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Jungon
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I had this game, and I could perform one run around the world sometimes, it was fun =) Voting Yes because this event is the glitchiest, only interesting to do a complete 5 event race if there are new glitches to be discovered there =O
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Jungon
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I vote Yes and 41236 as screeshot \o/ the "ringless" itself is epic enough to me :D and that screenshot shows that abusing the floor needs no more than 2 seconds of stage!
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Jungon
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Private Eye ... how could we forget? One of the most hellish mazes ever,.. not sure if only hardest case, or all 5 cases, though =P EDIT: http://www.electricfrankfurter.com/2009/07/closer-look-3.html The maps are there, experienced players say it to be IMPOSSIBLE to beat the fifth case, but all of them say they'll try again in the future .... impossible smells like an interesting TAS project.. 8D EDIT2: I could beat the first case with 0:51 remaining on the clock, and making mistakes, I would even open a topic for discussion but I wouldn't start another WIP for now, too much things going on in life >.>
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Jungon
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What I liked most about this TAS (together with the level skips) is the low health, constanty, especially that's what kept me going on Puppy Love 2 and 3, I kept wondering if you were going for death by Pete or maintaining, ... so, Yes vote =P
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Jungon
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Voting Yes, I really loved the fact that there is no Kain or Shir in the party of seven people and two Amys standing there =P (it's around 7:38)
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Jungon
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I'm voting Meh too, it's well made, but the game doesn't help it having crappy music, and lag =P
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Jungon
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EgxHB wrote:
Also, what is the branch name for? It doesn't seem to be explained anywhere.
I second that, and give a Yes vote =P
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Jungon
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As said in the game, .. "Not all evil has been destroyed!" ... so it doesn't count as 100% ,..... but... where was this written anyway? x_x Voted Yes and loved the snow boss and the air stage in general =P
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Jungon
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These tricks make it more interesting to get the red scroll, and I see the triple direction glitch is in constant use there =) It's too bad red scroll changes the musics of levels all to the same... >.>
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Jungon
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It kinda looks like you could be losing time getting health packs on.... all the scenes with health packs .... that's what I think, unless it's mandatory to get them to avoid lag or something .. o.o Also, the running scenes, maye they could look more like you're kidding around, since they are sidescrollers, .... right? Aside from that it looks good for a run with 6 rerecords, ..... does this game have multiple endings, multiple paths?
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Jungon
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Mephistus wrote:
Ok i watched your TAS. The trick on the key at the end of the autoscroller is pretty cool, didn't actually know about that. (does that only work on that part of the autoscroller?)
I haven't test yet, but doing that before would save a good amount of frames =P
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Jungon
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Should run on Dega 1.16 MAME core or Dega-S normally.. Of course my run wasn't intended to be a TAS when I did it because I was simply showing the Master System community on Brazil what happened with a 0-star run... but there are tricks to be explored there, I believe they could be added to your project and turn out an even better TAS.. ^^ ....just remembered that my time left on Forest Stage was 256 and your TAS got 255 ... it was probably that skip ladder jump on the end of the stage.. maybe I never released THIS version of the WIP ... well, it's here =P (same emulator, Dega 1.16 MAME core or Dega-S .... if I'm not mistaken most versions of BizJaws run it too, as I was migrating the WIP to it)
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Jungon
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Hav you tested out the glitches from my WIP? (no IP currently...) when I saw the fiirst stage, I thought there was something missing, and.. about the key-out-of-screen on castle ruins stage? And about the palace ruins, when you have to wait some seconds to make the boss stick to the wall, when my run have no wait there? I won't vote until I hear these explanations >_> But if it gets accepted first, congratulations, your tricks on good princess, desert, nearly all other later stages, and the bosses, ... are much better than mine ^^ EDIT: http://tasvideos.org/forum/viewtopic.php?t=1923 Just in case because the title was not obvious ... u.u
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Jungon
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Location: Porto Alegre - Brazil
Wouldn't it be some frames faster if you rescued Apple after backtracking for the third floppy disk? getting the z.pw 3 before, since it kills enemies in one hit instead of two.. EDIT: (23/05/2014) Is it okay to kneel instead of jumping right away when you enter the first room? It feels like it would be a good test to be made +D And.... wouldn't it be a good idea testing on how faster can one be getting the death glitch on that elevator right before getting to level 5?
