Posts for Hetfield90


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Experienced Forum User, Published Author, Skilled player (1221)
Joined: 8/29/2014
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I kinda like this one(frame 33996).
Experienced Forum User, Published Author, Skilled player (1221)
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I was under the impression that the graphical glitches were fixed as well, although I was not able to fix them myself using feos' instructions. I think Atma also told me on irc at one point that he dumped the AVIs for the encode of one of Bernka's runs, which do not have the glitches. Also as a side note, the noise Freudia makes upon death in both fights is one that I've never heard before(it's a lot higher pitched than the one in the original encode).
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I wish. Unfortunately Freudenstachel doesn't work in Hourglass, otherwise I'd have made Freudia/Pamela runs yesterday.
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hellagels
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I just did an edit preview with the module and there was no 60fps option. Fighting Spiritia in real-time is like playing against someone in a fighting game who just randomly mashes buttons, only with contact damage. Most runners just do her first and reset if they get a bad pattern, but in the refight you can always resort to climbing a wall to manipulate her to use a charged Klageharnisch, which you can stand outside of and hit her from afar with charged Grollschwerts. Either way, doing triple slashes the way a TAS does is almost completely out of the question because of how random her movements and attacks are.
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There is a mediafire and a youtube encode in the submission text. I just didn't embed the youtube video because that doesn't support 60fps. It appears that ZX also has the same 4frame window to apply dash speed, but I can't imagine it having nearly as much application in that game as is does in RKS(since you can eliminate the travel time away from a wall simply shooting or slashing).
Experienced Forum User, Published Author, Skilled player (1221)
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To see the clear time screen you would have to rerecord over the credits and hit start at the end.
Experienced Forum User, Published Author, Skilled player (1221)
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Nice, thank you XRavenXP. This worked perfectly.
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The encodes in the submission text were made in Windows 7 outside of virtualbox. It is strange that the same graphical glitches occur in virtualbox while running the game without hourglass as well as running the game in hourglass outside of virtualbox, so I am not sure what is causing them. The published Grolla and Tia encodes do not have them. Here's what they are as far I've noticed: 1. Black boxes around enemy debris and Luste's speech bubble 2. Most particle effects are extremely pixelated 3. Full-screen fade ins/outs don't appear
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The way damage on that boss works is that once you deal enough damage to destroy a clump of shards, it will automatically deduct 4 from the boss' total hit points regardless of whether or not you overkill it. There's no way to make the fight faster than killing each of the 7 clumps the frame they can take damage. Zwei's maximum speed is equal Tia's sliding speed(6px/f) and takes decent amount of time to accelerate to that velocity, therefor it is only useful in rooms the where terrain forces a lot of jumping(airborne horizontal movement speed is 3px/f). Also, I am refilling Zwei constantly throughout the fortress stages. The Zwei ammo refill route is very specific since you need just enough ammo for each Zwei to expire when you jump off of it so you're not wasting frames filling up excess, and there are only a limited number of enemies between each Zwei to actually pull this off. For instance, using Zwei in the long checkpoint room of Iris 1 is 1 frame faster than using multiple Eins, but there simply aren't enough enemies after the preceding Zwei in the 3rd room of the stage without resorting to picking up a big ammo drop(which would cause 10 frames of refill lag, completely negating the time save, and you wouldn't be able to get the 4 ammo you need for the Zwei in the last yoku block room of the stage since there is only one enemy in your path before it).
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After appending avi segments in VirtualDub the audio/video gradually desyncs until the end of the video for me. Is there an easy way to fix this? Or another method that people use for appending avi segments?
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It doesn't seem like anything has changed. I am still experiencing all of the same issues with the updated script.
Experienced Forum User, Published Author, Skilled player (1221)
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Can anyone help me understand how to read the information in this script? The numbers seem to decrement completely randomly(values that are as high as 30+ can be gone after attacking once, which to my knowledge is only supposed to increment RNG by 1-2 values), and I can't find any correlation between what number is supposed to yield a drop. I have gotten souls to drop with several different numbers next to "s" but not 0, and even the same numbers that yielded a soul on one RNG value could yield no drop on another.
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Excellent, thank you. There is only one situation I could find where it doesn't work: if you press an opposite direction so that it overrides the first, you cannot repress the first until releasing the opposite. i.e. if you press left while holding right then release right afterwards, you cannot repress right while left is still held down, but if you re-input left while right is not held down, then right can now register while left is still held.
Post subject: How Disallowing Up+Down/Left+Right is Handled
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Is it possible to make it so that instead of canceling each other out to a neutral position, the more recently pressed input overrides the other (and if not, make it so that left always overrides right and up always overrides down like in most other emulators)? The reason I ask is because in situations in games where you have to quickly switch back and fourth between opposite directions and press other inputs only when a specific direction is held down, it adds significant difficulty to have to make sure you have released the previous direction completely before the current one actually registers when playing on something that can physically press both at once like a hitbox or a keyboard, whereas a dpad does this automatically by nature.
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The "that" in that sentence was referring to the "100%" portion of the branch name, since without it there is no need for the Z-saber run to clarify which ending it gets as part of the branch name(100% automatically gets the ending where Dr. Doppler saves X), which was explained in the latter half of the sentence. The reason why best ending, max% isn't on the jokaah or speedrun.com leaderboards is because of one mod who removed it from both due to its lack of popularity relative to other categories in western communities. Just like tasvideos, RTA communities of series with many games like to keep the number of categories per game to a minimum(mostly to facilitate more competition). The category is still on the nico leaderboards, since Japanese runners were the first to RTA the category. It did not start to gain traction in western communities until recently, but to say that it is not taken seriously in any way shape or form is certainly a misconception.
