Posts for JXQ


JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Highness wrote:
Any new WIP in the line soon JXQ?
I updated at 50%, it was only a week ago...but you haven't mentioned it, so maybe you missed it? Click-click How are people feeling about updates? I don't have a problem either way, but I feel like I'm spoiling the run for some. I suppose those who didn't want it spoiled could just avoid watching the progress...I just know that I don't have enough self-control to avoid watching progress of a run I'm interested in :) I defeated Draygon yesterday, but I found a sizeable optimization in the room beforehand, so I'm redoing it today.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
aziere wrote:
As for frame advance, I know how it works. But I need to know in detail. Is every frame accounted for when calculating button presses? Etc...
This is a strange question, so I don't know if I'm answering it "correctly". Games run at a certain framerate (usually 50 or 60 per second), and frame advance plays the game for one frame. Load up a game and mess around with it; you'll get the hang of it.
<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
One rounding Phantoon wasn't as much of a pain as I thought it would be, honestly. And yes, that strategy is in my route. It wasn't in my super-preliminary route because I needed Super Missles earlier, but I have plenty now that I'm actually into that part of the run.
<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
It's true that my route has almost zero console potential (mostly due to the lack of charge beam on Crocomire). It's also surprising how good a Super Metroid run can look even when it's called "very sloppy" by the author (which I can't say I quite agree with in this case). I'll be interested to see that run progress, that way I can steal your good strategies and use them for my own benefit MWUAHAHAHAHAHAHA. J/k. But seriously.
<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
Shakespeare, the type of hex-editing you are wanting to do hasn't worked, and unfortunately has virtually zero chance of working. Perhaps you could work on a new run combining your efforts of the previous runs. You could always piece together the AVI from the various segments, if that's what you want to do, but that wouldn't be publishable on this site (as there would be no one SMV to get it from).
<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
Interesting! You really hate that shoulder pump :) Your route is slightly intriguing, but I'm still sticking with mine :p
<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
KaitouKid wrote:
Same difference here. *shrug* Things'll never get done if people don't have a time to beat, apparently.
It's surprising how true this is.
<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
Bisqwit wrote:
perhaps it really has Metroidish potential.
The GBA Castlevanias (Aria of Sorrow especially) are very similar to Metroid on the basic level. By that I mean, the whole "wander freely while gaining new abilities that allow access to new areas" thing. Symphony of the Night for PS is another Castlevania with this property. I haven't played the one for DS, but that's because I haven't learned how to use the stylus with my third hand to draw the spells.
<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
Atma wrote:
Thinking about it though, I'd almost say the text tradeoff in terms of hard vs normal would almost make them a similar length (he encountered 5 conversations during the run), so the tradeoff for normal+no sram vs hard+sram would roughly equal out.
Ooh! That's a spicy meatball!
<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
Bisqwit wrote:
I can't really even tell the difference…
Are you even watching these movies? The differences in the CotM runs is the use of the warp glitch (comparable to the SNES Zelda runs), and I thought that was the difference in this run to the original AoS (and also with hard mode). If a game has the possibility of different types of runs, then why deny a run's publication possibility based on that? Being worried about putting the entire collection of Castlevania games on a "higher pedestal" than SMB3 (only one game, not a collection) is comparing apples to oranges. Compare it to the Mario (or Mega Man) collection of movies instead. I'm going to watch the run now. Edit: The run was packed full of awesome, and also showed off some new techniques not found in the current Soma AoS run. I enjoyed how there was so much soul and weapon drop manipulation, and even though some have complained hard mode adds nothing to this game, I was impressed that hard mode was made to look so...not. Very big yes vote!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
AngerFist wrote:
If you are talking about her, then I do not feel sorry for her a bit. Saying the reason she quit speedrunning because of TAS is so stupid and dumb. There is so much I can write about that discussion but that would be way off-topic.
I wasn't referring to anyone specifically cuz there have been several well known speedrunners who have quit in the emergence of TAS's. I don't have a problem with them quitting; they can do what they want. I more think it's annoying that OTHER people who were fans of those runners get mad at the TAS community because the speedrunner they are a fan of doesn't put out content anymore. But yeah, off-topic. Sorry! Thread hijacking = over. So how about that one-wall climb in Fusion?
<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
affect = verb effect = noun jxq = drunk If you don't want to reduce fadeout lag, that's fine with me. as you said, it doesn't help entertainment at all. It could be worked on a bit but it's not worth killing ourselves over.
