Posts for Derakon


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Actually opening every gate would be tedious and largely pointless, but acquiring star coins does require you to play parts of the levels that you would otherwise be able to skip. I'd say you should get all of the coins but not be required to spend them all, but this is an oddball case. It could easily be argued that 100% for this game means getting all of the stars on your savefile.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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The NES has a natural resolution of 256x240...which means that each pixel in the original resolution is now ~36 pixels in the new resolution. You have fun with that.
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What I'm envisioning would basically take all of the exported frames of the movie (as individual images), and convert them into frames of the entire game map. You could then convert those frames into a movie format, combine it with the audio, and add your panning/zooming effects. It'd take up a crapton of disk space up to the end, though -- the Metroid map is 826KB and the movie is 29960 frames...so that's, uh, 23.6GB of data. I guess that's a bit excessive.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'd say no; it's basically equivalent to intentionally failing the minigames in Donkey Kong Country. Assuming the death doesn't count against your life total, anyway.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That's basically what I imagined you would be doing. As others have noted, it should be possible to find camera coordinates in RAM, export them for each frame, and then write a small program to composite the image data for that frame with the map at the correct coordinates. In fact, if you had a small example of exported frames (preferably in PNG format), a map, and some camera coordinates, I could probably whip something up using Perl and ImageMagick.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Does NetHack even accept more than one key at a time? Barring metakeys to change the meaning of the input character, anyway. It seems to me that conflating keys and frames is a natural approach to such a game.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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OmegaWatcher wrote:
guess what it's the good and old TASVideos bias against fighting games. I don't know why you even bother adding Arcade games if 90% of the games seems "unsuitable for TASing".
First off, Sturgeon's Law: 90% of everything is crud. :) Secondly, this game is almost certainly suitable for TASing. It just needs the right kind of TAS. Fighting games being what they are, a run that goes for pure speed is just going to consist of the same set of optimal DPS combos executed over and over again; the TASer here clearly knows this since he varied his combos, which adds some variety. But there's only so much room for combo variety in a fighting game if you're going to be using the same character for the entire run -- after all, most fighting games feature 10-15 bouts and have characters with maybe, what, 30 moves tops? So no matter what you do, eventually your audience will become familiar with every move in the character's repertoire and you cease being able to surprise them. It's no surprise that the best-received fighting game TASes on this site are Ultimate Mortal Kombat 3 and X-Men vs. Street Fighter, which switched out characters regularly to keep the gameplay fresh.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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In Hardman's stage at the split, isn't it faster to take the low path, thanks to the extended slide and lack of a Met bulldozer enemy to deal with? Also, I think you could probably have dealt with the big cats in Topman's stage faster; you delayed shooting to jump, but doesn't the magnet missile go up quickly enough anyway? That would save on waiting for Megaman to land before you can jump again to continue through the level. Otherwise looked fairly good. They butched Topman's music though. :(
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Going for a least-turns run would probably involve massive computation and automation of the luck manipulation. The user would specify broad goals like "find 10 cursed potions of gain level before turn 2000" and "generate levels with a minimum distance between staircases" and then the program would automatically do the pathfinding of actually navigating the map, while continually checking for good RNG values to achieve the luck-requiring goals. You certainly wouldn't want to try to do a NetHack run manually, no. EDIT: actually, come to think, wouldn't an optimal run's dungeon navigation consist in large part of digging downwards to descend and drinking potions to ascend? I haven't played NetHack all that much but I'm pretty sure there aren't any faster up/down movement methods. In which case the dungeon layout is nigh-irrelevant for the upper levels; all that matters is manipulating a pick and the potions (and the quest items, and whatever you need to kill quest enemies).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Generally-speaking TASers compare frames to find improvements, and in a game like SMW lag frames and fadeout frames will definitely need to be accounted for if you want to beat the previous TASer. I suspect probably the only time that most people here wouldn't have a problem with the TASer ignoring lag frames is when the TASer is brand-new and they're running a game that hasn't been submitted before. Once you have some experience under your belt it's more or less expected now that you start using memory watch, pay attention to the lag counter, etc.
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Is that using the touchscreen warp to go everywhere (I haven't played Albus Mode beyond the first level)? I have to say it wasn't very interesting -- just warp through the levels to the bosses, then shoot them a few times and they fall over. The run itself seemed proficient enough (though I question the need to cheat yourself to level 255), just...not entertaining.
