Posts for MikeRS


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Joined: 1/21/2006
Posts: 117
IMO, Sonic 1 and other games for SMS/GG are just pointless since they're basically inferior ports from the Genesis. Sonic 2, on the other hand, is a completely different game on the SMS and should be worth it :)
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This run is irrelevant, I was mainly talking about the whole attitude of which runs are accepted or not. To me, the very question "Did you like watching this movie?" seems like a conflict of interest. What's the point of making runs as fast as possible if the primarily goal is for imaginary entertainment? Why should a four-frame improvement on Super Mario Bros get accepted without any major entertainment value over the previous run? I'll admit that at times, aiming for entertainment is purely the logical thing to do. Such as Super Mario Bros. 3's autoscrolling levels, bouncing on every enemy to get 1-Ups isn't that bad. While at other times, it seems the author is doing shit just because he has autism (see: bouncing on/off carpets in SM64) and has no real entertainment value. I've seen submissions that admit that they sacrifice speed for entertainment. If you ask me, the speediness of the run should be the primary goal and entertainment is the by-product (or only done when the game prevents any further speed improvements). Seriously, you can't entertain everybody for every stupid little trick. Sometimes you won't even keep a person watching a run no matter what (personally, I find the Super Metroid run boring despite liking the game).
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Zurreco wrote:
About the run: at what point is a run so easy to optimize that it no longer becomes impressive to watch? Honestly, if you know all the questions ahead of time, it takes little to no effort to make a run that beats the game as fast as possible.
At what point do you reject every run, because it comes down to knowing the levels' layout beforehand (in platformers) or know exactly which way to powerup characters (in RPGs)? Also my two cents: the insistence that you need to be entertained the entire length of a run by doing stupid shit (come on, in Mario 64 jumping on/off carpets in Rainbow Ride just looks stupid, it's not entertaining) just so that it gets published on this site is BS. What's the point of attempting to save every frame if the site's FAQ doesn't even confirm it as the point of the site? (please note I'm not trying to get *this* run published at all, it's not the best game choice... but some attitudes have seriously annoyed me, I just need to vent something)
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The game has a hard-coded list of questions with fixed answers. The answers' order never changes for a specific question. Also, this game is getting a bit puzzling. I can't really find when (and how) the game picks its randomness. It seems that the first question is picked before the name entry even (or during the screen), since I don't seem to be able to change what comes out after I enter the name by any amount of input (despite the full question/answers not appearing in RAM until later). Then there's the "Final Answer?" question that is probably determined during the question itself. I should first find how I made an A-answer appear on the first question ("What is commonly refered to as pigskin? -- A: football"), I didn't save that state :( UPDATE: It seems that the questions are determined two questions in advance, and which one is picked is based on the amount of time you spent on a question; pausing counts towards the amount of time, and you can still pause after you make a selection. (though moving down to answers B/C/D in some cases might still be faster than the pause method, counting the frames) Okay, this is helping me greatly with getting the questions I want, but I still haven't figured how it determines weather to display the "Final Answer?".
Post subject: Re: Final Fantasy V Advance
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Posts: 117
ShinSR71 wrote:
I've been wanting to do this TAS for a while now, because basically it's the first English release of this game, that is easy TASable (the PSX version isn't, obviously. Any people interested in seeing this?
It's funny you mention the PSX version, since Final Fantasy Anthology contained FF5 (as well as FF4 and FF6 iirc) in English.
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The questions seem to be determined fairly early (about right after you finished one), and I haven't quite figured out how to manipulate it. I'm not even sure if I'd save any time by manipulating it (well, maybe if I managed to force it to always pick a question that has an answer of A...). Also, yes I tried to answer correctly on my first time :) I only missed twice ($64,000 and $1,000,000). Looking back now that I'm more awake, I think I missed a few frames of possible input. Which means the next try should have entirely different questions.
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Vatchern wrote:
I claim doom. if I ever figure out how to TAS it.
You can actually already TAS Doom generating demo files compatible with the DOS versions, see http://prboom-plus.sourceforge.net/
Post subject: Who Wants To Be a Millionaire
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Hi there, I remember playing this game a few years' ago obsessively, and thought to TAS it :p It wasn't hard (how hard could it be?), but since it's very late at night (2AM for me), I restrained myself from submitting it (I know how crappy my things come out to be when they're done late). Then there's also the fact that the game isn't actually that exciting to watch :/ Anyhow, I have a test run of the game, completed through $1,000,000. I believe I used frame-advance as efficiently as I can, and the game has somewhat strict input rules (it seems you can only input data *after* all the visual cues are on the screen (eg, green highlights on the answers, completely faded-in text, etc). What do you all think of it?
