Posts for Dromiceius


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Mukki wrote:
Genesis Sonic 3 & Knuckles Hydrocity 2, Marble Gardens, Ice Caps, Mushroom Hills, Lava Reef 1 and I can't think of a level that truly captures beauty, atmosphere and ambience as well as Lava Reef 2 does. It may be worth looking at when you design your levels.
Considering that the thing I'm planning is set deep underground, checking out "lava reef" is probably a really good idea. :D By the way, I've heard people saying that Majora's Mask is better than Ocarina of Time. I haven't played much of the former, but I know you've TASed it- are there any notable areas you could mention?
Post subject: nostalgic ramblings
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I'm working on a small game design project and would like more ideas to steal inspiration, so I'm bumping this thread. Hopefully some newer members will chime in. I neglected to mention before one of my favorite retro level design patterns: the open-sided elevator. You see this in brawlers like TMNT and SoR- a scene that is just an elevator, with enemies crashing through the windows, or dropping from the sky (and subsequently being thrown to the pavement below.) The backgrounds might change gradually as the elevator moves up the side of a building, which is an example of gradual change within a level, which I've always liked. Things tend to be either static or binary without any sense of transition, and this pattern subverts that. Another example: the Bay Area level from Final Fight- the back-most layer is a very long mural, beginning with a city skyline at night, and panning toward the bay (or somesuch) at sunrise as the player advances to the right. Final Fight's Bay Area is still one of my favorite levels.
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And I don't know how clear I was but request an image ONLY if you want to TAS it.
You'd best not even bring it up. It's against the rules.
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Anso wrote:
Anna Kournikova's Smash Court Tennis
I'd like to second that as a possibility- a game with "Anna Kournikova" in the title is intrinsically funny, and tennis games in general may have unexpected potential for a good playaround. Likewise for WWF/WCW wrestling games.
Blaise wrote:
MK Mythologies (could be boring though)
I was impressed by a WIP OgreSlayeR made of the N64 version last year, and am convinced that someone with a good sense of choreography would produce an interesting full run. Prioritizing style over speed would be key.
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I don't know much about that place
It's a place where people go because they're "suspicious". Maybe you said the wrong thing in an email or over the phone when big brother was watching you. They do shitty things to people who don't necessarily deserve it, suffice to say. After some of the decisions Obama has made thus far (cf /.) I'm willing to write this off as a meaningless gesture that looks good to the populace, but which will be quietly un-done when nobody is looking. I'll gladly eat my hat if proven wrong.
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I played it for 10 minutes out of curiosity, and thought it would be interesting to see the thing beaten, if it were done with mathematical precision. Reverse-engineering the stock market code, and calculating the fastest "universe" that achieves the goals, (which are good goals, IMO) would be interesting to see, like in the Monopoly runs.
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mmbossman wrote:
more opinions.
I'm leaning toward rejection, mainly because of the doorway thing Truncated mentioned. If that's actually what it looks like, then this is really more a testrun than something that should be published. I also notice the rerecord density is statistically very low. It is good for a first attempt at TASing, but not good enough for a publication, IMO.
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edit: børk.
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I've been waiting for this. Not disappointed, either. Despite knowing what to expect, lots of the answers were unexpected.
WARNING: THIS TAS CONTAINS COARSE LANGUAGE
I smell a new pseudo-category for Alden's exhibitions. :D
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The basic process is as follows: Battle begins; the bot creates a savestate. It's the player's turn. The bot needs to decide what input to generate, and it does this by referring to a table of strings representing either inputs or discrete menu decisions, or whatever the situation dictates. Of course, the table is empty at first, so it just does shit at random. The battle proceeds until either the player or the enemy is dead. The bot then assesses the outcome, measuring frames taken to complete the battle, or whatever user-defined desirable state it has to work with. Now, throughout the battle, the bot keeps a record of the inputs it's generating. Having also quantified the outcome produced by these inputs, it inserts the input sequence into the input table where the index at which it is inserted is defined by the relative fitness of the battle's outcome. The first iteration is now complete. The bot reloads the initial savestate, and fights again. This time, the bot will loop downward through the list of input sequences it has already tried, starting with the best one, and randomly picks one to mutate. Since these inputs are already sorted by fitness, it has the highest probability of picking the most sane sequence, and mutating it into something hopefully more refined, and indeed, hopefully frame perfect. PS. I'm not completely lucid right now, so I hope that all made sense. edit: Oh, you asked about implementation in Lua. Here's an old version of the 7th Saga bot for your perusal. It's so awful, I decided a rewrite was in order, so take whatever you see in there with a grain of salt.
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I noticed you took damage differently on those stupid spiky platforms. Very nice.
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Wow. That SM script really enhances the experience. I turned off all the sound channels except #8 and turned on VARIAtions, and threw in a quick hack to shorten the screen transition skip. Replay would resume at normal speed with Samus in the middle of the next room. Kinda wrecks the continuity of the thing, so I figure this could be useful to someone.
   if mode >= 11 and mode <= 18 then snes9x.speedmode("normal") end
   if mode >= 4 and mode <= 5 then snes9x.speedmode("normal") end
   if mode >= 20 and mode <= 27 then snes9x.speedmode("normal") end
	if mode == 11 and lock ~= true then
		snes9x.speedmode("maximum")
		lock = true
		for i = 0, 120 do
			snes9x.frameadvance()
		end
		snes9x.speedmode("normal")
	end
	if mode ~= 11 then
		lock = false
	end
Fun. :)
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Right off the bat, you'll want to browse the wiki: http://tasvideos.org/ArticleIndex.html That'll bring you up to speed on things like current emulators, information on basic TASing, as well as techniques for specific games, like SMB. If you have any specific questions, fire away.
