Posts for Comicalflop


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it'd be interesting to see silent_slayers if you can find any alternate star methods that are as testable as this one.
asteron wrote:
"L0Lz!1 U got 4STER0\/\/N3D!!"
that phrase is going to be comicalflopped into nothingness. so bwahaha.
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I have media player classic and it works fine... since you have all codecs, I don't know that the problem could be.
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well, I couldn't get an upload to work for the 'start from savestate' movie I made, so I'll describe what I did. Oh, and I suck at TASing this game apparently, so if I could somehow get the .m64 to work/uploaded don't laugh at my n00bishness. (I'll try and see if I can post the .m64. edit: see bottom, the 2nd one desynched, and the 2st one won't play for me.) I tested sidehopping in different ways- up slopes, down slopes, and a few other things. I compared the sidehopping of MM to OoT, and there's very slight similarities and differences, especially if tool assisted. when I redid I used 75% speed, and got very good results. bottomline, use sidehops, because I was able to replicate the same sidehopping results as OoT. here's what I found. up slopes- normal, slight angle: maybe because I did it in real time, but on some angled slopes it was a few short hops in a small amount of time, but turbo didn't work so I had to button press really fast. it didn't get a lot of good results, which is probably due to me not using tools. edit: after using tools, (75% speed) I was able to scale 15ish degree slopes very well, and fast. up slopes, really steep angle: I was able to scale up these incredibly fast with sidehops. the degree of when even in realtime that the speed increase is notable is around 35 degress above the horizontal. horizontal, no slopes: Link sidehops just as fast in OoT, so could be better than a roll if backwalking and then needing to readjust without needing a new angle. best part: on frictionless surfaces, Link can immediatly sidehop in the opposite direction that he's facing. I was literally able to on ice sidehop back and forth without feeling any frictionless affects. I might try and redo the .m64, and I'll try and post my results. edit: hm, made another one and it desynched. and I did some testing using slowdown, and was able to get much better uphill sidehops. in general, I found sidehops in this game to actually be very close to that in OoT; so here's some final pointers. use it for uphills, especially steep ones, or where you would normally readjust yourself and backwalk up it (like the hill just before the ice crystals in Termina field). If it's at least a 15 degree incline, I would suggest to try to optimally sidehop up it, and test if it's faster. if it is 30 degrees or higher, I highly recommend sidehopping up it. I got pretty fast up very steep hills; you can get much faster with frame advance. use it instead of rolling to make some adjustents, where you'd need to move to the left or the right some; use rolling for backwalking at a different angle. since you're good at testing a lot of stuff and finding fastest paths, I highly recommend adding sidehops to whatever testing you do for finding the fastest way to get somewhere. with full TAS tools, Frame advance and savestates, I'm sure you'll get even better sidehop results that I did.
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alright, so no more savestates. I was posting them because some people can be lazy and this is a long movie, but I guess that'll make it easier for me. about the sliding doors- they really are very, very slow moving. so much so, that I do not lose a lot of time by hugging them, because Juno can walk underneath them as they rise up; yet in such a long movie, it really won't add up to too much time, because it is only a few frames wasted instead of, say seconds. Juno actually slides a bit when he stops his movement, and takes a bit of time to regain full running speed, and it is just generally easier for me have him slide up against the wall a bit and then readjust his direction so that when Juno finally goes through (after a minimal amount of time) he'll go in the right direction. but in the future I'll see if I can find a way around it, I can't remember if Sekhmet has fast or slow opening doors.
