Posts for Mitjitsu


Mitjitsu
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Slowking wrote:
Something weird just happened to me. I somehow got link to swing around with a broken Dekustick and it didn't get broken again when I hit something with it. Now if this thing does as much damage as a normal deku stick we could do a bossbattle with only one stick. o.O http://home.arcor.de/slowking/tas/infinite_dekustick.jpg (I have a cheat on in this picture but that was just to be able to recreate it. The first time it happend to me it was without a cheat) You can swing it around like a normal sword and it doesn't use up Dekusticks. If it's not yet known )which I knwo is unlikely) I call it infinite dekustick. XD
Surprisingly that trick is older than power crouches. While it has the potential to be useful, I don't know if it can be incorparated.
Mitjitsu
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alden wrote:
Maybe if you can go down through the floor like in the NES version...
Doesn't work I'm afraid, I tested that a long time ago. I would be very interested in seeing a high score run, because of the luck manipulation required. It would be about two and half hours long so ADD watch out. I'm pretty sure you could blow the World Record out of the water.
Mitjitsu
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Like chaosv1 said, just get a bog standard one, the ones that are specially developed for TASing cause nothing but problems for me. Of course you still have to know how to locate frames.
Mitjitsu
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You could probably improve one of the runs which date back to 2004
Mitjitsu
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BackwardLongJump wrote:
MrGrunz wrote:
some of you may have seen it already, but here's how stone tower will look like in a TAS: http://www.youtube.com/watch?v=KPtWqB6gTgg&feature=channel_page
right at the end, couldnt you super slide from mega/super flip to speed into the loading zone? sorry if its already been mentioned, or theres a reason for it, im a n00b
You could yes, but his video was meant to demonstrate optimal hovers, not a frame perfect ascent into the stone tower. Doing so would require manipulating the fire keese as well so they don't get in the way, which would be very frustrating.
Mitjitsu
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nineko wrote:
That, and I doubt that the 0 stars run is improvable further.
From what I understand Brainstormer did find a few spots a while ago where frames could be saved, but I don't know anyone whose actually working on it atm.
Mitjitsu
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Very nice, Unca Scrooge approves :-)
Mitjitsu
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Slowking wrote:
MrGrunz I've seen you speak german in a lot of your youtube comments. Are you from germany?
The fact that it states that in his YouTube profile means he almost certainly is.
Mitjitsu
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Fierce was the person who originally found the superflip (long before Guanobowl). At the time it was completely overshadowed by his superslide discovery which was included in the same video. I had discovered the superslide method using Nayru's Love a couple of months earlier. Unaware of the significance of it at the time, I then posted this video about an hour after he uploaded his video. http://www.youtube.com/watch?v=WaeNL4XIB-o *Credit war ensues* BrianMP discovered the Nayru's Love version, but this was long, long after it was orginally discovered. 409 days to be exact :-D
Mitjitsu
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andrewg wrote:
Warp wrote:
Baxter wrote:
Super Mario 64 "0 star" Mario 64 beaten without collecting any stars. Very optimized run, and pretty much everyone agreed that it should have a star.
There's a sense of irony in there... :P
Yeah, I was just about to mention how awesome that quote was. *sigged* :D
There is a very simple solution to this. Just give it a special logo.
Mitjitsu
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Does this prove that people seem to think that entertainment and technical are the same thing? Or at least seem to inflate or deflate technical scores based on entertainment.
Mitjitsu
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Warp wrote:
Just have a RNG stream for some purpose (eg. deciding critical hits), which you seed at the beginning of the game (if the system doesn't have a clock which can be used to randomly seed it, then seed it from user input, eg. the first 20 key presses and their timing or whatever), and then just use that RNG stream for that purpose from that point forward.
If that system was implemented it would probably mean that the TASer will be save/reseting a lot just to get the favourable streams of luck.
