Posts for DaTeL237


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Experienced Forum User, Published Author, Active player (354)
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Dromiceius wrote:
(...)
Thanks for reply
Captain Forehead wrote:
Funny, I was going to do this game when I finished Tin Star but I'll be happy to let you do it.
I just played through the game (needed cheats *badly* :D) and decided not to go for it.... there's a terribly long and slow autoscrolling-part in it, other than that there's not too many interesting situations I think
negjay wrote:
(...) by tapping down I could interrupt his arm animation and make him throw bananas much faster.
heh didn't know that!
DrJones wrote:
The PC game of the jungle book can be beaten in real time in less than a minute (it takes more time to introduce the copy protection than to win the game). I think it's the worst game I've ever played and even though I gave it away to several friends, every one of them returned it to me because they didn't want to keep it.
good to know i guess... not sure what to say ;)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Post subject: Jungle Book
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I decided to try as TAS on The Jungle Book (SNES) and fairly shortly afterward I believe it won't be as entertaining to watch nor to make... so I'm not too sure whether I'll continue or not. Either way here's a WIP http://dehacked.2y.net/microstorage.php/info/194361737/JungleBookTAS_WIP.smv ps: I know I could've collected some extra health to save the slow slow slow ride on the parrot at the end of lvl 2 but I just wanted to finish the level to post this and get it over with for now :D ps2: I used to PAL version because that was the only one with an exclamation mark in its title... is that the wrong or right decision?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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moozooh wrote:
Can't believe Super Monkey Ball 1/2/3 aren't mentioned yet.
so right! I've watch some WR-compilations which look amazing so a TAS will either be incredible or pretty much the same as those WRs :D
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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not my personal opinion but I'm convinced a lot of people will want to see a Metroid Prime TAS :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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great work wyster, loved facility and can't wat for more :D
Rising Tempest wrote:
(...) I highly doubt henrik's WIP conforms to my lofty and possible unreasonable standards here, so I might not end up being too involved this time around, unless I start this on my own and just publish it on youtube or something. Don't know if the majority of users at this site want to see the run I have in mind, beat the game as quickly as possible seems to be more the standard I guess. I'd like to see it at least so for anyone who actually cares I'll get around to it... sooner rather than later if Dam and Facility magically apparate finished on my harddrive somewhere. (...)
There are other movies that aim for in-game time so if you check with officials there's a good chance it could even be published here And them I guess cinematics can stay in as being added entertainment value without obstructing the goal either way I know i'll love watching it :) good luck if you decide to do it
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Mianoë wrote:
Lol i restarted, seeing i had lost frames. (...) So a question to player who used FA for TAS, how to use FA, what are the tricks ? It isn't in the FAQ.
The emulator checks the buttons at the moment you advance a frame and ignores everything that happens in between this means that the emulator can only register a 'keypress' if the state of a button is Released at frame N and Pressed and frame N+1 so the maximum number of button presses (for 1 button) in 60 frames is 30 (pressed, released, pressed, released, etc) my memory on SoM is very shady... there is a chance that two buttons will both have the same function, in that case you may use that function every frame (e.g. A, B, A,B, etc)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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wow more awesomeness :) yeah the box kill really surprised me I was wondering one thing when dropping from the ship's chimney you need to break your fall to avoid falling damage, is it possible to combine the window-breaking move with that action? or is banjo already in an unstoppable fall at that point? (or does he simply not reach it :P) keep up the great work :D
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Scent of a Woman might be familiar but in that case I didn't know :D got some more that I'll post once i think of them
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Bisqwit wrote:
EDIT: It fails to compile as well. $ ghc tmp.hs tmp.hs:2:0: parse error (possibly incorrect indentation) EDIT 2: Fails to honor the mission goals too. It should exclude numbers divisible by 7.
yeah sorry, the code wouldn't be displayed properly so part of it got 'removed' you're right about the result not being displayed though... I don't know how to do it in haskell :shame:
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I like such mini competitions (although I can imagine some ppl will probably put quite some time into it :D) thought I'd write a haskell version of it... I suppose it can be shortened but at the moment I don't have the time to look into it ps. it builds the entire (infinite) list ps2. it's not efficient at all
1:[x|x<-[2..],mod x 7>0,[y|y<-[1..x],mod x y<1]!!1/=x]
edit4: fixed to display with the help of bisqwit tried to make it display the list using map (putStr.show) myList but it doesn't work
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Kyman wrote:
What if someone ground pounded while they were in a wall?