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Jungon
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It has 50 levels... After level 2, 6, 10, 14, so on .. there is a bonus level .. After level 50, and its bonus, there is 51, which is 1 repeated ... there is no ending >_> EDIT: This, for comparison, is the second WIP I did and just now realized that I never posted it here, it beats 9 levels and was corrected on the insivible level glitch. (Runs on Dega-S, which is equivalent to Dega 1.16 MAME core) But this is what I recently decided to do, after deciding that the ending is not the point, it's the adventure what counts more =P New WIP on BizMark 1.6.1, beats 18 levels, and finds new secrets (Again microstorage is not letting me upload it, I hope it's not a problem to use 4shared) New notes: 1- It's mostly better to "eat" the enemies, which is done by shooting them real close and not letting the ball escape; 2- The yellow cushion enemies require 8 hits to die, it costs around 26 frames to take them, IF I can get close enough, with two of them, it's not possible and we have to keep a distance, which raises the time to around 34 frames; 3- If I get the enemy ball in certain frames, new enemies spawn from dice slower, and focusing on letting them out the quickest possible should be the main focus; 4- When the last enemies is out and the die vanishes, that's the moment I should be grabbing him, first frame possible, but sometimes the distance will be a problem; 5- Rounds (levels) done in less than 1000 frames were easier to do; 6- I'm not using any type of RAM watch or luck manipulation, this could be very useful for getting quickest bonus rounds, making ninjas and oshishis go in our direction, and know if we can shoot in the next frame; 7- Not really useful but in round 12 it happened that I got 10 balls in a row, which gives a sound and 1.000.000 points, this is hard to accomplish as we need balls in our way connected to the path we're destroying enemies in; 8- I didn't start this WIP 3 to be an improvement, so: the WIP 2 is faster on round 2 and 4 .... and WIP 1 is faster on round 1 by 76 frames, 76!! @___@ after discovering that, I started to keep track of how much frames it costs for every round, ... and got this: WIP 1 Round 1: 264 - 1407 = 1143 ! 76 frames faster Round 2: 1834 - 3413 = 1579 Round 3: 5101 - 6159 = 1058 Round 4: 6535 - 7751 = 1216 Round 5: 8179 - 9446 = 1267 Round 6: 9871 - 11991 = 2120 WIP 2 Round 1: 251 - 1510 = 1259 Round 2: 1932 - 3199 = 1267 ! 10 frames faster Round 3: 4521 - 5545 = 1024 Round 4: 5970 - 6955 = 985 ! 23 frames faster Round 5: 7381 - 8552 = 1171 Round 6: 8975 - 10994 = 2019 Round 7: 12275 - 13463 = 1188 Round 8: 13890 - 14802 = 912 Round 9: 15231 - 16677 = 1446 WIP 3 Round 1: 253 - 1472 = 1219 Round 2: 1894 - 3171 = 1277 Round 3: 4487 - 5356 = 869 Round 4: 5783 - 6801 = 1018 Round 5: 7227 - 8364 = 1137 Round 6: 8787 - 10244 = 1457 Round 7: 11533 - 12533 = 1000 Round 8: 12964 - 13855 = 891 Round 9: 14284 - 15201 = 917 Round 10: 15633 - 17123 = 1490 Round 11: 18434 - 19435 = 1001 Round 12: 19861 - 20882 = 1021 Round 13: 21304 - 22298 = 994 Round 14: 22722 - 23679 = 957 Round 15: 25028 - 26421 = 1393 Round 16: 26844 - 27837 = 993 Round 17: 28263 - 29400 = 1137 Round 18: 29821 - 30880 = 1059 Rounds with more than a 1000 frames will all go to the "rounds to improve list" ... and the others will be reviewed later, when I start to think 900 frames is the goal; 9- I can't manipulate the bonus round to be always the one I want.. +_+ 10- The first 4 rounds look terrible because I was doing them in a hurry, round 10 got terrible because I focused on the denden first and ninjas later, and let them spread.. and...... 11- I don't have anything to compare, no decent Teddy Boy runs online,.. so I'm testing routes, and doing the hard job ... ... anyway, feedback is appreciated =) I'm restarting it all for a WIP 4 already, since this 76 frames thing annoyed me a lot >__>
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Jungon
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zeromus wrote:
I don't know what a "paste" is or how it contains files
I keep forgetting the word in english, it should be "folder", ... XD
zeromus wrote:
I dont think there are any notable bugs in the bsnes sound emulation, so if SNES "roms" (you used the plural despite only testing one rom) have terrible music, it's the game's fault, or your system has the speed of a turtle.
I'll be testing more, but... that sounds about right, turtle speed, this computer is 7 years old already x_x
zeromus wrote:
weird objects bug sounds like a good bug report. the a2600 core is under active development. some games work fine, there are problems with others.
Hm.... what else will BizHawk run in future? +D I'm looking forward to see this emulator playing Intellivision games, the config.ini had some joystick assignments for it,..
