Posts for Scepheo


Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
MUGG wrote:
We really need to get this 1 frame improvement in 1-1, after all we're only a pixel away from succeeding. This gotta be improvable... somehow! :P It'd be very cool to get that done :)
Corner boosting perhaps?
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Would it be possible to make a run that only uses A en Right?
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Oh now this will look good in an essay for university or something. The chance of choosing the right door is 0, because laser-absorbing goats will brainwash you.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Karoshi Owns. Especially Karoshi 1 and 2. Because 2 has a speedrun mode of 1. And according to YouTube, I'm the current record holder. Which I'm going to beat by TASing it.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Warp wrote:
However, if the game is played only one time, and the randomly opened door was incorrect, is it advantageous to switch?
Yes, because it then becomes the exact same problem. Switching is advantageous in both cases (whether the host does or does not know). If the host doesn't know, that only affects your chance of not even getting to switch. If the door opened is incorrect, switching is advantageous. What makes you think the host's knowledge has any effect on that chance?
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
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It's not even really a frame wars. I see it more as two teams showing eachother how to improve on their movies :P Anyway, I hope this frame optimization goes so far that someone finds something useful for a normal SMB TAS, beating that record.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
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Adman wrote:
Bleh. Is it at least somewhat consistent in when you input the stylus taps?
I have been able to find a tiny tad of consistency. In the beginning though, when they speak the text you're skipping, it's a truly random hell. No rules govern this, mostly due to the sound playing. I'll come back on this after the following: Later in the game, when they don't speak, the following applies: - When a person starts speaking: for fast-forwarding (making the text instantly appear rather than be "typed out", let's call if FF), no idea... just try I'd say... - Going to the next text: Usually 2 frames after you've FF'ed the text. Usually, because sometimes you can do it after 1 frame. 3 frames never though. - When a person continues talking, without the text box disappearing: you can skip the coming text 1 frame after you've "cleared" the last text. And what I was going to get back to, when they're speaking in the intro, sometimes, if you're fast enough, the next text box does appear, but it stays empty. If you click though, you'll get the next text. It allows you to skip very fast, but I don't have a clue as to why and when it happens.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Adman wrote:
Scepheo wrote:
Anyway, text skipping is awfully weird in this games. Sometimes it doesn't work at frame 465, but it does at 459. Usually the difference is only 2/3 frames but still. And I'm not sure who's puzzle solving is faster. Yours takes less frames to draw, but it seems it accepts mine as a circle earlier.
I'm just autofiring A to skip text. It felt like I was skipping text as fast as possible if I autofired beginning at a certain point each time (first frame with textbox onscreen), but I guess not. I'm thinking maybe because autofire skips every other frame, the frames with no input are sometimes the best frame to press A on. Fun!
I'll tell you more, autofiring A isn't fastest for another reason. It appears that using the stylus to skip is the way to go. Not sure though, I'll do some more testing and then edit. EDIT: Well that was done fast. Anyway, I've confirmed it, using the stylus you can skip the text faster than is possible with A. As you can't autofire the stylus, all text skipping will have to be done manually.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Adman wrote:
Scepheo wrote:
I started making a TAS of this game not long ago too, and I have this so far: http://host-a.net/Scepheo/Layton%20TAS.dsm Don't know why, but I'm done with the first puzzle about 100 frames earlier than you are. Any idea why?
Well, one thing that I stupidly forgot is to try getting passed the opening screens quicker. I have you being 49 frames faster than me by the time Luke talks for the first time, just because you tap the stylus during the Act Imagine Codec screen. D'oh. As for the rest, looks like you're able to skip the text faster than me, not sure why your stylus taps go faster. I think maybe I found a couple of spots where I go a frame or two faster, but I'm not 100% on that.
I didn't count the 49 frames faster, cause that also mean my input starts earlier, and thus the final time will be longer. I'm gonna cut that from the final video if I decide to submit. Anyway, text skipping is awfully weird in this games. Sometimes it doesn't work at frame 465, but it does at 459. Usually the difference is only 2/3 frames but still. And I'm not sure who's puzzle solving is faster. Yours takes less frames to draw, but it seems it accepts mine as a circle earlier.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
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Zurreco wrote:
Honest question: what is the source of entertainment for this run? Sure, you will have the speed from planning which puzzles are fastest/giving the answers immediately, but why is that good to watch?
Frankly, nothing. But I'm relatively new to making TASes and I thought this would be fun to do and would make good practice. But that's just me.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
I started making a TAS of this game not long ago too, and I have this so far: http://host-a.net/Scepheo/Layton%20TAS.dsm Don't know why, but I'm done with the first puzzle about 100 frames earlier than you are. Any idea why?