Posts for IMPblackbelt

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Experienced Forum User
Joined: 6/19/2005
Posts: 180
The file I make keeps desyncing on me. I couldn't tell you why it does for my life, it just does. It's wierd. I've got a fairly good run through Hungover, and when I find a way to get around the desync problem, I'll get a test up of Hungover, Mrs. Bee, the dung beetles, and all of Barn Boys.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
It lags slightly from time to time, too. And the lines aren't that bad if you use Force Alpha Blending in the graphics config.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Well, I'm back from my trip to Alabama. I'm gonna try a test run of some of the earlier stuff. Probably not optimized to the maximum, but definitely tool-assisted (like the catapult/aiming, gawd I hate the controls and inaccuracy of those things). Probably just gonna head through Barn Boys. It has quite a bit of stuff that I've seen I can do well with frame-advance.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
I'll tell you right now that the special weapon controls are crap in this game. You get no targeting reticle (except for the machine guns late game), and you can only kill zombies with a headshot. It's required to kill at least 12 zombies (more to clear the path later) in Spooky for Gregg to open a door. Being able to do stuff quickly and efficiently would definitely make a great TAS. Get the crap done quickly and watch the best parts. Except for a bit of minor emulator lag in places, the game runs near-perfect. (Blur effects from pause, inebriation, etc. screw up the screen) I watched pieces of the SDA run, and I've gotta say that with frame-advance and slowdown, I'll definitely be able to shave quite a bit of time off of that run. It'll definitely be under 2 hours. I haven't found much in the way of glitches, but not all the games on the site have to run like SMB1 or Rockman, do they? :) And try the game on a rom, especially if you can use a cheat to open up Chapters and try out War and Spooky, and you'll see what I mean by "crap controls."
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Joined: 6/19/2005
Posts: 180
I'm currently working on that. It would at least be interesting to see if there's anything I can pull off. I know for a fact there are quite a few areas that have very small windows for optimization. I'm taking a look at the SDA, and I know that it's not fully optimized in several areas, especially War. (War and the Heist should be really noticably optimized, because I can make it so I never miss a shot) Those things aside, it doesn't necessarily have to be for speed. It can be a demonstration of difficult maneuvers or other fun and interesting little aspects of the game.
Post subject: Conker's Bad Fur Day
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Joined: 6/19/2005
Posts: 180
That's right, boys and girls, send the wife and kids out for the day, because this game is one of the raunchiest, most adult games ever produced. It features cursing, toilet humor, violence, alcohol, and tons more! I'm going to try and make this my first (official) TAS. It's a fairly long game without the cutscenes... 2 or so hours is the current SDA run, and I'm sure that gets through the cutscenes. However, because of the SRAM rule, the cutscenes CAN'T be skipped (they're funny as hell, anyway :P), so add on nearly a half hour and take away about 5 minutes (maybe) and we have our run. The current question is this: Minimalist or 100%? You can only really skip 1 or 2 wads of cash, so what's the point of a "minimalist" 99% run? As for a route, I think the later I can do Poo Cabin, the better, but I may have to do part of it early to access Bats Tower. It's looking right now to be: Hungover Barn Boys Bats Tower Poo Cabin + Great Mighty Poo Uga Buga Spooky It's War The Heist (ending)
Post subject: Kirby's Avalanche!
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Joined: 6/19/2005
Posts: 180
This will be my first TAS, and I am currently working out testing and calculations to help me. This game, simply put, is a clone of Puyo Puyo. Colored beans fall from the sky into a 6x12 grid, and when 4 or more are chained together, they disappear. Whenever beans are cleared in groups or chains, they produce grey trash beans that fall in groups on the enemy's side. The objective is to make the opponent unable to place any more beans on their side of the screen. I'm trying to work out formulae how much trash is produced by groups and chains. I've got some for a few basic things, but if someone can help me come up with a definitive group of equations, then that would be absolutely wonderful. So far, I've worked out that beans cannot be manipulated once they are set at the beginning of a level; they always come down in a set order. However, the outcome of the previous level can be manipulated (either score or time, I'm not sure) to produce a different set of beans. This means that I can catalog the exact order of beans and come up with a way to quickly and efficiently remove a large group from the field. Current guesstimates say that a total of 7 or 8 rows of trash beans would be enough to kill my opponent, but 9 or 10 would destroy them royally. That would translate out to around a 5 or 6 chain possibly, as high as 8, though. If anybody can help me, then I will be very grateful. :) Currently working on the equations for trash beans. For now, we have a formula we believe works. n(n+K)/7, where n is the number of beans cleared, and K is a constant dependant on the level of the chain. The constants for the chains are: 0: -3 1: 4 2: 12 3: 28 4: 60 Memory addresses to watch are: 7e0775: Trash beans produced by the current clear (0 if beans not being cleared) 7e0777: Trash beans waiting to drop 7e070e: Remainder to the equation (Holding down to speed up beans increases this number) When this number reaches a certain amount, it will add 1 trash bean to the next group cleared. BIG thanks to Nitrodon for helping me out with these values. [Edited once due to fluidity/content reasons] UPDATE! (so soon, I know. :P) Test run of the first level can be found here. http://dehacked.2y.net/microstorage.php/info/1235/Kirby%27s%20Avalanche%20%28U%29%20%5B%21%5D.smv It completes a single combo that kills the enemy (barely) and ends input. It's just a test run for now, and it just barely makes it before the opponent can do anything. I still need to get frame perfection down, and I do need to get everything down to the exact frame.
