Posts for Fabian


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thegreginator wrote:
Thanks for that link Fabian. I have always seen ratings for movies on the movie page but have never known how to do it. I just went through and rated a bunch of movies. Everyone should give this movie a 10! And these ratings have nothing to do with the votes at the top of this page, right?
No these votes are only to decide if a run gets published. Once a movie is published, you can rate them, which is an independant thing.
Zoey Ridin' High <Fabian_> I prett much never drunk
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JXQ wrote:
Is there a url that would show the top 10, 20, 50, whatever number of movies by rating? I think that would be a helpful link to add to the front page.
This would probably be better than my suggestion of the moon runs, unless all the good old runs (hi S&K3) were handed moons. Then it would probably be very similar for all intents and purposes.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Just wanted to thank everyone who has voted so far. Currently highest rating on the site :)
Zoey Ridin' High <Fabian_> I prett much never drunk
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Bisqwit wrote:
Fabian wrote:
I'd like clarification on this from Bisqwit if he doesn't mind.
Stars and moons are always granted or revoked manually by me.
What I thought. Thanks.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Nach wrote:
I think it gets a Moon automatically if it replaces a run that has or had a star. Bisqwit would know for sure though. And stars can only be given out by Bisqwit.
I'd like clarification on this from Bisqwit if he doesn't mind. Everyone, again, thanks for your votes and for watching! Bisqwit and Nach, thanks for getting this published so quickly!
Zoey Ridin' High <Fabian_> I prett much never drunk
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thegreginator wrote:
Why is it that two different runs of the same game cant both have a star? Fabian's SMW 96-exit run that just got done no doubt needs a star, but this doesnt mean it should take the star away from JXQ's SMW 11-exit run. They are both equally deserving and are both some of the best videos on this site, so they should both have a star. And while I'm on the subject, SDW 120 should also have a star on the basis that a) it deserves one and b) its technically not the same game as SMW.
I think overall the star policy is very very reasonable on this site, even though I've not always agreed with each particular case. I think it's worth noting though, that if a list of the movies with a moon was avaliable on the front page in the same way the starred movies are now, that award would instantly (in my eyes) become more "prestigious", and, also, most of this "one star to one game" debate would disappear.
Zoey Ridin' High <Fabian_> I prett much never drunk
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KDR_11k wrote:
Hm, on question that I don't think was answered in the submission text: Did you optimize fadeout lag?
No. Fadeout lag has been completely ignored. skibalovesya, I'm sorry I can't help you out, since I know little about that technical stuff. There should be an avi published fairly soon, so I guess worst case scenario is to wait for that. Hope it works out.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Bleh I had a long answer written but then firefox crashed. I'm tired and responding tomorrow, but the short answer is no for all of these except "maybe possibly" for Castle 7. Although some of these no's aren't very confident no's, since I don't have a lot of experience with lava pool flying. I don't think any of these would be possible, although the only one I've tried (for a long time) was Castle #5. Anyway, better answer some time tomorrow.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Awesome! And yeah the castle 1 jump is pretty much completely impossible. I don't think anyone will ever do that jump.
Zoey Ridin' High <Fabian_> I prett much never drunk
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A corner boost doesn't increase Mario's speed, it just teleports him forward. I've noticed some corner boost-like behavior before, but I've never seen it save time (though admitedly not looked very hard for it either). Did the corner boosts you did actually save time? An easy way to check is to not do it, see at what frame an item box (or whatever, a wall etc) becomes visible on screen, then redo with the possible time saver, and see if the item box becomes visible at an earlier frame. I'll try out the YI4 thing some time when I have time, which is not now unfortunately.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Here's what I wrote about extra lives in the Super Mario World thread earlier today: "Overall, you might notice I pass up several opportunities for more 1ups during the run, not because I didn't want to reach 99 (I wouldn't mind), but because I didn't think it was that important. We've all seen more than enough extra lives in SMW/SDW runs, no need to overdo it this time, I felt." I'm sorry many of you seem to disagree with this, and I'll keep that in mind for any future runs of SMW or SDW.
