Posts for Derakon


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It's still going to have a segment of "what the heck is going on oh wait now the game's over wait what?" Which is all anyone can really ask for from a glitched RPG TAS. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Classy.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Well, I guess that moots my concern of what happens if you make it to the Zemus cutscene without a properly-initialized party. In particular I was wondering what happens if you don't have a valid party member to fight alongside Golbez. In the video posted, Cid took FuSoYa's place, but what if Cid hadn't joined yet?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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As I understand it, the dungeon needs to have repeatable transitions that result in a net increment in the room index -- which generally should correspond to an area where the map has loops in it. The Underground Waterway is a strictly linear map, so it wouldn't work. Also, you have to grind up Rydia to get the spell. Per this FAQ, Rydia gets Warp at level 12; Tellah doesn't have it until he gets his full spell list at Mount Ordeals. Getting Rydia to level 12 in an efficient manner should be interesting, since it strongly implies she'll be soloing some fights.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I made a rather poor attempt at a counter-argument to the "There should be a 100% run, not this run" earlier on. It basically boils down to: * Yes, a 100% run would be awesome, but we don't have one right now, nor is anyone evidently working on one. * We have this run right now. It's entertaining. In the hypothetical future where we had a 100% run on the workbench, I would probably support that run obsoleting this one. But I see absolutely no reason to reject this run because it's not a different run.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That was a lot more interesting to watch than I'd expected it to be. Nice work! A pity luring that bee over in SYZ3 takes so long, though; that did drag on a bit.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Basically, what he's saying is that Hourglass does not have mouse support yet. The "issues page" is a list of problems that need to be fixed; the fact that "add mouse support" is on that page means that there's no mouse support yet.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, FractalFusion! Having watched this, I was quite entertained. The run wasn't obviously suboptimal aside from not having a blue shell for the underwater segments, and the playing around was quite fine (though I confess to fast-forwarding through the snake block segment in 7-castle). While the run may not be perfect, I think we should keep in mind that it still took a lot of effort to make from some players who are new to the TASing scene. If anyone more experienced wanted to make this run, they had plenty of time to do it in; TASing on the DS is not a new phenomenon and the any% run has been around for years now. So, thanks, Soig and WinEpic! That said, given the amount of input copied from the any% run, I do think that the creators of that run (or at least those who worked on world 8) should be credited as co-creators on this one.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Re: #3683: Soig & WinEpic's DS New Super Mario Bros "warpless" in 43:00.28
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TASVideoAgent wrote:
I use flower in 3-1... Sorry, I didn't know its swimming speed can be faster with blue koopa shell when I did this stage...
You should really know this stuff before you take the time to make the run, so you don't make this kind of simple mistake. The any% TAS takes time out to get a blue shell specifically so it can swim faster in underwater levels; you should have realized this, assuming you watched that TAS.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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The skills required to make a TAS are thinky-puzzly skills, not twitchy-reactiony skills. In particular, most TASes require a lot of planning -- figuring out what route to take, what resources are needed, when they can be replenished, etc. ahead of time so you don't waste time grabbing things you don't need, but also don't waste time because you didn't have something that would have been useful. The ability to find important memory addresses is generally helpful (e.g. for maximizing horizontal velocity). Finding glitches is also a skill, though I don't know how you'd go about training it aside from just TASing a lot and having some idea of how most videogames are written.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Here's my thoughts: * In the Zelda segment, IMO you should have either killed all the Links or none of them. I recognize fighting one shows off that there are fights, but it felt weird. * Stylistically, having a taunt that gets cut off by the timer running out (in the Zelda fight) seems sloppy. * Getting Kirby to Stone-suicide (in the 15-on-1 fight) was amusing. * In the Grand Prix race, is it at all possible to get hit by the cars when they've nearly all passed, to get knocked further forwards? That might save some time. * Nice work on the Ice Climbers stage! Good dancing, playing around with the enemies, and taking out both Popos simultaneously while leaving the Nanas alive. * Likewise, the Fighting Polygon Team had some good acrobatics and use of items. Low-gravity made for a good change of pace. * It might have been amusing to clear one of the Metal Bros. off the top of the stage. Luring them off the bottom and abusing their terrible recovery is old hat. * I can't speak to the general quality of the actual fighting, not being an SSBM expert. However, it did feel like the knee attack was overused as a finisher. I guess Falcon really only has two non-spike finishers (knee and punch) though. Overall, while I was entertained, I also think that the run could be better. In a TAS everything should go as perfectly as possible, which includes manipulation of level layouts (in the Link level), item drops, enemy AI, etc. The actual fights should try to showcase amusing (or at least different) ways to deal with enemies; try to have as much variety in there as you can manage. Above all, try to surprise the viewer. I don't know what I'm going to vote; I'll need to mull over it some more first. Still, I appreciate the effort that went into this movie; thanks for making it!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Sir VG wrote:
I'm trying to figure out how to skip the bombing scene, but I haven't been able to yet. I also assume that you do NOT need to visit Kaipo, since Tellah isn't where he would be. I assume his placement there is added during/after the scene at Mist Village.
