Posts for Healblade

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Joined: 8/1/2004
Posts: 91
Not sure if it has since been changed or if it's simply a difference in text, but if I go under my "Profile" link at the top of the forums pages, it says the following next to "Website": Note: To prevent abuse, the website address will not be displayed anywhere before you have posted a certain amount of posts. That seems to be a little clearer as "lurker" is a term that tends to change definition based on who you ask. I rarely go 2 days without checking the forums here, and I've only posted 66 times in just over 4 years, but I do have the requisite number of posts not to be considered a "lurker" here, I guess.
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Joined: 8/1/2004
Posts: 91
L337 wrote:
dlzm wrote:
Baxter,if you think you are capable,you can play Adventures of Lolo 3(J).I think this game is the most difficult I ever played!!!
Acualy jap version of adv of lolo 3 was adventures of lolo 2 >_>
Well... The Adventures of Lolo 2 (J) looks like The Adventures of Lolo 3 (U) as far as the overworld and plot are concerned, but the rooms/puzzles aren't the same. Even the tutorial puzzles are more difficult than the North American version. Even though there are some overlaps here and there, you can play the 3 (U) and 2 (J) The Adventures of Lolo games and feel like you're playing 5 different games due to the largely different puzzles.
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Posts: 91
... "Damn it."
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Joined: 8/1/2004
Posts: 91
Definite "yes" vote. I really didn't think there would still be 4 seconds of stuff that could be improved, and I was pleasantly surprised. Add in the fact that the entertainment value didn't drop, and it's a "yes" from me.
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This submission is very entertaining while maintaining the appearance of optimization. A definite "yes" vote from me.
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Joined: 8/1/2004
Posts: 91
First note: A hammer-on and pull-off equivalent does exist in Guitar Hero. Notes that lack a black circle between the color-coded body and white center needn't be strummed if the previous note was hit successfully. As such, you can strum the first note of this particular song and not have to strum any of the next 250 or so notes if you don't miss any. This is how you're able to use both hands on the fret buttons.
Dan_ wrote:
Healblade wrote:
As far as hitting 100% of the notes in the song, I'm going to go out on a limb and say that one measure of the song (measure 325, 90% through the song) will remain out of reach of human ability if for no other reason than hitting notes at a rate of 26.67 notes per second is unreasonable. think if you had to be accurate to 2 frames 24 times consecutively... not hard with frame advance, but in real time... yeah... no.
That's what I thought about Jordan. Do you know how many notes are in the crazy part of Jordan?
I'm guessing you don't want a number of notes, so I'll leave it at this: the insane Jordan solo gets up to a speed of 15.47 notes per second. The "red snake" part of Through the Fire and Flames is 72.4% faster than that. Another thing to consider, though in a bit of a different concept would be Trogdor, a song even the guy who FCed Jordan (HellAshes) hasn't been able to FC (or even 100%). This song isn't particularly difficult, and it's incredibly short, but it has a very brief but fast part in measure 29 at 17.47 notes per second for less than 2 seconds. The fretting for this section is effectively trivial, but the mere accuracy and speed of the strumming (read: finger speed requirement) makes this section an amazingly effective streak breaker.
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Posts: 91
For many Expert-level players, getting through the first 6% of the song, with the repeating pattern (RGYGBGRGYGBGOGBGOGYGBGRGOGYGBGYG) will either prove impossible or very frustrating. Most of us that manage that extremely unforgiving section can only do by using both hands to press the buttons on the fretboard. This is significant because even a single miss in that 251 note section will require the right hand to return to the strum bar (a time-significant distance away) before another note will register, and such will likely result in failing the song within a second or two. Once past that section (with the exception of the first time or two), most players will be able to make it to the solo sections of the song (from about 55% to 88% through the song), but they will most likely be unable to keep a score-significant note streak going until they reach a Michael-Fried-esque perfectionist state. As far as hitting 100% of the notes in the song, I'm going to go out on a limb and say that one measure of the song (measure 325, 90% through the song) will remain out of reach of human ability if for no other reason than hitting notes at a rate of 26.67 notes per second is unreasonable. think if you had to be accurate to 2 frames 24 times consecutively... not hard with frame advance, but in real time... yeah... no.
