Posts for NEVERDOORS

NEVERDOORS
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posting in epic thread what a beautiful celebration of community collaboration! perfect, no notes, yes yes yes
NEVERDOORS
She/They
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yuss i feel like someone on the author team could get a dissertation out of this
NEVERDOORS
She/They
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Darkman425 wrote:
Can you please tell me what changes between difficulty modes?
This TAS plays on 'Ordinary' difficulty (which I also called Easy). The second option is 'Difficult', which increases the minimum lip requirements needed to complete each level, and decreases the level time from 30 minutes to 15. The third option, which I cannot figure out a direct translation of so I'll just call it 'Expert', increases the lip quota once again, decreases the level time again to 8 minutes, adds quite a lot more enemies, increases boss health, and decreases the amount of time that enemies stay pacified as well as how long it takes them to respawn if you fully defeat them.
NEVERDOORS
She/They
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oh shit, thanks for the encode! honestly, All Lips looks more interesting of a watch and is definitely more of a routing challenge. Would be cool to see if you do feel like reviving it.
Exonym wrote:
were you ever able to find any kind of relevant RAM addresses such as speed, position, or subpixels?
There's a few RAM addresses I found that have been helpful: x-position: 0x1D50 y-position: 0x1D34 'speed': 0x0D12 This 'speed' value is... not quite what you might expect / slightly misleading sometimes, but works well enough along with the position values to be a useful tool. I got nothing for subpixels though. Also, I can't say I've ever noticed any shenanigans with lip grabs; obviously some require precision with regard to lip/body positioning but I've never had any desyncs or anything. But sometimes really subtle changes in air speed movement have made a difference for hitting them or not, which might be what you're referring to. I actually learned to use TAS Studio for the first time for this project, because I had to go back and fix some unoptimal text mashing for an earlier boss fight. Through this process I discovered that, for the most part, level movement is deterministic regardless of RNG, so most levels sync perfectly when copy/pasting inputs. Exceptions are certain boss fights (Level 8 comes to mind), as well as the end-level slot RNG.
Exonym wrote:
I'm not sure if you get a new ending or anything for doing 100% so I don't know if it's even worth it. But the routing could be fun.
There isnt a new ending for 100%, you do get an alternate title screen and a few trophies however. Here's an updated WIP for any%. I've gotten back into the groove of steady progress on it recently, and have completed 12/22 levels. I hope to finish and submit it by the end of the year or early next ^^ Link to video
NEVERDOORS
She/They
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reviving this thread a decade later 【 º ᗜ º 】 im makin an any% (easy mode) TAS. very low lip requirements for each level, not enough to completely trivialize lip routing but damn near. speedier levels in general than All Lips. Link to video I am curious about the userfiles for this game that exist on here though; I ran into issues trying open them at all with the Bizhawk they were made for (1.8.1). would be cool to take a look... oh yeah, in the description of this video I also included a text document that has a complete translation for all the text and dialogue in the game (thank you keeta/samplename) for anyone curious. pretty charming game tbh
NEVERDOORS
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silly fun run, very clean!! really interesting notes that helped me appreciate subtleties i would never have noticed. tasteful Stage Clear freeze-frames. poyo (づ。◕‿◕。)づ
NEVERDOORS
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NEVERDOORS
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Reya
NEVERDOORS
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jlun2 wrote:
This run was created on the 5.0 Lua Dolphin Build in order to implement one specific script that helped me automate the process of finding fast suckup animations for single ghosts. While this did help, and ended up saving frames I may not have otherwise found, its use was more limited and situational than I anticipated, mostly due to the script only working on single ghosts. Many of the actual Lua commands used to create script didn't seem to work at all... so it was a bit hacky and difficult to troubleshoot. Oh well
Thread #23347: Dolphin Core Development There's an experimental dolphin core for BizHawk, that also allows you to output as dtm and playback on dolphin. It allows lua and ram search support. Maybe that would help you?