Another possibility is that his presence is governed by the number of people in the party. Since you had 3 (Cecil/Kain/Rydia) the game assumed you already had Tellah.
Edit 1: If Tellah is not in the party when you get to the scene where Edward would appear at Damcyan Castle, the game crashes when the battle would start.
Hypothesis: Tellah's character information needs to be initialized for him to appear in battle. Fortunately, the only other characters who show up in automated fights (Yang, Edge, arguably Cecil) show up in those fights during their introduction. Well, and Tellah shows up again when he Meteos Golbez. As for having a sixth character in the party, I imagine it'd cause Bad Things to happen. Possibly exploitable bad things!
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Perhaps this has something to do with the logic for when to respawn monsters? It seems like it'd be easier to store the last two screen transitions the player has performed (requiring 2 bits each) than it would to store the actual screens they've visited (2 bytes each), and doesn't the player need to get at least 3 screens away from a screen before it gets restocked with enemies? Just throwing that out there. It may well be completely off-base.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Okay, so here's my best guess as to what's going on there: * The spell Warp has to remember the sequence of rooms you passed through so it can take you to the previous one. Therefore there's an array of 64 "room histories". Normally not a problem since most regions are heirarchical (i.e. you couldn't overflow the array unless there was a chain of rooms of length 64), but the Dwarf Castle rooms all loop, so instead of backing you out a room when you backtrack, the old room is appended onto the end of the array. * Overflowing the array index causes it to go negative and read from your message speed and window color settings, which in turn allows you to teleport to various points in the game. * Somehow it also lets you muck up FuSoYa's spell list, so he ends up with Explode as a spell. This lets you instantly end the Zeromus fight. * Cid is terrible at casting Meteo.
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In the future, it's recommended that you make regular backups of your movie file. It costs you almost nothing to make a backup, so if it saves you even 30 minutes' work then it was probably worth it. :) Good luck with your TASing!
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That's 26 symbols; there's thus at least 26! possible routes assuming each symbol shows up at least once. Of course many will be invalid, but brute force is still completely out of the question -- we're talking 4 * 10^26 here.
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I enjoyed this; nice work! Even if I had relatively little idea what was going on at any time, the movement looked well-optimized and the environments were interesting.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Per the description, he did use L+R, yes.
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That was interesting. I'm looking forward to seeing the full run. Keep up the good work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That's much better. Looks good!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Fun fact: I lost my copy of this game in a hedge. I found it a year later, covered in dirt and grime. It still worked. Anyway, the run looks great. Nice work, MUGG!
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Wow, considering how short the video is, being over three seconds faster already is huge. Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Well that was short, noisy, and chaotic. There's a lot of fighting in the last stage; I do personally think that it'd be better to bring in a second player there, but it's not a dealbreaker. It seems like the throwing axe has a much slower rate of attack than the sword. I'm guessing the damage it deals makes up for it?
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Keep up the great work! :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I stand retroactively corrected.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.