Posts for Comicalflop


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I can probably upload a copy of my .ini file for you to download; otherwise, I think redownloading the emulator should be fine, there's 4 download links at least one of them should work.
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wow that video was really good. that should definetly be used. you gained a lot more distance, and the turning was extremely nice as well. if rapidshare is down, try mediafile.
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DLH112 wrote:
I think petrie means to pull the bomb out earlier so when you do the superslide you don't have to wait for the explosion.
I remember seeing something on youtube where Link dropped bombs from doing a backflip, he'd drop the bom at the height of his jump and the bomb would drop down, no needing to pull it out and drop it. Is that what you mean?
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The last superslide did seem rather short, now that you mention it... waiting out the superslides like he did was fine. you have to be close to the blast for it to work, and the distance range between being next to the blast and as far away from the blast is possible is very minimal. I'd have to look frame by frame at the crystals, but aesthetically it looked fine, clean, and quick.
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well, I've recently seen it, and: slightly better swimming, nothing major better red coin pickup, most were the same but a few were good strategic changes the eel baiting for the first star was actually significantly better, there was a minor glitch where Mario was looking away long enough to prevent the eel from moving left and right before coming out, and he actually came out faster than intended. when Mario looked back after a veyr shot period of time the eel was completely out.
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antd wrote:
I am not making a run for this site.
That is quite saddening. nico's run deserved publication, and your improvement would be a more than welcome addition.
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minimizing damage: life is a resource, and when I've found the optimal angle to strafe towards, all damage taken is inevitable/ignored. That's why I'm picking up the gemini health upgrades, so that I can ignore more damage later on. especially if I blast myself with a tri rocket (I took one of tjose instances out in Tawfret, but it REALLLY takes out a huge chunk, especially if all three hit you.) Avoiding shots: once I hit the wall on purpose to get the machine gun 4 frames faster in Goldwood; all other missed shots are from the machine gun, which has wicked recoil so I can't help it. Floyd replaces the machine gun, so accuracy is going to dramatically increase from now on. Unless in rare instances where I have to pull out the machine gun. straferunning is actually very tricky. In some cases I actually have to run for 1-2 feet at a very acute angle so that Juno is turned the right way, then get a very wide angle. Running in straight lines is quite difficult, I got as close as I possinly could. There are many explanations for some places where I don't blatantly run in a straight line, but I don't know which place you're referring to so I can't justify that one. In general, I'm running very close to straight, and each wide turn is carefully planned to turn corners effectively. One other thing is bumping up against stuff: I time it right to go through at the optimal time, like after shooting the flying drones and hugging the wall (the door comes up too slowly) and coming up from the trap door, I have to wait a while before I have room to jump. Don't know when Tawfret will be completely finished; I have to learn how to use Floyd and then perfectly orchestrate the mass killing outside/inside the castle that is about to take place.
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what would be hard to match is FODA's playing style and all of the many entertaining techniques that he did to keep audiences entertained. He specifically mentioned in the submission that he wasted frames to do things in a more impressive or entertaining way.
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Like SDW, would this be accepted for a TAS?
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Tawfret halfway mark WIP done! savestate I'm already 5 full minutes ahead of SDA, and now that ratio is going to increase dramatically. A few things about this portion: yeah, it's boring at times. No, the passing zombie drones don't give good head shots. It looks like in a few places that I stop or stumble, I really don't lose any time at all. A lot of the time I run in straight lines, not every single one is a straight destination from A to B. I got as close as possible however. Many (not all) of the tribals can be collected by barely touching the Tribal (they have huge hit detections). This does not work for a few of them, because I changed my running angle too far away. but most are collected with this method. Grenades are skipped, Flares are skipped. That made the dark room really tricky, but I managed to get to the top of that room blind. If there's any questions about this section, feel free to ask. Enjoy! Now to practice with Floyd and painstakingly control two characters at once. For the above post: That's good that Floyd can open machine gun doors. I know that Vela's is 1-2 minutes out of the way, so good time saver there, yet Lupus's machine gun is very close by, so it's a tradeoff there. although, maybe I'd run out of ammo faster than I expected and would need it. we'll see when I get there, but good to know it's skippable. I think that testing if the tri rockets work on the slug mouth should be easy, it'll take quite a while before I reach that far. if the guide says they work then it should, but can't hurt to confirm. thanks for all the great help you've done so far! The Mizar palace lobby map looks weird, but that's probably becausse of the book itself. I should do fine though.
