Posts for Kirkq


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Experienced Forum User, Published Author, Player (208)
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The Megaman 2 run published this year was an improvement of 6.24 seconds to last year's award winning run. The Super Mario Bros 3 run was 0.82 seconds faster than the 2009 run. Should every single improvement of these games win an award each year? I think it is better to judge based on improvements in time or entertainment throughout the year as opposed to techniques that were implemented in 2009. I, for the most part, agree with moozooh. [1543] NES Gimmick! by Aglar & Hotarubi in 05:11.49 [1546] NES Gimmick! "100%" by Aglar & Hotarubi in 07:44.45 [1685] NES The Legend of Zelda by Baxter & jprofit22 in 22:38.13 [1686] NES Mega Man by Shinryuu & finalfighter in 12:23.34
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Voting yes for a 1 frame improvement and better entertainment. The end of 8-2 and the beginning of 8-4 were nice surprises, along with the other points mentioned in this discussion. Also, I enjoyed the submission text. :)
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I made some small progress, but it is a substantial timesaver. This level is completed about 14 seconds faster than the SDA run. Happy holidays. http://www.youtube.com/watch?v=Y9vkVVaWPjc
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"Get a freebie" can be manipulated to always get the item back after use.
Experienced Forum User, Published Author, Player (208)
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Eh, I thought this run was okay. There are a few high points, but the character seems a bit slow to me. I've never played the game, but I can see how someone who had would enjoy it. Weak Yes vote.
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The game ending sequence is a bit questionable here. The choice made by the authors was "fastest time to stop input" (and have the game get to 105% screen automatically.) This makes the ending bird text scroll slowly (minimal concern) and leaves Cranky on screen swimming in water holding a The End sign for almost 7 minutes before going to the 105% screen. Toothache's encode supplied an inserted input and does not reflect this correctly. Should the encode be modified to skip 7 minutes of wait time, or should the movie play a few extra inputs for "fastest time to get to 105% screen." The movie file would be about a minute and a half longer. I think the movie should play the extra inputs personally, but either is alright to me. It's worth some discussion. Some good stuff in this run for sure. The site has been needing this category for a while too IMO. Yes vote. (Side note: I assume turbo B makes Engarde, swimming, and Squawks work on a fastest frame regardless? This was the only thing in the run I noticed to be questionable.)
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I tend to agree with the other comments in this thread. The run is fairly well done, but SMW is an often TASed game, so it has high standards that are not quite met here. The category doesn't really work unfortunately. The route is kind of interesting because it is different from the warped any%, but it doesn't really show anything that wouldn't be present in an any% run or an updated "small only - all possible levels" run. Perhaps you should seek advice from the SMW thread if you intend to do another TAS, in order to make sure it meets the highest quality standards and is a solid category choice. Not a bad movie at all, but I have to vote no. I would probably vote meh due to mediocre category choice if it was considered optimal.
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I think having some viewer sensory confirmation that the ending has been reached is a necessary requirement. This topic could be a ridiculous debate on the workbench for sure.
gia wrote:
Instead of playing credits, have the ending flags be set silently, the game goes on but you now have access to post-game material. Did we suddenly beat the game?
I think this is roughly where I would call it 'not beating the game.' At some point the average viewer will feel like you just glitched the game and stopped playing it instead of beating it. We probably don't want to publish something that ends like that, as it will just cause terrible confusion amongst viewers.
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They needed to use the first stage music theme more. :( Yes vote despite an obvious oversight by the programmers.
Experienced Forum User, Published Author, Player (208)
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Experienced Forum User, Published Author, Player (208)
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I saw a couple of the timesavers, but some of them are definitely more subtle. 43 second saved already? Now that's just ridiculous. Incoming sub 40:00? It could happen. 1 frame was saved out of roughly every 20.7 frames in the test run. At that rate you should save about 7471 frames over the course of the run, getting the run down to about 147093 frames or 40.8 minutes. Good luck with the rest of the run.
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The game's camera turning seems pretty mild compared to your overall movement in the first level. Maybe other levels have more radical camera changes. The post jump is definitely a cool addition. Maybe you can play around with the C buttons a bit to mix things up. Don't be too ridiculous though. If anything is going on, keep the camera on the character. When you change directions 180 degrees, you stop running for a few frames. If you turn 90-135 degrees and then the last bit, you can maintain running. The difference is very small, but it may save a couple frames. Comments on the currently published run: Hitting Z ejects one enemy at a time, I don't know if Bobmario ever used this. It is a bit slower to eject, but you can store multiple enemies at once and use them individually. Frame 11000, and in general.: When grabbing an enemy in the air, maybe it is preferable to grab them on the way down from a jump instead of up. There is a lot of lag time before you start moving again in the air. Frame 11500: Carry in an enemy from the previous room. Also, aim for the second pillar, not the first. Frame 13250: You should probably carry another enemy or two into this room from the room a couple back. Frame 14000: There is a required wait before blowing up the last rock. Maybe try blowing up the rocks out of order to avoid this. Frame 15900: Maybe there is a better way of doing this. Consider grabbing an enemy or two in the previous room with them or consider grabbing two at a time. Frame 20000: Maybe landing sooner after getting hit is faster. Try falling down below the platform and getting hit near the target. Frame 20500: It is possible to swing wider here, as evidenced in the SDA run. You may want to pick up 3 or 4 enemies here for the next room where they are necessary. I think it would save time. Frame 22000: Grab multiple enemies at once. Frame 22800: A shorter radius on the turn may save time. Frame 25000: A short radius on the turn will almost surely save time. Maybe the sequence can be manipulated for better starting and ending positions. If the ending position is still bad, use an aerial pole grab. Frame 26600: Again grab multiple at once. Also, try hitting 2-3 enemies at once here. It may save time. Frame 28660: You may be able to land on the second to last platform faster and get it moving sooner. Frame 36500: Maybe it is possible to bounce up there on your tongue a bit sooner. Frame 37500: Grab an enemy in the previous room. (For some reason you can only light the candles with the ones present in that room.) Frame 39000: I did like his stylistic choice here. Frame 41900: I don't understand why he didn't walk around the flames instead of killing the enemies. Maybe there is a reason. Frame 42400: It may be faster to make a wider swing here. Frame 42700: The tongue here seems slower the the one where you stand straight up. It's worth checking into. Frame 43075: It is possible to grab the pole now behind you and swing to the exit. You must be standing at roughly the X. Frame 45500: Too many spheres are collected from the last boss. It may or may not waste time. You should be able to save 20-30 seconds or so off the run. I'd like to see it. I'll try to follow your progress.
