Posts for Comicalflop


Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
How are you going to enter the last bonus right before the end of the level without rambi? Ah, now that I see your idea is a route change... it's kinda like an in-game cheat, which is eh... you'd also have to consider the time taken to get the 75 koin trick, and whether that negates any time saved from beating special k rool before normal k rool. Also, if reset can be done rather than pressing a button after the "best" ending.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Marcokarty wrote:
But it makes me thinking: Why no one thinked about this before?
Because it's not really the true 102%. I for one wouldn't want to watch such a video skipping the later stages and a lot of bonuses.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
NxCy and I are watching at the moment, and while there's some good improvements, there's a few that were missed. -Pirate Panic, you can team up/jump to the barrel right above where you spawn. -In warp stages, like topsail trouble, it's better to do one long roll rather than short roll+long roll -It might be faster to do a goal switch with topsail trouble, to avoid having to do a normal switch inside the last bonus -Jungle Jinkx bonus can be improved, by using the team jump/dismount trick to hit the last 3 dragonflies without holding Dixie -Lost time in lava lagoon -Using hard mode would force you to use Rambi in Castle Crush. Hard mode, when I calculated, might save 3ish seconds in the long run, but Castle crush negates this time saved. I think you have the right ideas going on, but I'd recommend a few things. If you're going to do the 102%, by all means you could create something that could obsolete the current run. If you do, you may have to ditch the copy/pasting, TAS every frame from scratch, and have either myself, NxCy, or Arne (who has said he knows of a few new 102% tricks) to co-author with you. 4 minds are greater than one as they say, and while your copy/paste idea lets you update previous runs quickly, it'll be far more satisfying to create a new run from scratch that does not miss any frames anywhere.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'm going to be restarting using 0.9.6 as well, which is unfortunate since I had previously gotten up to the beginning of chapter 5. Edit: for anyone who cares, operation 3 is complete, and currently 6 seconds faster.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
For the time being, can this submission not be published right away? I am discussing a few things with NxCy about some further hexings and some possible redoes. Until further notice, this can be set to delayed until I figure out if I need to cancel and make a faster version or just replace the submission file with hexed improvements. Edit: nvm. set this back to normal.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Adelikat gave me some useful MHS addresses (specifically actual speed), but I lost those. Maybe he still has them lying around. -Item to be attained by pressing Z: you don't need an address for this. What frame you press Z determines what you get, so all you do is let it cycle and press Z and see what you get. -Item to be obtained will be determined by what frame you touch the box. So touch it on different frames and wait to see what it yields. -The two height ones can probably be shown as a Z coordinate. Adelikat can probably find that.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
The Mylestyles are a pain, absolutely. I think what really destroyed my motivation for this was redoing every 3 second segment of the run millions of times, so I wish you the best. I'd love to be of help in discussion of strategies/routes and such whenever you need it especially since last we left off we still hadn't pieced together a route for koopa troopa beach.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
if you want to do an actual 102%, then I have a few suggestions: -Go with hard mode. There's only a few stages where you need to sacrifice more than once. NxCy and I actually timed everything out, and we figured that the use of hard mode, in the end, might actually end up saving a little bit of time (Pirate Panic for instance can save a lot of time with hard mode), or come out equal in the end. The difference was so close we were actually testing it out for the any% (where we then realized hard mode means no invisible barrel for castle crush.) -If you're going to try the 102%, do it completely from scratch. Don't hex anything. I can tell you you will have more fun TASing everything rather than hexing everything (although it is more time consuming). I'd rather much see NxCy and my work improved on every level, rather than just copied and adding us as co-authors. Especially since our optmization really kicked later in the run. I also really want to see the bosses fought differently. -Check with us for time savers. we know of plenty of new tricks and places where time can be saved for the 102%, as well as possible different routes we wanted to test. In fact, there was a recent 102% speedrun by a guy named LegendOfEvil. His 102% run contains a lot of possible route changes; especially in the first two worlds abusing the warp/start+select variety. Of course, his run was aiming for fastest in-game time, but his routes may lead to something new. -Another possibility when I saw your very bizarre Krow fight is to make a playaround/glitchfest movie just like this one. Lord knows DKC2 is chock full of weird glitches, and it'd be interesting to compile them all in a playaround movie. I think DKC2 lends itself to some interesting plyaround as well.