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To be honest I'm not sure where FractalFusion's post came from or why he's trying to speak for other people; most of what he said isn't even true. I never once said anything about taking best ending out of the branch name, nor has anyone in this thread, and it has been in the submission text from the very beginning that the only thing I thought should be changed is the "100%" part. And that does not come from any bias for/against any categories, but purely to clear up ambiguity of having 2 different "100%" categories that collect different amounts of items. While I do RTA X3, that does not mean I automatically subscribe to the opinions of the majority of others that do. There are several people who run the best ending categories(max%/low%), myself included, and I have said on numerous occasions that the best ending max% category is the most difficult of the SNES MMX games and my favorite to run. No other X3 RTAer is even involved with TASvideos, and I do not represent them or their opinions in any way, so I am not sure why that community was even brought up. And regardless of what any member of the X3 RTA community thinks about the category, judging by what I've seen over the past few months, I don't think anyone on tasvideos believes RTA communities should have the authority to dictate what categories should be published or what they should be called.
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I just think it's confusing when there are 2 "100%" categories that collect a different amount of items. I don't disagree that the ending with Zero alive is the "better" ending, but I think that unfairly puts a "bad ending" label on the Z-saber run when distinguishing between the two categories(as it is most commonly called when referring to both runs as "100%") when the Z-saber run is the only run that collects 100% of the items, thus needing no ending distinction to define it as the 100% category in the first place. That said, I think "100%" and "Best Ending, Max%" are the most sensible branch names for the two categories. Also, I wouldn't say the enhancement chips are mutually exclusive to the Golden Armor since the Golden armor is just the sum of the 4 enhancement chips. Rather than supersede them, its features are identical to what each of the 4 enhancement chips provide: double air dash, health regeneration, 5 second bubble shield, and hyper chip. In that regard, I wouldn't say that the enhancement chips are skipped, but are picked up simultaneously from the Golden Armor capsule rather than choosing one during the 8 maverick stages. I don't think this adds any ambiguity to the definition of 100% in this game.
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Not that I know of. Most bosses/minibosses in MMX games are spawned based on camera position and not player position; this is abused to skip the Kuwanger and Armadillo refights in X1. I just tried to skip the encounter by flying over the top of the screen with neon jumps but apparently this boss is triggered upon reaching a certain player X-position.
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Doing Hornet before Beetle causes Beetle's airship to visit you in Hornet's stage after the hangars, and starts a screen locked sequence where you have to destroy a bunch of crates it drops on the ground that takes roughly twice as long as the revisit.
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I don't have any immediate plans to do another X3 run, but I have been thinking about how exactly the branches should best be handled. One thing to note is that the game does not define tiers of endings the way other games do, but "Best Ending" was something that was defined as "keeping Zero alive" by players. I think this is a bit of an arbitrary definition of best ending since it does not require the player to play better, or to unlock any additional content. All you have to do is not call Zero at any point during the run, which is something you would normally do anyway unless you knew about the requirements for the saber, since Zero is pretty useless in this game seeing as how he can't pick up upgrades or go through boss/miniboss doors. I think the reason why the "100%, Best Ending" category was named as such was to create a run that was the antithesis to "any%" without giving it a name that would make it seem like an arbitrary category like "97%", "100% minus saber", etc... X2 is in the exact same boat with the "Low%, Best Ending" run(it was created as the antithesis to any% while the game does not define tiers of endings), but I believe this run will be obsoleted once FractalFusion and I finish our 100% run of that game. As for X3, since there is content which any% + its antithesis do not contain(using Hyper C. in conjunction with the saber and having buster upgrade on Vile's stage) perhaps it should be taken into consideration what would be the best alternative run to any% and 100% instead of just any%. In my mind there are 3 possibilities: the current run which collects the golden armor but not the saber, a low% run, or a run which collects only the buster upgrade. All three of which achieve the ending the leaves Zero alive. I think that low% is the most boring of the 3 and that obtaining just the buster upgrade would be faster by a small margin(and faster than obtaining golden armor by a large margin), but I think obtaining all upgrades but the saber is more different from 100% than obtaining only the buster upgrade is from any%. They both feature the end game fights with buster upgrade and no 2hit kill weapon, but the buster upgrade only run does not have the hyper chip which facilitates some of the most entertaining movement in the game with neon jumps and a sick Kaizer Sigma fight. The buster upgrade run would simply be any% movement with the same end game fights as the all upgrades minute saber run except for Kaizer Sigma. So I think that would leave 3 options. One of which would be to redefine what constitutes "Best Ending" to be obtaining the Golden Armor in addition to achieving the ending where X is rescued by Zero instead of Dr. Doppler, since the current definition of best ending was defined by players and not the game itself. Another would be to rename the category to "Best Ending, Max%". And a third would be to leave the category definition as is, which would allow a run that obtains less upgrades to obsolete it. Personally I think one of the first 2 options would be best since that run is more unique from any%/100% and more entertaining than any alternatives.
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Yeah. FractalFusion and I are actually working on an X2 100% run at the moment.
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AngerFist wrote:
I also vote for your run replacing said categories.
Personally I don't think this run should obsolete the Best Ending run. Best Ending has a lot of aspects that are unique to it as a category: using the Hyper Chip primarily as a mobility upgrade in Doppler 2 instead of on the boss rush, fighting the end game bosses with the buster upgrade but without the saber(which offers some of the most interesting boss strategies with charged acid spray/spin blade on Rhino/Doppler/Vile/Cpt America), and fighting Press Disposer.
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