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Slowking wrote:
The emulator being open source has nothing to do with the copyright of the input file.
Tub wrote:
@Kirkq: something created with a program usually is not a derivative work of the program.
Yeah I think you guys are right. Tub's point that the input supplied to Nintendo Entertainment Analysis and Development's Majora's Mask may be under some stipulation is worth considering though.
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Arguably, in the case of FCEUX, it is released under the GNU GPL. I assume Mupen is released under some similar license. The source code is available obviously. According to Wikipedia: The GPL is the first copyleft license for general use, which means that derived works can only be distributed under the same license terms. At least in the case of FCEUX, anyone else is entitled to freely use works (input files) produced on it. I assume the same is true of Mupen. There is really nothing protecting Grunz's run other than the discretion of our site at what it publishes. I think the members of the site all support the idea of giving credit where it is due. As long as abeshi fully credits MrGrunz for relevant input and strategies, there is nothing wrong with the run having been made. After all, there is nothing wrong with running a test run off someone's work in progress. If this test run had just been posted in the Majora's Mask thread, would everyone have been so irritated? Then someone would have requested an encode and we would be at the same place we are now. It really is a matter of perspective. The only reason it didn't happen like that is likely due to the language barrier.
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Great run, lots of surprises that I won't spoil. This game is awesome for TASing, and this run is awesome. I think this should be published alongside the Forte run.
Experienced Forum User, Published Author, Player (208)
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Copying input without permission is enough to not warrant publication, but I'm sure the author's intentions were to just complete a run. Should he have credited Grunz's input and strategies, definitely. Should he be hazed, no not at all. He probably barely speaks English, so he has no clue of our normal courtesies at this site. Did he create a cool run to watch, sure. He even found a few time savers, which are surely worth crediting. Is it worth publishing? No for two reasons. 1: It copies input without permission. 2: There is a run substantially in the works being created at this time that is of higher precision. and Synx, sorry but it seems to me that you are incapable of thinking beyond "ZOMG fast run *drools*, publish nao."
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No one really has an obligation to make the run, and it could be frustrating to put so much effort into the run while it can still be obsoleted by such lengths. The way I see it, you are just projecting your impatience onto the authors because of your want for instant gratification. Any run that gets created to some measure of optimality from some previous point in time will almost surely be accepted by the site, but it is more important that the authors are satisfied with the run they produce. I think it is out of line for you to tell people they should get it over with and start the run. You can request whatever you want, but when you phrase it in the light of "hurry up and get it over with already", I find that to be rude.
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Personal modification of Henke37's list. [*]Does not abuse the NMI race condition. [*]Does not use any unintended screen exits. [*]Does not pass through solid matter. [*]Does not wrap around the screen. [*]Does not use pause to make shots hit multiple times. [*]Does not use pause to reset velocities. Either way is quite reasonable, and as I said earlier I think a category like this should exist in the future.
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feos wrote:
Am I right that this is a proper "Glitched" run?
It is definitely worth considering a "Glitched" category. Zipping/Scrolling the screen wrong in previous runs are quite glitchy, but they don't bend the fabric of reality. I think perhaps it is better to call both this run and the previous run "Glitched" and open up room for a no DelayClear/no Zipping run now. Also, this run is fantastic. EDIT: Should this be encoded with the solid magnet beams hack? I don't particularly care either way.
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---> Get a Hand The actual record is on nicovideo here
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4 frame improvement by mickeys. http://www.youtube.com/watch?v=B31BtLyUZQ8 I hope you guys (all of the parties involved I suppose) choose to just publish this at one point and leave further improvements for a future revision.
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ALAKTORN, the goal of getting to the pole as fast as possible is somewhat artificial. Since one can only actually grab the star AFTER Koopa gets there in like 80-90 seconds, this star is coupled with the 100 coin star. There is a bit of a problem that Koopa seems to have variable speed based on where Mario is on the map, and I don't think anyone has definitively solved that yet. I think there does exist a run that BLJs/flies there in a few seconds, if that is what you're really interested in.
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It does not look tool-assisted to me. If it is tool-assisted it is very mediocre. It is quite good for a well-practiced real time run. It's obviously done on an emulator, who knows if it is PJ64 or Mupen though. I would go so far as to speculate that a well done TAS would complete the level in under 0:50.
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I think the last file you uploaded is corrupt. Microstorage doesn't display the data and I cannot play it back.
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For better viewing: function DispEnemyCounter(x,y) local Enemies = 0x03000328 gui.text(x,y,"To Kill: " .. memory.readbyte(Enemies)) end function DispAmmo() local AmmoAD = 0x03000472 local GrenadeAD = 0x03000474 gui.text(32,3,memory.readword(AmmoAD)) gui.text(32,16,memory.readbyte(GrenadeAD)) end while true do DispEnemyCounter(0,30) --x,y DispAmmo() vba.frameadvance(); end
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