Posts for Comicalflop


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One very small run that deserves one very big yes. Now you owe me about $15 for this pair of pants that I have defiled from waiting for so long, and defiled again from finally getting to see this awesomeness.
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Post subject: 2nd WIP present
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I suggested the idea for a longer Warpless Maxim run, and some people have been receptive to it... I was curious if we could lay out what can and can not happen in such a run that consciously prevents going into the walls so as to avoid such a quick ending. The goal for the run is to play through the castles without warping/wall sinking (because it's pointless to use it; why not just do it at the start like the short run? so no going into the walls to warp to far away places), defeat the bosses that drop those red orbs so that Maxim can open the door to Dracula and fight him as the game intended. There's 4 possible glitches that could go in a HoD movie: -door warping -whip launch glitch -shuriken glitch -wall sinking In my Opinion: Door warping* should be allowed, as that does not go into the walls and is a handy time saver. Resetting the game should be allowed, if nescessary to avoid backtracking. Whip launch glitching* should be allowed, it's freakin' fast and you can consciously not go into the walls with it. Shuriken glitch should be allowed, for incredibly fast boss fights. (*As you'll read below, some problems I've encountered with allowing these.) My initial proposal was to have a "does not enter the walls to warp" restriction, by solely excluding wall sinking, because the whip launch glitch can still be used without getting into the walls. However, I almost immediately ran into a problem with that definition, wherein to reach the closest boss, Living Armor, I needed to door warp into a wall, the same way the Juste runs attain the Lizard's Tail. I also came across a dilemma where the whip launch glitch is a tool that can be used to accomplish wall sinking, but should be allowed for much faster whip launches off of candles, platforms and enemies. However, the high speeds it achieves can create problems with objects that are offscreen. Right at the start I did a whip launch glitch and went through the door to the room where the Lizard's Tail would be. I do not want to restrict such a fast form of movement, but on the other hand I may be inadvertently breaking the rules I had just suggested. Here (now with first boss fight test) is what I have done so far, stopping just as I enter the Living Armor room. Fast as intended, but potentially breaking the rules, especially by passing through the door and using the door warp to lodge myself in the wall. By the way, my door warp sequence is different from the published run, because of what my whip launch glitch did to make me go through the door. Weird things happened, and I was forced to go into the room, drop down, and have to jump up again, it was slower to wait for the screen to catch up to me and enter the door the correct way. It's not so bad since I technically didn't do any wall sinking that would allow warping to distant parts of the castle, but I just wanted to be sure. I'm open to suggestions and feedback, especially what the rules definitions should be. I am also in badly need of a route to follow, but at least I have this Edit: WIP up to first save point room. I don't know if I am going to use the save rooms or not, based on whether save/resetting after beating bosses will help in backtracking. Again, I don't have a complete route yet, which is why I'm uncertain.
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laughing_gas wrote:
As for frame skipping, no, there's no way, unless you actually watch the wip up to frame 40000 and then make a savestate there.
making savestates are actually a very bad idea for Majora's Mask; they very rarely synch with the next WIP. I just start from the very beginning with Rice 6.1.1 (which never desynchs on me) put it on 300% speed, and leave it on and wait for it to get to where Mukki last left off.
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Well, if we're going to use ALttP as an argument, that would sort of justify having a longer Maxim run, since the current one is 27 seconds. But more of what I'm trying to get at is not restricting the number of allowed categories for a game, if doing so will decrease the number of potential entertaining runs that can be produced from the game. I see 4, very different, very aesthetically pleasing runs coming from HoD, I see no reason to penalize that or any other game with the potential for many categories, so long as they are entertaining. While we are trying for fastest string of input, we are equally motivated to make entertaining movies. I think that denying the existence of an entertaining movie is a waste, that's like shooting Van Gogh when he's done with one painting. And I don't think I could be clearer for definitions: 2 runs that can go into walls, 2 runs that don't. (SDA would say 'don't go in the walls at all'.) That's the same difference as uses/does not use whistles in SMB3. One lets you beat the game very fast, the other makes you play through the game really fast. Except add an additional character who happens to have different, faster moves, and let him also have 2 different movies on his own. More is not always better, but when it comes to games with incredible TASability, less is a clearly missed opportunity.
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HoD is the fastest paced and (IMO) most entertaining of the Castlevania games, I see little reason to limit the number of runs for it. Juste with wall sinking (this submission), Juste without wall sinking (a separate/different improvement to JXQ's run), Maxim with wall sinking (short glitched Maxim run), Maxim without wall sinking (some longer Maxim run that could/should be done). 4 runs, very clear rules for what goes in each run.
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Hm, I like the definition of does or does not go into the walls (aka wall sinking, which is accomplished with the whip launching glitch.) I feel the whip launch glitch can still be used to achieve faster speeds, as long as you avoid getting stuck in walls (the whip launch is the tool, not the actual going through walls part, and can still be used elsewhere to achieve fast speeds), which isn't hard if you jump up into rooms above you, have enough room to slow down, or use a dive kick to go back down to the floor before you reach "go into wall mode". I'm also sharing of the opinion that there needs to be a longer, less 'game-breaking' glitchiness run, but both for Juste and Maxim (since both of those have decked out very short runs, it'd be cool to see more of their action in separate, longer runs.)