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I believe that for .smv's you can use a different website than dehacked's to create a movie that automatically has the savestate included in the .smv, but it only works for .smvs, not .m64's. here is the website for those interested. however, if you simply download the savestate into your mupen save directory, the movie will automatically start from that point without you needing to manually load anything.
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Sandbag wrote:
I'm slightly more skilled on Super Smash Bros, but I have no experience in TAS's, so naturally I'm reluctant to work on this run. Baxter is currently trying to complete 4 Mega Man games at once, so he's 4 times more than unavailable at this time.
Baxter had not shown any interest in TASing this game, only in giving the idea for what a perfect run would be. as I have stated before, learning to TAS this game is not difficult. Myself or antd could teach you, if you're desperate enough to have this 100% run be done. Although, 50 extra fights is unnesscessary, just finishing the BtT/BtP and maybe 9 additional fights is enough to satisfy. and if you don't want to, and no one else does, then the game is just unsuitable for TASing, and there'd be no one to prove otherwise since you aptly made antd leave. (which is a shame.)
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I don't believe so. OgreSlayeR seems to be working on other stuff. Both this and Starcraft (the two best emulated N64 RPS IMO) were desynching, my suspicion is the .fla file. However, Jetforce Gemini also uses .fla to permanently keep the progress saved even if you don't save within the game, and yet it emulates perfectly without desynchs. so it's probably something else.
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Ditto. Especially if someone else went back and was able to improve upon a spot. There are very rare cases where 100% optimization can be ignored sometimes. This is not one of them, with a shorter N64 game, an improvement on a non submitted run and an already discovered improvement to what you have so far. I say go back and fix and, and then keep going.
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haha that was beatiful. and crazy fast. interestingly, all these demo videos that you make and post at youtube (I've seen them all) convince me that you'd be best for this 100% entertainment run. something to consider.
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when I watched this game TAS'd I had a slight headache from textures going by so fast. I'd say the scenery isn't too great, especially since you only see 20 feet ahead of you. the fog must be REALLY thick in Turok's world hehe. I think that nfq's first level was pretty optimal, and it sounds like you believe more time savers will come later on, and based on the improvements you've made already I believe you. keep up the good work.
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shells speed you up, even under water. There's one in Jolly Roger Bay, I don't know why it isn't used, despite the fact that it doesn't last forever.
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if Tri Rockets can do that, then skipping grenades for Lupus as well. I was just trying to think ahead to see where grenades are absolutely nescessary. But if Tri Rockets do that too, then that's good. I just thought grenades were needed to be angled to drop into his mouth, but if not so much the better. And plus, I have to stop running to throw a grenade and they have terrible throwing distance, so they might not even be useful against bosses. How many machine gun activated doors are there? if Floyd can open those that solves that problem as well. More maps? excellent. I just edited the final part of Tawfret to not collect the grenades but got the tri rocket capacity upgrades, so starting on the bridge area. I'll try to get as much done tonight as possible, but with all the fetching to do I won't reach the castle for a little while. and of course, I have to play around with controlling Floyd at the same time, so figure another day or so to get comfortable with that. edit: just entered bridge area two, the huge deserted stone town with Floyd and all the stuff to collect. So time for some fetching quests, tribals, robot parts, etc. and as soon as I get Floyd and move to the castle area I'll post a WIP. I know I'm still on Tawfret, but when are Mizar maps going to be up?