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Mizar's Palace done savestate Do I need to keep putting up the savestate, or can people start making their own from now on? just a teensy bit difficult to upload the savestate as well... ok, this took way less time than Tawfret did. It's a shorter stage, more tunnels (bleh makes straferunning hard) and has few bits of stuff that I should justify, not as much as Tawfret but a few pointers. Everything is done for a purpose blah blah everyone knows that one. Here, it's to keep Juno/Floyd moving constantly. Therefore: I do not bump into anything I do get hit by enemies I do brush up against enemies and take damage but none at the cost of time. whenever certain enemies would impede my movement, I generally blow them to smithereens. also, if there is a very entertaining kill, I'll do it. others are ignored/run past/brushed past. the 4 yellow colored drones actually give up immediatly, but I thought it more fun to make them explode. They do not slow me down since they have no will to fight, but they enslaved defenseless tribals, they shouldn't get away with it. also gives the creepy crawlies in the room something to eat. Tried to do things fast (saved 26 seconds in the first area cleared) with saving tribals (again with their lovely hit detection) and squeezing past enemies. Now, the Floyd mission. boy was it hard. I had to use a combo of slowdown and frame advance to get this to look good. the controls are SOOOOO responsive, so it was very tricky to get it perfectly angled. But: I never stopped, never slowed down. Finally, on to Vela! Time for two huge levels in a row :( for Sekhmet: should I skip the machine gun and save 2ish minutes?
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you know, I could probably take Mukki's WIP, stop it at the hilliest section just before the goron village, and test sidehopping up hills, as well as using sidehops to set up better angles for more backwalking. of course, I've never TAS'd any Zelda game before, but I'm just holding Z, moving sideways, and having turbo A for ease for me. shouldn't be too hard. I'll get on that tonight hopefully. edit: oop not tonight, tomorrow morning probably.
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asteron wrote:
AKA wrote:
Its only fractionally faster, because I'm able to initaite the turning earlier, through doing less BLJ's.
Ohh nice, very cool
This is what I meant, just didn't know how to express it not knowing too fully the mechanics of it.
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I was able to watch the enitre WIP, thankfully. I had to savestate once to get through the bomb shop successfully, but it all worked out. AKA's trying some hex editing to see if A is pressed on the wrong frame. I actually have a lot of, sadly, negative feedback on this one. and this is not to put you down as a TASer, but Mukki I'm not entirely sure if you are doing the fastest form of movement all the time. let me explain, by using the published OoT run. Backwalking was used a lot in OoT, for all sorts of movements. straight backwalking, sidehopping, and making tiny adjustments. Even tiny little distances Guanobowl used backwalking, and in very precious few instances did he not backalk, when he tested it to be faster. When I watch what you have, it seems to me that you aren't really testing what is the fastest possible form of movement for that particular time. the superslides I'll avoid, because you actually have been doing those fantastically. you've got the backwalk while holding a bomb perfect. But, I feel like you're using too many rolls, and not enough sidehops. Sidehops are faster than backwalking on certain slopes. when I watched Guano's original movie, he used sidehops only on very steep slopes, going either up or down. with his recent WIP of his revision, I noticed that even for the not so steep slopes he sidehopped, leading me to believe that he tested thoroughly and found sidehops to be very fast indeed on any kind of slope, and they are very fast to set up. When I watched the entire mountain/goron village segment, I constantly was getting the feeling that time can be saved by using sidehops more often. I know you used rolls occassionally to move around corners and angle yourself better, but you did not use sidehops at all, and both villages have a lot of slopes that would make sidehopping very fast. I'm not trying to suggest that once out of desynch town that you're being sloppy; what you have is good, but it can be faster by studying more of the OoT run and seeing exactly how Guano moves about so fast using mainly backwalking and sidehopping. However, I am quite pleased that you seem to make progress very fast especially now that you were out of town; however, I'd suggest a redo starting from... when you start going on the bridges past the wolves, I think that's where using sidehops begin to get beneficial to use, especially since you spend a lot of time readjusting in between each bridge. and in goron village, I saw slopes ALL over the place. so that should definetly be a good spot where sidehops can improve the time. sorry for the extra long post, I'm proud that you've come this far, but I think a redo is needed so that you A) get a faster time and B) get used to the faster movements of Young Link.
