Posts for Comicalflop


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Well, I wouldn't want to watch a 10 minute run where you EG into the 4 sword palace as fast as possible, fight those shadow links then be done. That palace looked quite nice, I'd much rather watch a 100% or no EG run or something that plays the 4 sword palace fully.
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Guybrush wrote:
It's been obsolete ever since it was published, maybe even before that.
With that type of thinking, nothing would get published ever. Not saying that we shouldn't strive to make things optimal, but do try to not be so blunt in a malicious way.
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Sir VG wrote:
Not only that, but it was Tool-Assited.
Not the first time DeHackEd has done that. Not in any published movies of course, but still :-p
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Unfortunately, with some of the plugins I've looked at, it seems the worms wiggle in weird ways when moving. Like, I'll move him left and he'll look just like Link from ALttP. Also, the bungee rope physics are less abusive. Besides that, it could work, but you'd need to create a good goal mindset for a "speedrun" of WA... in-game time based, real time based, 'turn based', etc. Which mode will it play? Also, I'd imagine the amount of luck manipulation to be incredibly difficult. Also, I don't see as many useful tools that Lex has shown that are available in mupen. Seeing the exact trajectories of projectiles and knowing what is going to happen before you do so, plus so many other tool capabilities the modified WA has that I'm forgetting to mention, is incredibly helpful. It'd take one really skilled person to find the exact same tool capabilities with only L-Spiro's MHS. Also, I love using the word also.
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curtmack wrote:
I made this out of boredom: I thought it was funky ^_^ Still trying to work out how to put in some legs.
Maybe he rolls very very fast?
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Chef Stef wrote:
I think it will be best to use any glitches necessary to finish the game as fast as possible.
Unfortunately, same as with SNES ALttP, if you're going to do one form of EG, you might as well use one that beats the game the fastest. (I couldn't do left+up+right on my computer, so I just did a different way to get in the wall. Plus, I jumped up a wall! neato!) That's the problem with EG... if you're going to use it, it automatically makes the run obsolete as you can just do it the same way as the glitched run does. That's why the any% for SNES shouldn't use it. Now, if you wanted to do the 4 swords thingie, make the goal "fastest to get the best ending". Then you can use EG, without worrying about using it in the castle first because that will only get the normal ending.
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There are some more glitches present in the GBA ports, but they really did do a piss poor job with the graphics and the sound. The reason I didn't do it is because it would look far too similar to the already published DKC2 102%. You might be able to get away with doing DKC on GBA since of all 3 DKC's it is the port that is the most different, but I wouldn't if I were you.
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for those that have mupen problems, or don't have 29 minutes to spare, here's the TAS/movie summed up in 5 seconds: http://www.youtube.com/watch?v=U-8LJ83UB9w&feature=related
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Mukki is the only one with chutzpah that doesn't do Mario 64, and he spent 10 months working with Majora's Mask, which is a deysnching nightmare. He wins in my book, straight up.
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As a DKC2 TASer, I had been looking forward to Arne's TAS for 10 months, and it did not disappoint in any way. MMX2, SMK, SMW small, and R+F 100 CDs were also all really awesome, but DKC2 any% for me.
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Quad run, all the way, no questions asked.
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I was probably busy making my own TAS, working, and studying instead of discussing who made the fastest movie during the year. [edit: removed "douchebaggery"]
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It's a toss up between sonic and rockman, but rockman's glitches come only from going into walls, Nitsuja skipped entire levels and screen wrapped/broke the game into smithereens. Sonic it is.
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I think there's way more speedy runs of 2007 than just those 5....
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Awesome. Yes vote. Also, I join the "CV X > CV4" side. Sorry, but I've only heard one stage with good music (the intro) in CV 4, whereas every stage in X rocks.
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Nope. But that question belongs in the TAS Input Thread.
PaToby wrote:
Is there still something preventing the use of okaygo's reset-recording version?
That version resets the emulator, not the ROM, despite synching fully. If it were changed to reset the ROM the same way the other emulators handle record resets, then DeHackEd would change his mind and allow it to be used.
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Good job dude. A shame we couldn't get that ladder zip to work, but oh well... it's not like it could have had any other uses anywhere if it indeed does work... Everything was far tighter than Guano and my work (some of it was from sidehopping all the time rather than the 'uphill and downhill only' thing that I swore by...). I hope the quest to find out if leaving the forest early will work is found soon so that it won't negatively affect your progress. This is a great run in the making, I'm proud to have consistently (and exclusively) watched the WIPs to give feedback. The first OoT and MM runs had a lot of shock value because they were completed; time to show them what tool assisted zelda extreme optimization looks like!
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Same for me as well. If I can get the right ROM I can encode it for others to watch.
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yeah 250 desynchs in the span of 40 frames. My .m64 was faster than L4yer's, who spent like 60 or more frames on the menus selecting a different controller style or something, but I could not for the life of me get it to synch at all. I even wrote down the input to press per frame, and used no rerecords, but after 1,000 rerecords of effort I still had not entered the first level. I thoght the anti-DS mupen was invented to prevent the flashram being made wrong or something specifically so that the Majora's Mask TAS would be easier for more people to watch. Since when did it become a method to TAS desynchable games safely?
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I experienced exactly 250 desynchs when trying to go through the intro menus many months ago to start this as a project... I'm surprised that you finished a full run, much less a co-op one. I think I've been looking forward to co-op because it would be so complex and there are so many ways you can divide up the goals to beat the times faster... but it would be tough as shit to optimize, not just hard... the only turnoff for 2 player was the 10 FPS. I look forward to the test run!
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I know "don't feed trolls" is #1 rule, but, I just can't help but laugh hysterically and point this out: negating how I fucked up on the last boss by getting hit like a hundred times. be aware that I am the best Zelda II player. I'm just going to let the "best Zelda 2 player, yet got hit a hundred times on the last boss" phrase speak for itself. Oh, and you brushed against many walls. This might be news to you, but this is a sign that you aren't the best Zelda 2 runner, because, well, the best speedrunners at games don't make mistakes.
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noooooooope. You have an ocarina glitch warping trick in GBA that is not present in SNES. You can see erokky mention this in the SNES thread. However, I've tested and everything, from wobbling to pixelporting and other movement glitches are present in both versions. I think GBA might be good for its extra ocarina warp glitching, and faster scrolling text, and more dungeons. Unfortunately, it'd have to be done with a different category than SNES's any%, because then there's no point, like 100% or something. If Exploration Glitch can be done on GBA, then wouldn't the 3 hearts quest be obsolete? If not, then I say this might be worth it.
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slingshot + deku stick jumpslash + sword stab is not a very long boss fight. The slingshot is the fastest child projectile, the deku stick jumpslash is done as Gohma is falling and invulnerable, the swordstab is done at the first possible frame, only once and then Gohma is dead. Using a deku nut to make Gohma fall would be the only thing in the child arsenal that would speed up the fight. But it's not needed since the fight is so goshdarn short in the first place.
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Oh, like it's not being used enough in Fractal's WIP or parrot's run? Ok, in a nutshell, how much energy you have left determines how many times you can do it. The "limitations" are already stated earlier in this topic, when parrot showed L. Bolt can be used to zip he very clearly provided a .smv and said where it could be done, and Fractal showed a .smv for ice wall and said how you can get into different walls/corners. As I already said, the info you seek is in this thread, already stated. It's not on page 5, so take the time and go looking for it. It's not too many pages back. In the time it took you to post that you could have already found it.
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