Posts for ElectroSpecter


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Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Luckily, it's the only FMV in the game as far as I know, and it's right at the very beginning, so it shouldn't be a problem. Thanks for the replies mz and Atma!
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
So I'm trying to record a Brave Fencer Musashi movie, and I had a question. Sorry in advance if this is confusing. To start, there's an FMV right in the beginning (after the Squaresoft logo). My problem arises when I try to optimize skipping the FMV. I save state before it loads the FMV, but when I reload from the save state, it will always take the same number of frames to reload the FMV. Meaning I can save state one frame before the FMV begins playing, but when I load the save state, it will take the 300 or so frames it normally takes to load the FMV, messing up the movie file in a major way. Is there any way around this problem? Does this even happen if you're using an ISO? (I tend to use the actual discs when using the emulator since I own many PSX games anyway, and searching for the ISOs seems to be risky business, in terms of bullsh*t spyware riddled sites)
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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That looked massively complicated to pull off. Very impressive! I loled at Link changing directions a couple times while during the bomb slide due to the wind.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
The camera angles didn't bother me too much, other than the oft mentioned set in the lava Bowser stage. The concept of the author controlling Mario while not being able to see him is appealing, but falls short in practice (maybe it's because the other side of that particular wall is fairly interesting). I did however like how the camera was handled in the approach to the castle, and in the first Bowser stage. As always, I love spazzy Mario, so that was a plus as well. Also, I tend to think obnoxious things are funny (the fact that one of the only anime series I ever enjoyed watching was Excel Saga strongly supports this claim), so I didn't mind the camera noises, especially when used in rapid succession. Speaking of camera angles, I'm still waiting for a playaround run that uses the fixed camera. Tiny Mario doing things in the distance = win.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Floogal wrote:
http://www.gamefaqs.com/console/snes/file/588301/54159
Wow, where was this like a month ago when I wanted to know all this ;) The problems I foresee with death-warping from Giant's Step are that Bombs are used in the Captain Strong strategy, and getting the melody heals you anyway, making dying a pain.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I tend to like low% and 100% over any% since they tend to deviate from normal gameplay. 100% shows off parts of the game you wouldn't see in an any% TAS, and low% (typically) involves breaking the game and/or laughing in it's face as you skip things that were intended to be mandatory.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I remember this game being ridiculously difficult if you wanted 100% (I remember specifically being stuck on getting all the gold cards from a boss in the last world; some sort of blue robot thing?). I will be excited to watch the progress of this.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Derakon wrote:
In any event, 100% for this game would include a lot of Rupee farming so you can max our your arrow and bomb capacity.
Oh yeah, the fortune fairy upgrades. =/ Well, there are tons of places in the game where getting 200 or 300 rupees from a chest is common, if I am remembering right. I don't think I ever really had a problem getting 999 rupees, but I do recall having to spend all 999 of those and then some to finish bomb and arrow upgrades.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
franpa wrote:
flagitious wrote:
100% should not be done for this game.
I disagree, the completionist in me has always felt that there's no point beating a game unless you get everything you can. I would love to see a 100% run. Nice WIP Tompa, by the way.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
Nitrodon wrote:
I generally used a spreadsheet to find out exactly which RNG states will cause a SMAAAASH.
Ah, so SMAAAASH values are static? I was under the impression that these things tended to change. For example, I was watching the published run, and when you were getting Bombs from the Attack Slugs, the RNG value was always something like 162 during the "YOU WON" display. When I forced the RNG to the same number on a separate run, it didn't seem to work, and turned out to be a different number on the RNG entirely. Perhaps I could start asking either of you (Halamantariel or Nitrodon) these questions via PM? That is, if either of you don't mind.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I love those stutter walk movies, definitely very helpful, a lot of them could even be used in the non-glitched run. I actually laughed at the museum one, Ness and company "sneak" in without paying. =]
Floogal wrote:
Perhaps we could skip the whole meteorite mess at the start & just go south to Onett? But that's not a hotspot according to PK Hack, so it probably won't work.
It's really not a hotspot? How does the game trigger the text that appears? Is it an invisible wall or something? It's too bad, because it would be awesome to walk around Onett at night so early in the game.
Nitrodon wrote:
The main reason you're having trouble is probably the fact that the enemy needs to target you. This significantly reduces the number of states that the RNG can be in when the game decides whether the attack is a SMAAAASH or not. If you fight an enemy such as Frankystein Mark II, you can see a clear difference in how easy it is for Ness to manipulate a SMAAAASH (on odd-numbered turns in this case).
So basically, is my best bet just to change up the RNG like I have been doing (i.e. by moving around the battle command menu) until I get SMAAAASHed? I'm also really curious: Did you and Halamantariel use macros for moving around the menu to change the RNG? For instance, if you wanted to change the RNG 35 times before selecting Bash, you could have set up a macro that moves the cursor 4 times back to the Bash command. Then you could use the macro 8 times and then manually input the last 3 movements (or even have a separate macro for 3 movements of the cursor). I don't actually know how to program macros at all, so I was just curious if this is possible and/or you two used it.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Nitrodon wrote:
The minimum SMAAAASH probability is 1/20.