Zoey Ridin' High <Fabian_> I prett much never drunk
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JXQ wrote:
Cross-posted from IRC: [16:32:52] <JXQ> I think any longer movie that works well when split into segments and that has "extras" potential would work good on a DVD Good examples: Super Mario 64 (probably not 16-star though) Super Mario/Demo World Zelda, Link to the Past Zelda, Ocarina of Time Final Fantasy 6 Earthbound Chrono Trigger (RPGs would greatly benefit from director's commentary / explanation of strategies) I'm sure there are many other candidates. However, personally, I think putting even more work on the encoders is not a good idea. They already do so much. (I know, I gave encoding a decent try and got my ass handed to me)
I agree with all this, especially about not putting more pressure on the encoders. For this reason, I think only very popular games would be a good idea to do something like this with at the present time. Like Mario 64 and Ocarina of Time. Possibly Super Mario World I guess, but Super Demo World would be a better choice I think, and that game isn't popular, so I don't know. Looking forward to the Mario 64 in any event FODA, hope it works out.
Zoey Ridin' High <Fabian_> I prett much never drunk
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JXQ wrote:
Fabian wrote:
I'm a big fan of extra features on DVDs :)
Director's commentary, for example.
I think we all have someone's commentary in mind for the OOT DVD :)
Zoey Ridin' High <Fabian_> I prett much never drunk
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FODA wrote:
Do you mean the tools i'm gonna use to make it? i'll look for it after i'm done with making the run... If you mean what features will it have, i'm planning something like this: Menu with options to play the whole movie, or from any of the 7 stars on each course (maybe some more, like the vanish or wing cap stars and princess slide). Also it would have some explanation of what is a TAS and what is the content of the DVD (the mario 64 TAS). And then i'd put some bonus vids showing unused tricks (that i'd have to record), and maybe, if there was still enough free space, some mario 64 speedruns with permission from their respective owners.
I think this is a great idea. I'm not as sure it would work with other less popular games, or DVDs with lots of different TASes, but it's sounds pretty awesome for Mario64, and I guess Ocarina of Time would qualify for something like this too. I would definitely buy that DVD if it had some of the extra features (unused tricks and stuff). I'm a big fan of extra features on DVDs :)
Zoey Ridin' High <Fabian_> I prett much never drunk
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Thank you very much everyone, I really appreciate the kind words :) Spacecow, yes this has been a long running project :) Although most of it has been done in '06, I didn't get very far in november/december.
Zoey Ridin' High <Fabian_> I prett much never drunk
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skamastaG wrote:
I think I can answer some of those questions. Fabian can correct me if I'm wrong. For the kamikaze questions, it seems like Fabian went for as entertaining of a movie as possible and a couple of frames lost here and there are worth it to show jawdropping tricks. This is just what I am guessing. I am not sure about the short distances at the ending. 3. You need the fireflower for castle 2,4,5. This room is a scroller so it is the fastest place to pick up a flower. Any other place would cause you to slow down. I thought this myself when watching but then the answer came to me and I felt pretty stupid for doubting him. 7. Fabian has made it clear before that he doesn't watch timeunits because they don't really matter for a TAS. I actually don't know why he didn't get a 261 on SW2 as it is possible but there probably is some reason. 10. I am assuming it is because he made that level "awesome" which might have caused him to slow his speed in a few places. Either that or lag at the end had something to do with it. It isn't a full timeunit delay. The number being lower barely affects the overall time. I guess the only question I really answered was 3 and the rest were just theories. Anyways, I loved the run and I will definitely watch it again and again. On a sidenote I have a question for my 11 level run. I was trying to do the shell jump in YI4 and I actually got really close. One time I landed on the shell and actually heard the sound the game makes when you jump off a shell. I was caught off guard and wasn't expecting to hit it so I wasn't holding jump and didn't make it across. I am pretty sure I could have made it if I was actually paying attention. All of my other hundred attempt or so were ruined because the shell was too deep in the water. I want to know how the TAS's have the shell high enough to jump off of it? I am doing everything the same as the runs I think. I jump into the block, drop the shell, kick it then jump. I am usually above the shell but i can't reach it. It would be crazy if I could do this but it doesn't matter that much due to the time it will take to perfect it and how many runs it will ruin. I just realized that the new 96 run is exactly 10 minutes faster than the non-tool run.
