Posts for JXQ


JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Bisqwit, thank you for encoding with PRG0! Phil, I don't understand why you are against ROM changes from one run to the next, but are all for emulator changes from one run to the next, when the two ideas have potentially the same effects on the resulting TAS. I was also just reminded that Genisto changed the ROM when he did the previous version, from (J) to (U). How is our choice different? Also, I liked the old screenshot (even though I usually prefer blue colors, I like the red-ness of it), but I like the new one too.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Maybe you can make a perfect run that gets these 1-ups? :-)™ Although you have alot of benefits from our demo, and very likely wouldn't match our 1up counts without studying it carefully, I'd be highly impressed of your optimization level.©
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I don't know where you think these opportunities for more 1-ups are.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Are you aware of this submission? It plays through some levels using L+R, and it might give you some ideas to further optimize things. Also, we submitted an improvement to my old warpless run (hasn't been published yet though) here, for some ideas in other levels (though it's the NES version so there was no L+R glitch to use). Good luck!
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JXQ
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Posts: 3132
1. The scroll glitch could be used on some of the airships most likely. We did not discover the mechanics of the glitch until we were at world 8, so that's why it wasn't included. 2. Answered already in a previous post; no it can't. 3. You need p-speed to fall through a corner, and most airships with an unflat boss floor don't have ample room to get up to p-speed. 4. Slowdown at level exits was for hammer brother manipulation. 5. Clouds don't work on world 8's autoscrollers, or any of the airships. Thanks for watching!
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I imagine it is neat to see a program that you've built, build a TAS for you :) I find this TAS pretty interesting. And thanks for the flash video, too. It's surprising how much the extra low-power shots really reduce the bonus countdown (I remember on earlier versions, it was just so loonnnnnnng..)
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Bisqwit wrote:
I presume catching the staff from floor ends up being faster than catching it in air? But in world 6, you did the opposite...
What happens in most worlds, is that the "falling through clouds" scene happens until mario's y-position hits something like 512. His falling speed is slower than the wand's initial falling speed, so it usually saved something around 15 frames to grab it lower. In World 6, the P-wing lets us get so high that we under-wrap that counter, and so as soon as Mario starts falling, it goes to the castle scene with the happy King that moves his face to speak. Y-position: 0087 and 00A2 (they act as 2 adjacent bytes)
But, is it not possible to enter the wall in the beginning of the pyramid level in world 2, skipping most of the stage like you did in 7-1? Same goes for 6-5.
2-Pyramid has a strange blank room (and bonus room) in-between the beginning and ending, which can't be escaped. By setting x-speed (00BD) to some very large number, you can jet through walls to preview whether the trick will be helpful (before having to spend lots of time trying to get the duck-jump into the corner glitch to work). 6-5 can be done, but there is a room in the middle which must also be escaped, and due to all the wall-travel time, it ends up being slower, according to our testing anyway. Plus, collecting the leaf is a great help in the next level, so it would need to be collected in the bonus room as well.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
It's in the submission text, but it seems some people are missing it, so I'll emphasize it here. We also did a run which gets 99 lives instead of using the screen scrolling glitch in 8-Ship and 8-Tank2. Click
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Here's something that's interesting: World 4 breakable rock This is something that I don't think too many people know about, but when you see it, it's like a "oh, duh!" moment (at least, that's how it was for me when I first saw it). It's slower to use a hammer here than in World 6, though.
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JXQ
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Joined: 5/6/2005
Posts: 3132
inichi has found a new technique (way to run to sprinting speed slightly faster) to improve some spots of this and the full run, so I will cancel this later today, and we will submit a more complete improvement at a later time, perhaps together with the full-run improvement. Thanks to inichi for the information, and thanks for watching everyone; sorry to stall this! --- Regarding the Big Boo fight, I agree that it is less technically impressive or exciting as the previous run. The goal was to try and mimic his movements in hopes that it would look silly (which I think it did, hehe). Score constraints also make that battle much more scripted than I would like, but that's what the full run is for \o/
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
The reviewer seems mostly annoyed that it's 2D instead of 3D, cuz you know, that's worked wonders for the Castlevania series. Also pirate, you must have confused yourself; I thought Symphony of the Night was an outstanding game. Please don't be so gay in the future.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Dwedit wrote:
Input should only be ended if there is no opportunity to pause the game or commit suicide by doing non-neutral input.
