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didn't Erokky post savestates of different points in the game?
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Those mistakes that I mentioned have nothing to do with having not played the game before. I just got a teensy bit careless in Goldwood because I wanted it to be completed soon, and Anubis the 4th room isn't really a mistake but a potential huge time saver that might not work, and the 5th room's mistakes are incredibly minor. Trust me, I got this. I just need to a be a wee little more careful next time. Plus, I really consider Marshmallow's movie to be my test run of sorts; I really cannot afford to play throughout the entire game, it'd be way more work than is nescessary. edit: I was finally able to view Twisted Eye's Floyd test movie... holy crap can Floyd shoot fast with turbo!!! The plasma shot gun too, however if I recall correctly it has very limitited number of shots, and should be used primarily for it's charged shot for the same use that players use to reduce shields of elites in Halo/Halo2.
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YautjaElder wrote:
Also, I'm pretty sure Deku Link moves faster than link does so it might be worth it to use the deku mask asap.
I noticed this too, it might be worth it to put on the mask now to get the 'transformation' animation out of the way, and use Deku Link to get to the silver rupee chest (transforming back to Link in order to catch the ledge, unless Deku link can do another creative angled backflip)? It'd be overall slower than the WIP, but it'd save time if Deku Link can walk over to the silver rupee chest faster. just a thought, it might be wrong.
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YautjaElder wrote:
Also, I'm pretty sure Deku Link moves faster than link does so it might be worth it to use the deku mask asap.
I noticed this too, it might be worth it to put on the mask now to get the 'transformation' animation out of the way, and use Deku Link to get to the silver rupee chest (transforming back to Link in order to catch the ledge, unless Deku link can do another creative angled backflip)? It'd be overall slower than the WIP, but it'd save time if Deku Link can walk over to the silver rupee chest faster. just a thought, it might be wrong.
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wow. if that AVI is going to be what the end result looks like, then me doing this run is even further justified. that was real great quality, and in dolby surround sound and widescreen! And the black screens in the Vela cutscene appear in the AVI, that's good. It was a little weird to see it start from a reset then load the savestate (can't you pause at a savestate and start recording from then?) I need a big break today. I foolishly did not sleep last night in order to finish a take home final essay. I goofed off from 10 PM until 6AM, then finished the essay in less than 2 hours, so I deserve the sleep deprivation I'm experiencing now. Once I recover I'll fix the last room of SS Anubis and start Tawfret. Hm, I am considering doing a restart from 3/4 through Goldwood, where mistakes start showing up... I can snipe the sniper drone faster, and kill the 2 drones and big drone guy better, and go through that exit smoother without sliding against the wall, in the next area try very hard to make the machine gun not miss by aiming each recoiled shot towards the next enemy when those flying drones appear from the horizon, in the next room possibly take out that 'oomf' landing, and in the very last room again use the machine gun's recoil to place the next shot towards the next enemy. and SS Anubis I think can be improved as well, although only in the 4th and 5th rooms. (1-3 were very good IMO.) I can try to catch that moving platform to save a bunch of time, and room 5 I did some tiny mistakes that I think I can improve on. My thinking for this is something Vidar once said... 'since no one else is probably ever going to do this run as well, I might as well make it as perfect as possible'. (something to that affect.) So while I am a BIG fan of NOT restarting, I think trying to complete making this run as soon as possible is just not going to fly. It's going to take me a long time to do regardless. It'd probably get 8-10 in entertainment; I'd want it to get 8-10 in technical quality as well. And I was gonna redo the last room to fix running between the cell doors; I may as well be more thorough and remove all mistakes.
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I remember reading in someone's profile page that a chess TAS would be cool; but it seems to be the case that, quite simply the chess games suck. If there was one game that didn't take long for moves to happen, and had many modes/difficulties/challenges, it'd be better. And also didn't consistently take the same 11 moves to beat no matter for NES or SNES. (the programmers got lazy and used the same formulas maybe?) I guess that means you'll rethink about Mario Party 3, eh? :P
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that's in the emulator, maybe with Jabo's and going to .mkv causes the text to disappear.
