Posts for FractalFusion


Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Surprise monster attack at 2:09! This TAS doesn't seem so interesting to me. Probably because the first Commander Keen looks very simple in comparison to the other Keen games. I wish there was more of a use for shooting stuff, but this TAS only shoots once. As for the end of input, you can do whatever you want, but I say that ending input there makes it look very bad.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
LYF wrote:
我第一次碰到Rt时同样纳闷半天啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊!!!!!!!、
Please stop fooling around. LYF, why do you switch between English and Chinese in the same post? It seems you know English well enough to talk to us, so why not say everything in English? This is an English forum, you know.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
TheNewTeddy wrote:
Is there a way I can view the exact button presses? To see what was pressed and when?
In most emulators the button is period (".") by default, but you can change the key in settings.
TheNewTeddy wrote:
Lastly, how do you know something is entertaining?
I wouldn't worry too much about it. As long as you choose a game that has a definite end goal (completion of game) and it isn't a bad game, I think it's OK. However, you'll need to make a good TAS (the quality affects how people look at it). The easiest types of games to start out with are 2D platformers, but you can start with any game as long as you think it makes a good TAS.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I'd like to see this submission judged very soon. adelikat, may I take over judging this submission?
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I have a couple questions. - Why do you have to phone 13 numbers at the beginning? Is it necessary to gain even one secret Denjuu? - You seem to imply that, without a secret Denjuu, the fight against Bashou is 2 minutes of text and in blue. How do you know it takes 2 minutes? Sorry, I'm not familiar with this game.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I've watched the run a couple times and tried out a few things. There is definitely a lot of room for improvement in the first level you did (which is actually Mission 2). - Keep jumps as short as possible. Just by tapping B for one frame, the character does a short jump. The less you press B, the shorter the jump. - You can take damage to speed things up so you don't have to slow down for everything. I noticed you end the level with a lot of health. - You can jump continuously to climb up a chain quickly. - Try not to let things slow you down. Shoot enemies quickly, or avoid them, maybe by jumping over them. Take short routes if you can. - I noticed one section where you flip the two switches in the opposite order that you come across them. If you can somehow get this level down to 6 minutes (rather than 8), then I'd project the final time to be more like 30 minutes as opposed to 40, and I guarantee the level which you did here will look a lot better. There isn't any point to doing one level only as a submission because it simply isn't complete, so the whole thing should be done before it is submitted. You can start a new thread in the SNES Forum for this game, if you like feedback on your WIPs. Anyway, Snes9x v1.52-rr and v1.53 aren't tested well, since most people use either v1.43 or v1.51. I suggest using v1.51, but you can do whatever you like.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Welcome to the forum, Cooljay. Which version of emulator are you using? Snes9x v1.52-rr? I haven't been able to play it back properly. It seems to desync around frame 4500.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
feos wrote:
That somehow proves my philosophy of not trying to improve the old runs without true timesavers.
I don't think that the philosophy (not aiming to improve old runs without significant timesavers) needs to be "proved" in any way. I think that the philosophy is only logical; I don't put work into something unless it is warranted. In this case, I only work on a TAS if I feel there is an inherent worth in it being completed, whether it is because of final time, new methods, viewer entertainment, or such. By the way, I think the intended word is "justifies" rather than "proves".
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
LYF wrote:
It's OK for me to cancel this page.
LYF, I'm sorry that half of the people here cannot take a joke. But we cannot cancel the page. If you can come up with something that more people like, then that would be good. As HappyLee said, you can cancel the submission if you like. I advise to avoid using slang here, because we are unfamiliar with it.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
In this submission: Levels named as "TWO keycards on a single level? Preposterous.", "Luck Manipulation Ahoy", and "The topmost Scrub won't spawn until the camera moves close enough". But I digress. In the end, Keen only disabled one of the eight Tantalus Rays. He forgot to destroy the other seven. Not too bad, he gets 1 out of 8. The Washington DC Tantalus level is hard, as in really hard. I remember dying over and over on that level. And yet this TAS makes the stage seem so easy. Also, the Rome Tantalus level where Keen dances around five Vorticon Elites completely blows my mind. Yes vote, of course.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Patryk1023 wrote:
It's too late for jokes.
