Posts for Kirkq


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I think there are no encounters towards the end of that dungeon, so he has to backtrack to an area with encounters. Also, you have good taste in games. :) EDIT: adelikat posts faster than me. :(
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Do the CO stars carry over in between missions, is that why you're hacking them? You want to try to achieve the fastest possible time per level? I think if a run of this mode were to exist, it would need to be standalone without using CO Power cheats. The goal might need to be the lowest total time to complete all courses without max CO Power at the beginning of each mission. You're obviously free to do what you want on your own time, I'm just trying to point out complications that may arise if you do want to submit this mode at some point.
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In general, I would prefer to see runs with music on. Theoretically many games may lag less without music on, but I'd rather not see runs on the site turning off music for minimal gains. Since this is a short time trial based mode focused on getting low times, maybe it is okay. How long is the total run speculated to be? 10+ minutes with no music would get pretty bland. Does it affect in-game time as well as real time? EDIT: Were you planning on submitting the time trial mode?
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Since the PP regeneration when walking is tied to the distance you walk. I was thinking that casting 'Move' just before it regenerates a PP might reset the walking distance before the next PP is regenerated. This does not work, unfortunately. Maybe there is some other way to cancel PP regeneration. Notice that later in the run, deactivating Felix's Djinn will be a faster way to get him to 0 PP. Ah, saving in the second slot avoids an 'Overwrite?' message. Nice. You go somewhat far out of your way for some of the Djinn. Its hard to know how necessary they are throughout the run, so I will trust your judgment. I assume the beginning of the run is a bit obsolete due to the new battling trick of canceling actions. I would encourage you to continue this run though; I'm sure there are still many new tricks and routes to be found. I'm looking forward to future progress, but no rush. :)
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The stats should all be correct; I think they were ripped from memory. We never had any errors using the presented stats. Check out Healblade's spreadsheet earlier in this thread as well. The formulas presented for damage, etc.are his approximations to byte calculations. The only things of terrible importance are the speed thresholding, and perhaps resistance rates.
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I had some trouble with this as well. I think you want to choose one primary angle to jump out at. Don't turn midair until you're past the furthest part of the cliff you need to get around. Jump out as far as you can, turn as late as possible and bomb against the wall. Once you take damage, you can freely move in any direction without worrying about acceleration. If you're still having problems look closely at the input in my run, it should give you a good idea of how I did it. Probably won't resume this run until mid December still, sorry kids.
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Thought: How free are you to move the cursor around during wait times? Is it possible to draw messages/designs on the screen with either units or terrain without losing time? This may be particularly notable in Kanbei arrives. If it is possible to do this, you are missing out on a fairly large possible source of entertainment for this run. EDIT: You mention in the Advance Wars thread "(also it's faster, aprox 100 frames than erasing enemy units one by one) " I noticed also that if you delete the enemy HQ you win. Is this also slower? ALAKTORN seems to think he may be able to beat the training stages (also in the Advance Wars thread), so maybe judging this submission should wait until it is better gauged how optimal this run actually is. Maybe it can be improved at this point.
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I played this back with Advance Wars (U) (v1.0).gba This run seems to be well executed at a glance. I can't particularly comment on the optimality of the strategy in the first two (field training) levels. Since the author was new, I made sure to check he wasn't turboing buttons or anything catastrophic like that. =p The run is quite glitchy, though admittedly a bit repetitive at points. I did like how you built water around Kanbei's units so he couldn't move. I think this should be published with room for a future non-glitched run if that is ever created. Good job on your first movie. Yes vote.
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Our team is dropping out of the competition. I figured we may as well state this now instead of simply neglecting to submit a file. Good luck to the other teams participating. I blame erokky.
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You have a misconception about how TASing works. Improving upon someone's execution is much easier than actually discovering the method. Frames are important, but it is much easier to save a frame once you already know what to execute. The improvement by mickeys is worth noting, but to say that he performed better in contributing to the 0 star run is absolutely incorrect. The authors of this submission could spend the next year trying to squeeze frames out of this run, or they could continue discovering new techniques and save seconds on the next run. Rerecords are only a measure of "number of attempts made at improving the run." They can also be hacked to any number you choose, so they are not a reliable measurement.
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Is the star grabbed on the same frame or not? I think that is maybe the most important consideration. (Didn't this come up once before?)
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In VBA 22, holding down B would override autofire B temporarily, in VBA 23 this is not the case. I think it made more sense the other way, but maybe I'm a minority.
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Someday we will stop seeing 5 second improvements to various stars on a biweekly basis.
Experienced Forum User, Published Author, Player (208)
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My last progress post contains my latest progress. I haven't touched this in forever, and probably will not touch it again until December. I do have full intentions of finishing this still within the not terribly distant future. My apologies for my chronic laziness.