Hm, so I guess my next question would be whether it would be possible to have a Crow Smash Ness twice in a row before Buzz Buzz does his shield thing. In this case, there would be no need to get into a battle beforehand to lower Ness' HP. It may still be faster to sit through Buzz's shield anyway, if it's not possible for the Crow to kill Ness before he puts it up. It would also be nice if the Crows can be lured with the trick showcased in gocha's WIP recently posted. Back to my other question: Any chance you'd be willing to explain to me how to manipulate a Smash? =]
Floogal wrote:
Now, how exactly does the skip Buzz Buzz trick work? The hotspot extends from the top of the room to the bottom.
I was wondering much the same. I think he walks past the hotspot before it loads... somehow.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Frame 111080 is an interesting screenshot.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
That's unfortunate, it would have been a nice touch to skip Buzz Buzz (though a bit heartless). Anyway (I forgot to mention this earlier), I assumed since all the beginning enemies have a Guts stat of 0, they couldn't Smash you. Is this correct? Or does it mean that there's still a base chance (like 1/256) of them Smashing you?
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Excuse my language, but HOLY SHIT, nice way to lure the Coil Snake. I didn't even know that staggering your walking would do that to an enemy. Very, very nice. Also, although skipping Buzz Buzz is awesome, the drawback of not getting the Sound Stone is that it couldn't be used during the glitch to "refresh" areas. It's unfortunate, since the Sound Stone isn't needed otherwise in a glitched run. Is there any way around this that anyone can think of? (Floogal? Nitrodon?) The Town map would work in certain areas, but unfortunately not for purposes of the run. Actually, is it even necessary to "refresh" an area to get the door pointer tables working?
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I just remembered Medieval. I haven't played it in years, so I can't really decide on whether it would make a good TAS or not.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
So here's a quick WIP I made of skipping Starman Jr. What I have here (at least up to entering the Minch household) is 1266 frames (~21 seconds) faster than the published movie. A few things that could be improved right off the bat: - I don't yet understand how to manipulate things regarding the Guts stat (i.e. how to get Smash attacks and how to survive mortal blows). Because of this, I let a Coil Snake drain my HP. It would be almost twice as fast to let a Spiteful Crow do it, but I would need to have Ness survive the Crow's fifth hit for it to work, since it would normally kill him. - I probably should have lured the final Coil Snake down beyond the bend of the cliff, so that I could get it to approach me after getting Picky and Buzz Buzz, saving possibly a second. Also, getting back to the Guts stat, it seems from my experience that Smash attacks and surviving mortal blows act somewhat independently from the RNG that I normally watch (the one that is changed by moving around the battle menu). For example, I tried bashing that first Coil Snake I got into a fight with in the WIP, but it kept being a Smash attack no matter how many times I changed up the RNG. I ended up having to defend the first round, since I didn't want to kill it.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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theenglishman wrote:
PCSX crashes whenever I try to use it - running the emulator, running it from a CD, even running from a .img file. I've tried all sorts of different settings (using Daemon's mirror as a CD drive). Help would be appreciated.
Are you using Windows? I commonly get the "illegal operation" error (or the WXP equivalent), but I eventually can run it if I keep clicking on it enough times.
Experienced Forum User, Published Author, Player (244)
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mz wrote:
Also, you can use PAUSE for pause and \ for frame advance, too.
I think what Comical means (and what's bothered me too) is that I commonly use space as a gameplay button.
Experienced Forum User, Published Author, Player (244)
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Wow, DKC2 (and DKC for that matter) lend themselves so well to TASing (specifically in terms of enemy placement and the fact that Diddy is so much faster) compared to DKC3... I need to watch Comical's run again, since I don't exactly remember what's new, but here are some comments: - It's great that you're able to switch Kongs without losing much (any?) time at all. - I liked the water glitch where you ducked and then jumped really high as the water rose. - Sexy free-fall in Topsail! - Nice Krow manipulation.
Experienced Forum User, Published Author, Player (244)
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Okay, I have everything working now... almost. I don't know how to display the frame or input display... (.) and (,) don't seem to work, and I couldn't find anything in the help file. Sorry if this has been explained or is intuitive.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
FractalFusion wrote:
Have you tried Mooby2 CDR 2.8 plugin? I tried to work with P.E.Op.S CDR plugin but it keeps giving an error when I select "Run CD" or anything else, and it seems to insist on reading a CD-ROM drive even though the image is on my hard drive, right in the PCSX folder.
Thanks! I can now run my own PSX discs using the new version. Unfortunately, I can't seem to find a suitable graphics plugin now... I wish I knew more about my video card.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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I just watched the Koume and Kotake battle again, this time in slow motion... It's a bit disturbing during the last few hits. =]
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Longer than the time you would save boosting off the bats? o.o I believe you if you say yes.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
This run was made of rock, roll, and McDonald's. -Wesley Willis (yes vote) Oh, was there a reason you couldn't damage boost off the bats after getting the raft? I'm assuming grabbing the Triforce piece doesn't fill your hearts up?
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