Posts for Healblade


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I wish I could add more to the discussion, but this run a little bit over my head... okay... VERY over my head. However, please allow me to ensure you that there are more (and probably quite a lot more) who check this thread frequently with interest, curiosity, excitement, and confusion!
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Ahh... Calvin and Hobbes is quite the classic. If I recall correctly, that's the second row of a Sunday comic with the word "homework" replaced with "TAS" Back on-topic: A rough-draft WIP that shows what you plan to accomplish in the run might be a good idea. Many of us who aren't familiar enough with Super Metroid to understand your concept would love a visual aid! Besides, you wouldn't need to frame-perfect the WIP, and I'm sure several people would have advice/questions/ideas about the route you take.
Post subject: Just making sure Catastophe is still alive
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It's been 70 days, and I'm itching for news! I'd gladly take an "I've been too busy to work on this", but any new information on the run and confirmation that you're still alive would be great!
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*fights urge to resume work* The movie desyched for me in the third level, so I ask: What version of the emulator did you use?
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Kyrsimys wrote:
Don't misunderstand him people. He is not 3 minutes faster or 5 minutes faster. He is 5 minutes into the run and 3.6 seconds faster.
That is true, but a 1.2% improvement is incredible.
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I largely gave up on the run when I spent over a week trying to replicate the work Blublu did on the first world and failing to get anywhere close. I managed to beat his first stage by three frames, tied his times for the next two stages, and then couldn't even manage that after the first three stages. I'm starting a job with regular hours on the days I get called to work beginning Monday (substitute teaching at my old high school), so maybe I'll dust off the old emulator and try it again... Blublu could probably knock out a great TAS by then, though. I still don't know how I managed to beat your first level by an odd number of frames.
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-50 points for including Pokémon in a non-Pokémon thread. On topic: I would agree with miau that button mashing through a fighting game might be your best bet. That way both halves of the movie would be utter chaos. The trick I guess would be to have a program to generate the "second half" of the button press file. Then again, that might be almost trivial to some of the programmers here. I wish the best of luck to whomever tries this rediculous concept, and I look forward to seeing their results, positive or otherwise.
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Zurreco wrote:
I think that "lurker" is a pretty spot on term, actually. They lurk on the site, but they don't do anything other than observe from a figurative distance. Like FractalFusion said: If they didn't want to be lurkers, they would stop lurking on the forums and get a bit in to the discussions.
As somewhat of a lurker myself, I would agree with this statement. Perhaps the length of time they have been lurking should be a factor as well as post count, however. I've been lurking for almost two years and have dabbled a bit in TASing (I really need to get back to figuring out Kickle Cubicle), so I'd like to think I have a bit more insight than a lurker that has been here 2 months. I'm sure Bisqwit will make an informed decision either way... his record is pretty good in that area.
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Rick wrote:
Thereisnospoon wrote:
I don't think you can just go over to Best Buy or Circuit City or something and just get one, can you? Whatever way I have to do it, I'll have to wait until I can come into some cash before I go seriously trying to do this.
Well, I just walked into a Radio Shack and asked if they had a PSX to USB converter. The guy said no. I asked if they could special order one. The guy said no, but he also said I could order it directly through them and have it shipped to my address. I paid for the converter, shipping, and warranty, and received it in the mail 8 days later. It never hurts to ask! All in all, I spent around 13 dollars for the converter, shipping, and warranty (which included shipping insurance, if I recall correctly). I wish you luck!
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I wouldn't think they would do that. For starters, I suspect this run will get MANY MANY yes votes very quickly. Besides, helping Erim with his (her?) run with the information you have shouldn't have any bearing on the worthiness of your run as far as being published on the site. After all, you seem to work much more quickly on your run, and Erim has already stated that it will be a quite a while before her run is ready to be submitted for publication. I could be wrong, but I think your run will be publish-worthy when it is submitted (assuming the quality of the run remains consistent). If Erim's run later obsoletes yours, it will occur quite a while later in the future. You are both to be commended. You do realize there are going to be a lot of people wanting to learn about how you mapped out that RNG, right? (Imagines the TAS possibilities, then watches the WIP and sees them in action)
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You could, however, say that television in North America is 60 half-frames per second. Each half-frame includes non-consecutive rows of pixels that interlace with the rows displayed on the next half-frame, so it creates an illusion of smoothness.