The reason why mario can 'pass through walls' when at high speed is that mario will never actually be inside it (at frame X he is in front of it, and at frame X+1 he is already behind it)... so ground pounding inside it can't happen
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Merry Christmas everybody!
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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very interesting discussion :)
MUGG wrote:
As for survived falls: Are there any that do not involve pillow factories or bushes?
fairly recently a guy survived a fall with semi-failing parachute (I'd say it was functioning as good as a set of cloths shaped like a parachute...) Ok he wasn't unharmed though (looking for an article of it atm) video footage: http://www.break.com/usercontent/2007/2/Man-Survives-BOTH-parachutes-failing-224503.html
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Kejardon wrote:
DaTeL237 wrote:
that's a property of float calculations... and integer (exact) numbers usually won't suffice
Having programmed a good bit myself and understanding various ways to store numbers, this is a really silly statement. Integers are far more appropriate for basically all position variables. I can't think of a case where I'd prefer a float instead. Here's a graphical representation of how this idea might speed up a run: (img)
Thanks for the graphical example! I'm convinced there's a game where it'll be advantageous now :D No offense to your programming knowledge (I'm sure it exceeds mine) but look at practically any 3D code sample and you'll see them all using floats (or doubles) for position... the reason why? Here's a tiny and quick read on it (from a source that defends integer coordinates)
Why do 3D engines generally use floats to represent object position? Floating point representation can make sense in a rendering engine, where absolutely exact results are not required. A certain amount of approximation when rendering is normal and has no adverse effects. And the floating range offered by this representation is very convenient given the amount of vector maths involved.
source: http://www.pathengine.com/Contents/Overview/FundamentalConcepts/WhyIntegerCoordinates/page.php
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Kejardon wrote:
(...)
I'm speechless. I know that even commercial games occasionally get away with horrible programming flaws, but for such an easily avoided flaw to be common? o_O Why would you even use an exponential value for a character's position?
that's a property of float calculations... and integer (exact) numbers usually won't suffice anyway, in general, I was wondering if the tiny speed increase would weigh out to the increased traveling distance when using such a non-direct route. Or do you think that by abusing the erroneous rounding you'll end up in the exact same locations?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I realise this topic is ancient, but I started a mini side project on it (for now, just trying air-make) does anybody still have the video mentioned above? or the strategy used in it? I tried some air-makes today, best so far is a 102850 jump which was 360-720-900, LienAir, 360-720-900, Stalefish, 360-720 another 10-move-combo I managed was 360-540, 180, 360-540, 180, 360-540, 180, 360 I'm still convinced a 11-move-combo is possible... I did a few that failed to land (plus I've seen some landings that didn't even remotely look like they'd make it.. and yet did)
Zurreco wrote:
It would seem that every trick attack level would be using the lien air++ trick scheme to get huge bonuses off of nothing. That would be really really boring.
anybody (perhaps zurecco himself :)) know what is meant by 'the lien air++ trick'? google doesnt bring up anything useful (only the get-tricks-easy-in-training trick) any input appreciated edit: ok nvm for the Air-Make... just found out that combos of more than 10 moves dont receive any extra points (other then the 10-move combo and the individual moves). I'll think about doing a match or timetrials
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I'm getting the following exception when trying to open a 61147-frame movie file that was made with Snes9X1.43+v11 (beta15 + lua 0.06) the .smv is 134,340,200 bytes for some reason edit: hmm ok, makes sense that it won't open such huge files... they shouldn't be that large anyway edit2: atm i'm not even sure if this is a TASMovieEditor problem... the might have grown because of it but i can't say anything for sure
************** Exception Text **************
System.OutOfMemoryException: Insufficient memory to continue the execution of the program.