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Tub wrote:
while xine (as usual) just didn't play the video at all and waited for a kill -9
Harsh, SIGHUP didn't work?
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Posts: 117
It already has a GUI, run gvba
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Joined: 1/21/2006
Posts: 117
Sorry for sounding rude, but why does your screenshot look so...bad? I'm not just talking about JPEG artifacts, the status bar looks all f-ed up like PJ64; I've always seen SM64 in Mupen64 just exactly like it does on the real console (like the screens I posted), which actually pretty impressive being that all the other N64 games I've tried in emulation are extremely poor quality.
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Posts: 117
This?
Experienced Forum User
Joined: 1/21/2006
Posts: 117
Nice shot suggestions, though I don't have the AVI, so I can't tell if these are the exact frames you wanted. And there's two stars in the bottom list I can't really tell where you're talking about. Personally, I don't think either lake-drop in HMC had any good screenshot moments (one of those things you have to actually watch). Oh, and the last one, I loved the star-face, though it might be a bit too silly. I'm doing two on each line, hopefully few people are using windows too narrow for this to look well.
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Joined: 1/21/2006
Posts: 117
comicalflop wrote:
as for knowing Yoshi's speed, I believe (correct me if wrong) Snes9x Memory Watch can tell the speed?
It can tell you anything you want, you just have to know what you're looking for
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anubis wrote:
Ah just give it a moon. It deserves a star but I don't think Bisquit will allow two runs of the same game to get a star.
Last time I looked, two Super Mario World runs had stars. edit: and they don't, crap
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No, he has a "MINE MINE MINE" complex that's rather annoying. Hell, I'd give him money just so he can release the source code under _at least_ the GPL, so long as I have money to waste on such efforts. (Besides, we've already got VisualBoy; and being that the NDS is pretty similar to the GBA, anyone daring could try to extend that).
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I'm not sure how good a 70-star run would be, but it might as well be here for the sake of completeness. I haven't loaded the file into Mupen yet, but unless DeHacked's script gets it wrong, why do you have the memory pack enabled? edit: Okay, I watched those two stars of yours. Seems alright, though to me it looks rather sloppy in Mario's movements, especially compared to AKA's run, also compared to FODA's run. Perhaps you should consider using the TAS Input Plugin for greater precision, if you're using Windows.
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I wonder if it's possible to hexedit AKA's input sequence onto the 120-star run's fight :)
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Joined: 1/21/2006
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Yes, a SMB1 & SMB2j would probably work out best, but because of all of the differences between SMUSA and SMB3 compared to the rest, it seemed even more ambitious. Creatus: I respect your opinion, though you should calm down about it. The simplest answer would be, if you don't like these runs, don't watch them (it's like people that bitch about TASes being stupid etc, instead of just agreeing to disagree).
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AKA wrote:
Out of interest I compared the The two Bowser 3 battles and FODA is 16 frames slower input wise. I wonder if he'll redo that part note: this is refering to input frames so if you want to know the timing difference the n double and divide by 60.
FODA is getting the red coins, you weren't :)
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SNES Doom is closer, but it's rather poor quality compared to the regular computer game (not sure if that should be the right phrase, being that Doom has been ported to nearly every console and computer now :P)
Post subject: Super Mario Bros. multi-run insanity
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The Mega Man multi-runs seem popular, and I just had the thought of another popular series: Super Mario Bros.! Seems nuts, but then again, so are the Mega Man runs. First thing, is which games to run. Just the American games (SMB1, SMB2u, SMB3), the Japanese games (SMB1, SMB2j, SMB3), all four (SMB1, SMB2j, SMB2u, SMB3)? Frankly, all four would be the hardest, and possibly the most fun. The games don't give a lot of time between levels and areas to move freely in the other games, and they don't really have similarity in the level layouts to make it very easy; Super Mario Bros. 2/USA is an entirely different engine, and it has some backtracking required. The length of the games is also different, for SMB1/2j, we might have time to complete the hard quests, though it might increase the overall time of the run. I'm not currently planning on actually doing it, but I want to have my thoughts jotted down for everyone to critique.
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I just finished watching it, oh man it was fun all the way. You're probably glad it's finally over, huh. This is practically guaranteed to be submitted, and you should be proud of it!
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Ah, I see. Well maybe it's time to allow larger files, maybe 200KiB would be nice; though if longer N64 runs are to come, it might not be enough :/
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xoinx wrote:
MikeRS wrote:
Have you tried using 7-Zip or Info-Zip to see if you can reduce the size of your file further?
I don't think these are accepted for submission... Probably have to check with the moderators to see how this can be worked around
No, no, no.... they can make PKZIP files, though they tend to have excellent compression ratios. Though come to think of it, AdvanceCOMP can often recompress (compatible) PKZIP files smaller than most compressors.