Post subject: Another "yes" vote
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This run is excellent... for a rather tedious game. Unfortunately, I found myself unable to resist fast-forwarding through almost everything but the "action scenes" after the water world. There seems to be a clear goal for each world after that, and Kaz does well to minimize the downtime in the movie. I vote for it to be published. Also, the name being "A" was entirely a non-issue for me.
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I stand corrected. Going up the slope near Dire Dire Docks would avoid the basement quite well. The route FODA outlined would allow him to catch MIPS after finishing with SSL and then LLL. In that case, he wouldn't have to go far at all to catch MIPS either time. Looks like you've covered both of my concerns about distance already. *applauds*
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Yeah, MIPS 2 requires 50 stars. You can also press that switch for "Metal Head Mario Can Move" without the Metal Cap. Either way, mwl's route would keep you from travelling all the way to the basement twice, right? I guess the question becomes one of how far out of the way getting MIPS 2 after Hazy Maze Cave is.
Post subject: Slow going
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Blublu wrote:
Very nice. I didn't think level 1 could be improved at all. I was a little worried that I had made my movie too perfect and you would feel discouraged about trying to improve it. I can see that that didn't happen. At least I hope not...
I'm certainly not discouraged by your movie. I'd sooner say it is a great source of encouragement. I just have had little time to work on the run, unfortunately. I'm still trying to understand how I saved an odd number of frames on the first level over your run. Until I understand that, every level will be slow-going as every path will need to be checked to determine which is the fastest. Level 1-2, I haven't been able to save any frames, although I haven't given up trying to manipulate the bag to move to the right in fewer frames. As of yet, however, it seems that the direction that the bag moves when a ice block or pillar moves onto it is solely dependent on the frame number. Level 1-3, I haven't spent much time yet on this level, but I suspect that I can save a couple of frames like the first level. Past that, I won't know until I try.
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http://dehacked.2y.net/microstorage.php/info/806/HBv3.fcm I made that one around seven hours ago, but my internet connection died before I could post upload and post it. I may be mistaken, but I don't think that I actually lost a frame there. I changed how I froze the first enemy and how I dealt with the pillars, so I saved 4 frames. I think that the 1 frame discrepancy between our movies lies in the path we take. Our movies are nearly mirror images as you take the "left path" and as I take the "right path". I'm still not sure, but I think that that the path on the right is one frame faster than the path on the left due to how the game handles the whiplash walking. That said, it is entirely possible that my small differences in using the right path may result in a 4 frame improvement when applied to the left path, but I suspect only 2 frames can be improved there. TASing this game is certainly non-trivial.
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I pressed Start every other frame. I tried alternating A and B, A and Start, B and Start, even Start and Select. I didn't try holding Start, though... I think I'll try that. Also, it seems I just missed the level that Blublu used Select to change the color of the potatoes he rescued from level 1-13. Open mouth, insert foot, I guess. The black carrots are my favorite, personally. EDIT: I found the problem of the beginning menu. In my WIP, the Irem logo faded 3 frames later than in Blublu's movie, and neither of us used any input prior to that, so I hadn't done anything wrong there. I started over and selected to record from "Start" instead of from "Reset", and the problem fixed itself. I'm now 1 frame behind Blublu at the end of the first level. This is becoming quite a learning experience.