   at System.Runtime.InteropServices.Marshal.StringToHGlobalUni(String s)
   at System.Windows.Forms.TreeNode.Realize(Boolean insertFirst)
   at System.Windows.Forms.TreeNodeCollection.AddInternal(TreeNode node, Int32 delta)
   at System.Windows.Forms.TreeNodeCollection.Add(TreeNode node)
   at System.Windows.Forms.TreeNodeCollection.Add(String text)
   at MovieSplicer.UI.Methods.PopulateMovieInfo.SMV(TreeView& tv, TASMovie& smv)
   at MovieSplicer.UI.frmMain.loadMovie(String filename, Boolean fromRecent)
   at MovieSplicer.UI.frmMain.mnuOpen_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/SXP/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
tas-movie-editor
    Assembly Version: 0.12.0.0
    Win32 Version: 0.12.0.0
    CodeBase: file:///E:/games/SNES/TAS%20Movie%20Editor/tas-movie-editor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/SXP/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/SXP/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/SXP/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system>
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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eternaljwh wrote:
I'd like to add my amusement that you prevent death by suffocation by filling up with helium on several occasions.
:) that's what makes the get-fish-early possible
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Rridgway wrote:
What defining traits set us apart from animals?
I'm sure someone will be able to provide a solid counter-argument... but I like to think of the ability to act other than what natural instinct tells
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I had started typing in the reply box 3 times before and couldn't get to the right words.... but AngerFist nailed it perfectly so imo an obvious (3) opinion
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Thanks everybody for feedback, and thanks to the site contributors for making it all possible btw I guess the closest answer would be (b), a helium spell :) I like the screenshot btw
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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yeah according to this source thats the case
Here's how the original Jesus Mode code was hacked (based on a post by Parasyte). In Mario 64, the engine determines whether Mario should walk or swim based on Mario's position relative to the water level. If Mario is below the water level, he is put into swim mode.
http://doc.kodewerx.net/hacking_n64.html based on that one would also say that it's impossible to glitch into some walk-underwater mode... because every frame a check is done whether mario should be swimming
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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DemonStrate wrote:
DaTeL237 wrote:
DemonStrate wrote:
I hope this is proof enough that it was done via Gameshark: Super Mario 64 - Gameshark Water Walk Proof: http://www.youtube.com/watch?v=Qo0k1ze7jKE
Indeed it's convincing that the video was done using that cheat, but the videos also suggest to me that the door is fully functional :) I still think it may be possible to use the door if mario moves from standing-on-ground to be-in-front-of-door in 1 frame (which could be tested using GS)
If you need me to test anything else, just tell me. It doesn't take long to record a video and upload it.
If you can also run an emulator then the following would be a good test i think: 1) find RAM locations and cheats for mario X, Y and Z locations 2) find values for X, Y, Z that are in front of the castle moat door (find these while water is lowered so height for standing-on-ground is ok) 3) stand on solid ground with the water raised on a new file 4) rotate mario so that he would be facing the door 5) pause emu 6) activate X Y Z cheats with the found values 7) continue emu
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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DemonStrate wrote:
I hope this is proof enough that it was done via Gameshark: Super Mario 64 - Gameshark Water Walk Proof: http://www.youtube.com/watch?v=Qo0k1ze7jKE
Indeed it's convincing that the video was done using that cheat, but the videos also suggest to me that the door is fully functional :) I still think it may be possible to use the door if mario moves from standing-on-ground to be-in-front-of-door in 1 frame (which could be tested using GS)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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alden wrote:
Some parts were rather painful to pay attention to, however as others have stated there were a couple of really interesting unique parts. I particularly liked the Sokoban style puzzles even though those were perhaps the slowest part of all :) Sorry if this has been brought up before, but how would an any% run compare to this? 7|8
Thanks for feedback err, I think an any% run would still utilize the get-fish-without-airbubble break.... so I'd still have to get 9 heart containers and all bottles. then, the 7 pieces that would be skipped are probably: (numbers from here) 6. On mine cart track, by the horizontal jump. [~50s] 7. Northeast corner of the flooded cavern. [~28s] 9. In the entrance hall of the Dwarven Palace, use the Balloon by the exposed platform. [~12s] 10. Southeast corner of the first underground cave in the Rainbow World. [~15s] 11. West side of the field with all the Shroom Goons. [12s] 12. In the eastern section of field where Cinder is. [0 s] 13. Past a false wall in the southeast section of the final mine cart. [5-10s] total time saved: ~125s I think everything else would remain the same, perhaps a slightly better route through rainbowland may be possible estimated final any% time: 37:5X:XX
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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