Posts for Derakon


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Alright, finally got the time to watch this. Nice work! I do have one optimization question, though. In the last level, you transform into harpy form, and then there's a fairly lengthy stretch that looks like it doesn't actually require being a harpy (and then after that there's a room that clearly does). Given that you say that harpy form is a bit slower than base form, why not delay transforming so you can cover that initial area faster? Otherwise, looks good! Someone should ping the WayForward guys; I bet they'd get a kick out of watching this. Incidentally, you can download the soundtrack from the composer's website. Though his version of the Tinkertank track is a bit different.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Nach was posing a hypothetical question to inspire debate, without actually telling us it was hypothetical, a) to get us to be more honest, and b) because he's kind of a jerk that way. ;) Or maybe he was telling the truth! Who can say. Well, besides Nach of course.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I take it there's no way to manipulate the building generation code to always generate walkable buildings? I mean, it is a one-button game; is that button the only controllable source of randomness?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Oh awesome, you finished this! I was offline for the weekend due to computer woes; I'll have to find time to watch this. What I saw from your WIPs was quite solid though. In addition to the GBC game, there's also a DSi/WiiWare game (Shantae: Risky's Revenge) that was recently-ish ported to iOS and PC. It's pretty good, though I think the GBC game has more, uh, "heart" I guess. And yeah, they're working on another game that will get released on basically everything. Regarding deathwarps: you have a set number of lives (3, I think). Dying resets you to the beginning of the room; running out of lives resets you to the last place you saved (but you keep all your progress otherwise). Hence why the run goes out of its way to save at Water Town -- it saves on backtracking across the entire desert and the area east of the starting town. Not doing this skip doesn't make sense because the day/night timer doesn't run during screen transitions, so you want to minimize those. If the timer did run during transitions, then instead of doing the backtrack, the run would probably go out of its way to collect a powerup (Monkey's Claw is most likely, since it allows you to attack while in monkey form, which lets you skip many transformations).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Hey, nice! And the C64 implementation is impressively faithful to the original, kill screen aside. I hope this presages the creation of more C64 TASes, presumably after applying some polish to the emulator so you don't need a VM to use it.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That gets into what the definition of a bug is. Does it count if it is an intentionally implemented bug? What if the developer knows about it, are capable of fixing it, but don't? What if they know about it, would fix it if they could, but they lack the resources? The latter category is common in commercially-released software, as bugs can be deemed too hard to reproduce to be worth bothering with.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'm fine with developers intentionally setting things up so that there are exploitable weird edge cases, especially if the exploits are "elegant" (here I'm specifically thinking about things like the Super Metroid mockball, which was probably unintentional but just looks so smooth when executed). Basically these then become "secret techniques" that skilled players of the game can take advantage of. Arguably they aren't glitches or exploits since they were intentionally coded into the game, but the concept is similar -- you have to be very dedicated to examining how the game works if you're to discover them and make use of them.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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The key word here is arbitrary -- that implies that you must be able to make the program do anything (that the computer is physically capable of doing of course). Being able to perform SQL injection attacks is all well and good, and I think it's awesome that you're intentionally leaving in exploits like that, but unless the game is retrieving code from the SQL server and executing it, I don't think it really qualifies as ACE.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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No mention of just showing a standard awesome TAS? It'd only take a sentence or two, and it'd give a graceful fallback option if whoever's reviewing these videos doesn't like any of the more "edgy" submissions.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Well, that sure was a boss fight. I like your use of dances/posing during the momentary waits. 90 seconds seems like an awfully long time. Is there time enough to go grab the Monkey Claw ability? Or failing that, to grind money for something that would save time down the road? I don't object to the concept of a long dance sequence, but 90 seconds is pretty huge.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I find the rules for that speedrun kind of weird. It doesn't allow using the "I lost it" or "Lord Xeen" codes at the mirror, but it does allow warping to Shangri-La and all of the dungeons?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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If we're going to show a multirun, it should be one where it's actually evident that the games are using the same input. Basically every multirun after the first one (of Megaman X + X2) got extremely clever about "desynchronizing" the different games, which improves speed (and I'm sure makes for a more interesting puzzle for the TASer), but makes it a lot harder to watch for the uninitiated. So yeah, do the X+X2 multirun if you're going to do one.