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I find it indispensible, possibly because I can't deal with most of the game's enemies otherwise... also, I hadn't figured out what that chirp noise was until Kuwaga's post. Ten minutes later, I had slaughtered the black market and had a very respectable collection of gear.
you can kill yourself with it
...How?
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I guess you don't include "shotgun" as an item. :P
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[2033] SNES Final Fantasy IV by Deign If there were a way to get a list of all the runs from '08, that might help jog some of our memories.
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I gotta give it to Deign for his FFIV run. A first generation TAS of a massive game. The rest of his collection is really solid, too.
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As much as I enjoyed Turok (despite lack of monkey-shooting) that OoT run was more insane than anything else I saw the whole year. Edit: Case in point: the Twinrova battle. If you look closely, you see that Twinrova does not like it in the butt.
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BoMF wrote:
So there shouldn't be an option to keep edits secret?
Eh, what? The AutoSummary would ignore minor edits altogether, hypothetically.
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Bisqwit wrote:
I will disable this feature for the time being. Although its summaries are fun to read, they seem to harm more than help. I intended it for helping the quick perusal on which forum posts one would be interested in replying to, but such opportunities are a little too rare compared to the amount of text it spews on the channel.
It'd be really nice if NesVideoAgent gave us a diff of what changed when someone edits a post, so that we know if it's worth looking at. If changedlines == 1, then print the line, else print the number of lines changed, perhaps. Some people can't find the "minor edit" checkbox...
Post subject: from the squirrel's mouth
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Short version: there are a few major problems which are going to take a lot of time (and probably more engineering skill than I have) to solve to my own satisfaction, much less TASvideos standards. Namely, it crashes if you poke the UI enough, and it may/may not desync if you use the wrong video configuration, or switch movie modes while recording, and possibly other things. Fastforward and speed +/- seem stable. A determined TASer could (and has, if I'm not mistaken) produce a TAS. You'd just have to work around a lot of fragility and outright stupid behavior on the part of the emulator. I still intend to fix these things, though I admit I haven't made significant progress since the last version was released.
Bisqwit wrote:
-- Does it work on most systems by simply extracting a package, running the executable within, selecting a ROM, and clicking a "load" button, and then just playing, without need to run configuration & plugin selection?
Getting the rom list to behave might take some work. Otherwise, yes.
Command line?
No.
-- Does it compile with free/libris development tools (MINGW/GCC toolchain)?
Yes.
-- Does it work on Linux? (WINE not accepted; most plugins are high-likely not WINE-compatible)
There's no Linux build.
-- Is the rendering quality (audio & video) close to original?
I'm not aware of any problems.
-- Do most popular games work on it?
Not exactly, no. After the rest of the emulator is stable, adding more games would become a priority.
-- Is it stable, i.e. does not crash if you navigate menu accidentally in the wrong order or leave some checkbox unchecked?
UI issues remain.
-- Continuation: Does the movie file format include a way to tell the FPS on which the movie runs? Is the said FPS constant throughout the movie? I.e. can the movie length in milliseconds be derived from the movie file alone, tamper-securely?
I don't think anyone (including me) has thought to check that.
-- Is the movie file format stable? I.e. does it include all the necessary things?
Yes.
-- Continuation: Does the movie file format include a way to tell whether the movie begins from a cold reboot (power cycle), from a soft reboot (reset button) or a savestate?
Yes.
-- Continuation: Does the movie file format include way to include soft reboot (reset button) events in the movie?
Unknown. There are input problems preventing me from testing. :facepalm:
-- Can the movie be paused and/or speed changed during playback, without these actions affecting the sync of the movie?
Nope.
-- Related question: Can the movie be paused and/or speed changed during playback, without these actions affecting the A/V sync or the playback speed within the AVI that is produced during the playback, if AVI recording is activated?
AVI recording is somewhat broken, according to earlier posts in this thread.
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It makes more sense when you consider what the business consists of: gambling, weapons dealing, and prostitution. Now that I think about it, it's only right that I attack them...
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Has anyone tried crushing the shopkeeper with a block? I think that might kill him without the risk of getting shot. ...Not that that would likely be worth it, considering what happens later with all the shoppkeepers angry at you. I'm just a sociopath. ^_^
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Bag of Magic Food wrote:
Die, then go all the way back with the sword to exact your revenge!
The phrase "stupid enough to work" comes to mind. :D Death is confusing, but losing to Ganon then getting the sword will probably make sense. Or at least make taking the sword seem like less of a cop-out.
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"Crap. Now I've done it. I'm trapped! I wonder if I can kill myself with this rock..." Took two tries. :) This is awesome. I wonder if there's a 2.5D beat-em-up roguelike hybrid...