Posts for Comicalflop


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it's slow working but pretty good stuff. how much time did you save in this redo of TTC? any chance for .m64 or AVI?
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120 GB? wow. thanks for offering to look for stuff. as this is gonna take months to make a few week absences is fine.
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I've seen all of Mukki's movie without any problems. Yes I have exact same settins and ROM, .fla file is deleted, and all game files are deleted as well. and AKA, I hate to bring up the avatar issue but yours is too big. it is nice though. You can save it to your desktop and crop it down to 80x80, and then upload it to tinypic.com as an 80x80 picture, which is what I did for mine.
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ArcadicGamer wrote:
Ahh, one of my Favorite n64 games. I've beaten this game multiple times. Its long, repetious, and hard, but well worth the time and effort. I imagine a first TAS could get this game to around 3:40. The SDA run is good but shows exaclty why a TAS would be great of this. Analogs are hard to perfect real time. 28 seconds ahead of the SDA run is awsome. I'm gonna have to rom this to help with the run as much as i can. As for encoding AVI's, if someone can link me a good FAQ on how to do it, i can devote my machine to doing it. Hosting would also be an issue for myself.
getting as many people to start playing this game and look ahead for any time savers is going to be a huge help for me, as well as finding the trigger for each insect door that turns from red to green. if you'd like to encode that's fine, because I made WMV's for my SSB run but each AVI that I encoded and then made to WMV took up about 1 GB on my hard drive for a 30 second fight. I only have 6 GB free. and I'd like to devote as much time to working on it, as opposed to making AVI's as well. So if someone is up for it, that'd be much appreciated. I'm probably more than 28 seconds ahead as of now, when I first got to the first "area cleared" I was 40 seconds ahead or more I think. Strafing plus perfectly aimed shots really reduces the time. and of course it's estimated, because I don't know if the playing speed of the SDA AVI is accurate.
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Your SSB Fox run is really good, you should finish and submit it, because at this point it has better odds of being accepted than mine. As for this, you should also do a submittable run as well, with star scecial 150cc. you and I should also see if we can make a submittable run of SSB BtT and BtP. I loved your SSB work, and it'd be cool if you similarly dominate this game! I think there's a youtube movie in a series of three that shows huge glitch/shortcuts that drastically reduce the time.
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ROM is Jet Force Gemini (U) [!]. What could be a problem is that you need to delete the .fla file in the mupen save directory. You'll know you've got it right when the name I choose is just z, and it goes through the entire huge intro. It'd be cool if I could choose my name comicalflop really fast, but z is the absolute fastest name that I can choose. In the Mupen thing, when selecting movie playback, just like Nitsuja's Snes9x improved it'll say if the right ROM and settings are chosen. As for AVI, does anyone want to try making AVI/.mkv WIP's? DeHackEd, bkDJ? someone else really brave?
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Do you know how pissed I'd be if I spend 6-12 months only to have it no not accepted because of the length? That would ruin everything! Since the number of N64 TASes that people are making is increasing, I think the trend of N64 games that are longer are is going to start a trend. Most N64 games are long, and people are going to have to get used to TASes that are way over 2 hours. This might be the first real long N64 game, since so far Zelda is the longest with 2:30. Currently I'm at the underground having just entered the big room with the tribals to rescue and the key to get. I used the different C button to see if while strafing I can turn the other direction and hopefully angle it better to hit the box while collecting the tribals (I already shot the box twice from a distance from entering the room.)
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DK64_MASTER wrote:
Ok, now that I've watched it, I'm happy with how it is looking! It does make a very pretty game to TAS. The only parts I didn't like is where you took damage, and the camera view in the first part of the first level. I forgot, is the camera fixed? It just looks really strange seeing the guy (forgot his name) look sideways all the time. It looks like he's got some sort of back problem :D. You did the first level pretty quickly (in terms of time), so I take it, you are pretty comfortable with this game. It seems pretty robust to emulation desync issues, too. As all games, I'm sure as you go along, this game will just get easier to TAS. I bid you good luck, and eagerly await any WIPs.
