Posts for Niamek


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Silverbawxer wrote:
Antronach wrote:
Shouldn't you start from expert mode?
Beating Expert and the extra stages don't let you continue on to Master in this game. Also I think most people wouldn't find a full 30 stages of this game entertaining enough to watch.
I for one would like to see every single level TASed. :D If it's too long, one can simply skip to the harder levels while viewing the TAS
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Going to throw it even if I'm sure it's not the game you're looking. Sly? (I don't know... A game like jak and daxter? made me think of Sly)
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Liked the run. Too bad the boss are long. :(
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Ohhh... Can you post a screen for the highest position of the guys? :D
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I'd suggest you go for highest jump and highest throw for the two events where you just ended the fastest way possible. I'm curious to see what happens for the javelin game and how high the guys can jump. :o)
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It depends on your preference. Dooty for example TASed with a XBOX controller if I recall correctly, others(the majority I think) TASes with keyboard.
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If they did it on Nico... it might not be long until they do it on youtube. Right?
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Ça m'a l'air bien fait. Vous êtes sur le bon chemin je crois. :) Pour le pseudo, je crois que FractalFusion est un bon candidat ou encore les administrateurs.
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Still can't believe I made that silly mistake in the menu selection. Anyway, glad to have bought this game to your attention and glad to see the product. Nice improvement over my newbie TAS. :)
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I liked this movie. Even if it may be not that optimized, I think it's optimized enough for publication.
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Dekutony, I have one question, I saw you jumped at some place to pop up, for example, a star... But didn't use the star... why jump if running is faster?
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Nach wrote:
I really like this one: Thanks Zeupar!
I like this one too.
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bonecrusher1022 wrote:
niamek: If you do 99 damage in phase 1 of the Bowser fight, he gets to 0 HP and doesn't die. He'll start phase 2 with 1 HP.
Didn't know that! :O Thank you.
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I'm wondering something... If it's possible to beat Bowser in the phase 1 with the power bounce exclusively? Power up endlessly, then beat him with power bounce only? Or it would softlock? Aside that, I really liked the run, Malleoz. Early contender for glitchy TAS or Lucky TAS.
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Wow! What impressed me the most is that you can move through an enemy withoyt stopping. Well done! Aside that, You've indeed improved the place where I had some trouble (the rolling log and the 2 platforms) I'll check the input once I'll have time and try to improve it.
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Keep up with the great work. :0 Sorry for being late.
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Plush wrote:
Link to video pannenkoek will eventually upload the videos.
Wow! I really liked this one.
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Alright, it's me again, I wrote a new script for a another purpose just for fun, and I stumbled on something. I can't seem to be able to make "ballXc" a real value(and not a nil value). Same goes with p3Xc and p4Xc... Also, there is something wrong with the color for the first function... I don't know why. I'm puzzled since I've checked like 10 times and I couldn't tell what is wrong... If you're not in the mood to help, that's okay! ^^ I wrote this since I think I made a stupid mistake that shouldn't take a lot of time for you to debug it. Here is the script:
