Posts for Comicalflop


Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Nach wrote:
2) Do the camera angles chosen hide details that really need to be seen. Meaning, do we hear Mario off doing who knows what, but we can't see a thing, or something similar.
This raises problems. What about already established games where the character does things offscreen, like in SMW, or the Sonic games? By those rules, they'd be rejected.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Congratulations, you saved 3 frames and made the camera-work worse. I'm sorry, but in Super Mario 64 you really need to pay extra careful attention to what angle you are facing so that the audience can not only see Mario clearly, but where he is going (Hint: facing the camera so Mario is coming towards us is NOT a good angle. Watching from behind at a diagonal is better); otherwise it is just way too disconcerting.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Questions should go in the Drill Dozer topic: http://tasvideos.org/forum/viewtopic.php?t=5389&highlight= Here's a submitted run, but it can be improved: http://tasvideos.org/forum/viewtopic.php?t=7190&highlight= My biggest advice is to check out Pekopon's Youtube Channel: http://www.youtube.com/user/PekoponTAS . he posted a lot of tricks for the game.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
It's also used in my any% run. Now that the J run is done and posted, I feel so demotivated about my WIP... essentially all the tricks and improvements I was going to implement are in there, so the surprise factor is now all gone. And I'd basically be redoing that run in U 1.1, except with a few improvements to maybe get a few seconds faster. It just feels like a whole lot of work on my end just to remake a version to submit here.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I vote this get douchiest/trolliest run ever cuz it screws up your emulator
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
In Misty Mine, is it possible to jump above the screen when holding the rope, like in the 101% run in the woods levels? Yes vote for reducing the old warp run in half. Btw, screenshot should be Expresso running in the caves
Homepage ☣ Retired
Post subject: new level done
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Finished 2-2 last night; so far 2101 frames ahead of mine and swordlesslink's attempt (We didn't get to 3-1, so no more comparisons). Hero was right, there was one less bubble holding a melon, but it wasn't too bad... I collected the singleton melon slightly faster, and it didn't take me much longer to grab the last fruit, which was right next to the rollie-wheel. Like maybe 1-2 seconds slower from that, no big deal. I still probably came out faster than the Japanese run, due to more precision, less slowdown, and a faster overall top speed. Edit: 3-1 done. Edit: 4-1 done. Edit: 5-3 done. One more stage to go, then submit time!
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'd vote yes if the minor improvements are taken care of. Just request for the status of the submission to be delayed, then work on improving it, then you can replace the submission file when you're done.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
In 2-2, the next fruit is really not that far away, so it won't be TOO huge of an issue. If there was a game-breaking glitch or physics change I'd consider using the J ROM, but not for the different placement of one fruit. Regarding 6-1 and 6-2, both are slower than Boo Castle, moreso than the 30 seconds needed to use in 5-3. The Boo room gives so many fruit, that it's worth the route detour. I'll have to see if that Boo room only triggers the heart due to lucky fruit collection (if it does, I may have to reconsider which lucky fruit I pick in the beginning... ulp)
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Glorious.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
The thing was that the command to reset that version of mupen causes Linux to crash. Years ago when I asked DeHackEd about it, he vetoed the emulator as being unacceptable for submissions. More N64 runs besides Yoshi Story would benefit from it, such as Majora's Mask, Mario Kart 64, Ocarina of Time, etc. but the current ruling on it, as I understand is that it's not allowed.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Darn. Oh well, so far I've been able to deduce what he was doing. And if I can't see exactly what he does, I'll just come up with something faster (which is what I did here.) I may take another look at the ending and try to improve it some more, then get started on 2-2, which is going to be a breeze compared to 1-2 since it's mostly going in a straight line and there's so little stopping to collect stuff. But 3-1? Urf. THAT'S not gonna be fun.
Kyman wrote:
You can in game reset? I really did not know that...
To clarify... resetting before the "Yoshi's are HAPPY" cutscene saves the SRAM and you can proceed to the next level after you reset. That would save time. But, you need the reset version of mupen, which isn't allowed on the site since it resets the emulator, and not the ROM, which is the opposite of all other accepted reset-capable emulators.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Just finished 1-2 last night, 286 frames faster than mine and Swordlesslink's attempt long ago. Found a couple more tricks along the way too. Edit: 31 more frames at the end saved, putting the total at 317.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
keatsta wrote:
This makes me wonder why we haven't seen a Canvas Curse run yet.