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yeah, I thought the lobby glitch first was intended to save time, and yet here I see you go straight to BoB... It's hard to tell (the AVI quality was very poor I must say) but it seems that the way you grabbed that star is faster, because you take less "teleport hops". (only two hops I think, compared to 3-4 used in the current run. let the 16 star competion begin! FRAME WAR!!!
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not in campaigns I don't think (that'd ruin the experience wouldn't it?). In multiplayer you probably can.
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did some more noodling with this, here's some thoughts: like JFG and a few other N64 games (Majora's Mask, Command and Conquer), it keeps save data in a .fla file in the mupen save file directory. I think this is what was causing me to desynch, but I'm not 100% sure. it could still be a desynching game, which would be frustrating for everyone, but I only found out about this game having a .fla file later on after I abandoned this. going into the menu and selecting fastest speed is a must. it does not get the truest speed that is attainable on the PC, but maximum 100% speed is doable in the game, and should be done. To get around the "stop to attack enemies" problem: for the very patient TASers (for anyone who wants to try this, I highly recommend it as the end result would be very good) there is a mostly successful way around this: when a unit moves along beside an enemy, it will stop to attack, pressing 'move' (one of the c-buttons) every other frame has a moderate chance of it working, sometimes the unit will pause for 5ish frames, then keep going to his destination. HOWEVER: by not pressing the c button every other frame, and waiting, and within a 10 frame range- 5 before the exact frame that the unit stops, and 5 after- pressing the c button on one of those ten frames, the unit will actually skip by. it'd be frustrating finding that exact frame to tell the unit to move and ignore the enemy, but it is there. Sometimes, a unit will just walk too closely to an enemy and will be overwhelmed; if a moderate distance is kept, and finding the exact frame to press 'move' to make the unit ignore his/her urge, it should work.
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did some noodling- worms armageddon, though having very difficut controls, is just begging to have perfectly aimed shots and enemy manipulation. some shots made against enemy's would definetly have huge WTF factor, especially if timed just right- imagine the computer's impossible shots being done by a TASer, except done rediculous fast. another one is nuclear strike 64. blowing stuff up while riding a fast moving helicopter- could be pretty good. controls are easy/pretty responsive, the camera is overhead and moveable so a good view of the map. would require a lot of planning however, with limited ammo and refueling.
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I just think normal high score is the only run that's needed. Vidar's gotten higher scores than hard mode, and 100% is boring because boosting through the game takes ~30 minutes with the fastest route, and doing that 3 times is tedious; and most importantly, shooting eveything in sight is WAY more entertaining than fastest time. I tested turbo C buttons... and boosting works much better with fast use of C more than braking, unfortunately. turbo buttons actually do precious little to none in this game- turbo firing, turbo C, all does not register.
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well, Vela's boss I think once I destroy the appendages that she (the boss) flies around after her BIG ass is destroyed, and I have to shoot her then.... no invulnerability periods, so full out tri rocket +floyd then. those mantis's I think were rated as one of the toughest bosses to kill in any N64 game, I'm supirsed that Marsh did such a very good job in his run. He ran out of rocket ammo, but that's to be expected in such a long boss fight. do the glitter things apply there as well? suckage if it does. DeHackEd and I are trying to think of the fastest way to beat Mizar both times that he's faced. there's shoot the face, ignore appendages, shoot him in the back, etc. but even the first Mizar fight is a long way from now, so won't worry about that at the moment. (I still don't get why Lupus fights him alone, Vela and Juno can easily help. I mean, they're right there and there are spaces for them to walk through the fire pillars. 'ooh, better let the mutt face off Mizar on his own, while we drink martinis in the background') Mizar's palace is coming along WAY faster than Tawfret. I'm almost done in the tunnels after falling through the hole that has the fire, which results in a cutscene of Juno stupidly hitting the floor and passing out. After those tunnels I believe is the Floyd mission, then the pyramid appears, and then on to Vela in Sekhmet!