Language: lua

function pixel(x,xc,y,yc,color) gui.pixel(xc+x,yc-y,color) end function correction(screen,x,name) if screen == 0 then name = x end if screen == 1 then name = x + 255 end end while true do --Player 1: --Coordinates: p1X = memory.readbyte(0x00A6) p1Y = memory.readbyte(0x00D0) p1Z = memory.readbyte(0x00BB) --Others things: p1m = memory.readbyte(0x0447)--Power meter --Player 2: --Coordinates: p2X = memory.readbyte(0x00A5) p2Y = memory.readbyte(0x00CF) p2Z = memory.readbyte(0x00BA) --Others things: --p2m = memory.readbyte(0x0447) --Player 3: --Coordinates: p3X = memory.readbyte(0x00A7) correction(p3s,p3X,p3Xc) p3Y = memory.readbyte(0x00D1) p3Z = memory.readbyte(0x00BC) --Others things: p3m = memory.readbyte(0x0449) p3s = memory.readbyte(0x00AE)--Screen location (0 = Left, 1 = right(+255)) --Player 4: --Coordinates: p4X = memory.readbyte(0x00A8) correction(p4s,p4X,p4Xc) p4Y = memory.readbyte(0x00D2) p4Z = memory.readbyte(0x00BD) --Others things: p4m = memory.readbyte(0x044A) p4s = memory.readbyte(0x00AF) --Ball --Coordinates ballX = memory.readbyte(0x00A9) correction(balls,ballX,ballXc) ballY = memory.readbyte(0x00D3) ballZ = memory.readbyte(0x00BE) --Others: balls = memory.readbyte(0x00B0) ---------------------------------------------------------------------------------- gui.drawbox(110,160,255,246)--The box where the field will be. --The field: --X1___________X2 <--------------- Y1 --| | --X3___________X4 <--------------- Y2 --Notes: --Net height: 59 --Net X: 188 --Up:119 (Y1) --Down:28 (Y2) --Up right: 75+255 (X2) --Down Right: 98+255 (X4) --Up Left: 69(X1) --Down Left: 46 (X2) X1 = 110 + 34.5/1.3 X2 = 110 + 165/1.3 X3 = 110 + 23/1.3 X4 = 110 + 176.5/1.3 Y1 = 130 + 59.5/1.3 Y2 = 130 + 105/1.3 N1 = 110 + 104.5/1.3 gui.line(X1,Y1,X2,Y1,"purple") gui.line(X1,Y1,X3,Y2,"purple") gui.line(X2,Y1,X4,Y2,"purple") gui.line(X3,Y2,X4,Y2,"purple") --Net: gui.line(N1,Y1,N1,Y2, "Black") ----------------------------------------------------------------------------- --Second Radar gui.drawbox(0,160,110,246) --Radar for Z position gui.line(10,174.5,10,220,"black")--Vertical line #1 gui.line(10,174.5,15,174.5,"black")--Up horizontal line gui.line(10,220,15,220,"black")--Down horizontal line --Ball gui.pixel(15,234-ballZ/2,"blue") --Radar for Y & X position gui.line(30,220,95.25,220,"black")--Horizontal line gui.line(65,220,65,205.25,"black")--Net --Ball pixel(ballXc/4,12.75,ballY/4,220,blue) --Players pixel(p1X/4,12.75,p1Y/4,220,red) pixel(p2X/4,12.75,p2Y/4,220,red) pixel(p3Xc/4,12.75,p3Y/4,220,red) pixel(p4Xc/4,12.75,p4Y/4,220,red) emu.frameadvance() end
Here is the same code, but written with no function. That one does what I want it to do. I felt there were a lot of repetition, so I made functions in order to reduce lines...
Language: lua

--Notes: --Net height: 59 --Net X: 188 --Up:119 --Down:28 --Up right: 75+255 --Down Right: 98+255 --Up Left: 69 --Down Left: 46 while true do gui.drawbox(110,160,255,246)--The box where the field will be. --The field: --X1___________X2 <--------------- Y1 --| | --X3___________X4 <--------------- Y2 X1 = 110 + 34.5/1.3 X2 = 110 + 165/1.3 X3 = 110 + 23/1.3 X4 = 110 + 176.5/1.3 Y1 = 130 + 59.5/1.3 Y2 = 130 + 105/1.3 N1 = 110 + 104.5/1.3 gui.line(X1,Y1,X2,Y1,"purple") gui.line(X1,Y1,X3,Y2,"purple") gui.line(X2,Y1,X4,Y2,"purple") gui.line(X3,Y2,X4,Y2,"purple") --Net: gui.line(N1,Y1,N1,Y2, "Black") --Second Radar -- gui.drawbox(0,160,110,246) --Radar for Z position -- gui.line(10,174.5,10,220,"black")--Vertical line #1 -- gui.line(10,174.5,15,174.5,"black")--Up horizontal line --gui.line(10,220,15,220,"black")--Down horizontal line --Ball --BallZ = memory.readbyte(0x00BE)/2 --gui.pixel(15,234-BallZ,"blue") --Radar for Y & X position gui.line(30,220,95.25,220,"black")--Horizontal line gui.line(65,220,65,205.25,"black")--Net --Ball --Y BallY = memory.readbyte(0x00D3)/4 --X if memory.readbyte(0x00B0) == 0 then BallX = memory.readbyte(0x00A9)/4 end if