Posts for Dromiceius


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Joined: 10/3/2005
Posts: 1332
Much gratitude to nitsujrehtona, mz, and everyone else writing code for this project. :) I have a suggestion for the next release that I think would be useful: a hotkey that reloads the currently running Lua script. Hacking that in was the first thing I did after downloading .26. Having to mouse through the menus every time I tweak something in the script is a pain in the butt.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
If you have the GMV, would you mind uploading it for us bandwidth-impaired? Storage for input files -> http://dehacked.2y.net/microstorage.php
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
Your writing would be in good company. I've been tempted more than once to clean up some of the language on the wiki. I see such obvious foibles as the use of the passive voice, wordiness, and feeble attempts at using technical jargon-- something which is undesirable even when done correctly! ...But, in practice, it doesn't actually matter one iota if your English is unpracticed, or even borderline incoherent. Just add some screenshots and everything will be clear.
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Joined: 10/3/2005
Posts: 1332
I don't think a second thread is the answer. You might ask for editor privileges on the wiki, and build a tricks repository. That way, all the useful information is in the wiki, so it won't matter how cumbersome the thread becomes.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
rridgway wrote:
Guess.
Your first initial, coupled with your last name (which has had about seventeen r's and i's cropped out for simplicity's sake.)
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
I've always favored a keyboard for everything except playing Smash TV and Cave Story. My setup is to use the numeric and directional keys as the d-pad for players 1 and 2, with ASDF/QWER as player 1's XYBA/Select start L+R buttons. Player 2's buttons are the same mapping, shifted four to the right. Spacebar is frame advance, save slot 0 and load slot 0 are Z and X. I wonder if I shouldn't have reversed player 2's buttons, or interlaced the two mappings, so as to reduce the distance between long reaches. Hmm.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
Well, if it helps, you can also use two players and manipulate the enemy voice samples. :)
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
It's kind of interesting, but not worth watching for 35 minutes. Using Snes9x with mouse-device recording would likely shave off some time, but it's unlikely that this would make a significant difference. If you're just itching to do some TASing with the superscope, Metal Combat could use some love.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
Could someone give me a download link to the best version of snes9x out? Apparently my version (I don't know which) doesn't work
Improvement 12. http://tasvideos.org/forum/viewtopic.php?t=6471&start=0 Gocha has also done work on snes9x 1.51. I don't know if it's any more viable for TASing now, but it wouldn't hurt to try it out.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
HAHAHA! Beautiful. I was expecting AI manipulation of the opposing team, but not to such a ridiculous extent. Needless to say, I enjoyed it. Yes vote.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
I played through the first couple worlds just now. I have to admit, even though it's a crippled, lame version of SMB2u, I wouldn't mind seeing a TAS of it.
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Joined: 10/3/2005
Posts: 1332
The resolution I can understand, and it sounds like a cool idea- the encoder could use HQnX, or some other filter, possibly one so processor intensive that it cannot possibly be used in realtime. But what good is surround sound? I'm sure you're aware that most consoles output in stereo, at best, so...?
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
darth: I think you're losing time by not tapping R when making sharp turns. I could be wrong, but maybe I'm not? :)
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
IMO, this game is a lot more interesting in a 100% run. I say, go for it.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
I actually liked the style in this. The backward jumping didn't strike me as showy. Some of the other behavior was weird and grabbed my attention, which is good. Yes vote.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
rattleman wrote:
Where do your doubts lie? Regarding memory addresses, I could not determine what memory addresses deserved to be watched. If Marvel Land were something like King's Bounty where an hidden item's coordinates could be found, I would probably do it, but again I couldn't determine what needed watching. Sorry if this isn't the answer you're looking for.
You mentioned in the submission text that you were careful about maintaining high speeds, but without watching the character's x position and speed, you can decelerate imperceptibly. From what I saw poking around in the memory, the character's coordinates may be stored with sub-pixel precision in this game, so there's likely to be room for improvement to some degree. Nevertheless, I enjoyed watching it, and I don't know that it's improvable, so I'm going to vote Yes.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
Awesome. I've always wanted to see a run of SotE, and I think your test run shows a lot of promise.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
As you can see (or infer) from the screenshot, I have an auto-hide toolbar with a sample of Anakin Skywalker saying "YOU UNDERESTIMATE MY POWER!" in an easily accessible place. Just because.
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Joined: 10/3/2005
Posts: 1332
Not bad. It rolls along nicely, and didn't feel 18 minutes long to my mind. The only potential flaw I caught was some of the lag in one/some of the early levels, which looked like it could have been reduced by killing off enemies. I think someone else will have to prove or disprove that suspicion, however. Somewhat tentative Yes vote.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
Uraniumanchor wrote:
I agree with most of it but some of it strikes me as 'waaah games are too hard waaah'. Complaining about ammo being short in RESIDENT EVIL? Honestly? Generation of wusses, I swear.
Same. I felt through most of the article like I was reading a spoiled adolescent, complaining mostly for the sake of having something to complain about.
Stickyman wrote:
And then I wonder, why aren't gamers running this business?
Developers create crap because people keep buying it; you ARE running the business.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
Ha ha ha... Toad at the end of the Flower Cup. Amusing, too, is that there's no sanity check against entire laps being completed in 3 hundredths of a second. Madness. Yes vote.
Experienced Forum User
Joined: 10/3/2005
Posts: 1332
I didn't find it interesting from a TAS perspective, and would have preferred a consistent per-character delay to the text boxes for readability, since it is very interesting as gaming nostalgia. (That this would have increased the length of the movie by a large factor is fine with me.) I give it a Yes, though just barely.
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Joined: 10/3/2005
Posts: 1332
That was more entertaining than the average platformer. The submission text answered most of the questions I had while watching the movie, though I still have my doubts about optimization. Just one question: did you watch any memory addresses?
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Joined: 10/3/2005
Posts: 1332
I should have known better than to expect an intensely broken, 8-bit version of the "TWO WEEKS" scene. An optimized version of this could be interesting... though I wouldn't put too much stock in a run of this being published. Get your TAS to Mars? ;)