I'm trying to take out places where he receives damage, but do note that taking damage in this game is going to be inevitable. At these early stages it's easier to avoid, but at a certain point damage is just going to have to be taken, and actually in this level is where that trend starts. remember, it's not takes damage to save time, it's ignore damage to save time. I have life as a resource, and spending extra time just to avoid being hit is not what I want. Granted, I'm redoing the underground and found a few ways to avoid damage, but when things get rough or I'm racing past enemies relle fast or in the middle of a huge bloodbath, expect damage because, quite frankly no damage run is not possible with this game and it'd be trivial to do so. Camera view is fixed when strafing. There is no camera work in this game like in Mario 64, the only closest thing is using R to aim for first person that is solely going to be used for sniping targets and when nescessary. So get used to the camera angle, because strafing is faster walking speed and it looks like I'm gonna be strafing throughout the whole run. (it's going to make Lupus's upgrade to a tank look really weird when strafing I can imagine...) The game is robust to emulator problems except of course the screen going black for a few frames instead of red, and the weird thing in the upper left corner. besides that, no problems. and no desynchs!!!! :) The game is actually going to get harder as I get along, because the levels will become much more difficult and bigger shooting bloodbaths will ensue. and since I don't know where shit is and have to refer to the SDA run, I'm gonna have happy moments in dark places. NOT! In terms of not taking too long for the first part... I don't know the projected finish date, since I don't know how well I'll handle this game or how long it'll take. Figure no less than 6 months if I go like clockwork. This is a long run remember, and definetly will have parts where I progress maybe a few seconds in one TAS sitting. It's very like that the FODA process of a one-year-long-to-make run could happen. We're talking more than twice the movie length of the Mario 64 120 Star run, although thankfully a lot of it is cutscenes. I wonder if cutscenes can be removed in AVI.... that'd definetly increase watchablity.
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Aha, that second video was a great technique. I can't believe it was missed. I'm pretty sure the Zora flying I initially saw was using a gameshark because flying very high in the air was displayed, as well as constant swimming.
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Alright, so I'll redo the underground section. The style I was trying to get was that of the Goldeneye videos, where some enemies are hit and some aren't, and damage is ignored, based on whether hitting the enemy on the way didn't waste time or not. But I think I had a few missed shots, and damage is in fact unavoidable in most cases without slowing down, I want to maintain a constant speed. I think that the strafing in this game is extremely difficult, especially in hallways and making turns, so that amounted to some of the "mistakes" because at the angle that Juno is facing he can't hit enemies. But I'll try to hit more enemies, have no missed shots, and try out the suggestion for getting the key. I can't promise less damage taken, since life is a resource and it is best to just ignore it especially since the gems replenish it and they're not hard to collect.
VANDAL wrote:
This game looks pretty nice for N64. I've never played this game nor do I know what's going on. If you know what you are doing and feel it's optimized to a high point then by all means keep going. I actually haven't found this to be very interesting (the premise this game leads on) but maybe as the game progresses it gets better. I don't know.
This is going to sound weird... but in a way I don't know what I'm doing. I have never played the game before, and basing everything on personal intuition on how to do things faster plus the SDA run to know where I'm going. Don't let it put you off, because I'm learning the ropes extremely fast, and have already found time savers and optimizations. I'm going to redo the underground section but yeah optimization and entertainment is my goal, as well as having extremely intense action scenarios, guns blazing, and explosions galore. My guess is the main way someone will get bored with this game is the length; there are a lot of cutscenes which aren't skippable. In addition, there are moments where no action is taking place, and of course this is the beginning of the game, so not a lot of action yet. But just wait, it'll get better as the game progress and more guns are acquired.
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I discovered that in the very first ruins area where you first rescue tribals, the activation for opening the wooden door is shooting the sniper drone, so I side strafe one drone because it looks cool and is on the way, rescure the 2 tribals, then rush over to the sniper and quickly subdue him (thank you TAS input plugin and frame advance!!!) and 4 seconds later the doorway opens, so a big time saver there. That means that for each level I sould look for the trigger to each door, because apparently it's not kill every drone but could possibly be kill a certain type of monster, as evident here and probably elsewhere. Here's WIP up to the very first "area cleared" cutscene. JFG WIP someone comment plz Is there anyone up for encoding AVI's of this massive game?
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I used to do this jump all the time non tool back before I doscovered TASvideos. It takes a lot of practice, but it is doable.