It's never too late for good jokes. Fastest death has well been overused though.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Just to let you know, both the high score run and the physical challenge run desync for me. I'm using FCEUX 2.1.6 svn0 and I tried both Old PPU and New PPU.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
There are some other runs that end input early. #1662: Chamale's NES River City Ransom in 06:40.38: 3 minutes at the final boss. #3496: Bernka's Windows Rosenkreuzstilette "Spiritia" in 27:58.25: The whole final boss. [1940] SNES Trials of Mana "2 players" by praetarius3 in 3:24:49.00: Ends input before the second last form of the final boss is defeated. [1742] SNES Mega Man & Bass "Bass" by sparky in 28:08.23: Not as extreme as the others, but it's there. Almost all the Monopoly submissions And that's not going into all the joke submissions (including fastest death) for which ending input early can be abused so easily. I don't necessarily agree with this method of ending input early in general. Use in types of TASes like joke submissions, board games, and autoscrollers can be excused. But for other types of TASes, not so much.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I remember someone on IRC saying I should write how to upload to Nicovideo. I've been busy, but I haven't forgotten. I've just created a page about Nicovideo on this wiki: http://tasvideos.org/Nicovideo.html To whoever suggested it: Sorry for not remembering who you were, but thank you.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
This pirate is strangely interesting. Though it would help if its ROM title didn't look like a Chinese mantra. (Chinese name is 雷电皇: 比卡丘 传说, or Lightning King: Pikachu Legend) It does seem to have a better quality than other pirates. However, its music is very much lacking. BTW, I never came across the reset bug, and was able to record something without problem. Using FCEUX v2.1.4a. I also saw on Youtube other awful pirate games that resemble Pokemon games like "Kou Dai Bao Shi - Yin" ("Pokemon Silver" Pokemon Sapphire) and "Waixing Pokemon Red". The latter in particular has really funny graphical issues.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
poptart1234, welcome to the forum. Please watch this run carefully: http://tasvideos.org/359M.html . It is the last Donkey Kong run that doesn't use glitches. I suppose the ladder glitch is the only glitch you are referring to. I watched your run in emulator. Your run fails to beat the Donkey Kong run I linked, so I don't see it being accepted. If you wish, you can watch the run http://tasvideos.org/359M.html carefully, watching in emulator if you need to, and see if it is possible to improve in any way. However, it had been heavily contested even before the glitch was found, so I suggest working on another game. Edit: Sorry, I forgot to mention. Even if the no-glitch run is improved, assuming it is slower than the glitch run, it is probably not worth acceptance anyway.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
So far I've been trying to get this to run at all. Here are the results. Windows 7: Failure, the game always crashes when I run in hourglass, no matter what I do. Windows Vista: I managed to achieve a partial success. Unfortunately, I tend to get the following message:
DESYNC DETECTED: on frame 32, your timer = 6604 but movie's timer = 6605
That means this playback of the movie desynced somewhere between frames 32 and 16.
followed by the title screen, and a desync. At least I got that far. Windows XP: I couldn't even run hourglass.