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Joined: 8/1/2004
Posts: 91
Tonski wrote:
Casual users won't notice the 1-2 saved frame(s) in that room anyway. Why spend too much time on it
Because they can. Besides, those of us who have been here a while will greatly appreciate the artistic beauty of the attempted perfection (at least once we read about this section or group of sections in the submission text). Best of luck, guys!
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Joined: 8/1/2004
Posts: 91
Tristal wrote:
There are no Final Fantasy II or III runs. Therefore there should be Final Fantasy II and III runs.
I agree. However, as per this rule, there's a bit of a hurdle to jump simply in determining a proper ROM selection for these games. Plus, I don't want to be the one to do either of them.
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Posts: 91
Blublu wrote:
When you've painstakingly done the first 25 minutes of a long movie for a game that can just not be hexed. Then someone finds a way to save 1 frame in the very first level.
You're welcome! On the other hand, in my limited experience, figuring out the mechanics "behind the scenes" seems the most frustrating to me. Trying desperately for 3 hours to luck-manipulate something that simply isn't random is more than a little disheartening to amateurs like me.
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Joined: 8/1/2004
Posts: 91
HHS wrote:
Yrr wrote:
I consider infinity as a number, but it is not constant. Infinity does not have the same value as infinity.
Then, let X = Y = Infinity.
Actually, under that premise, no. Without constancy, we can't make the logical step from X = infinity (1) and Y = infinity (2) to X = Y = infinity (since X = Y isn't necessarily true due to inconsistancy) ... in another light, we actually lose transitivity. We don't have any reason to think we've lost symmetry, so infinity = Y (3) follows from (2), and if we did have transitivity, we'd be able to make that logical step.
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Brantu (the guy who opens that door to Melenam at the end of the Cave of Melenam will not join you if you do not have the map. EDIT: PM sent to ya Drom.
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Posts: 91
I'm going to have to give a big "yeah, that" to what Dromiceius said. I should mention that Hermit / Wyvern battles are only sometimes not as good as Hermit / Hermit battles. Testing each frame you enter battle is key. Sometimes you just happen to be able to Defend-Critical a wyvern into submission with minimal or even no manipulation necessary... (the additional 3 gold and 7 experience is nice, too) Brains have a bit higher Vacuum resistance than many other enemies, but with manipulation, that shouldn't be a problem. Even at level 7, Lux shouldn't have too much difficulty killing Brains (so long as Laser 2 doesn't kill ya), but it'll take ya a few more rounds of battle. Unfortunately, the level of a newly joining partner only takes your level into consideration, not that of your current partner. (big paragraph edited out) Wait.... if you have to wait until level 12 to get Vacuum with Lejes... at that level, you're going to be able to handle Brains no sweat with Lux solo anyway. --- As well, I made a spreadsheet with the formulas from Nati's FAQ. It's not all that impressive, but if you input your character's stats, at least it'll give ya a good idea of how ya measure up to each type of enemy, and it's nice to be able to make sense of being able to hit max for 1 damage from Defend-Attack to hitting minimum for 8 damage with a B Power-no Defend-Attack. If anyone knows of somewhere that would host a 110k .xls file, lemme know, I'll make it available and save ya a lot of typing. --- No full test run has been made yet, and I'll be VERY surprised if this game is run faster than Chrono Trigger, so any help you can provide, Pasky13, would be great!
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mr_roberts_z wrote:
As the game orders it, except when it could be faster?
