Posts for Comicalflop


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IRC is soo full of funny quotations. hang around there if you want to see them, it'd be hard work to copy/paste every 15 minutes into this topic.
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Post subject: Re: Would this be considered Exploration Glitch?
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erokky wrote:
http://dehacked.2y.net/microstorage.php/info/4933/wouldthisbeEG.smv What I'm doing is performing the Exploration Glitch, but I get out of it almost immediately. So what I'm doing is bypassing locked doors and barriers, which probably would be classified as EG. I'm actually against using this method to "kill Ganon". I want your people's thoughts though. I'm not re-attempting this TAS. I'm just curious to know what people think of this particular use of the EG for a run that would obsolete flagitious's run. Again, I'm personally against this method.
Well, I watched it. for the full run it'd be a huge time saver, but I'm actually against it being used in anything other than the EG run. it brings up the point "so you can walk through walls, why not do it at the first possible place and skip right to ganon?" I feel like it would, if used throughout the entire game make the run unrecognizable and not as good since Link would be off screen most of the time. my vote is not to use it, despite being kinda cool.
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sleep deprivation = eyes can play tricks on you. I'll have to watch later, but I could have sworn a dabble of sloppiness, especially in bumping into a lot of things. But overall pretty good.
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We got one confirm and two uncomfirms. OmnipotentEntity is tackling his favorite Exploration Glitch run (and has many nice frame savers, and not even in the castle yet!) hopefully dezbeast's glitches gets Erokky on the ball with any%, though I won't speak for him, and 100% is a big question mark. There's a few candidates for taking it on, no concrete word on it yet.
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Hm, do I pronounce this right? Nitsuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuujaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!!!!!!!!!!!!!!!!
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Post subject: "In Ten Years, This Player will be...."
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Well, high school yearbooks have it, and now we do too. if you were to guess what your favorite member/player is doing/will be doing in ten years, post here and your rationalization.
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Congrats for beating the WR. Shame on you for submitting it as a run. Honestly, there was no need to. My own run is in the works and should meet all Mario Kart 64 needs that TAS members want; this .m64 doesn't even beat the course so fails the rule in ending input to see the end credits, and is too much of a "pride"movie. If you had wanted this to be in the concept demos, maybe a full run through an entire course. Heck, 16 time trial full run through I can see as a publishable run. I've nothing more to say, the best of what I wanted to convey has been already well stated.
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dezbeast wrote:
So far, I'm aware of 2 that save a significant amount of time. One is the right+up+left that Omni does in his glitched run. Not every stairway you do it makes you disappear into the stairs. You can also do it going down stairs. The next is the right+down+left on single steps which causes Link to move one pixel per frame while going down steps. The other 2 timesavers I know of only save a frame here and their and is complicated to explain, so I'll leave it at that, unless you really want to know.
can there maybe be quick .smvs showing how to do this and which stairs these two tricks work on? I've been trying to picture it in my mind's eye and can't quite seem to do it. I assume that in as early as Hyrule Castle that these stairs glitches can be put to use, as well as pixelporting through all doorways?
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Don't glitch too much kiddies, or you'll get stuck in walls! So from 5AM to 7AM I was noodling with pixelporting, and the teleporting, and all that good jazz. well, I must've accidentally did the exploration glitch somehow, for I wound up stuck inside the walls, not underneath. what's most peculiar is how the room layout becomes confused... it has set parameters on where it thinks the walls should be, hence I can walk through some walls by find barriers in others, and I climb the stairs before I even touch them. of course, I enter the next room and get stuck, which is no fun. So it seems to be some bizzare cross between the normal exploration glitch and teleporting, because the room transitioned completely normally, and I wasn't totally free to roam where I wanted to. Anyways, this was all a big effort to kick ALttP into gear again, in the hopes that random glitch finding/optimization finding (I gained 1 pixel! boo yah! which actually means that Dezbeast's "up to castle door" is incredibly tight; I tested so myself) would either get the any%, 100%, or both back into action where it belongs.
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Not bad... some interesting applications come to mind when I see that, most notably using it to set up many different attacks against one tough enemy as you enter a room, so that when you reach it you'll backdash right through it. Bummer that it only works with that one soul. How's all-souls coming along? (I wondered about your recent 1 minute WIP that skipped a few souls that you had gotten in the previous 3 minute WIP... some souls that would help with the dealing of damage, like enchanted arrows... I'm sure there's a good reason you skipped it.)
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someone else will encode it for you. N64 games usually fall under DeHackEd's wing, and if by some chance he can't get it to work (like how Gex 64 almost didn't work) I might take a stab at it. I will make encodes of all WIPs, which should be 3 more to go. (when you finish Mecha Castle I expect you to be submitting, not posting the WIP here!) unless you decide to keep the later chapters to yourself, it's up to you. Hero: many N64 games do not run at 60 FPS; some even have varying FPSes (!). This one does run at 30 FPS, so each frame is like 2 NES NTSC frames time wise.
