Posts for Oddity


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The first TAS in FIFTEEN YEARs where I didn't feel sleepy watching. Congrats.
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Done watching. Now everything I see is in old English.
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Dyshonest wrote:
Define an EG... how can that possibly be considered "without an EG"?
You are considered "not EG/ACE," when not "entering a different layer/different code structure (respectively)"—in this isometric video game. And given the uniqueness of this game's camera, that adds to the apparent confusion when viewing the run through. Or that's how my parse goes. When viewing the videos. I'm not sure what the transition corruption stuff is. Maybe it's not considered EG? (Not sure what's going through Yuzu's mind.) Perhaps you could enter EG with it if you wanted to? Perhaps a single frame in different desired scenarios would produce different results. Perhaps not. That could be my mind going wild. ...As it is, it looks to be all on the same layer. Grabbing the Swamp Palace pot when not 'walking down' the stairs is a bit strange, though. Not sure what the property of stairs is. It's like he goes down to the bottom layer without viewing the staircase walking animation/sounds, and then uses the door transition to place himself back onto the top layer. Uh! Then I wonder about all that faerie/death abuse layer stuff, let alone traveling to Helma. It all makes me wonder if there's an even further restriction to 'arbitrarily' add, to create yet another category and be "less confusing." Either way, given history with this game's people: don't underestimate the community to fall to the wayside about stuff that matters. OK that was a bit of a pointless interjection. This is MFKN Tasvideos, after all! No RTA's allowed! Anyway, huh? —Not secure | tasvideos.org/forum/posting.php
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Will there be a re-encode? I'm really interested in chilling out to this, but the YouTube video is pretty smeary. And I can't watch it in emulator, since I haven't gotten my PC yet! Thankew
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In the video, I think it would be infinitely cooler to see the boss in question without any text showing up that spoils said boss. I watched the whole thing. I guess that counts for something.
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I'm no hardcore SM player (so this post is probably all for naught). (And the strategy I'm about to entail I'm guessing has already been thought of, but maybe not to death?) But I watched some of Sniq's WIP again! This time with a little brighter mind, so I was really appreciating the whole sequence of ideas thought through, especially in LN. Though I got to thinking: When shinesparking the enemies in LN to get rid of Power Bomb lag, is it faster, in the first place, to even use a PB? Maybe an ingenious multi-bomb/gravity-bomb drop (probably impossible, now that I think of it, outside of, of course, the very first bomb drop... though maybe that's sufficient enough??) can save some drudgery, by only needing to lay a bomb twice vs. thrice. Obviously a very very basic idea, though I can't ignore it considering the following: Cost of current strategy: shinespark charge-up time shinespark animation/echoes time 1 Power Bomb Power Bomb animation time (i.e. pretty much null? and it is part of the 'time save idea' of using a PB instead of regular bombs). Not sure how hard it is to get down there with the enemies still in the way. Nor how much time is costed by charging up for gravity bombs in the first place (probably can't make use of it besides the very first block being bombed). Just seems like it's actually not that big of a deal/"loss" to use regular bombs, considering all the details having gone into making a Power Bomb less lagged. (I made up the term gravity bomb, not sure of its real name.) Maybe the room lags too much with the enemies there regardless. Oh, I also forgot the 2nd PB, I'm pretty smart. But maybe even THAT isn't needed. Alright I'm stretching it now, but I might as well keep this post here for laughs, as usual.
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ganbatte
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what is this i love it
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Sniq's SMV: (260% ; super nerfed frame rate)
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I noticed something. Does Garfield move faster when he's on the ground? In Mega Man 2, Mega Man moves slower when he is jumping, but only by 1 frame every some-large-amount of frames. But here it looks like Garfield is moving quite a bit faster when on the ground, unless my eyes are deceiving me. I don't see this TAS staying on the ground for as long as possible before jumping (but I could be wrong here, too).
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Is anyone working on a bizhawk TAS of this? I'm really inspired by the ending of this game after watching how powerful the end of the recent new WR is: http://www.twitch.tv/furiouspaul/v/14846720 I looked at the published run, and it looks like most of the improvement there is through SNES9x's terrible lag emulation for this video game. Though there were some damage boosts, etc. I know nothing about the gameplay/mechanics of this game, but I'm excited for any new developments that would inspire runners to look at them, and now this game seems really due for some attention from TASers/Bizhawk.