This is why.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'm with moozooh on this one. a score run will be far more rewarding than a time attack run. trust me, finishing each stage in less than 3 seconds will create a gameplay/cutscene ratio that is unsatisfactory. in a game like SMB, the more, the better. plus, calculating the routes for score is vastly more challenging, and you can use even more shortcuts and tricks. plus, some score routes use the same as the shortcut time attack ones, so it's not like you miss out or anything. do score run, you will thank me later.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I had thought about doing this game since seeing some speedrun routes for 100%. It's definitely TAS material. Have you thought about trying boost+jump? I don't know if there's quite as much delay when landing as boosting on the ground, but even if so, perhaps it'll save more time since you're spending more time being in 'boost mode' in the air, and thus over a longer time there's less delays.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
My run wasn't particularly interesting.... and neither is this. My feeling is that the GBA port of Super Monkey Ball isn't as interesting as the GC/Wii games. Once Dolphin is up and running, runs of those will be beyond interesting. This game? Not so much. Some of the reasons: -Graphics. The grahics, even for GBA, are very poor. -Playing speed: Not so high, and frame-rate isn't too excitable either. -Exploits- there aren't as many cool tricks and shortcuts and stuff as the GC versions. -Speed exploits. All bumps in GC are designed to increase your speed and do impossible maneuvers. in this game, all they do is slow you down.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
if you expect that redoing the entire run will yield new things, than perhaps a WIP would be nice. if it's going to look like nothing new except for the walljumps, I'd keep it secret for now. Good call on redoing after 1-5. 10 frames isn't worth redoing 4 stages.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
When you hold certain fishes above your head when underwater, you swim faster.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
When I have time I'll check my old WIP (and new one) and see how your times compare to mine. Not to be discouraging, but I have been working on this for a while (and still intend to finish it) and even found a new partner to help me out once I get back to it. New WIP: Chapter 1 Op 1: 4:55:01 Op 2: 4:52:33 Op 3: 4:49:31 Old WIP: Chapter 1 Op 1: (obsolete) Op 2: (obsolete) Op 3: (obsolete) Op 4: 4:44:57 Op 5: 4:36:41 Op 6: 4:50:72 Chapter 2 Op 1: 4:50:73 Op 2: N/A Op 3: 4:39:58 Op 4: 2:54:25 Op 5: 4:35:62 Op 6: 4:53:01 I can't seem to download your LUA script. It seems that our Op 1 times are the same, my Op 2 time is faster than yours, and your Op 3 is faster than mine. Your times are also faster than my old WIP (but that's to be expected). Perhaps you could come on as another partner, same as FanofZelda... Edit: What are your settings? When I play back your .DSM, I get a time of 4:54:88 in Op 1, 4:52:06 in Op 2, and then it desynchs at the beginning of Op 3. I'm assuming you use 9.6, but what are the settings? do you have BUS timing on or off?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I've done a little bit of TASing early this semester into DKC2 any% using 1.1 (in the middle of Krow 20 frames faster with 1.1), but before I go any further.... is it absolutely impossible to do all the new glitches using 1.0 ROM? I can hold invisible air in 1.0, but is all of the crazy warping only possible in 1.1? This is kind of important because in 1.1 the infinite team throwing glitch does not work as well (hard to describe but after the first jump, you can't gain height), so that would cut out a few potential shortcuts I wanted to test (namely in Bramble Scramble.) If anyone definitely knows the answer to this or can make a quick test, that'd be appreciated, so that maybe soon I can get started on this again.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Is this tool assisted? it certainly looks it to me...
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Sonikkustar wrote:
p.s. This should take DKC2's 102% star when done. ;)
No it shouldn't. Will try to watch the testrun later if I can.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Atma is working on UtK2. And Since we're aiming for fastest time with all Cools, score does not matter. This is reflected in how some ops in UtK1 won't have an S Rank, despite getting all Cool's. (In fact, one of the operations, I only got an S rank because of a strange glitch I discovered that's applicable only to that operation.)
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Pretty accurate.... but still slightly slower than my times for my current WIP. But closer than anyone else. I'll shoot him a message, see if he wants to be partners.
Homepage ☣ Retired