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Joined: 6/19/2005
Posts: 180
Mog is the only playable moogle after the event in the mines of Narshe. All the rest are just fillers, players to help you along. :P Kutan is one of the filler moogles.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Looks good, but a bit repetetive near the end. Improvements could be made, but I couldn't spot them for you. :P Voting yes because we need a Final Fantasy 6 on here. Now we just need 4 and 5. :)
Experienced Forum User
Joined: 6/19/2005
Posts: 180
I'm sure. It matches correctly. I'm trying it now with a different plugin, and NOW it works. The plugin in question was apparently the input. The stage looks very good to me. Well, except for the graphical glitchiness, that is. Keep up the good work :)
Experienced Forum User
Joined: 6/19/2005
Posts: 180
I get a desync in Blarg's Boiler. Somewhere near the 2 guy, you miss a few fruit and fire an egg too early. Looks good up to that, though.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Wow. Just wow. Just 2 more stages, which should be fairly easy for you, right? :) Looks awesome. I didn't even know disks existed in those places. Like the hidden area near the start of the Cold Man stage, I didn't even know that existed. O_o
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Joined: 6/19/2005
Posts: 180
Guys, guys. Think about what you're arguing here. Realistic feasability. You're arguing that it might not be ethical to do something that isn't possible on a N64 controller during NORMAL OPERATION. It is possible to reach 100% by either doing a stick recalibration or taking the controller apart, both of which have been done, I'm sure. With that in mind, think about this. SNES: Up + Down glitches. That's not possible on a console unless you take the controller apart, yet we still use it on this site. Some of us do, anyways. So please, let's just drop this conversation before someone hurts themselves.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Not just that, but also rock and rock/rock, along with a few others. Most area attacks have a radius larger than Kirby that can be taken advantage of. Though the only real movement use for rock is rolling downhill, it could be used and traded off for something a bit more useful. Oh, and I tested rock/ice, and I found out that it is REALLY useful going downhill. So useful, in fact, that you may want to think about using it when the time comes. The biggest place this helps is in Aqua Star. I'd be doing more testing right now, but my Mupen is screwed up somehow... its running at a slower speed than normal consistently. x_x; I'll try reinstalling it and doing more testing.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
That's nothing. Every time I try to connect to the IRC channel, it instantly disconnects me. [INFO] Attempting to connect to “irc.freenode.net”. Use /cancel to abort. [INFO] Connecting to irc://irc.freenode.net/ (irc://irc.freenode.net/), attempt 1, next attempt in 15 seconds... [ERROR] Connection to irc://irc.freenode.net/ (irc://irc.freenode.net/) reset. It just won't connect. My router has something to do with it, and I can't figure out what. I went and tried to make it go through, but I'm confused as to what to do. :\ Can anyone help me out? >>; It's a Linksys router, if that helps. -.-; EDIT: Apparently it's a different response for the same thing on other clients. mIRC says Unable to connect to server (Software caused connection abort) and keeps me from connecting.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
I'd like to see a 100% melons run done, but I think that means just get all the melons in each stage you go to. A true 100% run would be a 100% points in ALL stages run, meaning it would do every stage. I think a single run through doing 100% melons would be awesome, though, especially since I've only ever gotten all the melons on one stage... and that was a stage easy enough for anyone to do. :\ Good luck, I hope to see more of this. :)
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Open Read-Only? That's how it works... I see. Thanks. I already redownloaded it, I just kinda have to learn as I go. Less and less of a noob every day, right? ^^ EDIT: I just remembered a funny little time-waster someone showed me a while ago. Apparently the tectite-spider thingies have a little glitch in them. If you use the hammer to flip them over and they slip over water, then hammering the ground to flip them again will send them straight into the air, legs up. It's hilarious to watch, especially if the moon is perfectly aligned in the sky. :P WHAM! POW! TO THE MOON!
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Ok, loading it up from the save state at Gohma... -.-; Right. Problem is that when I load a state, it starts recording. How do I fix this?