Yes, please! mwl has done a good job outlining the reasons why, but I should add that viewers less familiar with the game (or even TASing in general) tend to get confused easily with things like that. I know I had to spend quite a while explaining the 16 star run even at non-glitch sections to friends of mine who like the videos but aren't interested enough to download appropriate emulators. (minor format edit)
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Voted yes for obvious reasons. I would say, however, that the fifth screenshot is the only one of the five I would recommend for the movie list. All five are very relevant for the run, but only the fifth one clearly shows what is happening with a fairly large picture of the protagonist, even if it is a bit off-center. This movie delivers.
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Posts: 91
Wow. Just wow. Everything looked amazing. New discoveries, obsoletes a current run, and quite artistic as well. I am impressed, entertained, and amazed. Congratulations!
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uhh... *confused look* While that looks like English, I don't understand a word of it. I tried my hand at the tediously trial-and-error method of luck manipulation, and I gotta say it sucks. Getting a fairly good battle an the overworld isn't very difficult, but manipulating anything for after the battle is a pain. It does seem trying to luck manipulate prior to battle (read: change the location and frame of entering battle) is superior to trying to luck manipulate after the battle has begun. Also, I had the same idea of getting the two opals in Lemele and selling them for B Power while they are still quickly obtainable. I haven't spent enough time to test this theory, but I think reaching Level 4 or Level 5 prior to killing Romus might end up saving more time than it would cost, and it would also result in having more gold to buy a few extra B Prtct in Rablesk before heading to Pison, Bonro, Zellis, Melenam, and beyond. That said, I'm probably saying nothing that Dromiceius doesn't already know. Regardless, I'm sure there are other people who would love to have some kind of visual aid for pre-battle manipulation (sans Potions unfortunately) and the Opals in Lemele, so I think I'll post a link to my puny start for this game. It'll probably be the last time it looks at all impressive. http://dehacked.2y.net/microstorage.php/info/1350021597/ThreeMinutes.smv
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Given the level of discussion that this decision has fostered, perhaps the judges/encoders/Bisqwit will be able to consider more than just the raw percentage of yes/no/meh votes when looking at the movie for publication. I trust that they will be able to recognize whether the "no" votes, if they exist, are a reflection of the perceived quality of the run or merely a dismissal based on an opinion of "A run of 'Chrono Trigger (J).smc' would have been better." As a result, I don't think this argument is really important unless and until this run is completed and someone else makes a run on the (J) version to obsolete it.
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Posts: 91
Randil wrote:
optimizing walking isn't very easy
Thanks for verifying the only thing I already knew. Joking aside, thanks much for the information. I'm not going to be able to play around more with this tonight, but hopefully this will be invaluable tomorrow! Finding optimal paths still is going to be difficult. Perhaps a way to maximize "7 frame whiplashes" can be found with this information, but that will have to wait until tomorrow for me. *crosses fingers in hope*
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Thanks for the point in the right direction, alden! I'm headed to bed for the night... but after a brief bit of playing with that Memory Viewer tool, I'm thinking that Kickle's position on the playing field (or at least his vertical position) may be found around 140x... what that means, however, is a bit lost on me, and my observation could be anything from coincidence to a copmlete failure to understand the memory viewer's function to a beaming ray of hope! Maybe someone will feel inspired to take a look and see if they can understand what it is I'm looking at any more clearly. In the meantime, I'm taking a step back from the learning curve and getting some sleep.
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Hmm... I'm really not familiar with memory watching... *11 minutes pass* After a bit of forum searching, I still am quite unfamiliar with this concept. Walking speed would be a good thing to know, as would Kickle's location on potentially a more exact level than by the pixel. I seem to remember something like that being mentioned in the Rockman 2 thread dealing with the Wily 4 boss, so I'll look there for some enlightenment, but could anyone help me find some information on how to get started in this "looking at memory addresses" venture?