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There's a kind of tradeoff... when strafing or running, turning direction 180 degrees is bad, because the characters have little friction. You see me slide a few times when changing direction in Goldwood and SS Anubis, and at that crate I decided to jump off and do a direct 180 degree turn. It resulted in an 'oof' landing, which wastes as much time as sliding around in little friction would. Since it was atop a crate, I decided that jumping and going the opposite direction was better than sliding and not facing the direction I wanted to go. I'll of course try to be careful that as many paused landings do not occur, although some shortcuts require them like falling from a great height. It'll be situational for instances where I have to change direction, sometimes I'll slide around, sometimes I'll jump. I'm glad that you like the WIP so far. I'm hoping to either match or outpace the speed of SS Anubis in levels to come. Floyd should definetly do that, and the level layout will have a big factor on that. (like the first half of Tawfret vs. the 2nd half, or say, spaceship stages vs. cerulean or some other world with wide open spaces.) About the .mkv... quality wise it was great (although not nearly as perfect as DeHackEd's AVI, but still good) and it was kinda fun to see it in widescreen (although the end AVI definetly shouldn't, it did seem to stretch the image slightly.) However, the .mkv suffered graphically. the crosshair was altered, and for all texts numbers and letters didn't appear, so how are audiences supposed to know what's being said or that I have limited ammo? That was of course due to using Jabo's instead of Gln64 I'm assuming.
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Stand around for a while? Bah! I keep the TAS lightning fast and action packed the whole time! Nah just kidding, there will be times when I have to stand around, mostly for running in straigt long distances I'm guessing though. But I guess Twisted Eye knows what he's talking about for writing words, so I'll wait until I get Floyd and wait for him to explain what his idea for spelling words was. I'm actually going to redo the entire last room section, because the path that I take for the 7 Tribals + Vela is actually not optimal. I created a new path and calculated that, instead of doing diagonals, to instead after each cell to hit the cell next to it, and then run straight accross to the next one. Like so: *________* | | *________|* ..................| ..................| *_______ |* | | *________* (Looks weird, but the .'s are to make sure I can complete the path. Basically, imagine a very straight lined snake, who goes foward, then right, then right, then left, then left, then right, then right, then left... etc.) This new route is, according to my calculations ~16% faster than what I did (I calculated using triangle math, and making very basic sketches with square note pad paper in order to estimate the entire distance in units related to the square size, and found my new path to have a total unit distance traveled of 16% less. My drawings were very bad and only used to make easy calculations, but the theory is there by running diagonally less, since in essence I was crossing to the left and right of the room twice for each two cells. So I'll just copy/paste a new .m64, use that path, and see if the time is shorter, which is easy to do because once I enter the ship it'll say how many in-game seconds passed. I'd need to beat 2:57 for the new path to be faster.
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Yes, I knew about him beeping when enemies are nearby. Shame that he can't independetly move, but I guess that does simplify things for me without detracting too much from time being saved. He leaves a blue trail when flying fast, I assume it's this that he can spell words with, but if his movement can't be independently controlled how can you spell words? ok, you're description of Floyd's workings makes sense. I'm probably going to release a WIP of the first half up to getting Floyd and exiting that room, and then an official WIP of the entire level. I might release a demo of the castle gates playing around with Floyd, so that you all can verify if I'm taking Floyd's abilities to the TAS extremes that he's most likely capable of. Before I start Tawfret I'm going to redo the very last segment of SS Anubis after Vela's cutscene, because I can save probably save a second by altering the order of the three remaining Tribals to reduce distance running. So don't make a savestate of after the Vela cutscene.
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yes. Unless Turok runs at a different FPS, 146 frames is two and a half seconds by the 60 FPS standard of practically all other games. Although, you're probably right, because I don't know the FPS of Turok. I'll download tomorrow and take a look.