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how do I play this? I only have a .ips file from the download, and don't know how to patch ROMs
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That was Floyd shooting at his fastest, which is every other frame. It came in handy when shooting at multiple enemies in the same spot (flying drones) so that I never missed, and his single shots are powerful enough to kill snipers in one hit and normal drones in 1-2 hits. The gems collected inside all happened to be in the way. outside, I had only really a spare 3 seconds, because I also grabbed full sniper/tri rocket ammo. I have to grab a bunch of gems in Mizar's palace to recover, especially since getting into the lobby I suffered a lot of hits as well. Marshmallow ran straight, and jumped and turned occassionally to avoid being hit, but I side sniped two drones with Floyd and ran in a straight path, ignoring all damage I took. Hopefully there's a gemini heatlh upgrade or a bunch of gems in Mizar's lobby, or else I'm going to have to actually be careful about who hits me when. taking damage to save time is an ok tradeoff. what I was really disappointed about was that only the glittering appendage could be attacked. that, well, sucks to be frank. I hope that the future bosses can be beaten faster than this. and hey, the mantis boss fight? that's going to be a barrel of laughs for me to do! haha! (not)
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I just talked with Vidar a week or so ago (hope you don't mind me mentioning this here), and Sin and Punishment has kidnapped her attention. so in essence, this run is 'up for grabs'. For anyone that wants to try this: Corneria can be improved, so it'd be a good idea to start there. talk with Vidar about where she thought she could imrove the score It's a very difficult game to TAS, so keep that in mind. lots of stuff going on and things to shoot. I've thought about what turbo boosting and braking looks like in this game, so I'm going to try that to see if it affects braking or boosting significantly. For each part that Vidar hit the brakes to bilk out points on the empty ground or buildings, try to brake first from further away and start shooting that area and then break again right next to it; you could potentially get 2-3 more hits in that way. Good luck to anyone brave enough to try it!
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Who wants a complete massacre?!?! Caste+Boss i.e. Tawfret done!! for those who hate mupen rewinding (savestate) I am quite pleased with how the castle turned out. I apologize for it taking so long; first I had to learn how to use Floyd, then there were some days where I couldn't work on it, but I think the wait was worth it. here's some descriptions/explanations, because there's more to this slaughter than meets the eye. Watch this section many times, then watch it a few times in frame advance; otherwise you'll miss something. overall I saved 2:12 compared to marshmallow's castle. in general: Floyd, Floyd, Floyd, Floyd! ok, Floyd. Hooboy is he fun, and Twisted Eye was right all along; he is a great time saver. Being able to shoot two different things at the same time helped in many ways, from saving ammo, to shooting enemies in the sky to not have to resort to the machine gun, to sniping guys, shooting drones as I strafe past them that are out of reach without Juno aiming, and just pure mayhem. I strafe past enemies and let Floyd hit them to save time. in the third room, I complete it so fast that there's not a chance for more enemies to spawn. everyone that remembers this section well will remember hoardes of flying drones coming in; not here! Do I bump into stuff? no. it may look like I do sometimes, but I don't. movements here are very optimal. section by section there are 5 main sections: the castle gate, the first room, second room, third room, and the boss. I'll go into each in detail. castle gate Floyd time! unfortunately he doesn't get much work here, picking off the flying drones. (I love the sound of his rapid fire!) Juno is able to take care of all the others, the two big guys which get owned by tri rockets and the 4 drones on top of the wall; one tri rocket kills two at once (you'll see me do this if possible in the enitre run; I do it once more inside the castle) and the sniper gets the other two. once all the enemies are killed, I have to wait 10ish seconds for the gate to come down, so I grab full sniper and tri rocket ammo, then I jump onto the bridge as it comes down. room 1: this room is loaded with enemies. Floyd sniped the first sniper as I strafed past, then I paused to let Floyd kill the flying drones; I snipe one drone on the ground, then switch to plasma pistol (because the green sniper drones are incredibly weak), wait for Floyd to finish killing the flying drones, snipe another sniper, then sniped two snipers