Posts for JXQ


JXQ
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Joined: 5/6/2005
Posts: 3132
moozooh wrote:
my favorite RBO route is the one that takes advantage of Grappling Beam which destroys Maridia in all sorts of hilarious and entertaining ways
Do you (or anyone else) know of a link to an RBO run using this Grappling Beam route? I've searched and failed. Also, moozooh!! What's up man :D
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Apparently, I had more to say than I realized on this topic
JXQ
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I really, really enjoyed watching this. The Super Metroid category that's historically appealed to me the most has been 100%, because I was more of a completionist than a speedrunner when I played games back in the day. But I remember watching the Metroid Prime community slowly chip away at the minimum percentage and being fascinated by it, much moreso than 100%. It was a mixed feeling in me because I don't enjoy playing Metroid Prime - I found it dark and disorienting and I've since learned that I'm just not very good at playing 3D games and especially first-person 3D games. Watching someone else play Metroid Prime, though, is very enjoyable to me. Super Metroid is a game I enjoy playing - perhaps more than any other game (except maaaaybe Blaster Master). The SM community's quest of finding out how to get to 13% has been just as fascinating to me as Metroid Prime's quest to 21% was (of which there is a good summary of its current state here). The "feel of speed" of a low% category isn't even the really appealing part of these runs for me - it's seeing these puzzles solved. Watching the goofy shinespark charge in Maridia that happens over two rooms and several jumps and on spikes is like watching someone thread a hundred needles by throwing it across the room and still hitting a bullseye on a dartboard being driven by a hundred drunken bees. It reminds me of the feeling of accomplishment when something complex comes together on TASes I made long ago, like getting that hammer brother in Super Mario 3's desert world to take a crazy journey and give me a hammer, or Sonic jumping out of the water in Labyrinth 3 just before drowning, or flying through this rock for reasons I never did quite understand. The stuff about optimizing door entry and clearing out the sound register and all that - that's a level of TASing that I find very inspiring (and almost never had the patience for, myself). It's like a third-level type of crap optimization that we shouldn't HAVE to deal with, but doing so shows real dedication. It reminds me of planning a score route in Super Mario World to avoid fadeout lag, or a game like Super Mario Bros. 2 that (I think) shares subpixels of its sprites from one de-loaded sprite to the next one, making sub-pixel planning an entire-TAS puzzle in some aspects. I'm not really passionate about categories and branches and obsoletion. If a different 13% TAS was created which used a different method to get a faster time, that'd be fun to watch, too. Since I'm watching these mainly for the new techniques that get around having that 14th item, the overall speed is almost secondary. I remember watching lots of videos from M2K2 on how to skip different items in different rooms, and getting that same sense of "victory" over the game itself. Watching this run gives me the same feeling, and watching another 13% "route" would do that as well! That being said, fast gameplay is certainly fun. In particular, the shinespark is just such a satisfying thing to do and to watch. I can't believe more games haven't copied it over the years. I'd put it behind only "jumping" and "down + jump = slide" as techniques that just feel completely perfect in their execution across the genre of platform gaming. And lastly, while I'm suddenly spilling my heart about Super Metroid and apparently every TAS I've ever done or watched - I am so happy to see such a collaborative community around this game nowadays. I think the end result has greatly benefited from such collaboration and unselfishness. I feel that was more of a struggle years ago, which was partially due to my own behavior as a younger person when I was more involved in TASing, and to see that progress now is awesome. Thank you to everyone in that community for their contributions to this run, past runs, and any upcoming in the future! \o/
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Samus has quite a wardrobe by this point
JXQ
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I wrote this out as I was watching to try and understand the spark suit, but it looks like you've since updated the submission text to also explain it. Still, maybe this will be useful for those watching this TAS and not familiar with the spark suit (or the similar, but different, blue suit).
  • Sparking by the enemy refill station after the speed booster, right after taking damage on a slope (14:55) obtains a spark suit which is used in the lava to get into lower Norfair (15:37).
  • Sparking up into the ceiling in Ridley's area while simultaneously taking damage from ceiling spikes (16:24) obtains a spark suit for shortly afterward (16:55).
  • Sparking up while getting hit by spikes after Ridley (21:02) obtains a spark suit, which is used in Maridia's first big room (24:24).
  • That previous spark also obtains its own additional spark suit via taking enemy damage while on a slope before starting that spark (using a reserve tank refill to compensate for slow underwater movement enough to get the spark suit anyway). This subsequent spark is used to break speed blocks in Maridia's first mochtroid room (25:23).
  • Sparking in Maridia's big mochtroid room (just before Draygon) while taking damage on the spikes and slowly building up the speed-level meter (27:30) obtains a spark suit which is used in the middle of the Draygon fight (28:29).
  • Draygon grabs Samus immediately after the above spark, which is a known technique to get a blue suit (this is similar to the spark suit, but it will be lost if Samus manually dashes for very long). This is also why there are now visual speed echoes. This blue suit is used to kill Draygon (28:37) and simultaneously escape Draygon's room.
