Posts for Comicalflop


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wait wait wait stop. you just did 2 levels in one day?! holy fuck?! I have some MAJOR catching up to do in Mario Kart 64 then I guess... another encode on the way then gents... (damn that was too fast, looks like this game will be completed faster than expected, which is a very good thing.) VL1
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I think JXQ has the right idea, but the end result of 4 descriptive words don't quite sound acoustically appealing. Generally, 3 adjectives followed by a noun does not sound too good, plus there are other roles that members have filled. examples: -coders (which we already have a rank for, but those are just the official ones. we have some unofficial coders as well.) -game testers (does a new game work well, can a new existing game work better) -glitch finders -"TAS sometimes for fun" -critical analyzers of runner's progress -route planners -members from other places who casually insert their knowledge or do research outside of this site to assist runs -etc.
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KB1 CI2
Huffers wrote:
I tick "Use WIP1 timing", "Fake Mute Desync Workaround" and "Sync samples with sound CPU" I don't tick "allow left+right / up+down" or "volume envelope height reading".
I hadn't thought about it, but could this be why some people's ROMs are freezing?
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however, the more accurate answer is: "knowing the number of hours would make your brain implode." Although I think it's a safe assumption that the man hours from the real time testers/players is wayyyyyyyyyy more.
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Xkeeper wrote:
(S if it isn' tpublished yet?)
maybe WB if it isn't published yet?
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I was actually looking at the sidehopping and hoping you wouldn't say "wrong, wrong wrong..." so I'm glad you were impressed by it. It was a tricky process, at the end of each sidehop I stopped, and tested each individual angle that would just barely let me catch the ledge in the next sidehop. often times this meant Link was over air and just barely had his foot catch the ledge, which saved frames on its own because often he'd hop farther, start accelerating down, then oomp! catch the ledge and be farther ahead then if I had done another sidehop same angle. I hope the frequent angle changes aren't disconcerting on the eyes. I figured shooting the ladder is fastest, and will give me a chance to replicate this zip.
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I think climbing the vines is slower than climbing the ladder, because the vines are longer (despite maybe being able to save a few frames by catching the ledge earlier.) You also have to jump around the crumbling stone, instead of right on it on the way to the slingshot. I'll probably test it anyways.
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Main area in the Deku Tree. A pretty unorthodox way of scaling up to the room, but overall saved 0.75 seconds. I'll look into the ways of swimming under the level, yeah that has to be faster rather than going around. Will probably also use the deku stick against the wall store the damage and get Goham in 3 crouch stabs. AKA, do you want to fiddle around and see if crouch stabs can be kept for that long from the 2-3-1 room all the wya to Gohma? I'll also, once I get there, figure out a way to replicate zipping up the ladder in the slingshot room that I have so far been unable to reproduce. (*sigh* if only I was recording when I did it...)
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AWESOME. Why? you did a long boost off of Toad. I knew it had to be possible to do it off other karts.
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scooty wrote:
maybe the author working on this project could toss out a little WiP no matter how short? we like to have something to look at once in a while besides offtopic tripleposts =P
well, alright. This one will take the red line route, Corneria>Sector Y>Aquas>Zoness>MacBeth>Area 6>Venom. It looks like in the future Vidar and I will co-author this, since the red route has been proven to net a higher score than the other route. (Sector Y and Aquas were the big questions due to their real time normal low scores.) Slippy was killed off to manipulate the number of enemies spawned in Meteo; it's unknown how it'll affect Sector Y, but it is known that the killing of teammates does increase enemy spawns. Of important note: I have not touched this for a long time, and I probably will not touch again for a long time, not until MK64 is nearing completion. I really have to manage how many projects I work on at the same time. this probably applies to Vidar as well. We found nangosan who's been doing some TASes of individual levels. His work isn't 100% optimal, but for those wanting to see some more StarFox TAS, his 3 vids are pretty cool (Aquas especially with a new technique, Area 6 with nearly hitting everything, and good route in Sector Y.)
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that was a pretty funny glitch. kudos Vidar. I still like it every time Glover says "Shazam!" or "Abracadabra!" it's just so cute.
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supermegavkoy wrote:
Before I forget. I don't know if anyone knows this trick but you can beat the dinosaur running up the mountain by just driving around in circles behind the start. I did this playing the real N64 but could never redo it. Either way, it would be the fastest way winning.
This is the glitch for the race with the Triceratops. I just realized 33 minutes of encoding is slightly out of my league, especially since with my laptop encoding doesn't go in real time but in slow mo. (H264 would take me about 3 hours for 33 minutes.) I loved the wip, it was very tight/optimized. yes you have a lot more of the game to go through (2:37 for the speedurn iirc) but you seem to be beating the times and progressing at a smooth, fast pace, so this'll be done before you know it. I'd better get back on MK64 to catch up....
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I'll encode it when I get the chance tomorrow. Also tomorrow I'll PM you the exact name of the ROM used. Xenos: will look at it tomorrow. and OgreSlayeR: I am very hurt :( clearly you have not seen what Weatherton and I have been cooking up. MK64 is slower to produce, but I think you'll like the end results VERY much.