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Haha excellent. Tawfret is huge, and marshmallow decided to do pretty much the whole thing in one go. (I don't think he revisits here, except I believe for the first 10 Tribals in the first area.) I think I need to look at the route and watch the whole movie from start to finish a few times to fully understand all the places that are revisited and why. Becuase of tribals and ship parts I'm guessing. No scanning for a few days? no problem, Tawfret is going to take me a few days anyways. At least the second half will, coincidentily once Floyd is obtained. (and half of the reason for that has nothing to do with Floyd, but in that there is a lot of lack of action in the first half, and when Floyd is reached it's going to be tougher for me to do, and it's the castle so tons of enemies.) Does anybody know ALL of the mechanics/controls of Floyd? I know start on the second controller activates him, and I'm guessing R is his manual aim, z is fire, he has no weapon switch, but does he split the screen, does he overlap the screen, can he move independantly or is he tied to Juno's movement, etc.? Does it look exactly like the screen for Floyd missions? (the only time marshmallow uses him) speaking of which, plot wise despite a huge asteroid heading towards Earth piloted by Mizar, why does the Tribals' leader ask me to save all the Tribals, at the expense of Earth? "oh, waste time and save my people first, even though it might make it too late to save your planet!" so, his Ewok people are more important to him than us. Really motivates me to rescue them! What a selfish bastard. If I get the chance in real time that's not interrupted by a cutscene I'm going to give him a passing shot from one of my guns. Oh hey, just a thought, this is probably wrong. As soon as you get an item (weapon, ship part, key) you have it saved. Would it save time to exit a level via the start screen (can you do that?) if you aren't going to save Tribals in a particular level?
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Well, I think choosing Juno to get Floyd is preferred, especially if he's going to be a major time saver it seems right to get him as soon as possible. Route wise, Marshmallow chooses Juno and does Tawfret then Mizar's palace, and then starts on Vela. and 4 stages later uses Lupus. Whic is what Twisted Eye's route also does. Speaking of which: Twisted Eye I'm beginning to get a clearer sense of the route, but it seems a little simplistic. could you expand on it, by (unless it's too long) to write individual goals (i.e. collect 2 tribals, kill 3 drones to trigger door, get a weapon, get a key, etc. per room) of each room within the stages/worlds? Oh, I love this game. Just putting it out there.
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1) where do I change resolution? 2) how do I turn on wire frames? 3) would either cause problems? it'd be good to know how to do both, in case I need either one. I don't know if DeHackEd is going to make an AVI, but you can encode a vid if you want.
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Hm good to know. Although I noticed in many parts of SS Anubis and Tawfret it was brighter than in the SDA AVI, so I think I'll be ok, especially if I look closely at the AVI and the maps. I wonder, if maps are accesible, and rerecording, if I can skip the flare and just run around (optimally) in the dark? is it needed elsewhere/is it essential?
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This is good, especially since i can zoom in! The SS Anubis pic there is good because I have to revisit every world/ship more than once anyways. But yes, if you can scan Tawfret that'd be great, since that place is a huge maze, I can't go on the SDA run alone to get faster times. Plus it's dark, I hope I'll be able to see well enough to kill all the drones. I wonder, if at times if I'm offline, that big pictures of each room can be scanned, although I'd imagine that'd be hard for you, so maybe I can zoom in save specific cropped rooms.