Mitjitsu
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- I use notepad for writing notes down when making the run, but it's never saved because it will become irrelavent or I won't know what it relates to - I used to focus on one run at a time, but slowly I've began to TAS 2-3 games at the same time. All with different priorites to attached to them ,which is an aspect I feel many TASers lack on the site*. This stops me getting too demotivated if one run bogs me down. - Currently I'm working on 3 runs. I have one scheduled to be completed in a few weeks, thats if I can recover the input data from GENS. One scheduled for around the summer and the biggie around sometime in the later half of this year. - Always use Spacebar for FA - Use a controller for 2p TASing although this probably wouldn't apply to N64 games - Late evening/early hours of the morning is the best time I find to TAS - Always look for tricks and glitches in each area, never do the most obvious thing. As 80% of the time it's probably not the fastest method. - Do a lot of hex editing, this is probably because I rewatch my WIPS a lot *One person come to mind in particular
Mitjitsu
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I remember trying to TAS the first level when andrewg was first considering taking up the game. At first I thought it wouldn't be too hard, but it all suddenly changed when he found the pause trick and variations in wall glitches. The physical environment still exists, even though it appears messed up at times. As well as having other glitchy side effects which were highly unfavourable. All in all my expectations were greatly exceeded therefore I have given... 7.8 for entertainment 9.2 for technical
Mitjitsu
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I think there is ways to make games TAS proof or unfriendly without jepardising the quality of the game for a regular player or maybe even a speedrunner. Ways to make it hard and frustrating 1) Excessive lag caused when the screen scrolls quicker than usual 2) Luck Manipulation based on a number of multiple factors, often influnced by meaningless actions from way back. 3) Game crashes or causes a character to die if the boundaries or a wall is breached 4) Contains glitches which are unfavourable 5) Useful glitches which have awkward side effects e.g Character ghosts or screen goes black meaning you cannot properly see the player or enemies, or the player is off screen and has a series of complex actions to do. 6) Potential shortcuts and tricks which are difficult to determine if they're possible or not. Ways to make the game hard to differenciate from a normal speedrun 1) A frame rule, possibly rounding up to a second 2) Delayed actions e.g. pressing a button repeatedly will cause the same actions to happen regardless of how fast you press it 3) Game is entirely pre-determined, so a speedrunner doesn't have to react to any slight variation in events. 4) Jumping does not cause the player to slow down 5) Levels can be completed entirely by holding one direction i.e. right FTW 6) Forced wait for certain automated events e.g. must wait for an elavator to arrive at the same pre-determined time in order to continue 7) Holding buttons can manually skip through texts and cutscenes 8) Falling gravity is weak, with a slow max speed
Post subject: Re: Lets have an intelligent discussion
Mitjitsu
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Foetzli wrote:
Mitjitsu wrote:
I like an OS which actually works, which unfortunately applies to none.
I like people who think before they post, which unfortunately doesn't apply to Mitjitsu. I like people who give linux a shot before complaining about OSs that don't work before they give their 2 c which unfortunately doesn't apply to Mitjitsu.
FYI, I have used all (or most if thats a more appropiate term) of main OS's being Windows 95-present, older versions of MAC to the more recognisable versions, Unix and Linux. Sure you might be able to pick on some aspect which is better than some of the others, but you can be sure it will have many more pitfalls. Overall the annoyances of all of them far outweigh anything it potentially does better than the rest.
Mitjitsu
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We were saying that 2 years ago about OoT, and now look where we are.
Mitjitsu
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As long as it's not uploaded in seperate segments.
Post subject: Corrupted savestates can't recover GMV movie file
Mitjitsu
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I was recently TASing something when 3-4 savestates started to become corupted on GENS 9.5b. The main problem seems that the savestates are specifically linked to the .gmv file and I can't play the .gmv because it has all it's data wiped except for the author name. I only know know this because I viewed in on a hex editor. I tried starting a new file but because of the linked savestate stuff, all the save slots are empty. I know some of the savestates are still intact but I can't reload the movie from them because I can't play the .gmv. I've also had a look at undoing my laptop, but I didn't have system restore enabled. Does anyone know any way to get round it?
Mitjitsu
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It's a shame the run has been dropped, I had a look at the last WIP posted. Unfortunately, it's very suboptimal and a long way off meeting the standards set by the current SMB3 runs. It's apparent speed values weren't used because sliding speed is not maintained in any of the levels where it's appicable. I had a go at the first level and improved it by 64 frames . Sadly I think my WIP is also improvable by a sizeable amount. Now 91 frames faster
Post subject: Lets have an intelligent discussion
Mitjitsu
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I like an OS which actually works, which unfortunately applies to none.
Mitjitsu
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mmbossman wrote:
The hardest game to TAS (i.e. Come as close to "perfection" as possible) has these, and probably other, characteristics:
    *Is in 3D (three planes of motion is harder to control than two) *Has several different ways to travel, with small to medium differences in acceleration, top velocity, and turning speed. *Has random lag frames *Has multiple random number generators controlling everything from enemy placement, to wind simulation, to room transition time. *Has controls which update input randomly *Has decent programming, without major (game-breaking) glitches, but has several small oversights and multiple applications of these oversights.
And so on. I don't think this game has been made yet, but if it has, I doubt anyone has been masochistic enough to try and TAS it.
I'm pretty sure you mean isn't yet TASable. Sonic Adventure 1+2 might fall somewhat under these condictions.
Mitjitsu
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Difficult game to TAS without making errors which would be obvious to a veteran TASer - Sonic games Difficult games to improve on - Mario games Difficult games to truly get frame perfect - Zelda + Metroid games Mainly due to the sheer randomness and lag, as well as the likihood of having glitches and sequence breaks that save noticable amounts of time.
Mitjitsu
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petrie911 wrote:
So, I think that's advantageous, provided SL is okay with the possibility of having to redo this part of the game if he's not fast enough.
I wouldn't be so sure...
Mitjitsu
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I actually like all these runs. Can't wait to see who wins, since it's pretty speculative this time round.