What I would try and focus on is to jump into the water as soon as possible (first few frames) after the coin block-jump. This and to not hold B for too long at first, try just lightly tapping on it to get a short jump. Then during the second part of the jump, you can start holding B to make your jump only slightly longer. From your description it sounds like you're doing everything right, but it's a difficult trick, it really does require pretty precise timing. But yeah, jump early and jump short, that's my tips. Hope it works out. About 10), I actually think this was a full timeunit delay, which would make it the only one in the run (what I mean is a mistake costing more than an entire time unit). Like I said in the previous response though, it had nothing to do with slowing down to keep up the awesomeness or lag, it was a speed error at the beginning of the level which added up to a lot.
Zoey Ridin' High <Fabian_> I prett much never drunk
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thegreginator wrote:
Fabian, that run was amazing. Congrats on winning the race and producing such an awesome run. ;) When I went through and watched the video the second time, I decided to write down various questions I had as they came up. Sorry if some of these are stupid, it's just what popped into my head as I was watching the movie. First some general questions that apply to the whole run: You do a lot of kamikaze dives in this run. Doesn’t pressing forward to do these restart the fast flying oscillation and thus make you lose a bit of time, even if you come out of the kamikaze at the fastest oscillation? At the end of many levels, you come out of a pipe and then have a short distance to the gate. Is it ever possible to save time doing medium speed hop glitch or 8/5 over these stretches? It seems like you try it some times but not others. And now some specific level questions, in the order that the levels are done in: 1) In Castle #1, it seemed like you turned around for kind of a long time for the p-switch jump. Why didn’t you just do what JXQ did and just not turn around in the first place? 2) When getting to the first door in Castle #1, why didn’t you jump to do one hop glitch before the door? 3) In the second room of Castle #1, why did you take the fireflower? I though it was faster to avoid it. 4) It seems like you missed a few corner boosts in DS1…And maybe VD2 5) Was slowing down for that line of piranha plants at the end of VD3 absolutely necessary? It seems like they could’ve been hop glitched through if you were facing forwards. 6) I know you missed some corner boosts in Soda Lake. Why have you been missing them? Also, when you come out of the pipe at then end, you do what appears to be the hop glitch for medium running speed, but you don’t carry it through all the way to the gate, you walk the last couple of “squares.” Were you not actually doing the hopping glitch or is there another reason for walking at the end? 7) Why no 261 on SW2 (key)? 8) It seems like you fly unnecessarily high at the start of SW5 (key). 9) Fast p-ballooning on Tubular. “Allow Left+Right / Up+Down – off” was pretty clever. ;) 10) On Awesome, VIPer7 gets a 262 while you get a 261. What accounts for the 1 timeunit delay? 11) For FGH (FoI1 exit) you do a run at the very beginning without doing hop glitch or flying. Isnt this slow? You don’t do it the second time you play FGH… 12) Why didnt you get 99 lives? Or 99 gate points or 99 coins for the end? If you decided not to because VIPer7 did it, I think it wouldve been original and fitting to get 96 lives, 96 gate points, and 96 coins. ;) Overall, this run was pretty much flawless and *very* entertaining to watch. I loved the parts where you flew through/under the floor. I also liked all the autoscrollers and the parts of levels that you hopped through (Awesome!). Definately my favorite TAS so far.