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My time has been limited, but I'm here keeping an eye on you and working to try to get my movie as fast as yours. At every turn, you're faster than me. In fact, I'm still trying to find where my beginning menu navigation is 10 frames slower than yours. I'm still a beginner, and this is a steep learning curve. If I manage to do any part of this faster than you, I'll be sure to let ya know, and as soon as I get to the first boss, I'll post a WIP. Neat trick: Try pressing SELECT one frame before you pick up the final bag... not too appetizing, though.
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Having recently gotten a little bit of spare time, I've taken a bit more critical look at progress so far. It seems that I find something that can be improved every time I get 2 or 3 stages into the game. Also, "josh l."s run has provided some ideas that were readically different than any of my ideas. His WIP can be found at http://omake.studio-zoe.com/Kickle%20Cubicle%20(U).fcm and is posted in the "Top games that haven't been done yet" thread, post number 31. (0) I plan to continue with Kickle Cubicle instead of Meikyuu Jima. The transition between levels is a bit shorter, but all of the levels have been changed. The levels are just too different. The levels that "are the same" have often been moved to different locations and changed with more and/or different enemies. The story and number of levels you must complete to advance the story is unchanged, however. The bosses take more hits to destroy. Overall, I think the two games are too different to justify doing a Meikyuu Jima run instead of Kickle Cubicle. It's a shame, really, since the lotus roots used at the end of a couple of stages in Garden Land look pretty cool. (1) Opening menu can be done around 400 frames faster. I can chalk this one up purely to inexperience. (2) My method of walking diagonally whenever possible is still the fastest means, but a faster way to go directly in a cardinal direction is to go 6 or 7 frames in that direction, then 1 frame perpendicularly, then 6 or 7 frames in that direction, and so forth. I refer to this is "whiplash walking". This discovery meant an immediate start-over on the run without hesitation. (3) There is a variable amount of frames between levels, and it can be manipulated. I consider five parts of the "between level" sequence, recognized by whether the screen in blank or not: -A- The frame when the screen first "shakes" upward and you have lost control of Kickle up to but not including the frame that the screen finished going black. I have seen this pary vary from 583 to 600 frames in length. This length appears to be primarily level-dependent, but a couple of levels in my posted WIP and "josh l."s WIP differed by as much as four frames. My only conjecture thus far is that the number of enemy creatures on the screen affects this length in some way. -B- The blank screen time between the level and the map. The length of this time seems to be 65 to 69 frames, and the only way I've found to manipulate this length is by varying the controller input on the last frame of controlling Kickle prior to the part -A-. This frame of input is otherwise inconsequential as far as I can tell... (knows something he isn't telling yet) -C- The time on the map. 154 frames. This time appears fixed and consistant. -D- The blank screen time between the map and the next level. 85 frames. This time appears fixed and consistant. -E- The time with Kickle and the balloon before you gain control of Kickle. I still need to do more testing, but the time is around 350 frames and seems to be affected by Kickle's starting location. Wow... that's a lot of consideration for 8 frames over a span of nearly 21 seconds. However, (8 frames per level) * (100 levels) = 800 frames = 13 1/3 seconds. (4) I've finally understood the cause of some control issues similar to lag. It seems that the game fails to recognize any controller input for 2 frames when an enemy is "hatched". Instead, the game reacts as though you had held the input for both the frame of input and the following two frames. I speculate that this occurance is due to the change from a static sprite of the "enemy egg" going through frames appearing to "hatch" an enemy to the static sprite which is overlaid by the actual enemy. Thus, the game fails to recognize controller input for the first two frames that the object enemy first comes into existance on the screen. This is just a pain that seems unavoidable. (5) I'm still working on route optimizations, but some of my routes are rather sub-optimal when the "whiplash" walking technique is used. I'm always up for suggestions, advice, and demonstrations! Sorry for the long post, especially without including a WIP, but this run hasn't been forgotten. I will hopefully have a good WIP in the next week or so!
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Well... I can think of two Zelda movies that fit that description and were praised for it.
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My native language is SAE, Standard American English. I've studied a lot of Spanish, just this summer finished out my minor in it (I'm a college student), and like to think I'm fluent in it. Also, I'm studying French, but I don't know enough to use conversationally. My future goals are American Sign Language and more thorough mastery of Spanish.
