Posts for CoolKirby

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That was funny. And a solid improvement over the published run. Yes vote!
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What happens when people don't obey warning signs: Link to video Luckily no one is ever hurt in these.
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I would go with whatever looks most impressive. If taking damage looks faster and more like something the theoretical TAS superhuman would do, even for those few frames each time, I would go with that. Conversely, if taking no damage looks more superhuman, go with that.
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Hi Will, welcome to the site! Glad our Common Tricks page has helped you glitch your game even further. Enjoy your lurking here!
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Kurabupengin wrote:
I thought this was eaten by the Grue Monster!
It was, but the lsnes bug was fixed and this run was redone on the new, accurate revision.
Nach wrote:
<Masterjun> the rerecord count isn't correct though <Masterjun> it should probably be added onto the current one, so a total of 2280 rerecords
Could someone replace the movie for Masterjun with one that has the correct rerecord count? I went ahead and made one to make the process easier.
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I'm glad you made a new run after finding out there were more actual levels in the game. I never got bored while watching this, so I'm going to vote Yes.
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Shouldn't this movie's branch name be "best ending", as noted in this post and the next one? I could just change it, but I figured I'd ask first because it would mean the encodes would need to be redone...
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Really nice improvement! Love the new clipped-out route. Yes vote, of course.
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It was amazing to see the glitch demonstrated in the SMB3 thread, and the finished product is just as impressive. Well done.
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You're welcome! Not sure how you knew it was me though... Nice work figuring out the RNG. Does this mean you could theoretically avoid spawning any divers for the length of the run?
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Ah, okay. Thanks! I'll add these to the Interviews page then.
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This game doesn't look as bad in this run, with the better item positions and without all the awkward "trampoline" jumps. It's also quite a bit shorter, which makes it easier to watch without getting too bored. So I'll give this one a Meh.
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feos wrote:
Primorial#soup's run avoids both approaches that cut the time the glitched way, and it doesn't have any regular goals that could increase the time, right? Sounds like "" to me (blank label, trunk, traditional completion).
Agreed, that sounds like the best movie for blank label/trunk.
feos wrote:
MrWint likely should be "warp glitch". p4wn3r's run should either remain "SRAM glitch", or become "game end glitch", not sure about the best system to apply these 2.
Yes, "warp glitch" because it warps to the intended entrance to the Hall of Fame room instead of ending the game instantly. And I think "SRAM glitch" sounds better for p4wn3r's run specifically, but I can also see the argument for keeping things simple and calling it "game end glitch" to fit in with similar movies.
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The Santa hats appearing in avatars phenomenon, maybe? It seems like that could be considered a meme.
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Dimon12321 wrote:
There is a way to TAS android and java games??? Give me links on emulators, please!!!
No, not yet. Like the PS2 wishlist, this is a list of games people are waiting to see TASed when deterministic rerecording for these platforms becomes available.
Dimon12321 wrote:
fruit ninja ... and WR score in flappy bird.
Neither of those games has an ending, so even if they were TASed, runs on them wouldn't be accepted on this site. If you have Windows 8/8.1 and want to play around with TASing Fruit Ninja, you can check out Fruit Ninja for Windows 8 and see if it works in Hourglass.
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Sweet, there's another Pixel game out there! And wow, you destroyed it...good work!
ALAKTORN wrote:
but… there’s not even an encode? why is this being published?
It looks to me like all of the regular encodes are included in the publication. Feos was the judge, got the movie to sync and display the text correctly, and did the publication encodes.
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Eszik, I appreciate the support, but I don't think this game is of either the needed quality or popularity to be publishable, and I wouldn't want to submit a run that would inevitably be rejected because of game choice. Also, while I did work hard on my run, my intent was to help the author improve his TAS skills. On a side note, I didn't notice earlier that you said you made this game, Kaizoboy. I suppose you already knew exactly how the RNG worked and I didn't need to tell you, lol.