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I knew it seemed too easy. and thus begins the "this would work perfectly... but oh wait this needs to happen first/differently." ^_^ Oh, and finished getting up to and into the deku tree. (it synchs up perfectly, I checked.) Final time saved: 5.3 seconds. I'm curious if I can save any time inside the tree itself; I have a few ideas/frame savers.
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Precisely. Yoshi Valley will similarly suffer as well. Wario Stadium will be 3 aggressive flaps, which will likely be shroomless, or if needed there are item boxes on the other side of the wall of the finish line. DK jungle can also be done shroomless, and the item boxes are on the hill right where I'll be driving anyway, which is a bonus.
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I was going to put all 10 courses on youtube, but got lazy. I have encoded all 10 courses however, so for those that can't see the .smv's: MC2 MC1 DP2 DP1 CI1 BC2 GV2 MC3 BC1 GV1
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Post subject: bunny hood early IS a silly idea. Flop made a flop.....
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skulltula #92 should be gotten in crossing the haunted wasteland. Gold Scale should be gotten at fishing pond to skip the silver scale, same with YE's run. same if silver gauntlets are gotten, goron bracelet automatically gotten as well. I'm going to scan it for other mistakes, but so far looks good. I'm still undecided about Jabu Jabu vs. Dodongo's first, the boomerang really is a handy tool. Edit: bunny hoods aren't good for speed increases unless the game is MM... I get my games mixed up sometimes.
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Andypro wrote:
Hey, you switched to sidehopping over the blocks in the water. Great idea and nice execution, comicalflop! May I add that the amount of text you post daily on these boards baffles me. In a good way.
There's a few more sidehop strategy changes: 1) sidehop on the optimal frame, instead of every other frame. on flat surfaces, every 21 frames. on slopes, it changes based on angle, so I have to rerecord until I find the first possible frame for each jump. (interestingly, such precision should be made in any%; checking first possible frame for each sidehop in 100% will get tedious.) 2) sidehops are generally better than rolls. I've always suspected them to be, and proved so. The places where rolls are used, where the stop at the end is canceled, is still slightly slower then sidehopping. examples: -getting the green and blue rupee in the air, I sidehopped of the fence -after slashing the bush for a green rupee, 2 sidehops, then a quick angle change and one sidehop to the tunnel entrance -backflip onto the fence, and sidehop off, and off the cliff, and keep sidehopping in a direct line to and on the stones. 3) always always sidehop up and down slopes whenever possible, and off heights. much of my posting comes from being a chatterbox, having IRC to see when people post, and generally having the forums open in my internet browser most of the time. I've never heard Link's sidehopping sound get canceled. it's always "ha! hup! hup! ha!" But I can't write Adult Link's sidehopping in words... maybe "Taet!"? Edit: Acryte any word on stealing rod? I'm waiting on the verdict to determine if I'm doing any% or 100%.....
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This is the 4 seconds saved in 40 rupee route.
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Raiscan and I had troubles up the wazoo getting this game to run somewhat normally... what ROM/plugins/settings do you have?
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Even if the hover boots are equipable, bottle adventure stuff isn't reversible right? so we'd have hover boots, but a lack of other items to use. BA to me seems like the last thing to do and then head over to ganon, rather than in the middle of the run just to gain access to one item. edit: I just found a youtube video "reverse bottle adventure (playing with equipable items)" which probably can undo BA's effects. but still, stealing the rod just to get the hoverboots doesn't to me sound like a good time saver.
mwl wrote:
GuanoBowl wrote:
im not going to work on OOT right now because of this new trick. I have a feeling that if I get anywhere, it will happen.
If we somehow get this to work, the new route and the current one diverge after Spirit Temple (as a child). Add on Comicalflop's four-second improvement in Kokiri Forest alone (see the 100% topic) and the owl skip, and that's pretty much the entire run...but, of course, all of this is only relevant if the trick works out.
I myself do not want to improve the any% unless A) the new trick works or B) a few substantial route improvements are made. I have no intention to redo Guano's run 100% the same but with minute frame savings.
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4 improved levels is more than good enough for me from the great nitsuja. yes vote.
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looked real tight, and good to see you working on it again.
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I get this same desynch. Mario Kart 64 desynching doesn't seem logical, but mupen is mupen I guess.
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nitsuja wrote:
Yeah, I have a version of mupen64 with reset recording and some other fixes like with AVI output audio sync and that stupid raw input data bug. I haven't released it since I was planning to add more to it (especially emulation fixes) and since the resetting code probably doesn't work the same in Linux (which adds more work for DeHackEd)... But I haven't even looked at it for months, and if I'm going to postpone it indefinitely maybe I should just release it as is.
I mentioned this in IRC, but thought it best to post about here; this makes the run so much easier in so many ways. A whole new route does not need to be revised, the existing save warp route can be given TAS changes. If this gets implemented, what a relief. maybe faster than 5:45 could be achieved. Yautja, when is your next segment going to come out?
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