<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
My turn to join on the desktop fun! I had jimsfriend's picture up, but this is my default. I think I'm going to take that warrior he drew on the right and use it for something, not sure what though.
<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
That's funny! Because it says "Ho", and that's an offensive remark to women. Yay! This was pretty much unwatchable, but definitely strange.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
moozooh wrote:
(and apparently, some of them even quit running more or less because of that).
It cracks me up that some people used the excuse that (insert well-known retired speedrunner name here) quit doing console runs once TASing caught on, therefore, what we do is evil. :'(
<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:
I really don't get the recent situation around m2k2 with all those people leaving the forums at all.
I do, just by reading the rules, posts, and general attitudes by the admin and mods. If the admin and mods here started acting like the admin and mods there, I'd probably leave this site.
<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
Seems like that goofy trick could be used in other places though.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
Six seconds is a nice amount of time to shave off. However, let it be known that I hate damn near everything about this fruity excuse for a game, including the visuals, music, and "ending", regardless of how good the gameplay is. Vote yes, but not for a star. I'm still baffled at that.
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JXQ
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Joined: 5/6/2005
Posts: 3132
Diman, First I'd like to say that I really admire your determination here. You said somewhere about the games on "List of Ideas" being too hard for you. However, I think if you put your own determination to it, you would find that it is not so hard, it just requires patience, which you definitely have. If you are really determined to get a run published, then find a game you like a lot or know well that hasn't been done, or that has been done but badly, and just give it a shot; stick it out until the end. You can start a topic in the forum, and post your progress each level. There's a great uploading service by DeHackEd here. Then, people could watch your progress and give you pointers. They aren't trying to put you down, just point you in the right direction. As you do this more, you'll need feedback less and less, as the "normal" things TASers look for will come to you more naturally as your experience increases. This way, you could use that determination of yours to continually improve your run until you finish it and submit it. There is also a list of NES runs made with Famtasia (an older emulator without as many tools as FCEU), and they could all be improved. That list is here. Just let someone know if you decide to work on one of those runs so it can be marked as such on the list. Haha, I just read my own quote "as your experience increases" and it sounds like this hobby is an RPG. :p
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JXQ
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Joined: 5/6/2005
Posts: 3132
I haven't done any testing on levels without closing circles, but there must be some variance somewhere because flagitious was improving SMW-11 a while ago and was getting bad fadeout times on the first Castle. I agree that the solution is kind of a bummer, and that you can't keep your score at zero no matter what due to time bonuses each level. However, it's not always about minimizing your score, just getting the individual digits to be small. For example, 100000 gives no more lag than 0, but 99990 is around 3-4 frames slower. By the way, the score in memory does not keep track of the final zero (because it can never change).
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JXQ
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Joined: 5/6/2005
Posts: 3132
When you diagonal shinespark, you only stop if you hit a ceiling, not a wall.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Joined: 5/6/2005
Posts: 3132
Fadeout lag seems to be determined, at least partially, by score. The more high digits in the score at the end of the level (after the time bonus is added in), the more time it took to close the circle around Mario. Digits from 0 to 3 seemed okay, but 4 and above usually caused some delay. It's not 100% consistent, but it's a pretty good theory so far by my testing. If anyone wants to mess with it more, the score is kept track of in memory address 7E0F34 and 7E0F35. Complete a level, and put different values in for the score to see how it affects fadeout time. A score of 0 always gave me the best time. Even in a great fadeout time, there is still many frames of lag. This can be seen by viewing memory address 7E01F0, -F1, or -F2. When these values differ from their defaults, the game is lagging. This could be a real handy tool for spotting tough-to-notice lag while playing. I'm pretty sure the time the screen is black before the world map but after the circle closes is fixed, but I couldn't confirm that through any memory location (looking for a counter), so I may be wrong.
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JXQ
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7E0B45 & 7E0B42 - Horizontal Velocity (they form a 2-bit number although they aren't next to each other in memory) 7E0B0A & 7E0B0B - Horizontal Position 7E0B3F - Speed Booster Counter (0 thru 4)
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JXQ
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I agree with sargon for the same reasons. That's why I aim for frame count on Metroid. Sure, there's a game timer, but the final time displayed on the run here will be the frame count.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
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Posts: 3132
I think it's overkill to put the message more than once. People who want to steal material are going to do it regardless. It's like when they were taking guns from the people after Hurricane Katrina, leaving only the criminals with guns. This isn't helping the good guys (in fact it is somewhat distracting), and the bad guys will do what they want anyway. Oh well, I just watch runs on emulators now anyway.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)