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I know I said I'd be done with this tomorrow, but I ended up finishing tonight. Yay! SS Anubis Done This was WAY better looking than Goldwood. And I loved making it way more. But, I know I'm going to hate Tawfret. Some notes about the level: (SPOILER. READ THIS AFTER VIEWING.) First note: EVERYTHING that I do is done for a reason. I'll explain the major ones. There's a lot more squarish rooms, and not long winding passageways like in Goldwood. Therefore, the fastest way is to make straight lines between each "goal" i.e. enemies to kill, stuff to collect, etc. which I was able to do most of the time. I combine straight running segments plus strafe cornering (my term for when I strafe in a circle to round a corner) in order to get to places as fast as possible. For rooms where I have to kill drones, they do hide. Specifically in the room with 5 headshot drones. I chose the fastest path from one drone to kill to the next, and occassionally I'd pass by one and go back to kill him. This is done for a reason; no fastest path to that hiding drone could be found. First room: Right off the bat jump up crates to get to ammunition and gemini health upgrade. You get to see through the floors, but it goes by fast so you'd probably miss that unless you were looking for it. Corners were rounded perfectly. 2nd room: I had to redo this room 3-4 times in order to get everything perfect. I shoot the first drone, and make missed shots with the machine gun so that's it's recoil hits the big one earlier. (you'll see that a lot in this run.) I then snipe the two sniper drones (I initially missed a snipe shot, so had to redo that), killed a drone with an explosive barrel, then aimed and killed the last drone so that I don't have to run over to him. Then run and turn a sharp corner to get the perfect angle to deactivate the door cell, then grab some ammo because I was a little low. 3rd Room: Huge room, I was running from one drone to another with perfect head shots until I realized one drone was hiding. There is only one frame where he peeks behind a corner, then runs away again, and I headshoted him before he could hide again. So, this room is very solid, although took some damage that I wouldn't have liked. But meh, I gain that back with a health upgrade later. 4th room: This one looks like a huge mistake, but bear with me. Going right, killing those three drones, getting the tribal and dismantling the door cell block was done the fastest possible. (note: all 3 drones were killed in time with the music. That was unintentional.) I then tried to haul ass to catch the moving platform, but I tested this IMMENSELY and it is impossible to get. So, I shoot the two other cell door blocks (the sniped one from far away looks bad, but: I have time to spare, and I could not get the perfect angle except for what I did because it is so far away. It takes a little while to aim at the block, but I got it, and it doesn't really lose any time.) I was playing around with the edge, and discovered that I could practically be standing on mid air. So I have fun sniping the block below me, then procede to roll around and have fun on mid-air. All this playing around is because I have to wait for the moving platform. I jump on the platform, and angle Juno to look at the audience. :) I then jump onto the next platform at the optimal time, and shoot the 3 out of 4 drones (the yellow one I don't have to kill.) when rounding corners one of the drones is "suffering" (couldn't be helped with the way I was optimally strafing), so I put him out of his misery without losing time. (sorry PETA.) 5th room: I was going to shoot the cell door block first, but forgot. I instead hauled to the left to get to the cell door block on the left very fast. (and dodge some mines that aren't actually visible. eek!) I then get the gemini health upgrade, and go through the second glass window. This glass window, and the platform I turn around on is required to trigger the flying drones. I shoot them quickly, then run to the bottom, getting a slight boost from the treadmill (jumping on that treadmill first doesn't give me a time saver, unfortunately.) I then run towards the now open door, and shoot the cell door block up high that I was going to shoot first. Time wise, it saves a bit of time, because getitng that block last makes it on the way towards the door. 7th room: Freed the tribals at optimal times. jumping into the cell and out again while turning direction was very difficult, while keeping the c buttons held down for strafing, so it's optimal. some of the cutscene with Vela was black, similar to a cutscene in majora's Mask. So it won't turn up in the AVI either I don't think. phew. That was a VERY fun stage, and really fast. Only took two days to do as well. Beats the SDA run by ~1 minute. Could've saved more if I could've grabbed the moving platform, but I couldn't grab it in time unfortunately.
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I don't know how the writing is going to look, but it probably shouldn't happen in an area where I have to move quickly. Maybe if I'm sitting around doing nothing or running straight for a very long time. I'd have to get Floyd and experiment heavily before I can figure out the possiblities of writing. Yep, that looks like the official guide. Awesome. Tribal/weapon/ammo locations are going to be the best, so that I can draw straight lines and use it to plan where to move when. Maps of individual rooms would be cool too. thanks for spending time to find this. I'm 3/4 through the second to last room in SS Anubis. This was a much shorter stage to do. I don't know if I'll be done tonight, by tomorrow more likely.
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Best buy, $25. Even if you can't find it, for a game like Mario Party 3 the TAS input plugin should work.
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not if you get a USB configurable controller, like the one I have. (not the exact model, but close enough.) If you get them as a USB controller you don't need an adapter, and they actually have software included to install and in Mupen under input settings it shows up as an option. And don't forget that there's the TAS input plugin, which for some N64 games can completely replace a controller.
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they're real easy to get, just go to any video game store or BestBuy.