I could turn the game off at any point and stop the ending sequence. Should we keep input going until the AVI is to be stopped? This has been covered a bajillion times on the forums and it's loosely defined in the rules; both types are fine - it's up to the author. Also guys, don't forget how things used to be before adelikat jumped into publishing. It will keep things in perspective.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I think the difference was that I didn't need to get the power bombs from them, so that sped up the walljump strategy a bit overall. But don't quote me on that. Even though there's a quote button right there ;)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
moozooh wrote:
On that note, has 96-exit been recently restarted to include the new tricks like 1/1, or just continued from wherever Fabian left off if he did?
The 96-exit was recently restarted to include these new tricks/optimizations, and touch up a few spots aesthetically. That run always seems to have a way of making us return to previous levels, though. Grumble.
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JXQ
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Joined: 5/6/2005
Posts: 3132
Silly Cpadolf, creds are for Saturn, not you or anyone else!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
No, but he'll quickly vote no on any submission that plays otherwise. Or any other submission.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Tonski wrote:
Gee you gotta watch your mouth around here these days.
If you slip up, don't worry - just make a pretty video, and everyone will forget all the mean things you've said.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I like the new tricks you've found, but I think the new parts that you've played in this run can be optimized a good amount more: MZ2, MZ3, SBZ2 (especially after the level is complete when falling to the next level), and SBZ3 all looked like they could be improved to me. I also didn't care for most of the end-of-level antics. The game is relatively hex-edit friendly; why not give it a shot or team up with Upthorn?
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JXQ
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Made some more updates. Thanks for your help and recommendations, guys. Edit - Whoopsie, fixed the mistakes Phil pointed out.
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JXQ
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Joined: 5/6/2005
Posts: 3132
This game is too simplistic - I counted only 2 places where you had to let go of the "right" button. I also don't like the graphics, most of the music, the boss "battles", the fact that walking on a right-moving platform doesn't increase your speed, the overall slow pace, and that the main character spits Japanese words at enemies to kill them. Your style choices were good considering the game, but the game is too boring to be saved by them.
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JXQ
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Joined: 5/6/2005
Posts: 3132
Thanks for the info. I'll add Blip to the SNES developers. I didn't know most of these old versions existed (such as FCEU .10 and SNES9x 1.42). Though they are old, I'll still host them if someone can get them to me. My rationale for that is that there may be a TAS somewhere done on a very old emulator that is needed for correct syncing. Does SNES9x 1.502 Windows or 1.5 Linux have re-recording? Also I need to update 1.51 with Gocha's recent dev. For the other NES emulators, I decided to not put them because they haven't been accepted emulators here (I don't think anyway). But if there is another reason that I don't know for having more NES emulators, I could host them. I could also host Final Burn Alpha (I don't know much about this emulator) if you can upload it because I think it's accepted or almost accepted here for TASing. I'll try to get to this soon.
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JXQ
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Joined: 5/6/2005
Posts: 3132
Though I remember changing that to False, it indeed was set to true again.. maybe I ran one of the earlier versions and it reset it after changing it. Anyway it seems to be sounding better now that I've re-reset that option. Thanks for your help!
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JXQ
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After five minutes of testing? You haven't learned a thing, I see. Until it can be shown that 1.51 is more accurate AND is as stable as the 1.43 builds, I'm not recommending it. Feel free to get started on showing this instead of your usual defense of running off at the mouth without providing any evidence.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Gocha, awesome work again. I disagree with Phil though. And as I've pointed out many times, he's yet to show that 1.51's timing is actually more accurate than 1.43's (or vice versa), despite his claims to its superiority. Jumping to a new emulator just because the version number is higher without thorough testing is how the situation gets bad in the first place (hello VBA). I'd gladly accept some console comparisons to 1.51 and 1.43, though. If I could record console play myself, I would have done this already.
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JXQ
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I disagree. Here is a sound file (link removed) I recorded. 0:00 - 0:12 - YI2 console run 0:12 - 0:25 - YI2 TAS run using beta-18 0:25 - 0:27 - beginning chime of console run 0:27 - 0:29 - beginning chime of TAS run using beta-18 (I included the last part because I think it's easier to hear the difference there) Edit: I seem to have found a memory-leak in beta-15 (by loading states over and over). But I couldn't reproduce it in beta-18, so it seems you also have found it :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)