Posts for Comicalflop


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ALAKTORN wrote:
now that we have the encode, I'd like the author comments
Once my life stops being a shitstorm, yes I will get around to updating the run comments with stage by stage commentary and tricks
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I noticed a few spots where there's a moving platform (in the direction you're running) that you didn't run along against, but besides that, it looks very awesome! definitely what I want to see in an Any%.
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Vykan12 wrote:
It would be a pity having to re-do all that input.
I'd probably just hex everything, and take the time to check that world 4 improvement suggestion.
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I honestly don't know my computer's encoding capabilities. I can attempt to make 6 different single pass encodes of each level; that's as far as my knowledge goes. But there's already a full basic encode of the run anyways.
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Would it just be easier for everyone involved if I redo the entire run using the normal Mupen?
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Congrats roomie, yes vote from me.
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ALAKTORN wrote:
you tested it? edit: also is that true about VC…? it crashes on N64 but not on VC?
I've had this happen to me. I was showing my friends some SM64 glitches, and in the hazy maze level I was BLJing up one of the elevators. I got stuck in a perfect position, and kept BLJing; rather than zoom backwards OoB like I've done before at lower speeds, I reached speeds too high and the game froze. (My friends just stared dumbfounded at me.)
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bkDJ wrote:
"Banjo-Tooie cannot be [played on mupen] because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area." Or can you get that to work too?
Unless this is resolved, I can't see a way to make a TAS for this game.
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I know this is small potatoes but when on the character select screen, it should be faster to select Hard difficulty, then move up to character. The cursor should have less distance to scroll. Why Classic instead of Adventure mode?
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Mine is derived from this webcomic: http://www.vgcats.com/comics/?strip_id=196 It perfectly captures what a TAS-efficient surgeon would look like.
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This movie is unreal. Yes vote.
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I'm glad to see this being improved. I was a little sloppy in parts of my run, and new techniques have been found since then.
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if you're 40 frames ahead there, you probably saved frames where I didnt (which is good; can you send me the .smv when you get to Krow?) from what i understand of the lua, sprites appear in the list #1-6 in the order they spawn. therefore, you need to spawn a sprite (the one you grab and activate hold-air with) and grab it and make the warp barrel be the sprite next in the list (or something like that.)
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I've already been doing that. Got up to Krow, 480 frames faster than my published run. It's 36 frames slower than the J run when finishing Topsail, but he enters Krow with Diddy which wastes 66 frames, so I'm actually 30 frames ahead, but I'm having difficulty with Krow luck.
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I still haven't had time to test if Hero's suggested improvement is faster or not (Being put on "full-time job hunt" doesn't help matters.) My gut instinct says that the extra things you need to do out of order will accumulate to more than 6 seconds, which would make it slower since the whole point is removing the last 6 second page turn.
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I would take that back, Mischief Makers is anything BUT low complexity. It's also not the most optimal; I found a new technique involving the springs that can save time in some of the stages. It's also possible new techniques and time savers could be found as well. I didn't restart the TAS 9 times because it was a "low complexity game". Honestly, in terms of "what N64 TAS is most optimal?" you're forgetting Wetrix. I'd probably list that one as the most optimal, since Deign made a massive chart that predicted the luck of all possible combinations, and which one would give the highest score.
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henke37 wrote:
This one was obvious, of course we should start accepting Wii submissions.
If we use Desmume as a model, saying "let's do submissions as soon as the first one is done!" isn't good because Desmune went through 4 revisions after the first DS submission... and it still isn't perfect, over a year later.
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For shy guy Limbo, the last heart is necessary to go to Boo Castle in page 6. So what I did was calculated which 29 fruit in both the first and second area would be the fastest to collect without any slowdown. The japanese run on youtube gets the mini heart in the first area (which wastes some time) and collects a few of the bubbled fruits (which also wastes a little bit of time. I calculated that there was one bubble in the 2nd area that was worth getting, and figured that all the extra fruit in the 2nd area that the japanese player skipped would be faster than the fruit he had to stop and get in the 1st area.
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As cool as those zips are, the constant pauses in the action aren't worth it.
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Stages, Melons, Hearts, Black/White Yoshi. You won't need to worry about all the warp guys; you may want to wake them only if it allows faster routes. Now's not a good time for me (Finals + Graduation) but if you're serious about this I need to give you all of the tricks and glitches utilized in my submitted Any% run; especially about acceleration. Also, I'd wait to see the status of my run, since you are going to have to use the record reset-mupen I used, to skip cutscenes and reset after each time Bowser is defeated. Another option is to play the Time trials; I don't know for that how it works. All I know is a clear SRAM means blank trials, but I'm uncertain what beating Bowser does.
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Unless you absolutely know for certain you started from power on, then it could be you recorded from a savestate without knowing it. microstorage reads the heading of the .smv, so it won't make any mistakes like that. If you want a full run that starts from power on, you'll need to make a brand new .smv that starts from power on (you select that option when making the new file) and proceed optimally up until where your finished .smv begins, then use hex editing (you're basically going to be inserting the beginning of the game up until where you started with your old run.) if that doesn't work, you'll need to redo the entire run, if you're planning to submit it here.
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Weatherton has already made "rough draft" test runs of all cups except for mushroom cup. I think back when the site was first made it was ok to make less than optimal runs, but we've come such a long way that it doesn't make sense to purposefully submit a suboptimal run, when you could spend your time working on a (as much as you can make it) perfect run.
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I still haven't had time yet to go over and test that improvement.
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Ditto on the pace for me. There's a lot of schoolwork now piling up in the last month crunch before I graduate (hence why I was working on Yoshi's Story... it's easier to TAS)... the good news is that once I get back to working on this, I'll have partners contributing a lot.
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I'm gonna try and make a test run of Hero's suggestion, to see if it's faster. Has anybody had any luck in making an encode yet?
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