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I've tried using 1.51 rr and even 1.43 and none work at all, except for the speedkeep turn-around one. edit: nvm I knew left-clicking the link is how you do it. but I was greedy upon seeing the SMV downloaded anyway. This stuff (moon-walk) seems really janky.
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I just want to play games without TASing, and this page shows that puNES is overall most accurate. But is that page trustworthy? I feel I should stick with Bizhawk, because of this thread.
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I'm watching someone play FF6 1.1 SMC on Bizhawk (blind, so taking his time), and I noticed various equipment like Tao Robe, and other armors (and such?), simply say "Recovers 50 HP," which makes absolutely no sense. The only explanation that quote is reserved is for Tonic. I don't recall seeing this happen before. What? (Supposedly it's 1.1 according to file size, but Sketch Glitch still happens on vanished enemies... not sure if that's always the case.)
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Casting on the Sprite seemed to forego the healing animation somehow, possibly because another character got frostied around the same time? Then she gets frostied again by being so close to the slimes. Then the girl is healed, getting the animation, and Sprite seems to turn into another object entirely seemingly, melding with the group of slimes, forever becoming part of their kin, and the Mana Beast wins. I don't know how this helps, but I felt like detailing what I saw. Not sure if the number of elements on screen factors into things as well.
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hagspam wrote:
Here is an album of just a few places that air sliding is meant to/being used http://imgur.com/a/8InpT
This is convincing evidence. Yes vote.
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flippin swete
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Taken from the new SMW submission and putting it here to avoid clogging it up there:
gbreeze wrote:
Eszik wrote:
Even though I love this run and voted yes, I still hope someone will eventually put the time and effort needed into an optimized run using cloud. Nonetheless, congrats to all the TASers on improving this run, and hopefully we'll see a console verification of this run for the first time :D
The cloud strategy is really only useful for real time speedrunning; for TASing it's arbitrary since "eating" a chuck can get you to the credits instead. Yes vote!
I'm ignorant, and maybe the quoted post is as well, so; do RTA'ers actually use the cloud? I'm not up to date. If they do, that's weird, because it's been shown on YouTube that ACE's "getting to the credits" is possible in real-time play. Wouldn't that disallow the cloud for RTA?
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Sounds like the journey of an enlightened man. Wish I had all this TAS knowledge experience.
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Metroid Mania
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IMPORTANT: I just PM'ed janus about his PJM files, and he says that they are nowhere to be found. So, if you are reading this and have downloaded any of these PJM files, please upload them!
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HI. Thank you for doing this. It will be useful for my entertainment, and something else: I am going to learn how to speed-run this game. I will first create a "theory TAS" to see the path through the game that is fastest and most doable for a real-time speedrun. Again, thanks for your effort on this game, janus. I will try to learn from it as a useful resource. I know nothing about PSX TASing, so my first objective will be to play your file accurately! Have you taken a break? This thread hasn't been updated in half a year. To everyone else who has the PJM file: may I please have the PJM file? I think the file was deleted from the hosting service.
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The Erokky video uses the English version. The simultaneous version is in Japanese, which is always much faster for RPGs.
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"Winning random battles"? Can run away from battles and still have them (the formations) appear on the Veldt. (I'm guessing most people know this so I must be misunderstanding.) The boring parts could be skipped over by the watcher. It's the challenge of figuring out the exact formulation, to require the least battles, which makes the end result satisfying. If one is bored during the most grind-filled spots, the result after skipping the video is still gratifying in a way. (I'm hoping it's all under 10 hours.) I get motivation after reading this thread, so thanks for anything. The way the encounters work in this game is aggravating, though; it's like everything is pre-determined when the game is first turned on. Also which emulator should I use for testing or whatever (could answer in PM), since I'll have to wait until the end of the year before affording a good computer for Bizhawk. I heard 1.52 is good?
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http://pastebin.com/2ChZD9uR current thoughts Could also steal a Debilitator from the Right Crane, and use that for leveling in the WoB (by making Adamanchyts weak to poison then running away with Edgar).
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