Good observations overall, you've caught many of the small (and sometimes pretty big) mistakes existing in this run. I'll go over it point by point. First, kamikaze diving. Normally when going into diving mode you need to press -> for 20 frames. When doing fast diving, you only need to press -> for 5 frames though (overall it takes 9 frames, ->, nothing, ->, nothing, -> nothing, ->, nothing, ->, then you can start pressing <-). This does not result in timeloss the majority of the time, but sometimes 1 frame will be lost. I decided early on to ignore this once in a while and very insignificant thing. Next about the medium running speed oscillation. This run was started in November 2005, and at that point Mario's speed wasn't completely understood. There were no memory addresses where you could watch his speed or P-meter etc, these were discovered by JXQ sometimes in.. I think april? Correct me if I'm wrong here. So anyway, in the beginning of this run I didn't take advantage of oscillating speed except for fast flying of course. I think it was right after the Donut Plains 2 levels that I finally got memory watching to work on my emulator thanks to nitsuja and Fabianx, and could start taking full advantage of the oscillation. So to answer your question, yes there are several places during the first half (approximately) where it would save a small (1-5 frames) amount of time. 1) This is not the only mistake in Yoshi's Island, but it's the only noticeable one. At that point (November/December '05) I had no intention at all to ever finish this and submit it, it was simply for fun. As a result, I didn't try hard enough here after finally getting it to work. A better execution would have saved 9 frames here, and as we learned when JXQ submitted his 11 exit, that could be further improved, although that was not an option for me at the time. The other, larger mistake in YI is the very first thing that happens, the hopping glitch in YI2. This was the first time I ever did that glitch, and I somehow screwed it up. I don't remember exactly how much time was lost here, but the end result was only 6 frames faster than not using the hopping glitch, if I recall correctly. I think it should have been like 30. 2) I should have. This was a 1 frame mistake I overlooked. 3) What skamastaG says, fastest way to pick it up and you need it for boss fights later. 4) True. Similar to the oscillation speed thing, this was not known until JXQ started working on his 11 exit run. I even remember telling JXQ when doing DS1a "flagitious and VIPer7 are somehow 2 frames faster than me at the first pipe. I can't explain why". If you recall, they did a corner boost by accident in their run :) 5) You need to run up to flying speed to get past the last lava mountain. If keeping Yoshi had not been a concern, hopping past the piranhas and then dismounting Yoshi as kind of a double jump would have been possible. But we needed Yoshi of course. 6) Same thing about corner boosts as in 4). The ending did not abuse oscillation speed (which was still not known so not a concern), I simply tried running normally and starting with a jump, and they were equally fast (which is not a surprise now that I understand how Mario's speed works better :) ), so I chose to do the jump only because running was more common in these spots. 7) The key grab was bad in this level. No excuses here, other than I hate water levels with a passion. It's unfortunate this small loss of time caused a time unit to pass, causing you to notice ;) 8) There's a limit on how far above the screen Mario can fly. Doing a normal liftoff here would have made it impossible to fly up to the key. 9) I'm sorry I couldn't use your trick. If you recall, at first I decided not to, but then I changed my mind and redid that stage, and it saved lots of time (150 frames or something? I should start writing stuff up I guess). JXQ helped me with hexediting, but it turned out lots of levels desynched and had to be redone. I was pretty low on motivation at this point (right around Forest of Illusion 2), and we decided it would be way too much work, especially considering we thought the current Tubular looked cooler. But again, I did want to use it and I tried, I changed the left+right/up+down setting but changed it back when hexediting didn't work out. 10) Here's the other big speed screwup in the run, the first being YI2. Keep in mind, at this time I didn't have memory watching to make using the right flying speed way way easier. Here, I had to start flying and release -> at 5 different consecutive frames, fly to a predetermined spot and see how long it took. In this particular level, since I had to release Y and start hopping right away, this was even more complicated than usual. Anyway, what happened was I released Y a bit too early, before the liftoff phase was complete without realising it, causing the speed values Mario oscillates between to be