memory.readbyte(0x00B0) == 1 then BallX = memory.readbyte(0x00A9)/4 + 255/4 end gui.pixel(12.75+BallX,220-BallY,"blue") ---------------- --Players --1 --Y p1Y = memory.readbyte(0x00D0)/4 --X p1X = memory.readbyte(0x00A6)/4 gui.line(p1X+12.75,220-p1Y,p1X+12.75,212-p1Y,"red") --2 --Y p2Y = memory.readbyte(0x00CF)/4 --X p2X = memory.readbyte(0x00A5)/4 gui.line(p2X+12.75,220-p2Y,p2X+12.75,212-p2Y,"red") --3 --X if memory.readbyte(0x00AE) == 0 then p3X = memory.readbyte(0x00A7)/4 end if memory.readbyte(0x00AE) == 1 then p3X = memory.readbyte(0x00A7)/4 + 255/4 end --Y p3Y = memory.readbyte(0x00D1)/4 gui.line(p3X+12.75,220-p3Y,p3X+12.75,212-p3Y,"red") --4 --X if memory.readbyte(0x00AF) == 0 then p4X = memory.readbyte(0x00A8)/4 end if memory.readbyte(0x00AF) == 1 then p4X = memory.readbyte(0x00A8)/4 + 255/4 end --Y p4Y = memory.readbyte(0x00D2)/4 gui.line(p4X+12.75,220-p4Y,p4X+12.75,212-p4Y,"red") emu.frameadvance() end
Those two codes should do the same thing... Does someone knows why?
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lol_lee_lol wrote:
niamek wrote:
Why does the 100% is discussed again?
I'm sorry that's my fault. I didn't expect to break the thread. Although, now I get why there's so many pages.
Well, don't worry about it, I didn't say this to make you feel bad. I just wanted to point out that it's completely useless to discuss about the 100% of a future TAS. It's up to the runner to do it in their own definition and hope that the judges will adhere to their definition and accept the run. nothing more complicated than that. The community of OOT adhere to the 100% presented by you if I remember correctly, well this is 100% to them. If a TASer do it with an another 100% definition(Let,s say the one of Essentia), well good. The judges are there to determine if it's okay to accept. If 2 runs with two 100% is done, the judge can decide which one is going to be kept. That's all. If the judge decide to keep the RTA accepted definition, well too bad for the other run.
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If you don't like a 100% definition of a run, redo it with your own definition... That's all. If not, let the runners decide. :o) Why does the 100% is discussed again?
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Hello Bisqwit, I've rewatched your run of Lunar pool (This one: [1500] NES Lunar Pool "no friction" by Bisqwit in 36:48.36). I wonder if you thought about doing a max friction run during the time the bot did the work. Did you think about doing a max friction run?
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I don't see why the BIOS should be skipped.
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Considering the fact that Crazy taxi was well received, I think a normal play of this will be well received too. I liked also the last video, keep your great work! :)
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sonicpacker wrote:
niamek wrote:
Do a Dark story starting from the file of the Hero story. Publish it as a Dark story. Then, a movie that completes both story and the Last story(The one where every guy is played one time). This movie will obsolete the two others movies?
This was the original plan. Minus publishing Dark Story. Anyway, all you have to do is soft reset again and go to Dark I assume.[/quote Yeah it's true, last story is essentially one level only.
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Patashu wrote:
Bamahut wrote:
I'd love to see a full hero, Dark, and secret run in one segment. and getting all A in all stages (12345) missions as well. a true 100% run.
180 emblem or RIOT
I second this! pS:But I have a suggestion for the 2 other stories: Do a Dark story starting from the file of the Hero story. Publish it as a Dark story. Then, a movie that completes both story and the Last story(The one where every guy is played one time). This movie will obsolete the two others movies? Since it uses a lot of reset, i figure it won't be hard to combine both stories... I think?
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