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[23:36] <erokky> lmfao man. on a serious note, I wonder if you guys ever get sick of me [23:37] <pirate_sephiroth> you should wonder if we ever liked you
Experienced Forum User, Published Author, Player (208)
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My childhood has been ruined. I also have to go clean myself.
Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
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Experienced Forum User, Published Author, Player (208)
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Our team name will be: Erokkyless Perfection (ft. erokky) EDIT: "If We Lose It's Erokky's Fault"
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100% runs are a bit hard to define and the definition typically should be generally agreed upon beforehand. It could include any or all of 1: All overworld spirits 2: All leveling spirits 3: All chests 4: Max Brian's stats With even just max spirits (overworld and leveling), you're looking at a ton of grinding time. I think it makes more sense to do the any% first. The most important thing in those two fights I mentioned is probably staying alive and not having to heal 3 out of 4 turns. If that is an issue, you probably need to trap them. I'm not sure what the Solvering trick is, but you could try pause mashing or timed walking if the trigger for entering a boss battle is programmed in such a way to allow this. Regarding testing, typically the best way to test TAS conditions is to hack stats or levels to what they would be in various circumstances instead of having to manually level various ways.
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I watched DonamerDragon's run. It seems to me that the most sensible thing to do would be to run a test run from beginning to end and perform something similar to what he was doing. 1: Grab all spirits near path 2: At each boss, hack your elements to some combination of water/fire/earth/wind and test out various strategies with the amount of spirits you have. We can look into how to hack elements because you probably don't know how. It isn't difficult at all compared to the time testing you save. Anyway, essentially you want to see how to beat the 8 bosses optimally before executing the run. Also strategies for quick random battles are quite important. I found a boss battle compilation, it includes a very cheap way of beating Fargo and Beigis. http://www.youtube.com/view_play_list?p=3C478E73136A0372 Drain Magic and Confusion both seem quite useful for replenishing MP. An interesting note: I believe Wind Cutter 3 will raise your MP twice as fast as Fire 3 because it is supposedly based off the number of hits. I always used Wind spells when I played this game, I think perhaps the usefulness has been underestimated in this thread. According to a post on GameFAQs: - "Spirit Crystals will be gained while grinding MP, but I need to mention that only 98 can be gained through grinding, while the other 98 are floating on the world map for you to find." 4 starting + 98 overworld + 98 leveling = 200.
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I would prefer a run without a password. Starting from the GS1 password actually makes the run slower I think. Thought: It may be faster to waste PP by casting move close to a wall or object. I don't remember if you did this or not. This guy uploaded some retreat glitches. I also found an important faster Kandorean Temple skip in the comments. http://www.youtube.com/user/lelouiscama Re: Kandorean Temple # W0lframTarant 10 months ago I did this even faster -- after the first Wrong Warp, go down and to the other door and Wrong Warp again. You can skip the fight that way.
Post subject: Re: Shareware/Episode 1 runs are different than registered runs
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dwangoAC, could you elaborate on what makes the game different other than small menu differences?
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I was bored so I decided to do this. 0:00-0:58 Something about a cake 0:59-1:04 Entering Castle: Way different (5 seconds) 1:05-2:34 Close to the same 2:35-2:46 Fire Sea: Way different (11 seconds) 2:47-3:48 Close to the same 3:49-3:58 Spiral Stairs: Way different (9 seconds) 3:59-4:24 Close to the same 4:25-4:29 Bowser in the Sky BLJ: Way different (5 seconds) 4:30-5:05 Close to the same Forced cutscene wait times 0:00-0:58 (58s) 1:04-1:08 (04s) 1:14-1:17 (03s) 1:28-1:38 (10s) 1:46-2:06 (20s) 2:13-2:19 (06s) 2:22-2:25 (03s) 2:46-2:54 (08s) 3:10-3:38 (28s) 3:42-3:48 (06s) 3:59-4:01 (02s) 4:28-4:36 (08s) 4:57-5:05 (08s) = 164s = 2:44 of forced wait times roughly. This means that only 2:21 of this run is actually gameplay, and only 30 seconds of that was noticeably changed. 30s/141s = 21% changed. Conclusion: This run obviously sucked.
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I agree with nfq's post. Especially the part about the OoT bias. We also don't really know how much text the retreat glitch skips currently as it is hard to gauge what sort of glitch warp locations exist. I also think it will remove much of the continuity of the run. I agree that the retreat glitch run is more entertaining, but I think there is room for a no save retreat run. I also think the full game run should perhaps consider making arrangements to leave the story readable, but that is an entirely different discussion.
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The WIP is quite good. It seems you're considering everything well. I would encourage you to look at my video in the Golden Sun thread and test out save retreat glitching in Kandorean Temple to see if a faster route can be found. Your route could be the fastest, but save retreat glitching may open other possibilities. I posted a lua script earlier in the Golden Sun thread that hacks your PP to zero and removes all random encounters to make testing easier.
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