Posts for Comicalflop


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Holy shit this is difficult. I'm nearing the end of the world, and there's another open ruins area where 1 tribal can be saved, with the nig huge drone blocking the door. I blazed through that section, sniped a sniper, turned around and sniped a drone just as he turned around the corner, and killed the last two drones and the tough one in record time. The problem? there's the still one missing? what the hell? I can tell that these rooms are going to have to require a shitload of planning to make sure every drone is killed. I had a few problems getitng head shots, so instead switched to Machine gun to finish them off (which does the job nicely incidently. so it has a use more than sniping out of the air.) I'm going to have to go back and see where I missed a drone, and hopefully I won't have lost too much. Well, I guess this guarantees this will take no less than a year. Hopefully by tomorrow I'll have fixed this section, and fingers crossed have the WIP done sometime this week/weekend.
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The first thing you are going to want to do is get in contact with nfq- he made a TAS of this game and got 39 minutes, but never submitted, thinking it could get improved. Talking with him you might be able to get a hold of his .m64 (the link in the N64 wishlist expired) and see if he can offer help and find improvements. (I'd hate to be talking for other people, but it'd be a good idea to get in touch with him regardless.) I'm not sure how he got such a time improvement, but I guess that means don't solely use the SDA run as a reference. people will be interested in this game, especially if you do a good job on it. the only problem is that sometimes the sprites in the background do not actually show up for a while making areas look smaller than they appear. But the game is popular enough and action packed enough to be good I believe. I'm not sure about plugins, but testing out mostly the three video plugins- Jabo, gln64, and Glide64. What I do know is that the 1.2 ROM seemed to work best for nfq- he tried 1.0 and 1.1, but got the most success with 1.2. Frame Advance is way more useful than you'd think... especially if you add perfect head shot as soon as you get firing weapons. And I'd recommend the TAS input plugin even if you think you're not going to need it. It is the best N64 tool there is. And 30-50% speed- do whatever brings the best results, I remember Turok running very fast, and you'd need very precise control of his fast movement. I look foward to any work that you produce, and wish you luck!
OgreSlayeR wrote:
Also, you use Frame Advance all the time unless you don't want a more optimized run, and make it harder on yourself at the same time. Frame Advance is actually way easier to use despite what you may think. It just takes a little bit to get used to. Once you're used to it you'll never go back.
Very aptly put. Once you learn how to TAS with Frame Advance there is no looking back- it actually becomes easier and more optimized at the same time.
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it's hard to tell- never played it on the console, and if so there's not a number saying FPS. It runs completely fine, so no worries. Although I do wonder what 120 FPS will do for Resident Evil 2.
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is that bad? I noticed that JFG runs at very weird speeds for me.... during gameplay it varies between 40 FPS and 60 FPS, and during some intro screens it goes past 100FPS, and fast fowarding can bring it up to 200+ FPS. It still runs really well though.
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I think I should be done with Goldenwood before someone starts making an AVI, for the sake of completeness. I think Arcadic Gamer and DeHackEd showed interest. So yeah, it's going to be one controller for the reasons I stated. If the file can be changed to 2 controller mid way and Floyd speeds up certian segments, then I'll do that, but for the time being it's just gonna be 1 player controlling 1 character.
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But here's the thing: Floyd only has a double plasma pistol type damage, it's not that damaging. I'm assuming using tri rockets/homing missiles on all bosses to seepd up fights. Only if the time wasted waiting behind a rock is significant would it matter much, or if Floyd was used constantly, neither of which are true I'm assuming (not sure about the first, sure about the second.) I can ignore damage to a certain degree so that I can still go out and shoot at this boss; plus, it's going to be Tool Assisted, so asusme more/accurate shots to kill the boss quicker, especially if I use life as a resource to get in more hits. So while he is a potential time saver, by being an additional turret with infinite ammo, I think you're not giving enough credit to the main character's ability to tool assistedly reduce fight length.
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Aha! that is very good to know. (um, which 2 obvious ones? hehe I'm not that far, nor have I played this game.) What is collected at the end of the Floyd missions? I don't remember seeing the Floyd missions in the SDA run, either cuz I missed or haven't watched it in its entirey.
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because apparently I had to justify my actions. I hope we can put this behind us.
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you two boys done ass grabbing? so I ask for a WIP so I can offer input, since not a lot of people have commented on this run so far. so?
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Zurreco wrote:
Hay guyz I like gam and continue plez!
hey don't make fun of me, we all think this especially for this run. I just happen to think that Silo was my favorite, and iterating that I'd like this run to be worked on, because what's done so far is awesome stuff. Is that less of a useless post? satisfactory content criteria? (sorry for getting defensive, at least it's not as bad as the Spiderman 64 thread.)
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oh, looking at that picture made me realize what game it is. yeah, strategy wise I can't offer anything, but I'll watch WIPs to determine entertainment value and such. Do you think you'll have a WIP soon, or do you need to first figure out the strategy for room 1?
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Silo was my favorite out of all the vids I had seen.... I really want progress on this to continue.
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Nope. Too hard for me to control/multitask like that, and based on my tests of shooting enemies and never needing infinite ammo, not nescessary. In the future after this gets done I might consider doing a 2 controller run with Floyd, but as of now since this is the very first run of this game and shooting multiple enemies is gonna be fast anyways, I though I'd do better without it. My goal is to use frame advance and extreme timing/precision to take out numerous enemies out all at once and very quickly, and to conserve shots throughout the whole run, making Floyd essentially useless except for the Floyd missions, which from what I've heard are mandatory. Don't worry, there'll be PLENTY of nonstop shooting and fast action keep viwers satisfied.