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Gradius style hm... that's 2-D, and he had macro programs to help him out. I don't think I have such programs, and it's 3D, so it'd be very tricky and make it much harder for me to do. It'd be fun if I could do it easily though. I'm going to play around for many days straight with Floyd, that's one of the things I'll toy with. Jetpack fuel don't transfer room to room? damn, there goes a potential 10 cumalative mintues saved. I've noticed that enemy contact doesn't do anything too beneficial. So I think that it can't be used to speed things up (like in Super Metroid.) However, damage can be ignored to increase time, by aiming at enemies/bosses and keep firing. However, rocket explosions make Juno stop slightly, but normal fire doesn't as much. I tried my best to cut corners, but I guess not enough with jumping (and somehow I exit through one door and slide against the wall, wasting about 1/4 of a second. That wasn't supposed to happen, I don't know how that was included. Oopsie.) I'll try from now on to make sure 100% corners are rounded (I personally only found one spot where a corner wasn't rounded perfectly by 1 frame, right after collecting the red key), more straight lines to destinations, and to really make sure the fastest possible method is done (for route and execution).
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Interestingly, some other N64 games also have the expansion pak (or are enhanced by it); or require controller paks (or something extra of that nature, it's early in the morning and I can't remember) but I have a bunch of N64 ROMs that, I assume would also desynch alot while making. So Majora's Mask is not unique in this aspect, but the fact that it's the first game that absolutely requires the expansion pak plays a big role.
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I'd like to be the first to welcome you to these great forums, and in particular I'm pleased that you've chosen my run as the first one to watch/contribute to. Rocket jumping not working... meh that's ok. Lupus can fly anyways, and everyone gets jetpacks later on. Although, if rocket jumping worked it could've saved 2 minutes in one room alone, for example. Question about the jetpacks... you stand on a pad and it fuels up, does that fuel retain from room to room? That'd save a LOT of time as well if it did, as refueling a full pack would save WAY more time than the time watsed waiting for it to fully fill i.e. there's a lot of high places to reach in different rooms that's near a fuel pad. (example: in Eschebone, inside the brain of that giant slug thing. You have to reach the top, and close by that huge room there's a fuel pad.) enemy contact is bad, in that it can stop my strafe running for one frame. However, there is luck manipulation to some degree base don which frame I shoot into emtpy space, as evident in getting the machine gun. (saved 2 frames by shooting the wall just as I pass the big guy.) Floyd both makes me giddy and makes me nervous. I'm beginning to imagine the possiblities, for entertainment (Twisted Eye: spelling words? how?), doubling killing speed and for helping kill enemies for goals (similar to using tails in the sonic 2+3 runs to activate triggers before sonic gets there) however it is going to be really daunting to be controlling two characters in 3-D, with the huge myriad of possiblilites of multitasking by shooting different enemies with two characters, etc. etc. etc.... very scary. As of now I'm playing around by giving headshots to passing drones. But the gems can be shot too, in fact it's essential for one of the ship parts to shoot the gems INTO a tank device. Gawd, that's gonna take a few days on its own to do that segment. Arcadic also said he has the guide, but that's good that you have it too (because he said he's sometimes away for long periods of time). If you can scan images, that'd be soooo cool, especially maps (wink wink) Tool Assistance does not merely reduce it down to problem solving and optimization, there is also a lot of creative inginuity that goes into it. But TASes have completed dominated over normal real time playing for me, the ratio of TASing vs. real time playing is way imbalanced. If you thought GoldWood was fast, SS Anubis is sure to please. Since the level is actually shorter, I'm not going to release a WIP until I'm done, but it won't be disappointing :P
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wow. great job, I'll download it and take a look. I think the lack of the door turning green and the fog is a respectable loss. Edit: AVI is beautiful. I'm currently on the second room of SS Anubis. Man, those big rooms where you need to kill certain number of drones is very tough, but the end result is very fast. I had to redo that room 3-4 times to get rid of missed shots, snipe one drone earlier, and pick up some ammo on my machine gun that was beginning to run low. Until the rockets in Tawfret are obtained it's going to be tough to conserve machine gun ammo/use sparingly (I use the plasma pistol for sniping, and machine gun for killing, because while inaccurate it's a faster killer, especially for the drones that need to be killed because they take more hits.), and while SS Anubis is slow progress it's good stuff. This is gonna be a great level I can tell.
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