Posts for Comicalflop


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looked great. my only complaint was when you entered the JRB room, right after BLJing through the door, you're facing backwards, and it takes like a second for you to turn around and start long jumping towards the painting. besides that, looked real sharp.
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Post subject: Re: Diffrences between (E) (1.1) and the used (U) (1.0) vers
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Arne_the_great wrote:
I was playing the Eu version of SMW and noticed that the speed value was 63 and realized later that it was because it run on 50 frames and I started testing if the E version could've been faster and it seems like it is. 63 * 50 means the speed is 3150 per second on the E version. 51 * 60 means the speed is 3060 per second on the U version. So the E version is indeed moving faster I also noticed that on the E version you can Jump a bit higher/longer, for example the first castle before the door you can jump over the whole gap without grabbing the net. You do also "fly" higher. Edit: Btw, THIS should be faster at least. I bowser could be faster on PAL too. I don't think this could save any time on the any% but it might save time on the full.
I see here a bunch of version changes that leads to strategy changes. quite simply, I see a version change leading to 5 or most likely more seconds saved in the 11 exit. the 11 exit was improved by 4 and then by 3 seconds using [U]. I think this discovery should merit a TAS, maybe not obsoleting the current run, but definetly because a much faster time is achievable. based on what Arne has said; we have a few very slight changes in gameplay, namely faster speed, differences in jumps, and higher flying. All of these strategically change how the 11 or 96 exit will turn out. All levels can have time saved from increased maximum speed; not sure about the water level though. The Bowser spikes can be surpassed, which saves seconds alone Higher jumps can lead to some shortcuts, or to not lose time; YI castle comes to mind, with the one lava pit that is just too barely long that you have to grab the screen wall.
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looking good as always! sorry about the roommate...
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yay! thanks. good thing for me Spawnship and Rith Essa were short levels, or else I'd have to go back and forth between Marsmallow's vid and mupen every 10 seconds. I don't mean to be nitpicky, but... is it possible to upload every map left, and previous maps all in their entirety? as soon as I finish Eschebone and Mizar Palace, it's time for Tribal fetch quest, and I'm going to need every map of every area. sorry to ask so much from you; you've done a great job with the maps so far.
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downloaded tor, and using ircatwork.com seems to be doing the trick. don't know how, but here I am at UMD on IRC. thanks for all helps guys! I hope this works fully and that it won't magically disappear.
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back at college, and back to square one. I was given this website: http://ircatwork.com/ on the IRC a few days ago and I can connect to IRC through that server. the only problem? I can't quite join any channels. joining #nesvideos seems to create a new channel where I'm the only member. my other idea, of which my brother gave to me, is Torpark, a branch of Mozilla that uses ips and connects through different countries. so in essence, a proxy. would this work?
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I sadly don't have answers to your technical questions. However: I am very pleased that you have adapted to the TAS Input Plugin (see? told ya it was helpful :P) and I even MORE pleased on the great amount of time you have saved in such a short time span, both in real time and in the TAS itself. 24 seconds? congrats!
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Mukki wrote:
I've tested out Rice's plugin, here is what my screen looks like -- http://s157.photobucket.com/albums/t48/slowiain/?action=view&current=ZELDAMAJORASMASK-1.jpg As you can imagine, I can't possibly work with this plugin. I'll be sticking with Jabo's Direct 3D6 1.5.2 as it has served me well thus far. If you were able to run my previous WIP using Rice where I used Jabo then there's no reason why you cannot continue to view my WIPs using Rice. This just makes it much easier for me...
That is most likely mupen turning green on its own, which has happened to me with JFG occasionally. unless the game ALWAYS looks like that when you use that plugin; then yeah stick with Jabo.
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I can confirm Rice's plugin to work beautifully for me and others as well. it would appear from now on that Rice is the plugin of choice for this game. Here is AKA's change of the .m64 to include Rice plugin as part of the movie file and here is a direct link to the zipped Rice 6.1.1 plugin.
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Mukki: do not worry about the encoding. for viewing purposes of WIPs, that was just fine. About the segment itself: excellent! the goron rolling was superb, as was skipping through most of the swamp in record time.
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Shadow Byrn wrote:
Wow. You're progress on this has been surprisingly fast! Waiting on AVI to comment.
Yes; unfortunately progress is going to slow down some when I head back to college. I'm *supposed* to not TAS at all, but in reality I'm going to TAS *less*. however, it's going to feel like the game really starts to drag on once everyone gets the upgrades and I have to go back and fetch all the tribals. And DehackEd isn't going to make an AVI until I kick Mizar's ass with Lupus, which won't happen until I beat Eschebone, the two mantis bosses, and Lupus's Mizar's Palace level. This is definetly one of the easier to play N64 TASes; all you have to do is have the right settings, delete the .fla if watching from the beginning; but you don't need to worry about the .fla at all if you make a savestate. Speaking of which: twofold. 1) zdk1, can you upload some more maps? it's going to be very important in Eschebone because I don't want to get lost, and I want to know what/where all ammo boxes are because there's shitloads of enemies in this stage. 2) is it possible to somehow navigate through the tunnels in Mizar's Palace without the night vision goggles?