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ended in Snowhead, from what Mukki said. the last WIP was not working for me, so I'll try to get it to work this time.
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you can stand and roll around on midair, does that count? I think I'm going to redo the last 20 seconds of Tawfret that I had done so that I skip the grenades in the first tomb, but get the second tomb for the capacity upgrades, since I'm thiking the grenades are unesscesary, and other weapons for the other characters will be unnescessary because of Floyd as well. Edit: Skipping the grenades, because they really lack in throwing distance and you have to pause to throw them. All rockets should do fine for Juno and Vela, and Lupus requires them to get into the big worm guy for Eschebone. (unless homing missiles can do that.)
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and only with 5 shells. (although if you time it right, 5 red shells can instantly bring you both to 999% damage. hehe.) But besides that, you've got it right. following Baxter's idea, and possibly my addendum to have 9 short vs. 3 lvl 9 CPU fights in order to show everything that you can do with the game, with all the characters. Anyone up to it? I'm booked with JFG and I'm not sure if antd going to do more SSB if he finishes fastest Fox run. it's an easy game to TAS compared to many others, it only takes creativity and a good knowledge of the game to produce the insane combos and fighting techniques that antd has in his concept demos. be sure to watch these for how to make many impressive combos or fight against 3 lvl 9 CPUs, . And of course, possess a very strong sense of originality and the gusto/skill to keep every fight different for pure entertainment.
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well, the heat problem is gone, but now I think I have tennis elbow or something... my right elbow does have an internal pain when I hyper extend it. and the last two weeks have been finals week, and I've been planning my time more around how much free time I can work on Jet Force gemini and still have time to study for finals. so yeah, putting in overtime is a very accurate term.
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I mathematically found the fastest way to save the Tribals, which is what is shown. as I stated I think last page, I used triangle math to find the fastest route, which is what I used. this method is ~16% faster than in the previous version. I try to avoid going diagonally between Tribals as much as possible, and instead used the snake pattern to get them all in the shortest amount of distance traveled. I can try and make a .doc showing pictures of the two different routes. .doc tribal route comparisons edit: well, started Tawfret a little earlier than I thought I would. finished the bog section, beating SDA in that area by 18 in-game seconds. it's a boring section, but straferunning and never stopping to enter the two tombs for the grenades and capacity increase really saves time. One thing I should be careful of is not hitting myself with the tri-rockets- it really takes out a huge chunk of my life, especially if the blast from all three connect. Unfortunately, the crosshair of the tri-rocket is not appearing in mupen, so I'm probably going to have to take aim at bad guys and hope the big explosiveness means that I don't have to truly rely on getting dead on aim. That, plus rerecording should make it so that I can do over until I fire at the right spot. I'm actually considering skipping a bunch of weapons in this game. I think the grenades, plasma shotgun, all mines/remote mines, and machine gun (for Vela and Lupus) can all be skipped, because of Floyd, the sniper rifle, the tri-rocket and the homing missile. I think that those four should get me through the game. Ammo is not a problem, I'm watching the SDA run and finding the rocket ammunition boxes all over the place, I'll be not wasting any shots/timing everything anyways, Floyd can completely replace the machine gun and plasma pistol, which is good because Floyd is acquired very soon. So: in Tawfret, skip the grenades (I'll have to redo just a little bit, to take out going into the tomb with the grenades; or maybe just keep it to make up for low capacity of the tri rocket, having no homing missile, and to use against the boss, and doesn't lose too much time to get anyways) for Vela, skip getting the machine gun, grenades for Lupus, skip getting the machine gun/grenades
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41 seconds saved in SS Anubis alone. an additional 15 saved in Goldwood, so overall 56 seconds saved. Tawfret is going to wait until I get home on friday. until then, enjoy SS Anubis.
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SS Anubis done savestate 41 seconds saved
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