Posts for Heisanevilgenius


Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Hmm. The first four levels looked pretty optimal (although I noticed you use the old "press start every second frame" trick to start each level, rather than finding the exact first frame to start) Level five seemed far from it. Dying seems like a huge waste of time in the long run, and actually fighting the black spy seems unnecessary too. Was that unavoidable? Luck manipulating the CPU spy into pouring a bucket of acid on his own head is priceless though :p.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Heh. So the actual movie file is faster, but the recorded AVI would be much longer than the existing run. It's a faster run, but it's not.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
It seems that every Zelda game has one really annoying character. In Majora's Mask, it's Tingle. In Ocarina, it's that damn owl. Sure, Tingle's really fruity and visually pain-inflicting, but at least he doesn't show up in twenty unavoidable unskippable dialogues, saying "Wow, you sure can travel through time." Some of the NPCs need to be more like the 1-dimensional characters in the NES Zelda games, saying only "I am Error." and "Buy somethin' will ya?"
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Running is generally faster, but the landing animation is a frame-waster, so once I'm in the air, I try to stay there as long as possible. Webslinging through level 1 is much faster than jumping, landing, jumping, landing, jumping, landing, etc. As far as I can tell, the first three levels are quite optimal. The last three levels are as optimal as I could figure out. Some parts make me scratch my head, but I've been unable to find a better way to do them. (For example, just before the Vulture battle there are two ledges that are too far apart for you to be able to jump from one to the other, so you have to drop, run, then jump over the second which is a pity. I played around with that one for a long time but there's no fast way to get through.) I've very carefully gone over every part of this, and there isn't much that's improvable as far as I can tell.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
My guess is this will be the most popular question, so I'll answer it now. (It's answered in my submission text, but no one's going to want to read through that 96-page essay.) The reason I appear to websling a lot and not actually catch anything is because it affects my movement. Doing so while falling straight down causes a very slight forward movement (it's the only way to move forward during a straight drop) but doing so while falling forward from a web dive causes me to halt in place and allow me to land at a specific spot if needs be.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
DONE! Thanks for the encouragement. Those interested can now download and enjoy. :D
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
My nickname actually has a long (and lame) history. See, back in grade ten of high school, I had a habit of making prank phone calls to operators. I'd usually just come up with what to say while the phone is still ringing. Once, the operator answered, and having no good spontaneous material, I just laughed loudly and maniacally into the phone and hung up. A friend of mine suggested they nickname me Hyena at that point. The reason it stuck was because soon after, another friend had signed in that same friend's yearbook, "The hamsters are watching." One thing led to another and we ended up forming the Green Hamster Terrorist Group. (Not exactly a terrorist group, more like a bunch of friends that occasionally played harmless pranks. This was before the word terrorist was so heavy.) One of the requirements was that we all had a codename named from an animal, and since I already had been given one, Hyena just sort of stuck. Although the name's actually surprisingly appropriate for me (I have a distinct tendency to laugh uncontrollably, and I'm somewhat of a scavenger in the sense that I seem to flock to crappy video games and B-movies) I find that it's not the most original name out there. Which is why I've lately taken on the nickname "Heisanevilgenius" The story behind that one is much simpler. It's a line I stole from my web comic. Also fun because people look at it and assume I'm some sort of egotist.
Post subject: Phantom 2040
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
I actually nearly finished an initial TAS of this game but found a number of improvable things, so I'm going to start over (maybe hex-edit in some bits of the old run because I know certain parts are optimal and hard to redo.) For those of you unfamiliar with the game (it's fairly obscure) it's awesome! It's like Spider-Man meets Megaman. Very action-oriented and challenging. The A button fires inductance rope, which works a lot like Spider-Man's web, allowing you to climb walls, avoid falling to your death (if you're quick) and do a number of cool tricks. Y and X are each assigned a different attack (one for each of Phantom's hands) and by defeating certain bosses, you gain new weapons and items to use, giving a wide range of equipment. You can even combine certain weapon effects. (For instance, if you assign homing missiles to Y and assign spread fire to X, then pressing X will shoot five homing missiles in a spread.) I won't be using a lot of different weapons in the TAS, as the standard "energy burst" weapon is usually sufficient to finish off any enemy quickly when you fire every alternate frame, and by unequipping one hand I can do punches, jumpkicks, and sliding kicks (jumpkicks can be a great time saver as they can actually be faster than running) The game has a really great story and a lot of variable plot twists, depending on your routes (taking different routes also affects what equipment you gain) which can lead to more than a dozen alternate endings. Unfortunately, the story will be completely skipped in a TAS so I guess those of you who are interested will have to play the game to get it. In my run, I take damage to save time, and I get the best "golden" ending. It takes longer to get it than other endings, but I think it's better to take extra time to get the best ending, than a shorter submission without it. For those of you who ARE familiar with the game (if any), I'd appreciate a few suggestions for the following: 1. How many weapon upgrades should I get? Increasing the power of my attacks means boss fights will be faster, but some of them can require a lot of running around, just to save a few frames on a few short battles. At most I can afford to get five of the eight weapon upgrades without wasting a huge deal of time, but of those some may not even be necessary. Taking a half-minute detour to get one means I need to save at least a half-minute on future boss battles to make it worthwhile, so the later in the game, the less important it is to get one (as there aren't as many boss battles left). I should mention that the more times my weapons are upgraded, the more energy they use, so there's a sort of equilibrium there. Even if I save time by killing bosses faster, I may end up pausing to use more energy aid kits. At the very least I need to get one, because that would double my fire power (and will mean reducing boss battles by half.) I definitely cannot afford to get the DAMAGE X2 upgrade. There's no way to get it until the second to last level, and even then it takes a long run around to get it, just to do double damage to the small handful of remaining bosses. 2. Should I get the spread fire weapon? I'm pretty sure that taking the route that does not have spread fire is faster, (although I may be wrong) but I wonder if I might be able to make time-saving use of it. The usefulness of this weapon is obvious for a normal run, but in a TAS the only reason I'd want it is to deal multiple hits to bosses at once (meaning possibly faster boss fights) but would use up more energy. I'm not sure if it would really save time to get it. Going without it is much simpler (which is what I initially did) so I'm leaning that way. Comments/Suggestions/Questions?
