Posts for Kenttsu


Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Makes sense. I guess it's just the lack of animation frames that makes it seem iffy.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
I'm curious why guard-clipping while holding a sword isn't considered a glitch?
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Shame about the heavy backtracking in the beginning. Otherwise really nice run and cool routing.
Post subject: Re: #6686: ThunderAxe31's NES Pokémon: White Jade Version in 36:39.51
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Probably not a good idea to use antisemitic memes on your encode.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Yay! I've been hoping someone would do this. e. Routing seems good for such a complicated game. Amount of loading and waiting enemy turns was bit of a let down.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
That was great (and a bit nauseous). Quite amusing how you reached the fourth boss almost exactly at the same time despite route differences.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
It's an interesting movement/AI manipulation puzzle, but honestly I feel that there's not much entertainment value left. Getting constantly blocked by the enemies is annoying and makes it feel sub-optimal (even if it wasn't).
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
GJTASer2018 wrote:
2:50 for the no-load screen encode vs. 4:20 for the actual TAS itself... So we have 1:30 of loading screens in a 4:20 TAS (or about 1/3rd of the total time)... because the PSX port is crap. ;)
+20 seconds of splash screens+menuing
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
2.64 seconds of input beats the game 100 minutes later. http://tasvideos.org/5799S.html (Aladdin)
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
I think it means that those monsters aren't from any AD&D source books and are created for this game. "Campaigns" as in pen&paper campaigns you play with friends around a table.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Yeah, the goal feels pretty arbitrary. Avoiding a checkpoint doesn't make the game any different and many of them are unskippable anyway so skipping just some of them seems pointless.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
I didn't watch more than few minutes from the beginning, but a seizure warning might be a good idea.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Lil_Gecko wrote:
And yes I'm back to the 100%. Currently 17 hours in.
Oh boy, what's the estimated total time?
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Thanks for suggestions, but didn't work. For what it's worth the game crashes every time (even with PC speaker or without sound) if I try to play multiplayer game so it's not the most stable game to begin with (Dosbox works fine though). I just noticed that the command prompt gave error messages: Here's a sample test video in case I'm doing something wrong: Link to video And here's the assemble screen:
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
The first full playthrough. Link to video It's still possible to shave bunch of seconds. The main goal was just to beat the game without losing too much time and I didn't try more than few times to optimize each rng pick up.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Level maps. https://imgur.com/a/zJhvA Icon explanations: https://i.imgur.com/wYp92Sw.png After some analysis I'm starting to think that buying digging equipment might be unnecessary since there's not much required digging and bomb can solve most those situations. Probably going to try the first semi serious playthrough next week.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Yeah, I've tried different SB options but it crashes every time either immediately, or bit later if I set the no music option. PC speaker doesn't crash, I haven't tried to encode with it, but it probably works. Gravis crashes with a different message. Setup screens: Here's another test run. This time with 100 MHz CPU. Shopping screens are sadly quite slow (well relatively speaking) and each input takes bunch of frames. This means that with faster CPU it's often faster to take a bit more time consuming route in the actual level if it means that we don't need to buy stuff. I also managed to fine tune my strategies in each level. Link to video 200 MHz CPU makes things much trickier since the character moves ~3 squares in every frame. I wasn't able to get out of the doorway of the first room when I tested it.
Post subject: Mine Bombers
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
I've been toying with my first TAS and decided to create a thread so I can share my observations and issues. Mine Bombers is a mining/combat game released originally in 1995 as shareware and in 2001 as freeware. The main attraction is 2-4 player death match mode but the game also features a 15 levels long single player campaign. The goal of each level is to reach the exit (black square). Between the levels you can buy weapons and equipment. An unoptimized test run of the first few levels. In a proper run it's probably necessary to collect treasures and items so I'll be better equipped for the later levels: Link to video Early issues: 1) I haven't been able to get the sound blaster to work. I'm getting this message: 2) It's one of those games that run notably faster with a faster CPU. Despite being a late era DOS game, I feel that the default 20MHz CPU speed is optimal for this run as it makes the run still relatively easy to follow despite being quite fast (with the fastest in-game speed setting). Early observations and strategies: -Info screens: https://imgur.com/a/ucxRo -Levels can be viewed in game's editor. I'll post pics later. -Before starting the game I set the game speed to 100% and number of players to 1 (otherwise it would start a death match mode). -Item boxes contain random amount(?) of random items. Box's content is decided when player picks it up so RNG manipulation will be really important as some items are very expensive and can be sold. -Getting enough money for good digging equipment and armor is probably worth it -Player can buy teleport items (round hole) that can be used to move to the teleports that are already on the map (the second level in the test run skips half of the level) -The fourth level and some of the later levels got several exits. But it appears that only one is available. I haven't yet tested if the exit location is random.
Experienced Forum User
Joined: 1/31/2018
Posts: 19
Location: Finland
Hi, I'd like to have a bit more detailed instructions to make a WIP encode with JPC-RR. I've done a test run and got the dump file. The guide suggests that I should use direct264 (I have Windows 10) but the first google result gives a trojan warning and I'm not too eager to test out random executable files.