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Bag of Magic Food wrote:
But they LOOK the same, right?
Hmm... good question. When I get the chance this weekend, I'll see if I can find this game to better determine whether it would be a more suitable TAS candidate. In the meantime, I'll be learning a greater appreciation for the hard work put into the TASs on this site. Wow.
Post subject: Kickle Cubicle WIP
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No replies yet... I'll assume everyone who would be interested in this run only checks on weekends (wink wink). http://dehacked.2y.net/microstorage.php/info/446/KCTASWIP.fcm I've completed the first 15 levels in this WIP. I've tried to be as "frame perfect" as possible, but this is my first TAS attempt, and I've probably messed a few things up due to inexperience. If anyone can see that I've taken a sub-optimal route, please point it out! Levels 1-1 and 1-2: It may be faster to cross on the right part of the stage instead of the left part. I'll have to test it later. Level 1-5: I cannot figure out how to manipulate that bag to move to the right or up-right after I push the first ice cube. That would save several frames. Level 1-8: There has to be a faster route for this level, but I haven't found one yet. Level 1-9: There may be a way to manipulate the enemies on the left to have the bird push the ice cube down shortly after I freeze the enemy, but I haven't yet figured out how I can do that. Level 1-11: If it is possible to get the enemy in the top right to attempt to move leftward into the ice pillar before he moves to the right at the end, I could make use of him sooner, saving a noticeable amount of time. Oh, and I'd like very much to see what you have so far, Thrakir. Hopefully we can overcome our inexperience barrier with each other's help! Also, I think Kickle Cubicle can be entertaining if you fast forward between levels (just like Bubble Bobble). Also, I'd probably prefer to see Kickle Cubicle TASed than Meikyuu Shima since more people will be somewhat familiar with or at least aware of Kickle Cubicle whereas I doubt many people will recognize Meikyuu Shima at all, alienating the target audience.
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*stops lurking* http://dehacked.2y.net/microstorage.php/info/438/KCTASWIP.fcm I saw this thread and decided I'd give it a try. I used "Kickle Cubicle (U).nes" for this first attempt run. The re-record count is artifically low because it took a while to get used to the controls and methods. Thus, I did the first two levels several separate times, and the movie file was deleting after each time but the last. This movie is my run of the first three levels, and I tried to get it "frame-perfect", but this is my first try, and my route may be sub-optimal. Other things I've written down from my testing are: (1) At the beginning of a level, Kickle blinks three times, then there are 21 frames before you gain control of him. (2) You may move one square from standstill by holding a direction for no less than 6 frames then releasing the directional button. (3) Moving Left-Down, Left-Up, Up-Left, or Up-Right takes one frame longer than moving Right-Up, Right-Down, Down-Right, or Down-Left. The former requires holding Left or Up for 7 frames before changing direction, and the latter requires 6 frames. Another 6 frames of holding the second direction are required before Kickle will move to the new square when the directional buttons are released. Thus, you should move Down-Left instead of Left-Down and Right-Up instead of Up-Right for speed purposes. Also, Moving Up and Left will always require an additional frame. (4) It doesn't appear to matter what direction Kickle was facing before you began pressing a directional button. My results in each test were all identical. (5) Diagonals appear useless. In my directions and movement testing, diagonals made no difference. Instead, the vertical direction overrode the horizontal direction when both were pressed. (6) When freezing one of those blue enemies and then pushing them immediately, there is a 7 frame window in which you can first press 'B' to freeze the enemy and still push the enemy on the first possible frame. (7) Determining the fastest routes for some levels could become rather tedious... thank goodness this isn't Lolo. This is my first day ever using a re-recoring emulator or recording a movie file, so keep that in mind if the quality isn't up to par.
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.... you spoony bard! (it's a pun and the funniest FF line of all. It's from FF4)