Posts for Hetfield90

1 2
12 13
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Really nice run McBob. I always wanted there to be a TAS of this category since I think it's really interesting, but avoided it since the buster only boss rush is a nightmare to optimize and manipulate. This is deceptively one of the more difficult categories in the MMX series to TAS, despite its comparatively shorter length. Yes vote from me.
KusogeMan wrote:
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched
There was a run of mmx3 any% psx glitched(Submission #5175S) submitted a number of years ago, but was rejected on the grounds that the password intentionally triggers Bit/Byte/Vile's death flags before failing to unflag them after rejecting the password as a whole, so it's essentially just (partially) using a password.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
So is the reason probably just because of hardware differences? I remember a couple of people were able to sync the last runs I made of this game. For the run to get accepted, does it need to be synced by a tasvideos encoder? Or could I try to find someone w/ similar hardware to mine to prove sync and then just give my raw avi dump to an encoder?
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
CasualPokePlayer wrote:
Interestingly I seem to have a different desync if I go in the game's config and uncheck the DirectInput option (makes it desync at second boss rather than first boss). Is there anything particularly special that needs to be done to the game's config? What's the VirtualBox config used too?
Game config is all default. What VirtualBox config info do you need?
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Made a 35 frame improvement to the movie if someone is able to replace it. User movie #638334415408834590 In the Iris Machine fight, by placing 2 bombs at the start of the second phase and letting them detonate on their own, you can conserve enough ammo to forego having to use Luste Atem and buster, shaving a hit off the fight. Link to video
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Hell yea! Really nice improvements all around. I was really impressed by being able to beat the buster upgrade capsule frame rule, as well as finding a way to leverage the instant full charge to save time in the first stag fight. The spike jump into speed burner cwj before Magna Quartz skip was also a really neat movement optimization. Yes vote from me.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
FractalFusion wrote:
Also, nice "Movie finished playing." at 1:08:08. (I don't think DeSmuME AVI recording is supposed to put that there, but what do I know.)
That was just a live recording of the emulator window since I was too lazy to figure out how to use avisynth then. Here are some proper encodes. With cutscenes: Link to video Without cutscenes: Link to video Having finally watched the run in full myself, my favorite parts were when Aile activated Samus’ space jump at 19:20(in the encode with cutscenes), achieved flight by doing a bunch of consecutive airdash wallpunches on spikes at 51:45, and played ping pong with the metal balls on the elevator.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Incredible. I like the decision to not fix the camera glitch. With how glitched this run is with the zips and memory corruption, I think it fits. It also showcases that a TAS can just as easily do things off screen that would be more slower and more difficult for a human.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
I thought this TAS was very entertaining minus the lack of a hot spring scene. That was certainly a drawback, but the SICK disaresta on Isher made up for it.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Gotta go with Super Bat Puncher here.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
I can't decide between Super Mario Sunshine or Twilight Princess, so I'm going to tactically vote for whichever has less votes(after more votes come in) in hopes for the tie(here and in first edition TAS as well).
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Lots of really good contenders on the list year this. Narrowed my votes down to Klmz, Keylie, and Sniq.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
It can't be overstated how exciting it is to see new PC games being TASed so soon after they're released. Been paying attention to this run since DevilSquirrel made the TASing tools for it when the game first came out. Nice job with all the improvements and converting the inputs to libTAS so it could be submitted.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Sniq, of course, for Super Metroid and Hagane. Also Yuzuhara_3 for ALttP(especially since fmp was already nominated and they both worked on the same movie).
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Nominating Flameberger for his work in MMZ2 and Riviera. His v1 Riviera TAS was completed and submitted, but canceled pending v2 improvements(probably could've just been published given how long those are taking). If non-publications don't count, then the Z2 TAS alone was over half a year of work that I believe could still merit a nomination in its own right.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
[3823] GBA Castlevania: Aria of Sorrow "game end glitch" by klmz in 05:07.56 This reroute was completely unexpected and a massive improvement over its predecessor; definitely worth a nomination.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
A tutorial would be really nice, or at least more comprehensive directions on how to set it up on the usage page. I think a lot of people, myself included, who will be interested in using libTAS have have no experience using Linux.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
New 'all skills, in-bounds' TAS by Smashfully in 24:46. Link to video The bulk of the time save comes from major routing changes in the mid game, namely skipping Ginso Tree escape entirely, going through the back door of Thornfelt Swamp to get Stomp, and just dealing with poisonous water later on(this route would also save time in all cells).
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
I found this TAS significantly more entertaining than the published RBO TAS, but that's largely due to the fact that the RBO TAS is several years old and missing a lot of the new tech that this TAS has. Comparing the categories to eachother though is a bit more difficult since we don't know exactly what a new RBO TAS would look like. Isn't there a new glitch that cancels all heat damage during the Ridley fight? And the backdoor entrance into LN would cut out another significant portion of heat damage as well I think? If those are the case(someone correct me if I'm wrong), that combined with any% already doing suitless Maridia makes RBO seem a little pointless as a category to me.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Sorry, it seems the publication process has just gone underway, but we've made a 9 frame improvement to the movie: http://tasvideos.org/userfiles/info/44590438975760099 Rolanmen1 discovered yesterday that killing Rainbow Devil while he is in his dragon head form skips a significant portion of his death animation. Unfortunately, this requires full saber/chain combos so you can kill him in the air with chain rod, which is a slower fight, and caused some unavoidable lag in other stages from changing around the chain XP route, so it only resulted in a relatively small net saving. Thanks Fractal. This run did indeed take quite a bit more effort than any of the X series runs I worked on. And I don't have any concrete plans for what I'll work on next.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
The era of Mario is over! This is the year of Castlevania!
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Let's go all missions and furniture.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Yeah, the stage is laden with flags to prevent such sequence breaks. You need to go through the 2nd boss door normally to spawn the first 3 bosses, kill the first 3 bosses and go through the 4th boss door normally to spawn the second set of bosses, and kill the second set of bosses to spawn Elpizo. You also have to do the autoscroller in Kuwagust's stage in order to spawn him.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Ah thanks for pointing that out Challenger. The TAS was made on an interm build and I forgot to check for sync on the official build at the end. Switched the version in the submission from 1.13.0 to 1.12.0 since that's the one it syncs on.
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Usually I put a marker at the beginning of each stage in any TAS I'm working on. But loading a branch to navigate to that part of the TAS won't have any of the changes you've made after creating that branch, unlike a marker savestate which would. The convoluted method of putting a new branch at each marker, deleting the greenzone, reloading the TAS, reloading each branch and then deleting them accomplishes the task of deleting all savestates except marker savestates that the "Clear Savestate History" function is supposed to do. EDIT: Actually nevermind. Trying to do that, I am getting this error if I try to load a state before the frame of my branch/duplicated marker: "The given key was not present in the dictionary." exception text
Experienced Forum User, Published Author, Skilled player (1247)
Joined: 8/29/2014
Posts: 302
Would it be possible to add an option that uses hotkeys to do something like switch which folder BizHawk loads savestates from? For example, instead of always loading from the folder named "State", you would be able to toggle through it loading from "State", "State1", "State2", etc. Usually I just set up a bunch of folders with savestates in them and manually rename whichever one I need at the time to "State" so I'm not restricted to only 10 savestates when not using Tastudio, but being able to do something like that with hotkeys would be much more efficient.
1 2
12 13