Posts for Dooty


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adelikat wrote:
are you saying that the right analog pad is also hard-coded to the left analog?
Yes, the D pad, left analog stick and right analog stick all do the same function, regardless if I assign hotkeys to them; they all controls player 1. Being able to assign those hotkeys to any controller key is the only thing that is keeping me tied to the Snes9x.
I am old enough to know better, but not enough to do it.
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These unknown games tend to span few to no attention. I even thought it would roll a little longer in the workbench, honestly. But I’m thinking about one of those three Ms that are so popular around here for my next project; Mario, Metroid or, or… what the other M stand for anyway?
I am old enough to know better, but not enough to do it.
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Thank you, mklip2001. The info is on the submission text. I must confess to you that even after finishing the game twice (with and without all stages), i still don't know one thing about it; the way I did is the real way to finish the game? I searched high and low, but I'm still "puzzled" by this little game.
I am old enough to know better, but not enough to do it.
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I asked elsewhere, but it seems that there was not the right place, sorry. Is there any way to assign hotkeys to an Xbox360 controller without causing conflict with the in-game controls? (When you save and load a couple hundred times a day you tend to search for more comfortable ways to do so...) I like to use the D pad to save\load and the right analogue stick to control player 2, but those are "hard coded" to control player's 1 movements. Is there a way to clear these assignments for good? Or am I doomed to use the keyboard from now on?
I am old enough to know better, but not enough to do it.
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Mr. Kelly R. Flewin wrote:
Going to stick around and adapt and show how much ass you can kick?
I just hope we don't have our asses kicked :) The only difference I'm experiencing so far is the hotkeys, but no big deal. oh, oh... is there any way to assign hotkeys to an Xbox360 controller without causing conflict with the game controls? I like to save\load on the digital pad, but it's already assigned to "character movement", is there a way to clear this assignment? edit: it seems to be hard coded; even clearing the assignment manually it still controls the character and save\load the run on the same button... any suggestions?
I am old enough to know better, but not enough to do it.
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I just fell in love with you, Cronikeys :) Keep up the outstanding work!
I am old enough to know better, but not enough to do it.
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Warepire wrote:
What's up with the camera stuttering?
That's really annoying sometimes, but looks like it is PSXjin's fault; on ePSXe the game runs a lot smoother. edit: Watched the whole thing, and yes, it's really well done. Yes vote from me too.
I am old enough to know better, but not enough to do it.
Post subject: Re: T.T. Glitch
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TheWario wrote:
Well, I don't know if anyone has interest in making a new run for this game, but it seems this topic has been brought back from the dead for one reason or another. So I will go ahead and share this peculiar glitch my brother has discovered some time ago: http://www.mediafire.com/?3c3qrx13byoeucj
Just managed to watch the glitch (impressive by the way), I wonder if this glitch can make a run of this game "legal" again; the only known differences between console and emulator is the turbo at the starting line and the hovercraft's speed, so if someone could skip the hovercraft's stages and forgoes the use of the turbo at the starting line, it won't have emulation inaccuracies anymore. (or so I think)
I am old enough to know better, but not enough to do it.
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Shows some potential, the first transformation gave me the impression that this game is a Bonk's ripoff :)
I am old enough to know better, but not enough to do it.
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yes
I am old enough to know better, but not enough to do it.
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Thank you very much guys. The Gym stage turned out to be just a tutorial and can be played or completely ignored, either way the game puts you back on Putty Moon after the ending sequence, so I skipped the Gym on this wip; http://tasvideos.org/userfiles/info/1259675680127571 edit: It's fairly easy to die on Oriental Rooms (and pretty much all stages from now on), so I'm trying to find good spots to use death to save time. edit: just two more stages to go. I'll be polishing some of the early stages after that, but I think it will be submitted in a week or so.
I am old enough to know better, but not enough to do it.
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My first language is not English, I don't even need to mention, as it's kinda obvious, so I don't know if the term "inconsistent" is used accurately in this case.
Personman wrote:
I AM in favor of refining goal choices when standard goals produce a subjectively boring run, and in general I think this is a much cleaner and more elegant way to avoid boring runs.
This is exactly what we did (Randil with the published run, and now myself), in a run that lasts for 20 min + taking damage in just two spots to save only ~280 frames is something that clashes with the rest of the run.
I am old enough to know better, but not enough to do it.
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Thank you for the fast reply, NitroGenesis. I watched your wips and didn't see that many flaws, so I'm using them for comparison. Edit: I Couldn't save even a single frame on the Gym, but managed to save a good number on Putty Moon thanks to a warp orb, it's now 1833 frames faster; http://tasvideos.org/userfiles/info/1213075683956729
I am old enough to know better, but not enough to do it.