Post subject: A deeper look (confused newbie warning)
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Posts: 91
The most recent NES Wishlist thread has me thinking about this game again. Perhaps it is time to further examine the game physics (and I use that term loosely). I've made it clear that I don't intend to try to TAS this game further until I understand the "why and how" of my first level being 3 frames faster than Blublu's, so perhaps I should take a closer look at the differences of our movies and how we play the first level. ... so I did... and I'm more confused now than I was before, but before I get too far ahead of myself, I'm referring to these two movies: Blublu's: (you may need to right-click and select Save Link As in order to download depending on your browser) http://fast.filespace.org/blublu/KickleCubicle_U_world1.fcm Mine: http://dehacked.2y.net/microstorage.php/info/806/HBv3.fcm In short, I previously thought there were 2 differences in our first level: a difference of either 2 caused by methodology and a difference of one frame in my favor due to left/right differences. I was only partially right. I recorded the inputs from the first level in each of our movies in a spreadsheet program to analyze them and compared the frames on which we changed input (to change directions, freeze an enemy, push an ice cube, or create/pull a pillar). The only differences were (1) left/right and up/down differences being generally interchangable in the important 1 frame perpendicular direction hold as part of the whiplas walking; (2) How we approach and push the first ice block, which is the 2 frame improvement I knew of before; and (3) left/right differences inherent in the fact that our paths were exactly mirrored. The above differences were as expected, but the number of points wherein I either lose or gain frames on Blublu (which, of course, is easy to determine thanks to our identical yet mirrored paths) is surprising. Compared to Blublu, my results were: I gain 1 frame when moving up after placing the first pillar. I lose 2 frames when moving back down right behind the first enemy. I lose 1 frame when moving horizontally under the block diagonally below the first ice block. I gain 2 frames when pushing the first ice block. (This is the 2 frame improvement mentioned above) I lose 1 frame just before removing the first pillar. I lose 1 frame just before pushing the second ice block I gain 2 frames due to what appears to be lag. (See more below) I gain 1 frame when moving downward after pushing the second ice block the first time. I gain 2 frames (1 at a time) while moving 2 spaces to the right toward the second ice block. So, I have a four gains of 1 frame, three losses of 1 frame, and a loss of 2 frames (for a total loss of one frame) that I cannot account for. I conjecture that these gains and losses are inherent in how whiplash walking is performed, but I don't fully understand the game mechanics of the whiplash walking, mostly the number of frames before a perpendicular direction hold will cause the desired "half space warp". Help needed in this regard. Finally, I have a gain of 2 frames, specifically at frames 1378 and 1379. In Blublu's movie, he has the input of Left+B at frame 1377, but the animation for pushing the ice block doesn't appear until frame 1380. My understanding of terminology is a bit shaky, but I'll classify that as lag, and I do not understand why this lag occurs. At first, I suspected it simply to be a result of a new enemy spawning, but there is no such lag at that point in my movie. Help needed in this regard. In short, I have 1 difference I can explain, 1 difference I can describe but not reproduce at will, and 8 differences I can't explain at all. What I do know is: (1) path planning is going to be much more difficult with left/right mirroring being unequal at many points, (2) lag can be a potential problem as well (3) there's a lot I don't know. If you've managed to read this entire post, thank you. Please consider downloading the movies I've mentioned and seeing for yourself the differences. Watching them both at the same time is quite entertaining, actually!
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Off-topic: I honestly enjoyed that Tetris run more (watched more times, showed to more friends, and laughed more) than any others yet this month. Thanks for posting that link. On-topic: I think the level of camera movement in Shifting Sand Land was appropriate. I think Rikku has displayed a proper balance thus far, and I accept the horrible angles of Dire Dire Docks as a display of mercy to spare the viewers from horrific lag. Great run so far!
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Has it been a year? Not quite... Has there been any progress? Nope... at least not from me. I'm guessing Blublu hasn't done any work on it either. *resumes toying with The 7th Saga instead*
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A resounding yes vote from someone who rarely actually votes on a submission. The game is played very well, and YtterbiJum made a potentially dreadful movie the least repetitive (boosting was a much better option than not boosting if even just for attention span reasons) and most artistic that I could imagine. Superb!