Posts for Fortranm


Post subject: Contra Advance - The Alien Wars EX
Fortranm
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http://tasvideos.org/userfiles/info/20054352410545299 Link to video The first two levels are finished. I'm sure this movie is going to look very different from the SNES ones since the game mechanisms are considerably different. I tried to follow [2440] SNES Contra III: The Alien Wars "pacifist" by McBobX in 14:05.31, but the games seem to be too different. For instance, Weapon C is weakened, and L becomes the strongest weapon. https://www.youtube.com/watch?v=8UJFDfnifuY The run is about half a minute faster than this Tool-assisted Flawless Playthrough by entering Level 3.
Fortranm
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http://www.nicovideo.jp/watch/sm25318504 Looks like a skip to Ch.4?
Fortranm
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Easy YES vote.
and Mothrayas and Rolanmen1's Mega Man ZX WIP also helped a lot.
Just curious, is the system of MMZX very similar to that of MMZ?
Post subject: Re: Pardon my Warped viewpoints
Fortranm
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scrimpeh wrote:
In my opinion, Enemy/AI manipulation becomes luck manipulation when entropy gets involved, i.e. there is no visible correlation between what the player does and how the enemy reacts. Especially, without TAS tools, an unassisted runner should not be able to reliably get a desired outcome in those cases. However, games in which you can easily predict an AI's behaviour should not be considered luck manipulation. In the example I used, the enemy's spawning Y position is directly tied to the player's Y position. No entropy involved at all.
I clearly remember I saw the Medusa trick shown in the GIF in a CV1 hardmode RTA; this case is an good example that the AI's behavior is so predictable that the manipulation can even be done in a RTA.
Fortranm
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http://www.nicovideo.jp/watch/sm25251203 It seems someone is making a new TAS of Chrono Cross.
Post subject: Some questions about SGB1/2
Fortranm
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http://tasvideos.org/forum/viewtopic.php?t=16199&postdays=0&postorder=asc&start=0 The discussion in this post raised my concern about SGB. How does SGB handle the frame rate when a PAL GB cartriges is being played? Is a SGB hardware naturally able to handle GB cartridges from any regions regardless of where the SGB cartridge and SNES console is made in? If so, should SGB2 always be preferred since its frame rate is closer to that of a Gameboy?
Fortranm
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Fortranm
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Editor, Experienced Forum User, Published Author, Experienced player (781)
Joined: 10/19/2013
Posts: 1116
Fortranm
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Fortranm
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Just curious, are Yabuse and Octoshock cycle-accurate?
Fortranm
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The extended counting down sound effect from Ch.2 did hurt my ears a little bit at first, but I eventually lost tract of when it actually stopped. Congratulation for 36 minutes improvement within a year!
Fortranm
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I have a related question. What is the required hash value for GBA Pokemon games? Does the rom version have to match exactly for in-game clock to work?
Fortranm
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Sweet! What's your configuration on Bizhawk? I remember there was still some flickering during the very first battle against Bowser, but it was long time ago when I got that.
Fortranm
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Derakon wrote:
Sorry for the late response on this; I only just got around to finishing watching. In the vertical scrolling section in the last level (28:07 in the YouTube encode), you stand on some of those crumbling blocks and it seems to cause an awful lot of lag. Could this be avoided by using an alternate descent, or is the lag just a coincidence and nothing to do with the crumbling blocks? If it instead has to do with other activity, maybe killing the skull enemies could help reduce lag there? There's also one last jump right at the end of the game that looks superfluous, like input could maybe have ended slightly earlier. I may be misunderstanding the sequence of events there though. Otherwise this run looked decent, but I have to say that the NES Castlevanias limit your movement options so much that I'm not really a fan of taking away more opportunities for damage-boosting, let alone the more varied protagonists that the various other branches allow for. That's more of an entertainment complaint than an execution one though.
The lag manage is possibly improvable, but from what I tested, whipping enemies didn't seem to increase or decrease lagging. The last input, "A" for a jump, is necessary in order to make Trevor land in the middle of the floating platform so the red orb can hit him.
Fortranm
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mklip2001 wrote:
I remember having so much trouble beating the sunken city even on the normal mode! Does the water rise at the same rate in normal and hard modes?
I don't think so. The absence of Grant and Alucard can be the reason why time looks tight in this run though.
fsvgm777 wrote:
This is a quite interesting case. There are differences between the Japanese Hard Mode and the Western Hard Mode: http://tcrf.net/Castlevania_III:_Dracula%27s_Curse#Second_Quest From my viewpoint, the Western Hard Mode is harder than the Japanese Hard Mode. By the way, as you may know, the "AKAMA" code does not work in the Japanese version. However, there's another way to access Hard Mode immediately, which does work in the Japanese version
I actually realized these facts from the RTA Graywords provided in the CV3 topic. These factors made me determine that I would keep using U version. The hardmode-only enemies in U version would increase the sense of difficulty, I thought.
Anty-Lemon wrote:
Not enough lethal precipitation or ULEULEULE, extremely disappointed.
It's gonna take three centuries for Belmont to learn creating lethal precipitation and another three centuries to learn ULEULEULEULEULEULEULEULEULE. Be patient. :)
Fortranm
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Should GBA bios be skipped for a TAS?
Fortranm
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Thanks guys! The movie seems to sync perfectly on Bizhawk 1.9.1. I forgot to mention that this run also features all five sub-weapons for Trevor in some ways. The knife is never actually gotten, but you can see it being dropped by a Skull Knight in Level Six. :P
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* Update I want 1.00 to final version, but there is small possibility to update. * When a critical bug is found.(ACE(Arbitrary Code Execution) and so on.) * When Engrish-English translating text is sent to me by the cooperator. (Last contact : March of 2014) * When too idiotic glitch is found.
The first bullet point of this section made my day.
Fortranm
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I have started to wonder if I should switch the sub-weapon to axe in Stage 9. Apparently, Grant finishes off Dracula with axes faster than Trevor does with crosses in published runs. However, I'm not sure if Trevor can use axes as skillfully as Grant. The Doppelganger battle is another factor. If it is faster to use crosses in that battle, I'll postpone weapon switching to the beginning of Stage 10. It should be possible to get a shot multiplier in the auto-scrolling section, hopefully two.
Fortranm
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WIP5 is here. http://tasvideos.org/userfiles/info/19622046614000699 Death is dead! This is the last WIP for this topic. I will submit the movie after the last two stages are finished, hopefully before 2015. Link to video BTW, by the start of Stage 8, Trevor is about 30 seconds "slower" than Grant. The block dropping room at the beginning of this WIP is such a time waster. >_>
Fortranm
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scrimpeh wrote:
Unfortunately, it seems to be impossible to trigger it anywhere else, and because screen scrolling is deactivated, you get stuck at this point without being able to proceed:
I actually wonder how you got to Block 7-2. I tried this glitch and got stuck in Block 7-1 because there is no water drop.
Fortranm
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How about Phantasy Star Collection?
Fortranm
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WIP4 is finished. Stage 6 and the first half of Stage 7 are included. http://tasvideos.org/userfiles/info/19555820707732956 Link to video Giant Bat is dead, again. As you can see at the end, a long wait awaits. I will try to make the waiting as entertaining as possible.
Fortranm
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Knuckles in Sonic 1 and Tails in Sonic 1 are more acceptable than this hack, TBH. At least those two are completely based on the mechanisms from official games. YES for entertainment, though. :P
Fortranm
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Here is WIP3: Link to video http://tasvideos.org/userfiles/info/19413181823487539 Finally got to the Sunken City.