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Rising Tempest wrote:
The game is crap, but that video was pretty sweet. Maybe, a TAS of this wont be an utter bore as I initially thought.
I never really understood why so many people think this game is crap. Yeah, it reused the Ocarina of Time engine. So what? It's not like it was made lazily. There's metric tonnes of new, original, cool stuff. My only real complaint about the gameplay is that you have to repeat certain things a lot, which is not very major. Easily forgivable for such an original way to run through a game. And the eerieness of Rockvale Temple is just icing. The whole concept of walking on the ceiling (and falling up if you slip) is still pretty jarring. Not as good as Ocarina of Time, but not many games are.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Update: Hobgoblin is toast. On to the last level. :D
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
I wouldn't say it's a TAS rule to kill everything as soon as possible. Waiting until the last moment to kill something is usually much more stylish. The only enemies you should strictly kill as fast as possible are the ones you need to finish off in order to progress further, (such as bosses) or if killing them prevents too many sprites from appearing on screen and causing lag. I'll take a look at your run when I get home (at work right now) but from what you say, it sounds like you got to figure out all the mechanics of the game even if you're not happy with the full quality of it. I'd say, if you start over from scratch knowing what you now know, you can make a publish-worthy run without too much difficulty. That idea will sound painful, but I've done it before (and will likely have to do it again... nothing worse than making it all the way to the end of a speedrun and then discovering that there's a quick easy trick that could have saved you several minutes, usable in almost every level.) I'd recommend using frame advance if you haven't already. My first attempt at a speedrun was done in slow-motion, but I quickly discovered that frame advance is easily the best way to go. Finding the exact right frame to push A can mean a huge difference in the long run. And believe it or not, it's not more painful than slow-motion. If you find yourself at a really hard part you can advance frames more slowly. If it's at a part where input is not really needed, you can hold down the frame advance key and move almost as fast as normal speed. By the way, the "taking damage to save time = better" is only a general rule. Now and then, a no damage run will actually be more fun. As long as you don't have to waste more than a little bit of time dodging attacks, a no damage run can be very entertaining. Running through a level full speed, timing your jumps and shots so that you never get hit and still waste no time is easily as (if not more) entertaining than a "take damage to save time" run. If you discovered an invulnerability glitch, that means this game is probably well suited for a no damage run. Maybe tinker with it a little longer to see which is the best way to go.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
I used to love the Commodore 64 version of this game. I'm not sure why (censorship?) but the NES version removes one of the best items/traps. A gun with a trip wire. You plant the gun in a normal hidable area (like under a TV, in a shelf, or behind a painting) and then place the trip wire on a doorknob. The enemy opens the door and it pulls the trigger. The bucket of acid is still available. Only difference I guess is that the gun takes longer to plant, and you need a wire cutter instead of an umbrella to disarm it. But I still found it more fun. The C64 version had better music too :p Oh, well. Since a C64 emulator with re-recording support won't be around any time soon, I guess this is the best option. The gun would probably be infeasible in a TAS because it takes longer than acid, anyway. Either way, Spy Vs. Spy was always an awesome game. I always felt so evil when I'd leave the last item rigged with a spring trap right by the airport door. The black spy would try to grab it, get launched across the room, then I'd just walk up, take all his stuff and walk out the airport door.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
FINALLY killed Vulture. So annoying. Hopefully this means the worst is over.
Post subject: Re: SNES9x 1.43 +v10 download?
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
feitclub wrote:
The EmulatorHomepages page only offers a link to v9 and the new SMW run says it uses v10. Where can I get that?
I ran the SMW run in v9 and had no problems whatsoever.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
DeHackEd wrote:
qFox wrote:
"eek too many buttons are pressed i'm just a puny keyboard and can't handle this"
Which is why I used a gamepad to work around that little annoyance. Not sure if it will work with FCEU though, but good luck.