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Floyd doesn't come until the 3rd world anyways. My test run would just be the first world. I started anyways using two controllers, because I felt like it and it seems that Floyd would be a time saver, possibly shortening most big fights in half. However, it sounds like an extra lot of work for some time saved, so maybe it'd be better if not. This is gonna be a hard enough project as it is. Poll: extra work for me with two controllers, or simplify and make it easier for me with 1 controller? (I prefer 1 controller.) I have two .m64's, one with 1 controller, one with 2. Haha, hm I seem to be making this test run veyr optimally, barely finished the second area with the first shooting of the flying thingies and already 176 rerecords, with optimal strafing and shooting. to compare, twsited eye's test run had 333 rerecords for the entire level. here's the very first two areas that I've done so far. Barely 1 minute of action, but you can see how this is less of a test run and more of the actual start of the run. JFG first two areas world 1 as stated before, whenever reviewing the movie file delete the .fla file in the mupen svae directory. I'm starting to get in the habit of automatically deleting it and making savestates to view sections over and over. On note, you must delete the .f;a if watching from the beginning; I've had no problem watching from a savestate without deleting the .fla. Later on as I progress I'll of course provide savestates. OT, I'm already 35 seconds ahead of SDA. Ok, the game's good enough to warrant an avatar change. I'm getting the hang of this- strafe running is hard at first, but I'm getting used to it. Shooting on the ground is easy because of auto aim, and manual shooting is soooo difficult in normal play, but easier to handle in frame advance. Time to get immersive- watch the SDA run nonstop, download the music to this game, etc.
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TriRockets are awesome... as is the machine gun, and the pistol for sniping (who needs the sniper?) Those three are going to be the most used guns in this game- are the others skippable? like flare for instance, the plasma shotgun can replace it with it's charged shots that light up areas, or simply watching the SDA to know where I'm going. Before I start a test run I really need to know if I should use one controller or two.
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Excellent that I got one person willing to help out. I'm thinking of doing a test run today and tomorrow, but I'm not sure if I should make 1 controller or two to account for Floyd. Is he really going to be a huge time saver, and will I be able to use nitsuja's TAS input plugin for the 2nd controller and handle two characters are once?
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so actively want to! your run should receive better praise than mine.
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I would make AVI's since I've seent he whole thing no prob but I have a very limited hard drive on my laptop. I don't know if it being in just file format and not .m64 format is gonna be bad or not... hopefully you either A) did not progress to far or B) can change it back. If you've lost the file completely, you still have a WIP on the internet.
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That revised route seems good. Not sure about being shorter, and how exiting from the west side sets up a better superslide because there's more distance to cover, but the saved tranisition scene I noticed. And nice maps :P
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Correct, this is why I thought it couldn't reach 2 seconds.
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Are you using Nitsuja's TAS input plugin like I suggested? From what I saw of the eliteroom Perfect Dark Videos, the game is too good to let one little programmer problem get in the way. Almost every website that has a review of it rated it as the highest, higher then Goldeneye sometimes, and when watching movies I had to rewind and watch again because many times so many things happened so fast I missed it.
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I made a savestate on my own at the beginning of the town, a little fastfowarding shouldn't be problematic for me. Since I have time and patience, I'll try to watch all your WIPs from the beginning to make sure no desynchs are present. Although that'll be problematic later one. Have you tried what I suggested by always deleting the .fla file?
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Me too, until I switched to using Guano's first run as reference. Then came bottle adventure, and I had to relearn all the new stuff people discovered. I'm still 95% sure of the new stuff.
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I wonder if any of the glitches faetured here can be made into an improvement of the current S & K 3 Sonic+Tails run... I definetly noticed applications of glitches here that might work there, especially for when the routes overlapped. (Lave Reef zone, Air Battery). Maybe the two runs are different enough for that not to work. I must admit I fast fowarded the bonuses too. I liked the music to those, but getting those blue balls all the time got me bored. Awesome run still.
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Just did some testing and straferunning works, as evident by the test run and my own toying around at very slow speeds. Figured out which analog/C button stuff to do and such, so I think I got that covered. If anyone has answers to some of the other technical/route questions posed that'd be great.
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What you describe happens to me all the time in normal. In very hard, I'm not sure about 2 seconds... 3 or 4 maybe... plus antd's killing off of electrode is hilarious. Yes a Pacifist kill like you describe is possible, sorta like what nico did but less damaging and more manipulating of Pikachu to do that. It's worth testing, since antd unless you're progressed a lot and haven't mentioned you were at Giant DK?
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