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Well, it adds to input frames by doing kick after kick. The idea is to throw a shuriken, do the shuriken glitch, and then as soon as possible do the special move and end the movie recording right there (since both moves take a little amount of frames, and do continuous damage after their activation; the shuriken glitch deals the most damage per frame possible, and the special move you can end input right afterwards and it will finish Dracula off). Your idea could possibly work in other fights where it's not prudent to end the input as soon as possible (I hope to one day see a longer Maxim run come to fruition, possibly without wall sinking and beating all bosses in order to beat the game as intended with Maxim.)
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Edit: after a while since the EG was published, I hope this is still being worked on. I looked ahead and pixelporting can be used in any place where you are squeezed in... in fact, for very long stretches, the speed you can get is quite fast, but it does not work on those stairs that you can wobble up on. http://dehacked.2y.net/microstorage.php/info/257734703/More%20pixelporting%20fun.smv
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And looking back, thinking my opinion is changing on the matter, having seen how more people are reacting to it.
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I wasn't able to get it running back when I was testing lots of N64 ROMs, which plugin are you using?
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Nicely done, I see you took my suggestions to heart in improving the precision. Yes vote, incredible improvement, and nice glitchiness.
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I've tried figuring this out on my own, but can't seem to... how do I make 2d tile maps from ROMs? (maybe a little tutorial?, unless the info I need is already in a help section of the .exe?)
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That is sooooooo not true! Interestingly, I now have 1 published, 1 rejected, 1 cancelled, and 1 new run. Now I need one additional run that is delayed, and then I can have the full gamut of possible statuses for a submission. Unless there is another I'm missing.
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and that's also why Guano and I are splitting up, so we can each do the different routes and see which wins out.
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firstly, you must float up to have enough room and lose a lot of speed and have the nose pointing kind of upwards. You launch in the air, and angle yourself sort of at a 45 degree angle, sometimes 90 if you're good, and you start spamming the L/R for the side attack; then you'll very quickly get to 2,500+ speeds. the best part is that you can retain a lot of that speed upon landing, which makes the initial slow down of floating prior to the DTD every bit worth it.
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Quietust wrote:
I especially liked the result of crossing the finish line at such a high speed...
Many of the F-Zero X WR videos end with such aerial doom, hehe...
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Like, for example, browsing through for WIPs of a specific game? or 'test run' tags, 'glitch exploration', etc.?
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AzHP: apparently my problem was not in flipping onto/over the fence, but in how I was cancelling my superslide and turning my angle for a backwalk. Mukki delayed that particular portion by 40 frames and was able to get a synching backflip over the fence that gets Link to where he needs to go, so now I can sidehop like a maniac up those slopes and finally do that cuccoo jump that should've been done a month ago. Fortunately, with all the sidehopping I've been doing, I finally found patterns. On flat surfaces, jump every 21 frames. on some uphills, 15 frames of wait; depends on the angle of slope. if uncertain, always press A 7 frames before the game updates on a frame with Link touching the ground. So now everything is all synched up, and I can get to the Spirit Temple finally.
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Hero, Hero, Hero..... you are FAR more than a measly regular player in my eyes. ^_^ Rridgeway, I am in no means saying you shouldn't TAS at all.... But as pointed out on the first page, there is a technical reason why it won't work... you'll find out soon enough.
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zggzdydp, I have a few suggestions on improving the precision. (loved the run by the way.) I noticed you used a lot of turbo for dashing and sliding. If you want optimum, it's *technically* not bad that you did this, since optimal dashing is every 10 frames, and optimal sliding is every 22, so by going with even number of frames you don't really lose out, but you do each time you miss the first possible frame to do a dash or slide. use lots of frame advance, and calculate the first frame for each dash, each slide, etc. etc. it'll take way longer, but be far smoother. One mistake JXQ noticed in his run that I think you forgot to implement in your run is to do a mid air dive (after getting the feather) on every downhill slope. JXQ used luck manipulation to get all his hits as criticals. you swung always at the first possible moment, and got way less criticals... I'm not 100% sure on the difference between normal and hard, but he seemed to have faster boss fights because of this. good luck!
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Desynch finally fixed, muchas gracias Mukki. Now I can catch up and get to that damn spirit temple.
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almost right. while I highly advocate using the plugin, having a controller is also incredibly handy to have as well. you cannot play in real time comfortably with the plugin at all, and sometimes it is very practical to play the game in real time or in slow mo (not recording) to experiment with different routes, game mechanics, and exploring new rooms. you can't explore in frame advance very well... I use the input plugin, a USB dual analog controller, and the keyboard (for hotkeys) all at the same time for maximum efficiency.
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Houston, tester #1 has a problem. Windows user, extracted those 3 files into the plugin folder, and mupen goes 'plop'. Edit: Houston, Rayman 2 is a flop, Starcraft 64 seems to be running, will report as I test some other games...
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so why, why why are you keep posting in this thread and not using valuable time? Shoo!!
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But I thought you were a Wario master? And masters most certainly do not say '2sday'.
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