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'm having trouble understanding exactly what it is you're doing, but let me try and tackle things one at a time. Your basic question of whether it's ethical to copy someone else's input; I'd say that copying in someone's input automatically makes the person you're copying from a co-author. (see for example an NES star wars movie.) Especially if you don't ask their permission first. I don't quite know what you're doing. Are you making a new any% movie by splicing in stuff from my 102% movie? If so, I have a couple things to say about that. First, I think you're trying something like Super Mario 64 with open source, as in the TAS is open to everyone and whoever beats a stage the fastest gets it hexed in? If so, that's not going to work for a couple of reasons. For one, super mario 64 is insanely hex friendly. DKC2 is not. The bosses all have some sort of randomness, and some stages desynch when hexing due to randomness, sub pixel positions, or lag. Second, I have been working on an improvement to Arne's any% for a long time now. I had previously gotten up to Castle Crush, and I'm currently hexing in improvements. As I've been making this movie, I haven't taken any of Arne's input. I've recreated every single stage as I go along, rather than assume "Oh, Arne did this level optimally, so I'll redo it." So far, I have completed 13 stages (out of 34) that aren't even 25 frames faster than Arne. But there is only one stage so far that I didn't save any frames. This is because I have recreated every stage, looking everywhere for improvements, rather than saying "in the 102% there were some improvements, and hexing them in = fastest" because I have found MANY new tricks, shortcuts, and timesavers that aren't in Arne's movie, nor the 102%. However, how are you 114 frames faster at Krow's Nest using only splicing? Sounds suspicious to me.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'd go with the faster strat in the actual submission file, but include in the submission text links to .m64's of the optimized normal strats.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
These look really cool. Looking forward to more vids.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
From the looks of it, it does seem the 501 frames comes from 1) using a new version of desmume and 2) not using skip mode, since I think it'll only save time given the slightly longer screen transitions in the older desmume. I wouldn't recommend submitting it; I had a lot of meh/cool feedback when I showed a big audience in IRC, and while a cool concept, I don't think it's entertaining enough to a large enough audience.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
kitsunezeta wrote:
also... bump?
On the Trauma Center 1 side of things, I haven't worked on anything since October. I have had so precious free time this semester, any TASing time has gone straight to DKC2 the past 5 months. It doesn't help that I'm stuck at the first op in chapter 5, and that I'm on the fence about redoing using a newer desmume version.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
You mentioned in the youtube video being 14 frames faster when you got to Krow... in my run (which I have bene working on for many months now; I had gotten up to castle crush before restarting), I'm 69 frames ahead, and I also managed to enter Krow on the first frame, as well as save time in the fight itself. But if you do know of tricks (there's one potential glitch NxCy and I are studying that if possible, could vastly alter the run), or know of nicovideo users who know tricks, then you can PM them to me.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Yes I did incorporate it into my WIP, which means I have to redo many stages. I was able to save more than 194 frames. But in the future I'd appreciate it if you privately message me any findings rather than publicly posting them, since I prefer my movies and the new tricks used to be a surprise when submitted.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Kitsune wrote:
Starbit Collection alone would be beneficial in a 100% TAS, though, so Player 2's cursor might be useful there.