  • Killing Draygon with a spark is another way to obtain a blue suit, and this second one is used in the very next room (28:56) to escape.
I'm unsure why the spark suit had to be changed into a blue suit during the Draygon battle instead of at the end. I believe it wasn't necessary to make this part of the 13% route possible, but doing so made the battle faster while still picking up needed item drops? Hopefully this is all correct!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: (>'-')> ^(' - ')^ <('-'<) (>'-')>
JXQ
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Posts: 3132
(Just in case any of the above is not being silly, and there's a language barrier issue, I really did mean nothing but praise in this comment.) I thought this run was great. Plenty of places that unexpectedly ditch UFO to temporarily take on some other power, smooth movement with relatively low amounts of lag, and the usuals you get with Kirby like a colorful and sickeningly cute game.
At that point, I'd much rather see a TAS without the UFO (even if it's slower).
I thought I would too at first, but now I think the result of that would end up with some other power used to spam fast horizontal movement (tornado? wheel? fireball?) in most of the places where UFO is used now, and those powers cause much more lag. Then I thought maybe a powerless run would be interesting - and I still think it would be in some parts, but there would also be parts that were dreadful, like when you have a lot of blocks in a row to destroy, or when you're waiting for bosses to throw out their next object to spit back. More lag throughout with this approach as well. (I also think the music in this game is meh, especially compared to the original GB Kirby, so UFO doesn't bother me in that way either.)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: I don't know why, but I keep getting auto-logged out
JXQ
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Wow, man. You've been at this for three years! I'm really impressed, nice work. This is a great example of putting in all the effort to squeak everything you can find out of something. If 20% of the effort gets you 80% of the results, it's clear that you put in a great effort to get the last 20% of results. Three years, wow! As comparison, I did the old run you're about to obsolete in a weekend. Clearly it was a 20% effort from me, and I was satisfied with that at the time, but I recognize and respect how much you've put into this, and I'm really happy to see this project come to fruition for you. Congratulations!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: wicked wicked wicked wicked
JXQ
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Can't watch it right now, but I'm always excited to see more progress here! Good luck on the home stretch :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
Another yes vote for MegaVania: Perfect Cherry Blossom
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Bobo the King wrote:
I've seen a few NES games attempt it and it's usually a crackly mess. (Skate or Die 2 anyone?) The audio here was pretty clear.
Skate or Die 2's voices are goofy and cheesy, but not really that crackly. This video has a wide variety of examples from the NES.
Does anyone know if they used any special hardware or techniques to record it, or is this just one of those things where the quality you get out is proportional to the time and effort you put in?
All the digitized voices use the sample channel on the NES audio hardware. I am not sure if this is the exact reason, but I assume the main limiting factor is the amount of space that the samples can take up. Lower quality audio will save space for other parts of the game, if needed.
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JXQ
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TheAxeMan wrote:
The glitchiness is pretty cool and the early input end trick too. However, compared to Arc's run the ending actually comes up later because of how many lives need to be lost. Does that matter?
Right, this run ends up starting the "flicker the screen and prepare ending" about 20 seconds later than the currently published run, and for a half-broken version of the same ending. I feel like you can't vault it based on the time disparity alone, but I'd vote No either way because it is basically a copy of the existing run up to a certain point, and then just stops (and happens to show part of the ending anyway).
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JXQ
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adelikat wrote:
Looks like you are using the quicknes core. Try switching to neshawk
Yep, this fixed it. Thanks, sorry for the derp-ish issue!
natt wrote:
I can't reproduce this, using this ROM:http://bootgod.dyndns.org:7777/profile.php?id=235
I'm not sure if this is the same ROM or not. The MD5 of mine is 8df0104553f85bc585b2ef7c199e7c13, which doesn't match what hegyak posted.
hegyak wrote:
When/where did you pause your game? I was in the starting area (with the drawbridge (?) and moat (?) and fireball thingy.
That's the same place I was, but I can make it happen in at least the first few rooms (I didn't try too far after that).
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Deadly Towers
JXQ
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Using BizHawk 1.7.3 22 July 2014, the NES ROM "Deadly Towers (U).nes" behaves strangely when pausing the game (select button). When unpausing, the screen is corrupt, and moving in most directions sends you to one of the game's hidden dungeons. This issue doesn't appear in FCEUX 2.2.2. The Japanese version's ROM "Mashou (J).nes" does not have this issue in BizHawk for me.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Re: Late to the party = me
JXQ
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feos wrote:
I consider them all (and L+R) valid. See here why.
Thanks, that is a very well-written post. Edit: I sincerely mean this - as I read it back it sounds like it could be mistaken for sarcasm, but that's not my intent here.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Late to the party = me
JXQ
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In response to this post:
feos wrote:
(Pressing the 0, 1, 2, 3 'buttons' on an SNES controller) is only as valid as left+right and pressing a button at 30 fps is.