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By not misspelling people's names, for a start. :P jk haha, actually I use H264 codec, and I have lots of patience as the game's slowed to a 4-6 FPS speed. In order to get the truly great quality publishable movies on this site, you have to do multiple passes and other stuff I don't understand, so I just do one pass with H264 and it comes out pretty clean, which is good for WIP purposes.
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encoding AVIs made it come out in real time, so I'll try and make encodes for the wip so far, but it'll take a while because H264 encodes slow, and even more slow because of my lag... but will post the AVI of both levels when I finish.
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Looks like no one has even mentioned about TASing it yet, so I guess it's up for grabs. before you start I'd recommend playing it fully throughout, and seeing if there's anything special about this hack that separates it enough from SMW or SDW to merit a TAS. Things to look for: -Do the environments allow for constant fast movement, or do you have to constantly stop moving? -is the game laggy (like SDW?) -are the level layouts VERY different from SMW, or are they just the same levels but scrambled a little? -is there anything new or exciting about gameplay/items?
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well, i got Glide64 ++ working. (and accidentally may have overwritten my other Glide64 plugin- oops!) but the in-game lag remains. my VI/s still sits at 30-40 range, when it should be 60. it's as if the game is in 50% mode, except permanently and only during actual gameplay. during cutscenes and such the speed runs fine. I even set the plugin to use specific microcodes for Yoshi's Story, still no luck. In the end, it's still no loss if it doesn't work for me. It's not going to ruin the run if I can't properly watch it (it only would if other people were having the same problem as me.)
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the last time I tried fiddling with my settings to get Yoshi Story to work, it ended very badly. Majora's Mask suffered especially. :-( I guess I can watch it with major slowdown, since I've seen the whole speedrun, seen Hero's wips, and know what to expect and such. And my plugin problem is more that I downloaded Glide64 wonder ++, have the .dll in the right directory, and it still doesn't appear as an option to select in mupen.
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Snakes on a Plane lvl 1 AVI for some reason, H264 is incredibly friendly to me for this game. Some other N64/SNES movies I encode easily have audio desynch, but not for S+P. hm. lvl 2 is gonna be hell to hit everything.... when I was trying the bird section, it should be no different from the first level where beetles are flying in from one side, you just need to in frame advance keep an imaginary line and shoot the next bird that's coming towards it. what will be hard is keeping it in the left upper corner for when the cockroach things come over the wall. I'll try a little more with TASing the bird segment, but I can't guarantee good results since I still need to re familiarize myself with TASing it.
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I still don't like the emulation of Yoshi Story, but watching your run with major lag (probably wrong Glide64 being used, I downloaded Glide64 wonder ++but it wasn't selectable will try to get that working later) it still looked pretty tight/optimal.
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Didn't like the camera spaz at the bowser fight (and in general, I like the camera being panned out farther, rather than close up more akin to FODA's run) but good stuff regardless.
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Michael Fried wrote:
http://www.youtube.com/watch?v=0sh9H5UWqek
Tee Hee, you can hear him rapidly pressing the A button in the background, that's kinda funny. redid the 2nd Walrus means I need to go and make a new savestate :-/
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Competition! Which is good, it creates perfection, which is nice for a very unknown game like this. I saw karterfreak's 3 lvls, so keep at it the both of you!
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The Arena was real fast, and nice skippage of the boss fight!
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PM'd. nope, no vids, no more revealing tech until the WIP of the course is done. I'm uploading everything we do that doesn't get incorporated anyways, which I'll share when a course is done to see what other unique ideas were considered. Almost done with MMF lap 1. Gotta tighten up shrooms, and test fastest way to navigate the moles, grab the last shroom, and head to the finish line. It'll speed up once I complete the 1st lap, because each lap is the same, so I'll know exactly where to go for the remaining laps. I apologize for it taking longer than LR, I've been majorly distracted, unmotivated, an occasional existential crisis every now and then. But now I'm motivated again, I have a lot of catching up to do, SMK and DKR got way ahead of me. Oh, and even more stuff Weatherton and I have cooked up makes the future courses all the more exciting. I can't wait as much as you all, because once KTB is reached, BAM things get kicked up a notch. Edit: Oh, and these guys piss me off:
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bkDJ wrote:
Everything looks great. Any reason why you waited so long for that last boos in the second boss race?
yes, as with most racing games uphills slow you down. taking the uphill shortcut is a very steep hill, and the boost strip from the first race is not there, so it's better to save up two boosts for such a climb. will get to watching tonight, but of course I know I will like it. edit: I want a hovercraft like that for when I go sledding :P is the sidewinding faster? the CPU fighting in the icy room was real fast! some parts looked a teensy sloppy (explaining why it was done so fast), but nothing to redo over. Overall, it's looking way tighter than your first attempts, so this is a keeper. keep up the good work!
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