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I'm thinking about this game for my next project, is it in the "abandonware" section of the site yet?
I am old enough to know better, but not enough to do it.
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I played this game only once in a SNES, I confess that I did not find it very interesting back then, but TASes are kinda magic; even not liking the game that much, I enjoyed watching this run throughout.
I am old enough to know better, but not enough to do it.
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Personman wrote:
I'm curious about the "no damage taken" goal that was chosen here.
You can save 230 frames on Area 3 and 54 on Area 5, but taking damage knocks Kimberly down most of the time, so it will not only make the run inconsistent, but also looks sloppy.
boct1584 wrote:
it's not just about fastest time, it's about making it look cool.
Agreed :) So unless someone else finds a glitch involving taking damage in this game, I think the "no damage taken" is a good choice, even not being the fastest. (my 2 cents, of course)
I am old enough to know better, but not enough to do it.
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It was "158" on the submission text too, sorry. (my word processor's fault, I guess...)
exileut wrote:
Why is the eyeball boss sprite glitched when he first appears?
The screen must scroll when you first meet the bosses, but in the sewer it's possible to keep control of Kimberly a little longer, enough to jump and avoid the scroll. The less the scroll, the more frames you save, a nice side effect of no scroll is the boss' corrupted graphics.
I am old enough to know better, but not enough to do it.
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Uau, você não estava brincando quando disse que faz TASes a um bom tempo. Foi por causa deste jogo que eu comprei meu Dreamcast, ou Drim Quest como o vendedor pronunciava :) Uma pena os quadros por segundo do video estarem tão baixos, se possível, coloca o arquívo .DTM pra gente poder assistir no emulador. Bom, boa sorte! edit: assisti ao video novamente lá no YouTube e a velocidade do video está normal, minha cabeça é que devia estar lenta... De novo, Boa Sorte!
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Is it possible to keep taking damage afterwards? I'm asking because on Incredible Hulk for SNES or Genesis you can become invincible, if you die and then receive any more damage.
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mklip2001 wrote:
Further improvements may be possible.
Pretty unlikely, I followed all the creation process of this run, watching wips and testing strategies, and I can say that it is insanely optimized now.
I am old enough to know better, but not enough to do it.
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Thanks for the acknowledgement, I'm glad that my tips were useful in some way. My vote is Yes.
I am old enough to know better, but not enough to do it.
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First stage done, 661 frames ahead. The wip is on my storage; http://tasvideos.org/userfiles/info/814836104665864 There's few differences between our strategies and the biggest time saver so far is a reset... edit: I'm doing the water section of stage 3, here the "take damage" or "no damage taken" must be decided. I played the stage both styles and the difference is 262 frames, so I'll go with the no damage taken for consistency. anyways, I'm about to fight the third boss, Eye Guy, 1954 frames ahead now. edit: New combo found on Eye Guy; flying kick+arrow, it can take up to 30 HP from him! edit: the combo is not effective against enemies that can be knocked down, but is pretty useful on doors, so I'm redoing some sections... edit: The biggest time saver is no longer the reset, but the new combo! I'm in the middle of stage 4, 2750 frames ahead now. edit: all of boct1584's wall jump suggestions were implemented in the run and I'm about to fight the fourth boss, Genie, 3030 frames ahead. edit: I finally found places where the backflip can save time consistently, now there's only the Megazord battles to do, ~3600 frames ahead? edit: redid some of the early stages and it's submitted already.
I am old enough to know better, but not enough to do it.
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Wow, that's a lot of valuable info, thank you very much Randil! The game is really enjoyable to TAS, I don't need to rely on good or bad luck to advance and I'm already making some progress. I'm about to fight the first boss, Bones, 631 frames ahead so far. I'll post a wip as soon as I finish him.
I am old enough to know better, but not enough to do it.
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After some frustrated attempts on the N64 and Arcade realms I realized that I belong here, on the SNES section.
Randil wrote:
so if someone else wants to give this game a try, go ahead!
Leave it to me! I found a small time saver on the menu, and along with boct1584's suggestions, I think I a good number of frames can be saved.
I am old enough to know better, but not enough to do it.
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I'm sorry for being so impatient, but I was feeling kinda guilty and wanted to know if my run helped you in any way. This testrun still have some mistakes, like the first ladder where I jump straight up instead of alternate left-right, some moving platform puzzles on mission four which can be manipulated better and my strategy to kill the thugs at the shopping mall can be improved by taking a different route. Again, good luck.
I am old enough to know better, but not enough to do it.