Posts for Hetfield90


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Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Would it be possible to store "marker" savestates in a separate file from the main greenzone file? This way when passing a .tasproj between multiple authors, you could delete the greenzone file to reduce the file size, while keeping the marker savestates intact so they don't have to rewatch the entire project from the beginning to restore them. Also since errors that wipe the greenzone clean also delete the marker savestates most of the time, this might keep them intact when that happens as well? Also, what is the "Clear Savestate History option" supposed to do? I thought it might be for erasing the greenzone without having to manually delete the file via winzip or something, but I just get this error when trying to use it: exception text
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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To explain what's going on at the end there, the way the teleporters work in Ori(if I understand it correctly) is that they don't actually teleport Ori to a specific coordinate on the map, but rather a fixed distance away(the distance from the current teleporter to the destination) in a specific direction. As it turns out, rotating Ori actually allows you to change the trajectory of the teleport while still maintaining the same distance(a trick called warp displacement). To take advantage of this, we used the teleport anywhere trick, which was forgone in the "all cells" TAS, to teleport from Thornfelt Swamp to Sunken Glades while standing on top of the swinging platforms inside Ginso Tree to change the trajectory so it would put us at the end of the game. Getting the required angle on the swinging platforms was done by nudging them and exiting/re-entering Ginso, causing the hitboxes of the platforms and the spores attached to them to overlap(the spore spawns in a fixed position, but the platform spawns wherever you left it) and constantly push eachother out of the way. This was by far the trickiest part of the TAS, and took Sigma a lot of testing over the course of several months to pull it off. There was also another TAS made by DevilSquirrel a few months ago with the help of input by various authors from the all cells TAS--this one being an "all skills, in-bounds" TAS. Link to video "All skills, in-bounds" is the most popular category for real-time speedrunning, and is much less of a full-completion type of category than "all cells". The teleport anywhere trick is also omitted in this category for entertainment purposes(you would do all of Misty Woods and half of Moon Grotto at least behind an opaque screen), but the big trick in this category not seen in any of the other current TASes is grenade jumps. Grenade jumping requires Climb, Charge Jump, and Light Burst to pull off, and is executed by clinging to a wall, throwing a grenade, and charge jumping on the very next frame. It has the same principal as hyperspeeds and rocket jumps where you start a move with a high initial velocity followed by rapid decay(in this case Charge Jump) and ending it before the rapid decay sets in, only is much more widely applicable to a variety of situations than any of the Dash/Charge Dash variants. The trick also lets you catapult over a large portion of the cutscene following the final escape. Another new trick in this run, one which could be applied to an "all cells" v2 TAS, is infinite stomp canceling. Even after you run out of air jumps you can still do more stomp cancels, but you have to let the initial stomp animation play out before you can cancel it with a fake jump. Still, this is often faster than falling to the ground to reset your double/triple jumps.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Holy smokes. These GBA Castlevania runs are getting a little out of hand. Nice work, hellagels. This is probably my favorite TAS so far this year. Voted yes.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
It's hard to believe it's finally complete after the number of times Flameberger found improvements earlier on in the run and desynced Stop the Hacking. I was also surprised by how large of an improvement this run ended up being over its predecessor. When Flameberger started this run over a year and a half ago, the only known improvement was the EXP glitch on the golem fight. I definitely think this run deserves the notable improvement tag. All of the Triple Rod tech on boss fights and pogo sticking make the run stand out from the other Zero series runs. It was a shame that Z1 was previously the only game that didn't showcase its game-specific weapon in a TAS. Going the long way around the submarines in Stop the Hacking, I'd say you would definitively find at least 54 lag frames that get emulated on BizHawk, but not VBA, to make grabbing the Triple Rod a net time save on BizHawk. The technical and entertainment quality of this movie is top notch. If others agree, I'd like to see it take the Star from its fan game's movie, [3048] Windows Rosenkreuzstilette "Grolla" by Hetfield90 in 25:28.53.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
New glitch found: https://clips.twitch.tv/ColdSlipperyCheetahDerp Looks like it might save time in any%(and all stages if it works in the PSX version as well).
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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I'm amazed that you finished this so quickly after the low% run. Fantastic work as always, Sniq. I especially liked all of the niche uses for missiles/supers that you don't normally get to see when you're operating under the constraints of limited ammo, like reducing lag on the Kraid fight for instance. I was also really impressed by the number of times you were able to route your health to end your shinesparks exactly where you needed them to. How is it that you are able to shinespark before obtaining speedboster? Is that also a side effect of the Draygon underflow glitch?
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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Aiming for fastest completion or shortest input file are both acceptable under the movie rules and is ultimately left up to author discretion. As far as preference goes, there isn't really a consensus on this and there have been disagreements on it in previous submissions. Personally, I prefer runs that aim for fastest completion since moving the finish line closer does not mean you are going faster, and they're called speedruns, not shortruns. If you do aim for fastest completion and your movie ends up with a longer input file than a movie aiming for shortest input, it may still obsolete that run as long as there are improvements irrespective of the differences in endings.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Answering the TASing question: "How many StarvinStruthers does it take to TAS H.E.R.O. for the Atari 2600?" Turns out, one.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Voting for all souls, not only my favorite TAS from this year but my favorite TAS period. Mario Kart was definitely a close second from this list for me, but I have decided to vote for only one!
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Rebooting the core loads the currently selected savestate slot instead of resetting unless the current slot is empty. This also occurs when playing a movie.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Looks like it started in 1.11.6.526.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
[3205] N64 F-Zero X "Jack Cup, Time Trial" by jagg2zero in 07:09.37 This one made me laugh when the car went so fast that it started flying and even exploded. [3267] Lynx Scrapyard Dog by Noxxa in 07:46.84 I thought this one was funny in kind of like a "bad fart joke" sort of way.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
mtvf1 wrote:
Tompa
tfw quo Nominating quo.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Track down where what started?
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
After converting this lsmv to a bk2, an lsmv which was originally a bk2 created in BizHawk and synced just fine on lsnes, I am getting a "Movie hash does not match the rom" error and an early desync, despite using the same rom(Super Metroid (Japan, USA) (En,Ja).sfc). Also, when trying to convert the bk2 to a tasproj, I am getting this error, and the piano roll just has a red X over it.
Post subject: Static Pointer from GBA Cores to EWRAM?
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Does anyone know of a static pointer offset from libvbanext.dll to the EWRAM or a static pointer offset from mgba.dll to the EWRAM? (I'm trying to make an autosplitter for CV:HoD RTA runs.)
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
GloriousLiar, TheMG2, & alec kermit
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
gstick
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Unfortunately he's ineligible, otherwise I would definitely be nominating DevilSquirrel, not only for creating the tools to make a number of newer computers games TASable this year(Ori and the Blind Forest: Definitive Edition, Lovely Planet, Kalimba, and Bastion), but also for all of the work he did on the Ori all cells TAS itself. So instead I'll throw another Slamo nomination onto the pile.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Nominating Glitchman. It was unbelievable the number of glitches he found in Mega Man X3 in both any% and 100% in such a short period of time. Seconding Sniq as well for the work he did in the over a year-long project of the Super Metroid low% run.
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
Posts: 301
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