Keep in mind the wii cursor's ability to act like a mouse cursor. For TASing, I am guessing the game can accept the cursor as pointing in 2 different places in 2 frames, much like the DS. So if there are 5 starbits that spawn, it should only take 5 frames to collect them, since the cursor needs to only be over the starbit for 1 frame; collection seems kinda instantaneous. Plus, if you watch the speedruns, it is entirely possible to move towards some next area and collect the starbits in time. A 2nd controller would only have been beneficial for that super jump if it was better than the normal backflip/spin/wall kick/spin combo.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Hi andreas, welcome to the site. A few things: 1) This request should be in the Ocarina of Time thread. 2) Ocarina of Time 100% category is very difficult. For one, it would be a run 6 hours long (give or take); very few runs on this site exceed 2 hours. it's a lot of effort to put into. Second, a 100% run would require a lot of resetting mupen, something that is not available yet (one of the main reasons why the improvement to OoT any% is taking so long). Third, a TAS route hasn't been worked out yet for the 100% category. 3) Since a 100% doesn't exist as a TAS yet, you can still go to speeddemosarchive.com and check out the 100% segmented speedrun there.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Baxter wrote:
Ok, not a complete update for now. Remember, stars aren't permanent and there are still quite a few things undecided... New stars: Chrono Trigger "glitched any%" Bionic Commando Castlevania - Aria of Sorrow "100% souls" Castlevania - Symphony Of The Night International Super Star Soccer Deluxe Legend of Zelda - Link's Awakening DX Removed stars: Castlevania: Circle Of The Moon (Great run, but with recent additions Castlevania overflow, maybe it will switch stars again with another Castlevania TAS some time in the future.) Darkwing Duck (This one and Battle of Olympus were planned to switch stars at some point when they got them, as multiple were popular, and a bit of variety and a not too static star list are nice.) Battle of Olympus Points of discussion: Lemmings (I'm planning on giving a puzzle TAS a star. I am not fully convinced Lemmings is the most action packed or entertaining for a first-time TAS viewer, or someone unfamiliar with the game. I am not the only one with this opinion, but there are some strong opinions otherwise, and the response in the submission thread was very positive. I'm currently tending towards giving Lemmings a star, or is there a different puzzle TAS preferred? Kings Bounty (For some it's the TAS most deserving to be in the star list, for others it's a complete joke that it's there. Is there something like a category 'beats game a rediculous amount faster than intended', and if so, should Chrono Trigger take this star for now? Should they coexist? Gunstar Heroes / Gunstar Super Heroes Which one is preferred? Legend of Zelda - A Link to the Past (Just thought I'd bring it up, should Link's Awakening DX obsolete this star, or should the coexist?) Family Feud (Very popular, and got multiple 2009 awards. The soccer TAS is however already a 'funny TAS', and quite a few other TASes that got 2009 awards were already starred now... should this also get a star? Golden Axe (Does this TAS still have support for a star? Is some other TAS preferred in its stead? The N64 is relatively underrepresented, but there are a lot of potentially great N64 TASes currently being worked on. Same for the Mega Man 1 star, it is a good idea to reconsider it for a star when a new version is finished. There are still some more stars to add. Maybe a few suggestions on hidden gems, which might not even be recently published, but overlooked, and very fun to watch? Maybe a fighting game (arcade?)?
It's about damn time the all soul stole CotM's star. For puzzle star, why not kill 2 birds with one stone? Tetris DS is even faster block spamming than wetrix or tetrisphere, and it can help promote the DS list to start. it may not be the best DS run on the site currently, but it fits the puzzle bill, and is short/sweet/fast. King's Bounty shouldn't be on it, IMO. Chrono Trigger does far more glitchy WTF game over stuff in better ways. Gunstar, eep. I don't want to promote my run over the other, since I find genesis's 2 player action cool, but it does run kind of long at 30+ minutes. It's autoscrollers and bosses are also longer and less interesting. And GSH has higher ratings and won the speedy award. Well, I'll just let you folks decide on that one. Link to the Past and Link's awakening can co-exist, I think. Family Feud vs. Soccer, I dunno. They are kinda different kinds of humor. N64, I think is fine as is. only star worthy published n64 runs, IMO, are SM64, banjo kazooie, and mischief makers. Mischief has too many emulator issues though, so maybe add banjo, and keep an eye out for Goldeneye, OoT, and MM coming out this year. Watching those 3 compete would be awesome indeed. For fun fighting game, I think errorr1's short 2 player PSX streetfighter something or other should be considered. Besides super smash bros., it is the only fighting TAS that interested me. Golden Axe? bleh.