I considered this as an option early in the planning of this movie, but ultimately decided against it as I'm not really savvy enough to deal with any issues I might encounter using an experimental build like this by myself (or scripting in general for that matter). No SRAM support is an additional hassle for Luigi's Mansion specifically. It's awesome that this exists though and could be a great option for someone who knows more of what they're doing than me :p I really wish just they would add Lua support to mainline Dolphin... I asked about this and was told essentially that will never happen until they can add every other scripting language too. lol
NEVERDOORS
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so fresh, so clean. yes vote. pristine..
NEVERDOORS
She/They
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this ^ i should have made it more clear that all the movie comments from #7274: NEVERDOORS's GC Luigi's Mansion in 09:27.42 still apply here as well, so yes we start from SRAM because the option to go to the Hidden Mansion (rather than 'The Mansion', or the Normal Mansion as it's called) is only present when the game has been completed once. This skips several mandatory cutscenes only present on the first playthrough, as well as having to visit the Training Room for a tutorial on using the vacuum. Otherwise, the only thing the Hidden mansions changes on NTSC releases of LM is simply the strength of the vacuum (you can drain ghosts of 1 health every frame rather than every other frame). Everything else is identical to the Normal Mansion. Only the PAL release Hidden Mansion changes anything about the mansion itself, to the point of it being considered an entirely separate mode/challenge from Normal Mansion. For this reason, the NTSC Hidden Mansion is considered the standard for all speedruns of the game.
NEVERDOORS
She/They
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wicked way to introduce 3DS movies to the site finally. can confirm that this is very very well optimized, especially given the current state of Citra TAS tools as described. so fresh + so clean + W + based + reverse ratio + i helped edit the description + epic twisted backfill+ i love you
NEVERDOORS
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feos wrote:
So using the current approach, branching this movie would depend on whether OOB is used in other branches. If OOB is avoided in most of them, then this is blank branch and the other one is "inbounds". Judging by https://www.speedrun.com/lm "inbounds" is in minority indeed?
The only main category that explicitly bans going out of bounds is the most popular one, 'Any% No OoB' (it's banned in low% too, for the obvious reason that using this MSG would trivialize the challenge of not collecting any money). There are other categories that do utilize OoB travel without the full MSG seen in this run, such as 'All Boos' and 'All Portraits' that both utilize OoB after Area 1 to reach Area 3 early. Out of Bounds is not banned in 100%, although it is not used by RTA runners, however it would be used in a 100% TAS. So OoB itself is relatively common (except for the most well known category), but any% is the only category that uses OoB to achieve this major skip. I'm not sure if a MSG label is entirely necessary given TASVideos standards (as in literally, I don't know lol), but either way I would consider it appropriate for this category since it is the only one in this game that uses such a skip. I am still most definitely in favor of branching [3090] GC Luigi's Mansion "Hidden Mansion, in bounds" by Malleoz in 54:21.70 with 'Inbounds', since it is also the only main category with this restriction and is distinct from any%.
NEVERDOORS
She/They
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Samsara wrote:
I personally agree with this (apart from using "any%" as a branch). As far as I can tell, there wasn't much of a discussion on the original changes to the branches, and it's not really consistent with how we branch other things. Unless there are any objections, I'd like to keep this category branchless, and rebranch the no OoB run to "inbounds". I'll give up to a week for discussion, unless there's a pretty clear opinion before that, because I really don't want to keep this run waiting any longer than it needs to.
I submitted it like that just to bring the point up but yea it should be branchless. 'Inbounds' sounds good to me 👍 tysm
NEVERDOORS
She/They
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this run binted my bogos fr yes vote
NEVERDOORS
She/They
Experienced Forum User, Published Author, Experienced player (689)
Joined: 1/18/2013
Posts: 64
NEVERDOORS
She/They
Experienced Forum User, Published Author, Experienced player (689)
Joined: 1/18/2013
Posts: 64
NEVERDOORS
She/They
Experienced Forum User, Published Author, Experienced player (689)
Joined: 1/18/2013
Posts: 64