Posts for Comicalflop


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Michael Fried wrote:
I think this TAS would be more interesting to a casual viewer if the avi shows the input.
if you watched with FCEU .16 with input turned on, it showed a mini controller with sections fading red when the button was pressed. The problem is that the input was a constant flurry of different key presses at rapid speeds; the red was flickering in seemingly random places all over the controller at all times. Adding this feature of a controller showing input might not be the best, since while it would show what input is being done, it's still too much input happening too fast to see what is going on.
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haha ouch. you've decimated my score yet again. Don't know about one of the random camera movements that zoomed in really close, and some pieces looked like they were just randomly thrown onto the middle of the board, but incredible score. This could potentially be the optimal score, so I think we're now ready to see submissions of the other modes!
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Works fine on all other emulators besides mupen? isn't that a big prevention from say, TASing the game?
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Fire Field is done. Damn JKT works fast! youtube
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Nope. You know what having Finals and multiple TAS projects can do to you....
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see? I said that it might be faster!
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I was going to TAS and do some homework tonight.... thank you very very very much for giving me an INCREDIBLY good reason not to. YES X4!!!!!!!!!!!! Words cannot do justice how awesome this run is. This run exemplifies above all other previous runs: "How the hell did they do that?" Congratulations for finally completing this massive project. You should be receiving your virgin payments by mail within the week.
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Well then, I think using the J ROM for your improved TAS would be acceptable, especially since it is such a significant increase in time due to faster text scrolling. ROM changes are a good choice if they save that much time, or allow you to beat a non-assisted run.
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Most likely not. I could ask the F-Zero Community, but chances are that emulating 64DD on mupen, and be able to TAS it or replay it properly to view might not work so well.... I assume for now the 24 tracks should be enough.
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The fact that he beat the WR by 10 seconds is, to me, more impressive than the fact that he lapped the staff ghost (since the staff ghost does not use advanced techniques). But yeah, it is awesome stuff and I look forward to more runs he makes. I just knew this game was massivley TASable.
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To be honest (and to be fair), I've seen the 100% SDA individual levels, and it does not look even close to tool assisted. Impressive for human play to be sure, but nowhere close to TAS quality as spezz's WIP beats the pants off it time-wise and entertainment wise. And as I'm trying to demonstrate, 100% is a shitload of work; any% is easier to accomplish and can have the same results.
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I dunno what to think of nangosan.... he seems to be making these very quick, and I'm constantly noticing missed enemies, and missed opportunities to maximize score. I just can't help but think when watching his work is that it's rushed and sloppy. That, and the vids are not as entertaining as they could be. lots of times he flies straight until the next enemy spawns, has no "flair", and does many fast spastic movements that do not look visually appealing. So once Vidar and I can finally get to work on this, expect better and more entertaining results. He's done good work no doubt, and provided good benchmarks and found ways to prove the red line will net the highest score, but has not brought the game to its max.
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Can do. In Mario Kart 64, I made an analysis of GP vs. TT and came to the conclusion that the differences favored GP for a TAS: there were other CPUs which created more shortcuts; access to items that made more shortcuts possible; and faster 150cc speed. I theorized that a TAS of the courses in GP would be significantly different from the TT WR videos; I was very much correct. For F-Zero X, GP does not offer as many differences to TT. There are 20+ other cars, but they do not offer anything shortcut wise, and in fact can even be detrimental to getting a good start. No items, no faster speed, and not additional shortcuts that are available in GP makes it not beat TT in any way. The TT WR vids for F-Zero X are very tight, but when it comes to inhuman maneuvers that this TAS video demonstrates, A TT TAS is better suited. Hope that clears it up.
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see yeah, that was already shown in a different thread... but it'd be cool to see "TASes" of this nature for other modes for SSBM (break the targets!) or for other games. The problem is that supposedly it's a long process, only frame advance no rerecording, it has to be recorded AVI's at separate times spliced together, and an audio track has to be recorded over it due to how AR works. But I think it'd be a very cool feature to have unofficial TASes of GC games published on our site, via this method.
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I'm thinking the Terran Brood War Campaign should be done first in a TAS, not Vanilla Terran. The BW campaign does not have any missions lasting 30 minutes.