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This is weird, are you remembering to delete the .fla file every time you try and watch it? I have to stop offering input as of now because I have an essay that's due in 5 hours, and it's 4 in the morning. Keep at it, make sure ROM settings are right and be sure to delete that .fla file.
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The TAS input plugin can be found here. It is mostly only useful for those making the TAS, as it contains popup windows that specifically help in making N64 TASes... to those viewing, they don't need it, unless they use it as the standard input plugin for other N64 TASes that they're making. Didn't help? huh... That'd be so cool if you could find that strategy guide, that'd be totally amazing. Do you think it'd also have maps? just finding it would save backtracks for sure. hm, I remember in the Banjo-Kazooie thread someone was making 3D rendering of maps, I wonder if the same can be done here... I've watched a lot of the SDA run (of course I'm going to be reviewing the 6 AVI parts of that run like 1-2 times a day) and I think that, in many rooms head shots and general TASing can remove 10+ seconds if not drastically more per room. A lot of the rooms are not done sloppily but tool assisted can shave off a lot of time.
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Yes, I use gln64 video setting. You have Jabo's. Try switching to gln64, that should make it work. Off topic, but which looks cooler: or
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do you have the correct ROM settings? is the .fla file in your mupen save file directory deleted? if the first time it failed, did you try rewatching it again? (relates to the .fla file thingy.) Last thought: I'm not sure if I have raw data checked or not. besides that, I'm not sure, since no one has described a desynch in the middle of the run so far, only problems in getting it start which is all due to wrong ROM or the .fa file thing, which makes it work, so I don't know. Probably one of the three I mentioned, as I'm 100% sure it doesn't desynch. If it still doesn't let me know. I have reviewed my movie from the very beginning to make sure it absoletly does not desynch. Don't worry, we'll hopefully get it to work for you.
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Hehe that was really fast. I always wondered what the potential for jumping out of water as a Zora was. Can that sort of boost be used in other areas, in GBT or elsewhere?
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My suite mates don't believe me that someone beat this game in 27 seconds. I hated mega glitched runs (Zelda ALttP and the CotM one) but this was a wonderful watch. great WTF factor, I'd say this is the best fastest completion heavily glitched run ever.
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Lacking a way to get GBA ROMs I finally watched the AVI, I didn't know what to expect. wow was it fast, all of the actions are way faster paced than CotM. That was a great watch.
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Thanks. I realized at the end that I had redone without taking unescessary damage at all. And that I made many shots against drones that are not on screen. I take two shots into the wall, but that makes one of the off screen drones far away come running faster and I could set up a better angle with an auto-aim shot with my strafing, because if I kept running I'd get close to him without a good angle to shoot. Since I'll need to be running pretty much 90% of the time it's a good tactic to start using to make drones come closer for a better straferun shot, since with straferunning it's possible to accidentily pass a few enemies. Should take another day or possibly two to finish Goldenwood. I'm looking foward to more drone battles, finding out how much time I'm gonna save at the end of the level, and figuring out the physics of machine gun firing- there's a lot of recoil on the machine gun, and I wonder if that recoil can be directed to make Juno force the gun's succeeding shots to move towards the next enemy. That'd be so cool, but difficult I can imagine. Probably the same mechanics as making that moving snipe shot on the sniper drone.
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Also, I bet you're playing in real speed, desynchs occur when TASing extremely optimized and doing stuff on the first possible frame and at the correct angle, but I don't know if you having the japanese version matters.
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Alright, fixed the underground section to be ~3-4 seconds overall faster, hitting the crate with the key earlier/faster, hit more ants, avoided all shots (except for falling damage in the waterfall thingy which is unavoidable), got a few more explosions in (you can shoot the ants' grenades out of their hands hehe), and generally improved everything. Improved underground section Goldenwood WIP One VERY interesting thing I found is that head shots (where the ant's head flies off their thorax) is manipulatable, based on what frame you shoot them, so you see more head shots in the underground section to prove this point. (and it saves bullets.) However, what is better is that for doors requiring triggers, an ant that loses its head automatically goes ghost without "suffering" which saves a lot of time. This is a huge deal, meaning door cans be opened much faster with all head shots.
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That sounds pretty good, I'll review the demo. your avatar is much better :P if the Navi text doesn't work there, is it an absolute that it won't work anywhere else in this game? it'd be a good bomb saver Is it just me or wasting time to superslide everywhere not seem good? maybe backwalk out for short/mid distance until you have the perfect angle to superslide to the mountain, avoiding as much sliding against the wall as possible. I feel that for a short distance such as going up the slope that a superslide is not nescessary. only if for a straight line where the superslide outpaces backwalking in terms of time should it be used. I liked how you got through the ice. the last successful segment to flip trhough was done perfectly, and in real time.
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wonderful. In the first half hour of gameplay I'll be posting WIPs of each "area cleared" section, and later on for each world that's done. (and of course, a WIP of current progress regardless of completion of world/level for anyone that asks.) AVI's for each world would be roughly 4-8 minutes, usually not longer (I think, haven't actually measured.)
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