles by jumping instead of running.
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That's odd. Do you often have problems watching published .AVI's from the site? Because basically what I did was a single pass with h264 codec, same as what most of the published vids use. edit: aha, I have completely figured out the randomness of the ball event. n Neither varying entering the stage, nor what frame you press Z to skip the cutscene affects it, but what you do when inside the stage entirely determines the outcome. I've gotten 10's, 8's, 9's, etc. all with a savestate after I skipped the cutscene. Well, this is going to suck major time, as if my theory is correct then I will have to redo the entire 60 seconds over and over again until I get the highest amount. yipee!
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Sami, since you now have the beak bomb, did you test that speed preserving glitch that Jsmith was constantly talking about?
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Post subject: reik pointed out to me cerebus alpha has no manipulation
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There's actually some luck manipulation in the other bosses. -Wormin' obviously has manipulation. Even the smallest movement can make the exploding worm go left instead of right. A heavy source of desynchs when Hex Editing. -Western World: I have a OHKO that I have been unable to ever reproduce with different factors. It's in my current movie. Basically everything from how fast you're going, to how high you go, etc. affects the positions of the clancers that you throw the gun-clancer into. -Just like Migen, going into the lava will affect Flambee's 3rd sequence. Desynched once when hex editing. -Chilly Dog does have some manipulation, not a lot though, but enough for me to make a difference. -Toadly Raw is random. -7 Clancer Kids is random. -Inner Struggle is likely incredibly random. Varying what frame you enter probably greatly affects what words will appear, I think it's possible to make death not show up at all.
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Hey good job. You should definitely complete the whole game and submit, it'd make a very awesome TAS, especially as many of the future levels you can really shave off a lot of time off the WR's.
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That's exactly what the lava dives are about. They manipulate luck like nothing I've ever seen before. If I don't like a particular sequence Migen does, I take a lava bath, and within a few minutes of varying what frame I hit the lava I can find the exact sequence that I want. Also, I don't give a flying banana about lag, since a lot of the lag in the game is unavoidable, and the run is in-game time based anyways. I don't think I did that same laggy dashing thing, but I moved about so fast in my current version that I may have lagged things up a bit. This fight drives me insane because: -you're right, it has a huge amount of manipulation. I'd be so easily gaining and and then losing frames all the time compared to other versions I had done -It's a pretty long fight, ergo incredibly tedious -Each punch, I vary what frame I actually counter the punch, and then check every single punch following until his catchable punch comes up, and I test every single possibility until I have the fewest amount of waited frames aka his catchable punch comes at the absolute earliest moment. -I have to look incredibly hard to find time savers. The counter-intuitive and weirdest things save time, and I have to redo constantly each time I find a new time saver. -Due to randomness, sometimes a previous version will be faster than what I currently have, so I have to research to find the cause and start from scratch. -On top of everything, I have to keep Marina constantly moving in entertaining ways. It was very hard to do massive manipulation and keep Marina moving like she's on espresso at the same time, all the time.
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Mukki wrote:
2) Keeping motivation for an entire project and trying to ignore the lures of a shiny new TAS to work on.
O_O it's like you're speaking directly to me! I'm surprised you didn't mention desynchs as your biggest beef. 10 months of Majora's Mask would drive anyone insane. All of the above in one way or another I agree as being irritating. Some are hard in addition (in fact, I think hard and irritating are separate in TASing), but everything listed is irritating for sure.
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That creaking skull fight was insane O_O Also, your uphill movement looks fastest (AL 4 frame pause) is this in fact faster than any other method?
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World 2 is officially done! After 4 months, I can finally move on to world 3 without ever feeling the need to go back and redo anything in world 1 or 2 again. Thank goodness, I am sick to death of those 21 stages. Here's a little teaser to whet appetites: Migen Brawl Old Version 1:33.88" This is the first version of Migen Brawl I did last year (about 3 and a half seconds faster than Nitsuja's WIP), in the movie where I had gotten as far as Missile Surf. My current movie will be faster both in time and in how Marina moves. Enjoy! Mudlord, any progress?
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