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Jungon
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- When I press the frame advance button the first time, it doesn't work; - When I open the movies menu, an exception happens, and the message is brazilian (my windows is brazilian, so that explains it, sort of); - When I make a new WIP movie, it doesn't appear on the movies list, only 4 of my movies show up there, Alien 3 WIP, Aztec Adventure WIP, E-Swat WIP and Gain Ground WIP, all started in previous versions (and they sync) .. there should be 11 movies there, as there are 11 files on the paste..; - When I try to read some of the 11 files from the paste, that exception comes back; - SNES roms run with terrible music (only tested one, ... which was Ranma 1/2 Ougi Janken); - and finally, some weird objects fly around when I try to play Megamania on Atari 2600 =P EDIT: System.ArgumentException Something about an item with the same key, and happens when I try to load my Land of Illusion WIP, and when I bring up the movies list menu.
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Jungon
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Forgive me, but I think this guy here is already playing the game on Level 3,... I thought you were talking about the non-shuriken mode when I entered the topic, because I think that would be the most epic thing to do =)
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Jungon
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The last week I was playing this slow game, with lots of lag, glitches, ammo issues, and good music (for a SMS, I think some would complete) ... so, Alien³ started to become very interesting in frame advance,... and so it begins: WIP, runs on BizHose 1.6.1, although it says 1.5.1 in the text (more like me playing in frame advance than a TAS, anyway..) (Microstorage is considering it as unrecognized format, so I had to go for 4shared...) x_x What the game has to offer: 1- It is a lot faster than Genesis version, of course.. 2- If well planned, weapon choice is very easy to do with jumps, which are slightly faster than walking, but Ripley only shoots when she's walking, so there are optimizations.. 3- Flamethrower costs 2 frames to use, and it doesn't cost ammo, you just need to have some and it's infinite. 4- Some enemies and moments require different weapon choices, but the grenades and the GPS thing is useless, so you only have to choose between three guns. 5- Ripley can have 000 HP, it's nice to not die ... but.. I didn't go for the perfect route yet. 6- If we time it better than I did in the video, grenade launcher can open your way quicker than other weapons, and if you have space, the explosion throws you front quicker than a jump. 7- Level 6 elevators were in very lucky positions.. +D 8- Ladders can be climbed from some distance, it looks cool.. xP And what the game has to be hated: 1- Too.... much.... lag @___@ 2- Turning over costs around 10~12 frames, and it is not good to do it.. 3- In level 8, I had to redo my route a lot of times, because there is this glitch that happens that makes the prisoners "invincible", so they can't be taken, you run over them a lot and they're still there, it's terrible if it happens.. 4- On level 11 I started to see the problem of not having a plan for how much HP I can lose,... so I had to let an enemy pass by... 5- Some elevators are very unfortunate on their timing >_> 6- On level 9 I'm having to wait for that elevator because of the same glitch described before, it gets ungettable, and Ripley cannot touch it .. x_x 7- We can't change weapon around 120 frames after saving a prisoner or losing HP. 8- And we can't shoot for around 20~30 frames after falling to a floor below.... O_o What do I need to improve: 1- Boss HP watching looks like a very good idea, since I really don't know if I'm hitting them with all I'm shooting.. 2- Probably more memory watching in general, X Y positions, ammo positions, HP, don't know if subpixels would help here, since the jumps don't look too hard to get right, just sometimes we have to turn Ripley around 3 or 4 times in air.... it's funny and TAS-optimized... =P Comments?
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Jungon
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My run has 20202 frames, so I'll have to vote No.... o.o I'm guessing as this has a lot of merit, could be improving lag management, ... and probably become faster than any other existing version ,.... if you're willing to improve it just a little more, I'll throw a Meh here +D I really like what you did with levels 2, 5 and 7, and I think you're really going for best time on most levels, but I have some questions: 1- Is it really ok to be invisible that much time? 2- Do you really need to get the red scroll? and 3- Don't you have anything better to shoot on level 10? Have you tested pressing three directions at once? Did you take a mental note on this? =D EDIT: No, guys, when he get's to the boss screen and music starts fading, he doesn't have to "get to the ending of level", he has to wait for the boss to enter, ... and kill him o_o And it's mandatory to get all five green scrolls or else you keep repeating the levels, this should be explained on submission text! And Jok-R: you lost a little more merit when you threw away your honor by killing most of the enemies on level 13 >__> with that level 7, I was sure you could handle the fire-breathers better than I did... Please, aren't you gonna glitch-rape the game already? i.i
Priam wrote:
The actually-submitted one looks way better. Still not quite right--the log stage, for instance, could be way improved by clearing out the lesser enemies right before bossman shows up so you don't have to spend so much time whirlwinding out of danger. Also what Scahfy said about the autofire shuriken before a stage boss appears. There's quite a few little things like that in this run--they don't really change the end result, but they're unsightly. If it were just those, I'd probably vote favorably, but with the unnecessary sideways movement and the mess with the logs, I'ma have to vote No. But I think you're definitely on the right track.