Experienced Forum User
Joined: 6/19/2005
Posts: 180
It desyncs for me right before the start of the desert area. If I have Raw Data unchecked, it desyncs almost immediately (the name is I instead of J). Any particular reason that it's doing this? o_o EDIT:
Andypro wrote:
Desyncs for me right at the Gerudo Valley chicken ;(
Then it's not just me.
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Level 2 looks good. Much smoother. Keep working on it, I'm sure you'll get it down easily. Just relax and take it one step at a time, and you'll do great. :) Rock Star will be when you need to deviate from fire/fire. Rock Star 2, especially, cause you'll need vertical power, and a lot of it. Fire/bomb works well. It adds decent vertical height and keeps you moving forward at walking speed. Too bad there's no super jump power, huh? :P Fire/fire and ice/rock are the two I recommend for horizontal speed. I highly recommend fireworks (fire/bomb) for additional jumps (or reaching that out-of-reach platform). Also, I'll say now that rock/cutter will help you if you have either, a) a really high and straight wall to climb, or b) a mixture of different kinds of obstacles that need different abilities to tackle. Right now, I'm gonna go test some power combos out. Most are attacks that slow you down or keep you still, but there are a few that are funny or useful. Especially ice/shock, that one's funny. :P
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Looked at your movie. It's pretty good, but here's a few pointers for the first level (and probably for each level after). Mostly observations, but also hints for your levels. 1. Don't swallow the fire guy, shoot him at the second fire guy you see. It eats frames to pull out the power, unless you pull it out directly on top of an enemy. 2. Always use flame as soon as possible, and at the earliest possible moment, unless it would end with you getting hurt somehow. It eats frames like chocolate to not keep moving. If you need to, just move frame by frame for trial and error until you can past the ledge at the earliest possible moment. 3. Manipulate Waddle Dee to the far right side (easier said than done, I suppose). If you kill him on the right side, it takes less time for the crystal to pop up. 4. You don't lose speed in the air, but you lose speed from any action you take, including flying, pulling out a power, coughing up an enemy, etc... You still even move the same speed if you have something in your mouth or arms, and only get slowed down for a moment. Use this to your advantage whenever possible. 5. The fire/fire is a great form of movement, but you have to be careful of a few rules about it. 1) It's the fastest form of horizontal movement; 2) it stops you slightly when it starts and ends, so be aware of how far your target distance is; 3) it automatically stops itself so you can enter a new area, but not when you hit a wall; 4) the wings at the start damage/destroy enemies, so use that to your advantage (pesky cannons get knocked down below your path if you time it right and get close enough). A few observations about powers and situations. If I had to guess for vertical movement, I'd guess probably fire/bomb because you don't lose too much horizontal speed with it. (It turns you into a fireworks bomb and boosts you into the air. Chains to 3 blasts that can jump you up an extra chunk) There's also rock/ice for a horizontal boost, if you want to look into that. It starts you off faster than normal speed, but slows down on a straight slope. It looks like it could be useful if you need to go downhill. Maybe... try using it until you slow down to normal speed (n number of frames?) and toggling it off and on to keep speed. You keep speed while going in and out of it, so it may be useful once you can get it in the next level. I hope this helps you. I'm looking forward to a speedrun of this. I loved this game as a kid. I'd do a run of this myself, but I suck with the frame-advance (can't tell when the first possible frame is for my life, and even then, don't know how to work the controls in frame advance x_x;).
Experienced Forum User
Joined: 6/19/2005
Posts: 180
Just testing the new driver... which seems to have changed a few minor things, like there's now a big blue box around the "NINTENDO" -.-; I hate it when it's something simple like that. A little bit less lag, too. XD Guess I'll remember this next time, huh? >>; ^.^;;;
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Joined: 6/19/2005
Posts: 180
It's an NVIDIA GeForce MX 440. Now that I think about it, I need to go see if there's a driver update, but what should I do if that doesn't work?
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Joined: 6/19/2005
Posts: 180
After looking through the thread and asking some friends, I still can't figure out what's wrong with this thing. I know that some people out there can run this rom with the same plugins as me, but for some reason, my Mupen shows everything all crappy-like. Like... the Great Deku Tree is completely black except for his eyebrows and mustache, and the ground is either black or invisible. Please, can someone help me figure out what's wrong? This is what most of the game looks like to me. -.-; Edit: Fixed the problem, so the pics are coming down soon.
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Joined: 6/19/2005
Posts: 180
3 hours and level 12? O.o Holy crap, man, that's some craziness going on right there. It looks awesome. Does that poof animation from smoke bomb and the other items affect the outcome of the Slot? Other than that, looking GREAT. I can't wait to see the rest of this.
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