using both Juno and Floyd for them to die at the same time, then strafe around, tri rocket a big drone and let Floyd handle two hiding drones. room 2: strafe by and let Floyd kill 4 snipers in a row; I use Juno to look up and around, because Floyd's crosshair is locked with Juno's view. I head shoted a drone with a machine gun and let Floyd kill the other, then tri rocketed into near the door to make 3 drones completely explode, then turn around and get the remaining flying drones. (again, there are more flying drones in this section, but killing them all faster than the game intended.) I turn around and clean up, because one drone is suffering, and Floyd can deal with it without losing time. I then play around with some weird JFG mechanics- I do a wall jump of sorts, and get a huge jump boost out of the water. This saves a tiny bit of time, but is mostly meant to show off some weird glitches with JFG. may come in use later. room 3: strategically different from marshmallow's run; I skip the gemini health upgrade, and go about killing all enemies and collecting all the tribals in one sweep. Of course, I missed one sniper who was at a bad/high angle, so I kill him when I come back towards the life force door. more tirbals collected by barely touching them; and this place has two cool/funny moments; tri rocketed a drone off screen and tri rocket overkill: this poor drone's head was only visible for 2 frames post explosion; it was never seen again. Boss: collected full tri rocket ammo. did NOT use Floyd for the first 4 rounds, because he actually didn't help. One tri rocket blast was all it took. Unfortunately, I could not make this fight any faster. The boss was very strict about being hit on the first possible frame and no more than one appendage at a time. So, I instead hit him on the first possible frame at all tiumes with a perfectly placed tri rocket blast, tried to ignore/lessen/avoid (whenever the situation allowed) damage whenever possible; whatever I do; ignore the shockwave, jump over, or lessen dame by jumping a bit too late- was done for a purpose. then, at the end I call in Floyd to kill him faster. I am pretty positive that this is the fastest possible time to kill this boss. Phew. That took way longer than it had to, but the castle became an orgy of shooting, guts, explosions, and everything good. Enjoy! now I start the less exciting Mizar's palace.
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someone on IRC mentioned how the clock town has more expansion pak demands; that might be it. But, that makes things MUCH easier for you I can imagine. As always, I look foward to the rest of this, which should come along faster now that you've left desynch town, population: not Mukki anymore
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Thirded. (because seconded was taken.) I like how the crabs just baaaarely jumped over you as you passed them. The superslides were much better, going through the ice was much faster, treading through the snow was good. also, now that you are out of town are you experiencing less/no desynchs?
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JXQ wrote:
Wow. I think I'd rather watch an N64 run before a SMW walk-through. Maybe.
Bah Humbug! you don't give N64 TASes enough credit methinks. I know, I read your reasons in the 2D OoT for disliking N64 TASes, but still, I feel so miffed now. this'd probably be more interesting that the concept demo walkrun of SMB. Not something I'd add to all time favorite movies, but still a good chuckle.
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The first backwalking bomb looked good I thought, but the second one I agree wasn't perfect. I'll keep fiddling around until I can get this WIP to play correctly for me. but Raiscan has it working, so that's good at least. (speaking of which, nice AVI.)
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would be two; I'll take the time now and see if it works for me. I'll edit and report what happens. Edit: Got out of the bomb shop... and desynced right after the bank. I'll try again doing different things until it gets it right.
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I noticed a lot more sidehops were used, in places that had only backwalking in the past... were sidehops faster in those areas? is the angle of slope, when even that small in those instances enough to make sidehops faster?
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The castle is so far a very beatiful massacre, barely 1 room in and there's just bug guts everywhere. I've picked up on Floyd's controls quite nicely, and everything is going quite smoothly. Don't know when I'll be done with the castle, but it MUST be reviewed in frame advance after you normally view it- there are too many kills that are quite simply not visible to the eye. Edit: Boss time!!!
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