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I was able to save 602 frames (10.03 sec) from this submission. A few notes: Doge seems to move at the same speed no matter which of the 8 directions you travel in. This means that no matter what your combination of up, right, and up+right, he'll usually complete the room in the same amount of time as long as you hit the potato in the optimal way (which is hard to describe, but you can find it for yourself with a little testing). You should never stand still or move left or down. Any time you do, you lose two frames (one for going down/left, and one for having to go an additional frame up/right again). There are always other ways around the cats (see below). The cats' starting angle is determined randomly (RNG), based on the frame you enter the room. If you get a really bad RNG where it seems all the cats are trying to surround you every step of the way, don't start going left/up. Just wait a frame or two before entering the room, and you will usually able to breeze through the new layout of the cats with the optimal input. And just generally strategize your movements. If you have a cat coming at you from the top and one coming at you from the top-right, you can either simply head right or try squeezing between them by alternating right, up, and up+right.[/userfile]
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Oops, I guess my wording wasn't quite clear. Thanks for the answers though! According to the list Warp linked to, this movie was the 15th oldest non-obsoleted movie on the site as of right before this run's publication yesterday at 3247 days. I think the game with the second biggest difference between publication dates was Mega Man for GB before the publication of this movie, if anyone was curious.
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I didn't understand it at first, but then I thought about its connection to branches, and it makes a lot of sense now. The "fastest completion" run is the main one that all of the other ones "branch" off of, like a tree...that's perfect! And I really like the clear definitions in that whole section of the Judge Guidelines.
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That's awesome. Looking forward to the improved run!
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Ilari wrote:
TASPlasma wrote:
I was actually planning on doing a very short test run with a real Wii Mote/Motion plus, then manually adding in any frame perfect inputs.
That seems rather nasty to do
I agree that it would be nasty. That would mean using the hex editor to rewrite each section with increasingly higher/lower Nunchuk positions until you get an optimal time, and doing that for every section, every room, every area for more than 5 hours. That would require inhuman patience. I really think you should just stick to the testrun idea. If you frame advance just for text boxes and BiT, you should be able to beat the real-time records anyway, and the result might even be good enough to submit here.
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To clarify, the lag counter is definitely incorrect for this game in FCEUX (and BizHawk, according to TASeditor). The Lua script feos posted forces the lag counter to count all the lag frames, and for this reason, it has been used for every Kirby's Adventure TAS since last year's frame war (which helps explain the major accomplishments in conquering lag in, for example, TASeditor's WIPs).
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wingkappa64 wrote:
Do you know a way to save my TAS movies on Snes9x 1.52 so I don't have to redo a TAS every time?
If you mean to resume a TAS after closing the emulator, all you have to do is save a state, and when you're ready to continue, play the movie with read-only mode on, turn off read-only mode and load the state to continue. By the way, I really like your name. "wingkappa" is pretty clever, and I laughed when I first saw it.
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On a 64-bit Windows 7 PC with an Intel Core i3 processor and Intel HD Graphics, I got regression in the form of (sometimes large) frame drops on every core I tested: GBCHawk with Frogger 2: Regression when throttled. Maximum throttle speed in the menu fell from 398 FPS in 1.6.1 to 238 FPS in the beta. N64Hawk with Kirby 64: After starting the first level and running against the left wall continuously, visible regression from 46-48 FPS in 1.6.1 to 38-40 in the beta. NESHawk (not Quicknes) with Mega Man 2: Regression when throttled. Maximum throttle speed around 95 FPS in 1.6.1 to 74-75 in the beta. Quicknes gets 227 FPS when throttled, which is awesome! SNESHawk with the Compatibility core and Kirby Super Star: Regression in the menu (corkboard) from 40-42 FPS in 1.6.1 to 36-37 in the beta. However, the video in the beta was a lot smoother than in 1.6.1, with no random drops in frame rate. If I were playing casually, I would actually prefer the video output of the beta. Tested Atari2600Hawk with E.T. Regression in the menu when throttled from 115 FPS in 1.6.1 to 81 in the beta. Tested ColecoHawk with Frogger II. Regression when throttled during the first level from a maximum of 346 FPS in 1.6.1 to 178 FPS in the beta. (That's almost half!) Tested SMSHawk with The Ninja. Regression when throttled during the first level from a maximum of 346 FPS in 1.6.1 to 173 FPS in the beta. (That is half!) Tested Atari7800Hawk with Alien Brigade. Regression when throttled on the title screen from 193 FPS in 1.6.1 to 113 FPS in the beta. Let me know if you want me to test more systems. I just tested some ROMs I already had.