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Any% Update. Before my laptop went kerplooie, I was stuck on the Golden Rambi glitch in Castle Crush, but thanks to a new glitch NxCy pointed out to me (from some nicovideos user), I'm restarting Slime Climb. I'm going to try splicing that in, and then hexing in all the stages I've finished; Kreepy Krow should be the only stage that needs a real redo due to randomness, but I'll keep an eye out for any possible improvements to stages in the rest of world 3, 4, 5 and 6 up until where I was stuck at Castle Crush.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Why? I would hope that all I've contributed to the site makes me more than just a somebody. Maybe the author doesn't have recording equipment, or doesn't want to make one, or doesn't feel skilled enough? OoT all-temples has 2 commentaries from different peoples linked in the movie description. I see no need to limit who can do what or what has priority. We all like doing different kinds of commentaries; perhaps whoever feels like doing one should just make one, have it linked in the description, and if people like it yay, if not oh well. And if there's a technical commentary on a run cool, if there's an entertainment run cool as well. That's what I've been doing anyways, just whatever I fancy doing. Just like making TASes, it's my free time, I'll do with it what I want, whether it's make a TAS of X game, or make a commentary of whatever style on Y game.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
mmbossman wrote:
Oh there have been WIPs... browse through the OoT thread for several examples. The problem is that they have been promised repetitively by a couple members who are very good at TASing that game. These promises effectively kill off interest by anyone else, for fear of pouring hard work into a movie which will *soon* be beat by another TASer. It's small-scale FUD: "We promise that we will make a great new run in the next 4-8 months which will blow your socks off, so anyone else who works on this same project is just wasting their time". It's unfortunate..
Take a look at the 2 OoT RBA submissions. That's what happens when non-skilled TASers try to beat the game despite skilled TASers already working on the game. Also, since both of those runs were rejected due to low technical precision (a rejection which is shared by the viewer's and judges response), then perhaps we should wait for the technically precise version, since it's what the site's viewers and judges are waiting to vote yes on. Now despite being discouraging, we still have examples where despite peer pressure, a new TASer comes along and dominates. Examples: -Super Metroid. Hero of the Day, JXQ, and Saturn are essentially replaced by new guys Taco, Kriole, NameSpoofer, etc. -Ocarina of Time. Bloobiebla started as a newbie, persisted, and created a damn fine all-temples run. And he was originally competing against me, GuanoBowl, and SwordlessLink. -Majora's Mask. MrGrunz has come along and blown Mukki and SwordlessLink out of the water. (He's also good at OoT) -Super Mario 64. FODA, rikku, SwordlessLink, and AKA fade out, all the new guys, like Kyman and nahoc sonicpacker and ZOMG and Silentslayers and etc. because there's a lot of new guys. -Donkey Kong Country. What was originally an Arne dominated series has paved way to myself, NxCy (who began by obsoleting my old work) and Tompa. -Super Mario World 2: Yoshi's Island. NxCy and Baxter have replaced spezzafer. -Super Mario World. Mister and ISM reign supreme now. -Sonic and Knuckles 3. MarzoJr. -Aria of Sorrow. Kriole is taking over almost all categories. -Harmony of Dissonance. klmz only has one category (Maxim warpless) that he hasn't beat. -Megaman. The megaman games, especially the ones 3 and after are being dominated by mega_man_3 and glitchman. -Super Mario bros. Happylee. -Many older NES games (metroid, excitebike, etc.) Lord Tom.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I think what you want in a commentary is different than my approach. It's true that I often go the way of entertainment/making fun of the game rather than technical explanations, because that's the formula that JXQ started, and also the formula from Mystery Science Theater 3000 (One of my favorite shows.) I don't think that we need to have commentaries on EVERYTHING. It just so happens that I like making humorous commentaries on longer runs, to make it more fun to watch due to the length. But rather than feeling the need to do a humorous commentary on every single run in existence, I'm just doing them on a few games that have long runs and that I think would be funny. If it's a game that I do know (OoT, Banjo Kazooie) then I'll try to add technical details. However, I never write anything beforehand, and do the entire commentary improvisational; so I've made mistakes. Like in OoT I tried describing the 'invisibile sword glitch' or I might make voice impressions of characters that just sound wrong, or I'll make a pop culture reference that