Posts for Derakon


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How much time does the no-suit trick save? The time saved by using it vs. the time lost by collecting extra E-tanks is sort of its own separate thing, right? I mean, even with the existing any% ordering you have the same potential tradeoff. Suitless Maridia in the any% would be awesome, though. I hope it pays off. So the boss order would be Kraid -> Ridley -> Draygon -> Phantoon?
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creaothceann wrote:
YES vote! :)
Vykan12 wrote:
See here for the door skipping script.
Unfortunately it produces jumps in the background music. If there was a way to pause it...
Unfortunately, I don't think there's any situation in-game where music playback pauses, so there's probably no equivalent to pauseMusic() and unpauseMusic() that a transition-skipping Lua program could do. I don't count the pause when you grab an item, because the music starts over from the beginning after that. It'd still be possible, but you'd have to figure out how to pause the music playback yourself...and since that would require changing how the ROM behaves, it might lead to desyncs.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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In the Graham fight, would it be possible to end input earlier by using Grand Cross instead of all those axe throws? I'm sure the axes do more damage for a given amount of mana, so the fight would end earlier by using axes... Anyway, it's a solid improvement to an already heavily-optimized movie. Nice work, mtbRc!
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There's always SprintGod's old TAS. While it wasn't made with the latest tools it's still quite high-quality. Alas it does use the "look down, then jump up" zip technique, but most of the levels are still played normally.
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Having flunchers would be kind of like having a Super Metroid ROM hack where there's a door just floating in midair, not visibly connected to any terrain. Sure, you could do it, and it'd function perfectly fine, but it lacks verisimilitude. Now, you could easily argue that SMW is a much less "realistic" game than Super Metroid...but it's still a bit jarring.
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Mothrayas wrote:
Derakon wrote:
That's one heck of a ROM hack! I'm impressed. And the speed of Balloon and Wire should make for some nice TASing shenanigans.
I think you mean Hell Wheel. In fact, what I'm most concerned for is whether that one doesn't break the ability to display the hack contents too much, considering its ability to travel through stages very quickly as well as make short work of some bosses (although Rush Cannon is even worse at that)).
A stylistic decision to avoid taking damage should help slow things down and give more opportunities to show off the weapons, since you'd have to kill all the "roadblock" enemies.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Works in Firefox 8.0.1.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Works in Firefox 8.0.1.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Same results as amaurea has; FF 8.0.1, adblock turned off.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Loading this page on a work computer (Win7 / Firefox 3.something) just causes Nahoc's Bomberman videos from this post to show -- no bulletin board, just the embedded videos. On my laptop (OSX 10.7.3 / Firefox 8.0.1) the video just isn't there instead. Ditto the Baidu video.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That's one heck of a ROM hack! I'm impressed. And the speed of Balloon and Wire should make for some nice TASing shenanigans.
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goofydylan: the question really is, are the GB and GBC versions separate games? The only gameplay difference I'm aware of is that the GBC version adds a bonus dungeon, though people who have actually played the games may be familiar with more differences. If we were just dealing with e.g. the 1.0, 1.1, 1.2 versions of a given game, then I agree with your reasoning. But the question is if GB Link's Awakening is a different game than GBC Link's Awakening.
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Abahbob wrote:
Just wanting to say, I deleted the water in the ocean and tried opening up the chests underwater. The chests don't exist underwater. They should be thought of as areas that if you use grapple in KoRL, you get a chest. I tried opening triforce chests, random chests, and chart chests. None were there. I know I was in the right spot because the light rings appeared on the bottom.
That's exactly how I would have assumed they'd work; why bother having the chest be at the bottom of the ocean when the only time you see it is after the grappling hook pulls it up out of the water? This way there's no need to bother with connecting the hook to the top of the chest or anything like that.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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It sounds like the main issue is that Dolphin doesn't emulate seek times during loading. Is it possible to recognize when data is non-sequential? If so, it seems like it should be straightforward to insert a pseudo-random delay between 0 and 60 / (RPM) seconds whenever a new chunk of data has to be sought. Or is the format of the ISO nothing like the format of the data on a physical disk?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Has anyone found memory addresses for Mario's position? It might be worth directly modifying them so you can figure out exactly how far you need to get pushed before you can get the shine.
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Tales of Phantasia has a horribly high encounter rate even when you use Holy Bottles; unless it's possible to avoid encounters altogether, such a run would be incredibly long. On the other hand, if it is possible to avoid all encounters, then it could be interesting; it depends on how cheesable the boss fights are. Unfortunately I expect magic (barring Arche and Mint's very low-level spells) would typically not be very useful because of the pause in the action. There was some emulator issue that kept the Super Star Wars games from being TASable. I'd be curious to know if that's still a problem now that we have lsnes.
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A nifty movie. I feel like there ought to be an anime or manga that the game was based on, since the characters have such strong characterization, but according to Wikipedia there isn't. Thanks for making this improvement and thus bringing this game back to the public eye! Easy yes vote.
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Neato. :) I never tried the ammo-using weapons because I assumed they'd run out on me when I needed them most, so I hadn't realized that the game handed you refills mid-level like that. And the missiles certainly seem to have good firepower, taking out massed ranks of turrets like that.
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I made it two minutes in before I couldn't stand to watch it any more. If the rest of the run is anything like those two minutes, though, my vote would be the most negative "Meh" vote I could muster (since I reserve "No" votes for runs that aren't technically well-executed). As it is, not voting since I didn't watch the entire thing.
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LTRP wrote:
OmegaWatcher wrote:
Derakon wrote:
Yes, but why would you put in that code?
I second that question. There's no real reason to use a code and skip all entertaining provided by using 3 normal characters. It just looks like a boring Super TAS
Boring? I'd LOVE to see you get better runs than me. I dare you.
Define "better". Entertainment is subjective; all I'm saying is that I, personally, don't think this run is as entertaining as one that doesn't use the Emeralds would be. After all, the point of this hack is to make use of the three characters -- using super mode renders most of the levels moot. Make whatever run you like, and listen to me or not as you see fit. I'm just providing my perspective.
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Dessyreqt wrote:
I'm actually working on a TAS of it at the moment, about halfway done. It's getting done in spurts, but it should be done sometime soon.
Awesome. I look forward to seeing it on the workbench. :)
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Yes, but why would you put in that code?
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nfq wrote:
rog wrote:
The only category that is ever not arbitrary is any%, get over it.
That's funny because any% is the most arbitrary of all. Can you think of anything more arbitrary than completing any random percentage of a game? Any% means the author completes any percent he chooses, like 42% for example. Beating the game as fast as possible is much better than choosing a random percentage.
Time to feed the troll! The three categories are 100%, any%, and low%. Any% means "as fast as possible, without regards to completion percentage." If you can go faster while using a lower percentage, then that's the percentage you should use. Some games the fastest percentage is also 100% (e.g. Megaman X2), so the any% run is the 100% run.
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Is there a particular reason why you're starting with all 7 emeralds? That would seem to limit the effects of having access to all three characters' abilities.
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It's more he's saying "Previously we rejected game X; now we're considering publishing game Y that has similar gameplay, so perhaps we should reconsider X's rejection?" They aren't competing.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.