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Looks good. Now, are you sure you're done improving this? ;) Thanks for the encode, Darkpsy!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I can't fathom how anyone could beat level 11 normally; from your description, it sounds like they just keep invisibly looping until they randomly happen to hit all of the invisible small boxes that have notes in them? Mind, it had good aesthetics. Thanks for making this run! It was enjoyable and a distinct change of pace from our usual fare.
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Why the weird route in the pirate's ship (right before fighting model F)? And why did you transform into the plant guy and then walk a bit as him before restarting the generators? Otherwise, looked good! I think my favorite bit in this was riding on the platforms as Phantom.
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Ah, well. I haven't actually played the game, so I guess I was missing vital context. :)
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I would say, a checkbox that says "Automatically generate screenshots", as well as a text field that accepts a comma-delimited list of frame numbers from which screenshots would be taken. Both could of course be left empty.
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Nahoc wrote:
XkyRauh wrote:
Bag of Magic Food wrote:
Hmm, aren't there way more enemies than there are levels? So wouldn't you have to play through the shortest level a few dozen extra times to repeat the bonus game to get all the cards?
Can you actually get all the cards from a single level? I seem to remember trying to replay a single level multiple times to get cards I was missing, and discovering that I could only get certain cards from certain levels--it needs to be tested!
I think that you need to kill an enemy to get that enemy's card at the end. If an enemy is not in a stage, you can't get its card in that stage.
I think that XkyRauh's question was whether or not you could get all the cards that are obtainable from a given level in a single pass, not whether or not you can get all of the cards in the game from a single level. I could be wrong though.
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mz wrote:
Kyman wrote:
I canceled the Clue run because it was going to end up in the gruefood anyways (I remember adelikat saying this to me on irc).
Yours had 14 Yes votes and only 4 No votes, and the previous one had 10 Yes votes and only 3 No votes... And it was going to be rejected... Awesome. :D Someone should hack a Mario sprite into the game.
It's been said many times in the past that the judges are not required to obey or even acknowledge the votes that are cast. They are general guidelines to how the TASing audience feels about the movie, nothing more.
Considering that some runs take several months to judge, I would guess it's not just a few minutes. Especially for someone who has no experience at all with real TASing.
Didn't Kyman say that Nach has significant TASing experience, just no published TASes with his name on them? As for the time needed to judge a run, that depends entirely on the complexity of the run and the run's history. Judging a new submission of an hours-long RPG with many difficult-to-quantify tradeoffs (do I spend 500 frames here picking up a new weapon that might save three rounds vs. this enemy I have to fight later?) is far more difficult than judging an improvement to a four-minute run whose predecessor was already en route to being accepted. Alternately, judging a Super Metroid improvement takes months because the judges have to wait until all the fanboys have finished their little flamewar. ;) My personal opinion is that Nach is abrasive, probably unnecessarily so, but not to the point that he should be punished for it. And generally when he's taking a dig at you, he's doing so intelligently. I can appreciate a smart troll.
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I enjoyed NESVideoAgent's automatic screenshot system, and would be happy to see it return if possible. It was a good way to get a feel for what the gameplay was like before an encode becomes available.
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ƒantastic work there! Some of the drawings were quite impressive, and of course the way they had no relation whatsoever to what the game expected was endlessly amusing.
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Awesome. It's nice to see a shmup TAS that rewards planning and target selection so well; it's clear that normal play wouldn't be anywhere near as smooth or fast. Good work!
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PikachuMan, please note the date of the last post in the thread you're responding to. This one is ancient. Bumping isn't a bad thing, but it's helpful to other readers if you note that you did it, so they don't get embroiled in discussions that stopped years ago.
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It says "Ads by Google" right at the top. The entire point of these ads is that they aren't anywhere near as annoying as normal banner ads. Banner ads are annoying enough that some people will actively avoid any product advertised with them, while they might actually give an AdWords ad the time of day. (Normally this argument wouldn't hold all that much water, but TASVideos has a high geek quotient, and this argument in my experience is much stronger in that particular population) EDIT: whoops, misunderstood. Inline links like that are pretty annoying, I'll grant. It'd be nice if the link was at least double-underlined, which is a standard "look, this is an ad" indicator I've seen before.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Enjoyable and short. Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Very nice! Seeing how the different sectors relate to each other, and seeing how the patterns in the vertical shafts repeat, was quite nifty. Other games I could see this working well for (just as possible ideas): * Zelda 1 and 2 * Castlevanias * Batman * Blaster Master * Legacy of the Wizard
Pyrel - an open-source rewrite of the Angband roguelike game in Python.