is incorrect. Nobody's perfect. I don't think there should be guidelines. Just, if you want to do a technical commentary, go ahead, if you want to go entertainment like I do, go ahead. But not every run NEEDS one. I certainly encourage other people to make commentaries; even though funnyhair and I stayed up until 2:00 in the morning recording the Breath of Fire II commentary, it was a very fun 5 hours. For me, the spontaneity of the moment was more enjoyable than watching the run ahead of time, and making sure every technical detail is explained; because that information should be in the submission text. Now maybe there should be guidelines on how they're recorded. Certainly the dual commentary for Breath of Fire II has the mistake of sounds of the game included in the .mp3, which my other commentaries don't have (because in the others I watched the run on headphones, and in BoF2 my external mic picked up the game playing as we both sat and watched without headphones.) Perhaps some awesome encoder takes each commentary submission and splices it onto the published .avi/.MKV, in the same way as JXQ's commentary. But to say every run ont he sire needs a technical commentary is a little silly. I guarantee a lot of people would get bored having to make commentaries on every single run ever. But for some games, especially long runs, a humorous commentary makes the long experience of watching just that much more fun.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Funnyhair and I recorded a commentary on this very long run. Here it is: http://www.sendspace.com/file/pga8vv
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
It doesn't duplicate so much as do it every single time. For Source, you can go into the menu and change the frame rate of the game, or set frame rate to 0, and set a button to frame skip by 1. (essentially, frame advance and slowdown.) However, the game is in a strange kind of state during these 2 modes of play (since you can't precisely pause/unpause, or change the framerate during gameplay.) When the framerate is changed, the games freeze when trying to load any maps (which is what happens when you use load, it tries to load the map the same way as if you were starting the level, just from the point where you made the quicksave.) Now it gets trickier in that, if I remember correctly (demonstrate, correct me if I make a mistake) but there's randomness that occurs during loading of saves. For our current emulators, there's frame count, and when you make a savestate, loading the savestate will bring you to the exact frame that you saved from, with the game being entirely the same. In Portal, there were two inaccuracies. One, sometimes objects (in what we tested, an energy ball) that if we loaded successfully and told the game to pause as soon as a load was saved, it'd randomly be in slightly different positions. Secondly, in order to work around the game crashing, we tried creating a script where while the game was in timescale or framestep, to deactivate it, load the save, and reactivate frame step as soon as the load was complete. Now the problem is that a random number of frames would pass by before the game was loaded. If we told the script "when pressing X button, deactivate framestep, load save Y, wait 5 frames, activate framestep" then the game would occasionally crash. Sometimes the load would work without crashing, but we wouldn't be on the exact frame that the save was made, and sometimes frame step was activated too many frames early and the game would crash. We couldn't identify the source of the random frames, so we had essentially savestates that would either cause the game to crash or would load us on the wrong frame count. There's two other problems I encountered, with Portal specifically. One, the game runs at 300 frames per second. (Was it 300? I forget, but something really high like that.) Portal's camera works like this: where your mouse is pointing, you turn and look. This would, using frame advance only, create the most spastic camera work ever, with 300 crazy camera movements per second. Because during framestep you can't hold down the button, you can't create smooth movement, and the end movie would most likely cause anyone to throw up from motion sickness. Like this. The other problem with such a massively high framerate is that since you can't hold down the frame advance button, you have to press the frame advance button 300 times in order to progress just one second. And the frames don't load very fast in framestep. So it'd be a very, very slow process. One other thing I forgot to mention. When we worked with Portal, we used Source's own built-in movie record features, which essentially works exactly the same as input files, in that you can send the movie file to someone else's computer and have the game play through inside the game itself, just like our emulators do.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
What's going to be the workaround for Source games crashing when loads are saved during timescale/framestep? (Since that was stopped us from working on a Portal TAS a while ago.)
Homepage ☣ Retired