The procedure entry point DecodePointer could not be located in the dynamic link library KERNEL32.dll
So there. RKS itself works on all 3 systems, so it's not the problem of rks_e.exe. Unfortunately I don't have any more time to test on Vista and XP, at least for the next 2 weeks. By the way, about the run: I like it mostly. The parts I dislike are the final boss where Spiritia just stands there, and the fact that there is no prologue. I think it should not be allowed to end input one minute before the end of gameplay just to get a smaller time. Everything else is much enjoyable, and I also enjoyed the Grolla run that was posted here.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Top left corner. It represents the current value of the RNG, and it is the last square before the colored squares scroll out of the chart. As in this image, where I get a critical hit: Note that it's an older version of the script that I used for Pokemon Ruby, so it's a bit different than what you see.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Sorry, I forgot to mention. You'll have to set the game in the Lua file. Since it's Fire Red (U), I think the game should be 3 (change "game=6" or whatever to "game=3"; it's right at the top). You'll know it works if there are moving colored squares and the top right corner is changing.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I haven't had any time to work on the script, but I posted it earlier. Instructions are included in the post. http://tasvideos.org/forum/viewtopic.php?p=303383#303383 Stevmay09, all you need to do is load this script into Lua. It displays some things that will help. Anyway, here's how I'd approach this TAS: - First, I use MID speed, never FAST speed. This makes it so much better to luck-manipulate. By pressing A and B, you can control the speed of the text. - There is a RNG chart mode (this is mode 3 in the script; press '9'+frame advance to get there). Let's consider the critical hit chart (the one with multicolored red/orange squares). -- Colored squares are critical hits; this is when the fourth digit of the RNG value is 0. -- The top-left corner is the current value. The one to the right is the next value, and so on. The one below is the value 18 steps ahead, and so on. -- The colored squares scroll right-to-left and bottom-to-top. -- When the script detects an abnormal jump in the number of RNG values used on the frame, it flashes an indicator (this is a black-and-red box above the chart). --- For the indicator to function correctly, the chart must be set in 2-RNG-values-per-frame mode if normally the RNG scrolls at 2 per frame, and 3-RNG-values-per-frame mode if normally the RNG scrolls at 3 per frame. (To get the right mode, you have to scroll through the charts and see that the chart background uses either multiple-of-2 or multiple-of-3 grey coloring. --- It can flash the indicator for any reason, but the first time it flashes after it says "A used attack!", almost always that indicates that the current value is used to determine if it is a critical hit or not. --- Note that after the indicator flashes to determine a critical hit, it almost always flashes 3 frames later to determine damage variation. This again uses the fourth digit of the RNG value, with 0 doing the most and F doing the least. -- At that time a critical hit is determined (see indicator), if the top-left box is colored, then the attack will be a critical hit. The goal is to time it so that the colored box ends up in the top-left corner at that moment. Normally, the boxes that are able to end up in the top-left corner are aligned with the light grey coloring in the background, and not the dark ones. However, there are ways to realign the boxes. One way is to wait before battle. Another way is to abuse the help system dialog (it can be called anytime, and can even split the critical hit indication and the damage variation indication, making manipulation of high criticals even easier). - I normally set autofire for A and B to make text scroll faster. Note that this should only be done in test runs, or otherwise in places where you know you won't risk losing a frame if you do so. - I also have autohold B, since the main character will do a bit of running. Also, I had a look at cstrakm's run on the Japanese version on nicovideo. Here's roughly how the run goes (sorry for my notes; they are messy).
-Get Squirtle. Give it one-char name
-@Bulbasaur: 3 tackles. First is not crit, next two are crits.
-Run 1
-Catch enc 2 (Pidgey), don't give name
-Run 3,4,5
-@Weedle: 3 critical tackles. Lets Weedle hit twice with poison sting
-@Brock
-@Geodude: Critical bubble (note: doesn't use torrent)
-@Onix: Critical bubble (again, doesn't use torrent)
-Shop: Buy 13 repel
-@Caterpie: 2 tackles @Weedle 2 tackles @Caterpie 2 tackles
-@Lass @Rattata 2 bubble @NidoranF Water gun
-go back to pewter and come back to reset lass
-2water gun
-you can cancel mt. moon entrance logo
-use 3 repels in mt. moon
-use water gun (note: torrent range)
-squirtle evolves here
-replace bubble with mega punch and tackle with mega kick
-use center and go to gym
-you can bypass the juniorF? hm
-@Misty
-@Staryu MegaKick @Starmie two MegaKicks
-Replace withdraw with Water Pulse
-@Rival
-@all megapunch
-don't learn bite
-nugget bridge megapunch (grass or poison pokemon, mankey) or water gun
-water pulse on a zubat?
