Posts for NEVERDOORS


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Reya
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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
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so fresh, so clean. yes vote. pristine..
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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.
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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
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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%.
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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
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this run binted my bogos fr yes vote
Experienced Forum User, Published Author, Experienced player (507)
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Experienced Forum User, Published Author, Experienced player (507)
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Experienced Forum User, Published Author, Experienced player (507)
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Experienced Forum User, Published Author, Experienced player (507)
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I really enjoyed this movie! As an Undertale Enthusiast it was nice (?) to see genocide route content (Undyne The Undying fight, slowed area songs, different cutscenes etc.) that I almost never see otherwise (i would never personally play through genocide) mixed in with some very technical glitches and sequence breaks. Just the concept of messing with the redemption flag at all and still being able to complete the genocide route is mind blowing to me as a technical layman, given what I know about the lengths Undertale goes to internally to ensure that an accurate record of the game state/flags are kept. I don't pretend to completely understand all the glitches happening, even after reading the very detailed submission notes, but they are visually interesting anyway and I can understand enough to generally follow what is happening sequentially. yes vote, from the heart, for these reasons alone. As for the actual restriction of the run (minimum Z press), I didn't quite see why it was interesting at all, at first. To me, what makes the the SM64 A-Button Challenge so compelling is the fact that there are so few of them (under 20!) required to 100% the game. So I couldn't help but wonder what the point of the restriction was when there are well over 1000 Z presses still required. After watching the movie though, I'm really not concerned about it anymore because I can see that, at least for genocide, this restriction creates really unique routing problems and allows them to be solved using a combination of glitches you wouldn't see all together in another run, and that is reason enough for it to exist. Seriously, much respect to the scientists who were able to cook up some these tricks using a bunch of seemingly disparate bugs. Besides, all 'minimum press' challenges have to start somewhere right? As for publication on this site, i mean what the hell why not, i dont know. dont ask me, i just work here. apparently this was submitted at a transitional time WRT site rules anyway so I guess we'll see whats up next year. It's an enthusiastic 'hell yeah' from me until then 4 sure i'd definitely go with this run over the Neutral Ending Miminum Z Press run though, if I had to choose
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you may not like it, but this is what the ideal speedrun looks like. gg!
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yeah
Experienced Forum User, Published Author, Experienced player (507)
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Potato wrote:
NEVERDOORS wrote:
Easiest yes vote of my life. Truly a treat to watch! I remember when barrel storage was found years ago and it's really satisfying to see it finally used optimally to it's full potential. Amazing job :)
Barrel Storage was also used to its full potential in the old TAS from 2012 done by mugg. Other than finding a way to get High Jump on Mario for english, not much was really found that involved barrel storage. Hat teleportation was the glitch who was truly used to its full potential this time, which allowed us to go past many walls. We spent almost 7 months documenting and understanding how it works and how to get the most out of it.
Ah, I see. Definitely excited to read the write up for how that works by itself and in the route used for the TAS. Awesome job any way
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Easiest yes vote of my life. Truly a treat to watch! I remember when barrel storage was found years ago and it's really satisfying to see it finally used optimally to it's full potential. Amazing job :)