For 30Hz button pressing, why does this particular rate of frequency become invalid? Clearly some amount of Hz is valid input - is 29Hz okay? 28Hz? How are you defining what is valid here? I don't understand this line of reasoning. For left+right/up+down, I have often thought of this as valid via the reasoning in this post. However, today, I saw an old response I missed previously (in this thread, which is why I'm posting here):
AnS wrote:
No, it would not work. There's common convention to poll joypad input by "strobing", which is reading input port only once per frame and storing the current state in memory. So it doesn't matter if you manage to press/release any buttons between two strobes, the game will only register those buttons that were held at the very moment of making a strobe.
I have a question about response. If the "moment of making a strobe" lasts X amount of time, couldn't you press left for X/2 units of time, and right for X/2 units of time, to make both the strobe's poll of left and of right both return "on"? Even if the strobe is a nanosecond, it's still a finite amount of time which could, in theory, be divided by 2. (Note: I have since read an old thread about how the SNES mouse could be used to generate the 0, 1, 2, 3 SNES input, so my opinion on this has changed since the SMW thread, but I still am interested in how 30Hz and L+R are considered on the same level of validity as this, before having learned about the SNES mouse.)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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feos wrote:
It is only as valid as left+right and pressing a button at 30 fps is.
I disagree, but I'll post my reasoning in this thread to avoid derailing this one.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Re: All I do is glitch glitch glitch no matter what
JXQ
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Masterjun wrote:
On that matter, read the posts after that previous run was published.
Thanks for the link. I wasn't saying for sure they are invalid, just posing the question and wondering what ways could be done to get around them. IMO they are not valid input, but I don't see it as a big deal overall, since you could theoretically set up a different way of writing the needed SNES assembly without relying on those inputs, even if it increases the time needed to do so, and achieve the same result.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: All I do is glitch glitch glitch no matter what
JXQ
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Another thanks for your submission text. I have a question. When inputing the controller data to write code, you use the 0, 1, 2, and 3 "buttons", of which I remember seeing 0, 1, 2 in SNES9X's input display, but not 3. Anyway, what do these values represent on an actual SNES controller? I don't know if the other SMW ACE runs used this, but they were console verified.. how does that work? If it turns out 0, 1, 2, 3 are "invalid", would it be possible to use twice as many controllers, and just use 8 "valid" button bits from each to achieve the same result?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Aqfaq wrote:
FRAME WAR!
Good point, my fiend. Goot points. Edit: Ah crap just noticed jimsfriend beat me to it %)
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JXQ
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I agree with Brushy
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: I disagree with Fabian
JXQ
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I am prompted for a login/password, which I left blank cuz I didn't see one listed to use.

Browser: Mozilla/5.0 (iPod; CPU iPhone OS 6_0_1 like Mac OS X) AppleWebKit/536.26 (KHTML, like Gecko) CriOS/33.0.1750.21 Mobile/10A523 Safari/8536.25



First Party Session:	Success
First Party Long Term:	Success
First HTTP Authentication:	
Failure

Edit: copy-paste isn't working for the third party section on iPod touch (iOS 6 I think). First two are successful, third is 401 unauthorized.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: "So you're RYAN ... The twins took RYAN's girl."
JXQ
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The lack of lag compared to the 2-player run makes this look really polished in comparison. The boss fights were fun to watch, despite some repetitive moves, since they were over quickly, and kicking trash cans into people is funny.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: He literally spins his sword to turn into a helicopter
JXQ
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This is the greatest ending ever.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Loved the subtitles
JXQ
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Nicely done! It's surprising to see how tough things are before your ship upgrades. If you enjoy this kind of TAS, you probably would also enjoy TASing Sub-Terrania. I had a blast TASing that way back when, and there are certainly improvements to be found.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Lots of clever ways to zip! And I liked your stylistic choices for the ends of most levels. One thing I noticed about S1 is that it seems like you don't actually get the points for the end-of-level stamps unless you get them before the score tally begins for the time and ring bonuses. It would be neat to see the run get over 1 million points (especially when it would have barring that odd behavior); I'm not sure if that's common in a Sonic game. (I also will always have a soft spot for the previous run's Final Zone battle which was probably my favorite style-segment result I ever TASed!) Edit: After doing math, the replies below are correct, and the above observation was not.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: Beam + Beam = UFO obv
JXQ
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This looks very good; your level of detail so far is impressive. Good luck in continuing this TAS!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Post subject: An idea which I am too lazy to try myself
JXQ
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That is brilliant for the 3-Way gun boss. I wonder, though, if you tried either of these additional ideas: - If you fall from your position and shoot in mid-fall, would all 3 shots hit? If yes, you might be able to save a little more time for the last shots (or maybe periodically throughout the whole fight as you continuously drop and regrab the ceiling?). - If yes to the above, what is the cool down time for that gun if all 3 bullets are "absorbed"? If the gun can shoot again as soon as all 3 shots are gone (rather than having to wait for a set number of frames), you might be able to drop from your hanging spot and get a lot of quick shots off during that fall.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)