-get abra
-after bill's house, teleport
-the fence is redone in such a way that the juniorF beside the juniorM is bypassable
-go to ship, get HM01
-catch diglett in diglett cave? teach cut
-@Surge @Raichu swap to diglett to take shock wave, survive quick attack, KO raichu with Magnitude
-teleport back to Cerulean and get bike
-use 3 repels in Rock tunnel
-go to celadon city and use Pokemon Center there
-beat team rocket here; kangaskhan needs two hits, dig with Diglett
-Celadon Gym @Erika @all mega kick
-get tea from some celadon building
-get TM43 (secret power), 11x super repel, 11x x attack, 11x x special
-get fly and put fly on pidgey and secret power on wartortle (replace water gun), fly to lavender
-complete lavender tower; 1 repel; wartortle evolves here; teleport to celadon
-go through cycling road to fuchsia city
-go to safari zone; get quick claw, gold teeth (for strength) and Surf
-fly out of safari zone, go to gym, put on quick claw
-@Koga @all use surf
-get strength
-go to cinnabar and complete everything
-go to saffron and complete everything
-get ppmax near indigo plateau
-finish the game

L54 HP 162 Atk 126 Def 117 SpAtk 112 SpDef 131 Spe 110
L54 stats included if anyone wants to find Blastoise's IVs. I obviously left out a lot of detail at the end, but because of quick claw+secret power+Stat up items, the rest of the run really isn't that hard to do. Quick claw+secret power ensures Blastoise's survival, so the only question is what is the best way to stat up and KO the rest of the pokemon. If you have any other ideas about the strategies the run should use, list them here. I did notice that the J version is much faster than the U version in general, not only due to shorter text, but also because there is a delay in the U version when a trainer sends out the first pokemon.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
HappyLee wrote:
Here's another DEMO till 4-2 with an easy 714 frame (12 seconds) improvement in 1-2.
We got your point the first time you made an improvement. You really didn't need to post another demo saying how "easy" it was. Not everything related to SMB has to be about you. We, who are lesser people compared to you and your clan, only look to make a TAS of SMB sometimes for fun. Yes, the goal may or may not be suitable for publishing here. So what? You've stated your opinion many times already and that should be all that you need to say. Someone did it for fun and submitted here; he's not asking for anything else.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Yes, you'll have to buy repels. However, the determining factor uses an RNG; however, it only advances once every time you take a step in grass, which is why it is impossible to avoid every encounter. It may be possible to change the initial RNG so that the number of encounters before Pewter City is minimized. I think it is possible to get it down to 3. As far as I know, critical hits and misses are not stored in RAM, at least in a way that is convenient to see. I find it easier to see whether the random number passed to the routine satisfies the criterion necessary to decide whether there is a critical hit or not. The script I have does that. I could change the script so that it specifically tracks the routine that executes a critical hit (or miss). However, I haven't had a need to do that yet. I'm sorry if this is too much technical information, but my thought process is mostly in that manner.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Stevmay09, you don't need to write any scripts. I can do that. In fact, I have scripts that visually display when critical hits occur and stuff. I used it for my Pokemon Vega TAS (it's a Fire Red hack, by the way). Have a look at this page. It's awfully technical but it describes how critical hits and misses are determined. By the way, in Fire Red, there are two RNGs, one to determine whether random encounters occur, and one to determine battle as well as Pokemon generated from an encounter.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Hi Stevmay09. Sorry it took me so long to respond. A Pokemon TAS is not easy to make, due to the RNG. I have some scripts that may make it easier. I would also like to see your run (VBM file) so far if possible. By the way, there is a run on Nicovideo on the Japanese version that also uses Squirtle. I haven't studied it in detail yet, though I will soon if it is necessary.