What did I say about wait for the boss to enter again? *sorry, now I read it all* Levels 2, 5 and 7 are sidescrollers, there is a time for being a TAS waiter, but yes, he is taking longer to make the boss come over, since he has to stand on the upper log for that to take 3 to 4 seconds less... and then equalling my time (that's mostly the reason I'm going with Meh) ... But I still think Jok-R has to throw some words on "Why the red scroll?" ... there is no need to pierce through enemies in a TAS, there is no need to change the level musics and there is definitely no need to go that much left on level 1..
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Jungon
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I now see proof that Tails can fly without spinning his tails =P Yes vote all the way \o\
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Jungon
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Location: Porto Alegre - Brazil
New WIP, optimised, runs on BizHawk 1.5.1 Ok, I was transferring my WIPs from Dega to BizKawk, and saw that mostly everything desyncs. Not really a new fact, but then I decided to go for a little more effort on E-SWAT, and turns out more new facts come to me: 1- I don't really have to dodge anything, if I have enough life, I can receive the damage and continue going right all the way, jumping only when necessary (costs 4 frames ... plus ~16 when reaching a higher place).. 2- Now that I'm getting good at hitting bosses on the first frame possible, I only have to deal with the first boss, as he has to switch sides the least possible and I didn't find what makes him switch yet >_> 3- The fifth boss made me start using the autofire, because it was quicker and saved around 200 frames, especially because I skipped its explosion completely. (probably can be done on boss 9 too) 4- There is an exact moment where the enemies stop spawning and we can enter the boss scene,.. which can be achieved earlier by not having enemies on screen on the precise frame the game chooses. BizKwak is giving a hard time with desyncing ... one time it even made a desync on a simple transition screen, I redid the second stage all over twice @___@ On a final note, I'm having a little bit of trouble with manipulating the right special (1+2 attack),.. as it's RNG too, it changes a lot with our commands, and the enemy spawning is affected too, it's probably the biggest enemy of hex editing x.x which I didn't learn yet anyway u.u Glitch report: one enemy on the start of Stage 3-2 died from no reason. More could die if I was not using the fire special, which I plan to not get on future WIPs, because I'll need more two-direction specials later x_x Thoughts?
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Jungon
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WIP I did in few re-records I don't think this is a really good job, but I think this game has an interestingly sloppy collision detection, since I over run radios, monocyclists, constructors, and even fences Strong points: 1- Pay attention: on monday, Death's house is black, I break her window, and on tuesday, she's a common customer! 2- The collision detection, of course; 3- The changed ending music because of crashing; 4- Breaking windows for all-non customers is a good fun point; (maybe I should break more, or all of them) 5- Max speed is achievable by simply pressing up all the time, sides doesn't slow down. Bad points: 1- Too laggish; 2- Too repetitive most of the time; 3- You can only throw a newspaper to a customer once every 3 or 4 frames... (that's not really a bad thing for a TASer, but) 4- Some mail boxes simply could not be hit, especially on wednesday, should be a good point to work on; 5- Didn't learn how to make all houses become customers, only 16 were colored in the end. In the end, I only publish it here so other people that know the game won't submit a sloppy video and analyse the already done work. So? =P EDIT: My computer is not being able to install BizWorth properly, so I'm still using Dega-S ... it has to run normally on Dega 1.16 MAME core too.
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Jungon
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Why didn't he look at my more-than-1-minute-faster WIP? o_o And.... why am I the only one to think it's a bad TAS idea to get the red scroll?? @__@
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Jungon
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The real challenges in this game, as I think I should've been posted before,.. are: 1- getting a lower hit ratio without looking like a random shooter; 2- not getting the red scroll, ever; 3- not using invisibility on level 7 (the horses); 4- leaving flaming enemies on screen at least once; 5- using stoping glitched shots so you don't have to move back; (and using the glitched walk too, at least a little) 6- killing all bosses in 8 frames each; 7- letting circling enemies around you on the last 2 levels. That's what I think, but if you ask other The Ninja players, you'll get that these should be the challenging points. So.... why didn't he look at my more-than-1-minute-faster WIP? o_o Voting Strong No due to not beating all existing records and (as mklip2001 said) looking sloppy. EDIT: for The Ninja, if the boss music starts playing, you're already behind WR. =P
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