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Ditto. Desynched right at fairy.
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Rith Essa. StarWars music ripoff! meh kind of level. short, some monsters to shoot. However, in certain sections I'm saving up ammo for Eschebone, which is why I did some of the things I did. Enjoy! Eschebone will take me a while to do. It's LARGE, there's tons of shit I need to shoot, plus the boss will take a very long time. and very soon I'm moving back into the dorms at the university, so that'll definetly interrupt my TAS flow as I move in.
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10 seconds vs. 30 seconds. hm..... I say skip the cinema, Joanna's humor isn't that great, and that's a cinema that I'm not particular fond of. screw the first mission I say and the problems it's been giving you. let the rest of the game get completely raped by TAS skillz.
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Hm. I think that you should, given the TAS guidelines, make the entire run be for fastest real time, and not fastest mission time, since faster mission time for the first mission is overall slower real time (I believe?) and you'd probably get a faster real time by optimizing what you had for the first WIP. Since the later levels do not benefit from using text skips to get faster in game time, and don't have such programmers with X-Ray vision I think this'd be a good idea.
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keep trying! I mean, you've got the PD avatar now and everything... plus you were able to get it before...
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yeah that was quick... no big rooms to run through. Lupus is in fact already on board, and better yet the Rith Essa landing animation is very short. I kind of wanted the full music in Spawnship to play, but I guess I'm too fast for that. but I finally noticed that planets are distored from not being in widescreen... meh. Rith Essa is probably going to be half running everywhere and shooting stuff. there's a lot of ground to cover, and a lot of enemies to kill. so it may be good. heck, a lot of the music in this game sounds Star Wars-ish.
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to answer your question about how often I use frame advance: it depends. I use a combination of my controller (USB controller, dual analog sticks, got from BestBuy) my keyboard, and the input plugin. I use Frame advance for a lot of things. when trying to run to places, I'll test an angle, go to real time to see if my character will run/bump into anything, pause, change the angle, try again until I get it right.
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which, as stated, isn't going to work, because the level design SLOWS DOWN quick ways in getting through levels, thus destroying the entertainment. just let it drop.
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Interestingly I was never that into SM in general. But after seeing your wip and some of the avi demos of the RBO, I'm enjoying it. the any% has been out of date, and as JXQ said your sloppy test run was faster than the current run. keep up the good work!
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Spawnship = LUPUS!! It's never Lupus! But once it was almost Lupus. Lupus! that cute dog that wags his tail and shoots up ants! Yay I finally have him. let me say this: controlling him is very different. the physics of how he moves/strafes/jumps is different from Juno/Vela, so that felt weird. This was a very short level, only 2:09 in game time. some killing; but I try to make Lupus act like a dog at the beginning on the elevator :P Oh, and I was able to activate the chest glitch twice. For Lupus, it means he won't howl, since he doesn't have arms to shoot the chest with the plasma pistol. I don't think it saves time when Lupus does it, but interestingly it's easier to do with Lupus. I STILL don't know what causes it. hm. edit: fixing the last room (the bridge) because I bumped against a wall.
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Flying through levels above enemies is boring. flying through levels while bouncing on enemies or in enclosed spaces is. confined boundaries/level designs that restrict flying but can still be went through fast without slowing down Mario are entertaining, such as castles. from what I've seen of TSRP and from MANY opinions of EXPERTS on SMW TASing, TSRP has too many enclosed spaces/level desings that slow down Mario's speed, no matter what you're doing. Topic started, discussed, and overall opinion stated, i.e. unsuitable for TASing. hopefully, case closed.
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three words: TAS Input Plugin. This handy dandy tool makes the time to make TASes go down (if you use it well), and the precision go WAY up. Play around with it. You'll like it, especially since it can hold down buttons for you (like holding down the c buttons to keep you running while you worry about other things.) Hope it helps!
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I can answer some questions, not all. before starting a game, it's good to test all of the video settings. I use gln64 for practically all of my N64 ROMs, and for Paper Mario there didn't seem to be any graphical problems at all. you have to be careful with savestates in mupen. making/loading savestates during dead input frames can be bad; I don't know if there's any dead input frames during battles, maybe before there is. (A dead input frame is frames that go by normally where you can;t do any input at all. In most N64 games there's two frame counters: the one on the left is total viewable frames, on the right is actual input frames.) Fast fowarding in mupen is holding down tab. but it's the slowest fast foward of all emulators, so some people have little pet peeves about that. so that's some questions answered. the rest I'm sure other people can provide.
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