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Post subject: F-Zero X Time Trial
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I am very pleased to announce that I have found someone not in our forum community who is working on a TAS for F-Zero X, doing the Time Trials (I had surmised that TT is better than GP; I was correct when i discussed this with many F-Zero X experts.) He is aiming to do some courses individually, until such time that he is completely familiar with all TASing elements, where he will create one .m64 that goes through all 24 courses in sequential order, and possibly submit it here. The guy is JKT, who is indisputably the founder of all advanced techniques for the game and the WR setter for some of the courses. I was very lucky to have entered the F-Zero X community and to offer to try a TAS, which I ended up with no success, but I was able to inspire JKT to try it, and within a few days he had one course done which breaks the barrier on what was thought possible by human hand. There are videos of the WR's here (F-Zero X site and here (speeddemosarchive); these can be used to see what the WR's look like for the courses, to get a sense of human limitations. For those that don't know, F-Zero X can reach speeds of up to 3,000 km/h, and is really fast paced and intense. The WR vids are very speedy and entertaining, and this TAS just obliterates the competition. WR Time for Mute City 3: 1'08"36 TAS Time for Mute City 3: 58"36 MC3 TAS MPG youtube I am very much looking forward to more TASes that JKT makes, and I will be sure to show them all in here. Hopefully, we will eventually get a submittable .m64.
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Well, I think so, seeing as its .m64 and hasn't been encoded to AVI yet. (will try to get on that, but this week is finals, so may have to wait until I get home which is by the end of the week.) And I'm pretty sure that spinning makes the first hop have spinning speed, but not the rest. Sidehopping made Link have every hop be sidehop speed. lemme check again just to verify...
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I did a bunch of noodling and I've completely worked out all of the quirks I was getting. So now the only thing standing in the way is the desynchs that might be present from the Exp Pak. -Desynchs caused by .fla I was able to solve; whenever recording or finishing watching the full movie in read only, be always sure to delete the .fla -Units can run past enemies, spam of move button is needed; or at the very least another unit to distract. My gln64 plugin went kaplooey and renders SC64 all weird, but fortunately Jabo's 1.6 still makes this game run top notch. Question: what settings besides speed should be set to max? cursor speed to max seems like a good idea, but how about Quickeys Timer and Unit Info Timer?
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page 47 has the latest WIP. And even faster than that (in my opinion, from my tests) is sidehopping off of a lilypad; deku Link stays facing sideways, and each water bounce retains slightly faster than normal sidehopping speed.
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Well, I tried 100% a long time ago. It was too much work for spezzafer, it most certainly will be too much work for me, and likely will be too much work for other people. Plan what eggs to make, throw, and keep, how to get the flowers/coins, routes, etc. and it's just an insanely massive task. Any% is a much older run, and is in more need of increased precision, new time-saving tricks, and a lot of increased entertainment. I think that, in the end, any% is easier to do and can achieve 95% the same results, especially if the levels are played out like what I did and better. I myself would love to see a 100% done, but eventually; I can more easily see an any% improvement come to pass.
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Well, would this be a cool start to an improved any% run? 1-1 / youtube / AVI 23 frames saved. I lost maybe 2-3 frames from increasing entertainment, i.e. picking up and throwing more eggs; this is because my speed decreases slightly and I lose a pixel or two each time I do it. If it were to go for pure 100% speed, you'd get pixel perfection but very easily lose out on entertainment. Pixels lost to gain a lot of entertainment seems a good investment to me. Frames were saved from menu optimizations at the beginning (3 frames) using the acceleration trick 6 times instead of 3 (2 frames) shooting the flower with the egg as I'm about to float off a shy guy (6ish frames, let me keep maximum speed) using acceleration when floating (10+ frames) and landing at the very bottom of the circle at the end makes Baby Mario touch the next Yoshi sooner (5 frames). So yeah, anyone that believes 100% will be superior to any% entertainment wise, will hopefully see how much can be added even in a short level like 1-1. Having eggs and coins to collect simply increases the number of eggs you can use for zany stuff, but any% is not short on that. All you have to do is collect more eggs and bounce them off tons of stuff, like the 100% does and you should be good. I got a gazillion other ideas for yoshi craziness, both shared by 100% and any%. So yeah, hope this looks cool.
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Yeah, so the first pause, before entering the challenge, is "technically" not a mistake. The pause before the enter screen is a mistake. Hopefully within the first possible frame to enter the mode there's enough luck variance. Also, the name should probably be entered as 'A', to reduce even more time.... but then again, this isn't exactly a "fastest time based" run, but anyhoos...
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laughing_gas wrote:
I've noticed that people who complain are people who've never done N64 tasing.
I've done plenty of N64 TASing and I've greatly stressed the importance of camera angles, in any game but especially for this one where the camera can be controlled.
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It's two seconds longer because the 1 minute mode is not entered on the first possible frame to affect luck (this was unintentional) and that at the end, when it says you win and the board is cleared and water drips off, pressing start to go to the enter name screen is not pressed on the first possible frame. These two, subtract a few frames from a shorter name of Deign compared to Comicalflop amounted to the time difference. Deign and I just found that there are 15,000+ variations on the sequence of pieces that falls, even within the first 10 frames of delay in entering 1 minute challenge. (I said this game was complex, and I was spot on! ^_^) So within the next few days we'll try to scour frames to find the best possible outcome, and determine the maximum possible score based on the best possible income.
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Yes maps would be very helpful, especially since I missed the earth shield route.
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