that of regular running (top speed 49) instead of flying (top speed 51). So after I determined fastest speed, I hopped through the level at 49 instead of 51. This was a pretty significant time loss since it's a long level, and by far the most costly mistake in the run (not counting the nonexisting Tubular hexedit), but like I've said before, hexediting wasn't working without lots of redoing other stages. Still, it's arguably the coolest level in the run :) 11) Yes this is something I'm pretty unhappy about, since it's so very noticeable. After I improved it during the second time, I sent it to JXQ for hexediting. Despite only being a few levels done after it, however, it wouldn't hexedit. The normal exit is 23 frames faster, but even if hexediting had worked out, some of that would have been lost to make it all synch. 12) I thought this was very clever of VIPer7, but also something I didn't want to replicate. It works once but it gets old. I'm not regreting this decision. Overall, you might notice I pass up several opportunities for more 1ups during the run, not because I didn't want to reach 99 (I wouldn't mind), but because I didn't think it was that important. We've all seen more than enough extra lives in SMW/SDW runs, no need to overdo it this time, I felt. I hope this answers everything, otherwise just keep asking :)
Zoey Ridin' High <Fabian_> I prett much never drunk
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Zoey Ridin' High <Fabian_> I prett much never drunk
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Link! There is a hat on your head! Awesome. Also, I'm tired.
Zoey Ridin' High <Fabian_> I prett much never drunk
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JXQ wrote:
When did "hex-edit" become a buzz-word around here that means "magically fix"? It seems to be catching on, but I invite anyone who thinks that way to give it a shot, or at least read the hex-editing page. (I don't mean to pick on you, nfq. There was another instance in IRC today, as well.)
Hexediting is pretty easy. I bet you don't know a lot about it, or else you wouldn't complain. You probably get someone else to do the magical fixes for you, don't you?
Zoey Ridin' High <Fabian_> I prett much never drunk
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JXQ wrote:
TSA, if you want I can put audio commentary on your run too, when it's finished.
Yes please please please.
Zoey Ridin' High <Fabian_> I prett much never drunk
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TSA, I would be very interested in hearing which segments you think somebody could beat without using new tricks, as I was under the impression the rupee route was pretty much the only example standing out. I'm of course assuming you're not talking about 5 second segments or something ridiculous like that. On another topic, I think you seem to overestimate the importance of you, your run and SDA as it applies to an OOT TAS and its possible publishing here. Your suggestion that this run was submitted "before your run" "to get attention" shows, in my opinion, a pretty significant misunderstanding of TAS making and what we try to accomplish, and without having talked to him I imagine GuanoBowl might feel pretty insulted by it. It's of course understandable that you're analyzing the run from a console speedrunning, and, dare I say, quite possibly biased, perspective. However, evaluating its merit for publication on this site based on anything but this site's rules/guidelines/etc is pretty weird I think. Again, understandable considering where you're coming from, but still weird. In closing, let me echo what notBowen wrote in the above post: The status of the run at SDA has no bearing on whether a run should be published here, in my opinion. Some of the other things you bring up are also questionable at best; Nothing new is really shown off? Besides two things? Edit: Ok so some new posts where written while I wrote this post. This is only in response to your first post here, TSA.
Zoey Ridin' High <Fabian_> I prett much never drunk
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Are you ridiculing my english? :) Seriously though, you're thinking about yourself.
Zoey Ridin' High <Fabian_> I prett much never drunk
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AKA wrote:
100 skulltulla run would be very boring to watch as you would just use the endless skulltula collecting technique. Anyway it should be part of a more wider 100% run.
Yeah you're right of course I'm not thinking about a 100 skulltula run using that technique, sorry. I meant a run collecting the 100 skulltulas the way you're supposed to.
Zoey Ridin' High <Fabian_> I prett much never drunk
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I imagine a 100% run would be pretty slow and boring. But how about a run collecting all 100 skulltulas as quickly as possible?
Zoey Ridin' High <Fabian_> I prett much never drunk