Like I already said, I have a gamepad and it works well, but to do a dual-run I need both emulator windows to accept background input and for some reason Fceu only accepts background input from keyboards. If Fceu could be configured to accept background input from gamepads, that would make this much more possible.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Yes! I don't care if someone eventually beats this time or how badly they do so; this movie should never be obsoleted. Anyone else invariably would not do it with the same level of style. This is easily one of my favourites. Awesome job.
Post subject: Dual Run: Double Dragon or Double Dragon 2/River City Ransom
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
I've been thinking about doing a River City Ransom dual run with one of the Double Dragon games, but have a little bit of trouble deciding which one. Double Dragon Pros: The controls are virtually identical to River City Ransom. To really be effective in DD2, I need to make a lot of use of jump attacks, which would slow down the River City Ransom half, which would rely on running. Double Dragon isn't nearly so reliant on jump attacks, especially early on. Double Dragon II Pros: I'm more familiar with Double Dragon II and it would be easier for me to complete. Because B and A can be used interchangably for reverse kicks, I can attack either direction without changing direction, meaning I can attack simultaneous opponents in both games, even if they're facing in different directions. Which would make for a better run, do you think? Note: If I went with DD2/RCR it would be possible to do a dual two-player simultaneous run, but this would prove insanely difficult. Among other problems, my keyboard often can't read the sort of input that would be required for two players to simultaneously hold right, B and A. I have a gamepad that might make it easier, but the Fceu version that can use background input doesn't detect gamepad presses unless I'm using it as the current window. >:/ Suffice to say, it's probably not going to happen, and it's probably not going to be any more cool than a normal dual-run anyway.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Quick update: Level 4 really frustrated me and I ended up stopping work on it for a while. I've come back to it now. I don't really like the way I had to run through the level, but it's as close to optimal as I could figure out. Took me tons of retries because I kept trying to undo what *seemed* to be less than optimal but found no better way to do it. It's probably not as visible at normal speed, anyway. It should appear pretty fast. I'm on Vulture now and I'm sure that it will be much easier to optimize the battle with him than the rest of the level. I know the last two levels will be a piece of cake in comparrison. So, although I'm only barely half done level-wise, I'd say I'm pretty much 80% done.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
I did sorta enjoy the speedrun. I've never played very far into Earthbound so I didn't understand most of the tricks done here. It was a good excuse for me to watch and see some of the game's zaniness. Highlights for me: The five moles who all insist that they're the third most powerful. After the second one I was like "Wait a minute...." The Mr. Saturn tells you you need to wait at the waterfall for three minutes. Watching that would be torture if Snes9x didn't have a fast-forward function. Funny that they actually made that a requirement though. The wacky blue cult. The big weird psychic billboard that writes Ness' thoughts on the wall so everyone can see. Poo going on a strange mystic journey that includes his legs being broken, his arms being ripped off, then rendered blind and deaf. I had to read a lot of that stuff really quickly, as the runners skipped it to save time. For the TAS itself, like I said, most of the tricks were lost on me. However, I did get a kick of how immediately after rescuing Paula, the two fight a hard boss and get nothing but critical hits and she goes from level 1 to 10 in a single battle. My main complaints are that it's realllly long and I didn't understand most of what was done (which made for a lot of really boring parts). I did enjoy quite a bit too. I'm holding off voting because I think I might appreciate the movie more if I truly understood the game. (Ie, I don't think my vote would really be fair.)
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Whee!! Nice work, Guano! Voted yes.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Blublu wrote:
Do you seriously call SMB3 "Ess Emm Bee Three"?
As opposed to "Smuhb Three"? If I see SMB3, I pronounce it in my head as "Ess Emm Bee Three". When I refer to it out loud, I usually say "Super Mario 3" and usually spell it that way as well. And technically, "an SMB3 hack" is correct.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
I think my favourite part is when the soldiers come up from behind in waves and you ignore them right up until you have to jump anyway, and take them out without breaking stride. Nice work once again, Scumtron.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
For those that are interested (I think a handful of you might be) I've beaten Mysterio now, meaning I'm half done. Having some trouble optimizing Vulture's level (lots of bombs dropping and it's hard to tell whether avoiding them or flying right into them is faster) but I'm well on my way. From the point in which I've defeated Mysterio in the old one to the new one, I've saved 2812 frames, which is about 46 seconds. I think by the end, I'll easily shave a whole minute off my previous run.
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
This advice also really helped for the dark area in Mysterio's level. I managed to figure out what memory address the "goggles" flag was in, and poked it while recording. I was able to see where I was going perfectly, but in the playback, it's pitch black. Very helpful advice. Thanks. :D
Experienced Forum User, Published Author, Active player (405)
Joined: 3/22/2006
Posts: 708
Cool. Thanks. I can now see that web pellets are less powerful than punches and jumpkicks (which can register multiple hits at once for some reason)