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for encoding, solarplex! It's looking good!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Awesome, glad to see this game getting some attention again. Your WIP looks great to me!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'm inclined to say that we should mostly try to avoid weird gimmicks. If the focus is on TASing, then let's show TASes. Here on these forums we are of course extremely familiar with TASing, which tends to mean that we're more interested in the more outré examples of the art, but in a setting like AGDQ I think we'd be better-served by simply showing a set of very high-quality TASes. The documentary thread has a bunch of discussion of what would make a good "TASVideos trailer", and I think much of that should be adaptable to an AGDQ TAS block. In general, I'd say that we should prioritize: * Runs of games that many people are familiar with and that are played in highly-unexpected ways. The SMW ACE run was an excellent example of this at AGDQ 2014. * Runs of games where the TASer (or an experienced speedrunner) can provide commentary, ideally in-person but with a voiceover or prerecorded speech if necessary. Commentary goes a long way to explaining the sometimes odd-looking decisions made in games. * Runs that stand on their own well. International Super Star Soccer Deluxe might be a good example here. But really, just run down the starred runs and select ones you like and/or have the cart for. I do think it could be interesting to show a speed-TAS vs. speedrunner competition; if nothing else it should help demonstrate how much effort a TAS takes, since I doubt that 4 hours would be enough time to make an especially optimized TAS.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'm gonna have to agree with the people saying that, technical feasibility aside, FF1 is too long to show off at AGDQ. I'm sure there'd be a decent number of people present who would enjoy seeing the game get blitzed down by a low-level warrior, but we're still talking 70 minutes of slow dungeon crawling punctuated by frequent pointless battles and the occasional basically-predictable boss fight. In other words, FF1 is one of those games where, even when you TAS it, the results don't look impressive to the uneducated eye. Consider that the purpose of the TAS block of AGDQ ought to be a combination of entertainment and education about what TASes can do. Thus the games chosen should be, well, denser than FF1 is. More obviously TASed, more action, more variety in what TASing accomplishes, and over sooner so another game can be shown off.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I seem to recall hearing that all you need to do to get a Japanese SFC cart to work on a US SNES is to cut open the case a bit so that the cart physically fits into the slot. Otherwise they're identical. But this is hearsay from years ago, so take it with the appropriate amount of salt.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Mothrayas wrote:
Derakon wrote:
I have good news.
That's DOS Mega Man (1), not DOS Mega Man 3. That said, both games are equally terrible, so it's not like you're missing out on much.
Oh, my mistake. For some reason I was thinking that "Mega Man 3" was in fact just another name for the same game (much like e.g. there are bootleg NES games claiming to be "Donkey Kong Country 7" or the like). Thanks for the correction.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I have good news.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Just use imgur. Free, generous size limits, doesn't mind hotlinking, doesn't require you to make an account, leaves images up pretty much indefinitely as far as I can tell (unless you explicitly delete them). I'm amazed they stay in business, but I'm glad they do!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Warepire wrote:
It probably uses some special cart logic that is unimplemented anywhere else.
That shouldn't matter for a cycle-accurate emulator. What would matter would be if the cart had special hardware on it, but that seems unlikely for a bootleg game; why would they go to the extra expense?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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If you search for "pepsiman tasvideos" instead, then you do find the published TAS as the first hit. But you'd think we'd rank more highly for just "TAS" as well. Weird.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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You know what I look for when I'm pre-judging a submission? The submission text. If it's mostly empty then I'll subconsciously assume that the author doesn't know what they're doing. If, on the other hand, it contains details about how it's an improvement over whatever prior submissions/WIPs/unsubmitted TASes/etc., talks about techniques it uses, and so on, then I'll be far more favorably-inclined to it. We've had runs submitted by complete newcomers who've had that kind of detailed breakdown in the submission text, and those runs have also generally been of high quality. Meanwhile, the majority of runs that have basically-empty submission texts are also clearly not optimized when you watch them.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Well, congrats on the publication, ForgoneMoose! The description ought to note that there are kills that aren't "official" kills and thus traditionally don't count against the pacifism concept. I suggest this text: "This run beats the game at level 1 with 0 experience, and the only official (recorded in the bestiary) kill being Dracula. A few other enemies are killed using a glitch to avoid the kill being recorded or experience being awarded."
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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He tried -- the loading trigger at the top of the stairs isn't there, so you just fall off when you get to the top.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.