Posts for Soig


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Soig
He/Him
Experienced Forum User, Published Author, Skilled player (1478)
Joined: 12/4/2010
Posts: 252
MESHUGGAH wrote:
This movie is 22 frames slower on the 1st level compared to my WIP http://tasvideos.org/userfiles/info/8940885000663654 Maybe because this submission skips powerups for pacifist reason?
After watching yours, I'll tell you that mine is slower for 2 reasons: 1. More jumps to skip enemies. 1 frame more cost each time. 2. Lower weapon.
Soig
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Joined: 12/4/2010
Posts: 252
FractalFusion wrote:
By the way, 浮点数 is translated as "floating point" in English. "Fixed point" means something different; it would be translated as 定点数 in Chinese.
Thank you so much. I've corrected it.
Soig
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Joined: 12/4/2010
Posts: 252
Fortranm wrote:
Finally finished watching this. What a masterpiece. However, the route choice in W5 is definitely questionable. It's probably better to beat the game first using the level route from any% instead of visiting W5 for 3 times. According to the guide on Speedrun.com(https://www.speedrun.com/nsmbw/guide/l5h8o), "beating Bowser's Castle early disables the save prompts after every Tower, Castle, or Cannon" as well.
Oh, U R right. That's what I ignored before.
Soig
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Joined: 12/4/2010
Posts: 252
Uhhh,,, There is a TAS movie released on bilibili by 海原星。 But he didn't share his emulator's movie file. Just level-by-level videos. And it seems that the game isn't run on either FCEUX or BizHawk. Due to a wrong fps. The movie plays with a high entertainment! So here's the video links: Area 1. Area 2. Area 3. Area 4. Area 5. Area 6.
Soig
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Joined: 12/4/2010
Posts: 252
Here is boisterous. I'm one of the masses eating watermelon.
Post subject: Re: #5971: Soig's NES Super C in 11:26.44
Soig
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Joined: 12/4/2010
Posts: 252
fsvgm777 wrote:
(by the way, the reported time on Microstorage is wrong, it is in fact 11:25.49 long)
. After my [2940] Genesis Contra: Hard Corps "secret ending" by Soig in 04:57.42 event, I didn't care about the time but frame count.
Soig
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Joined: 12/4/2010
Posts: 252
Leave name before firing.
Soig
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Experienced Forum User, Published Author, Skilled player (1478)
Joined: 12/4/2010
Posts: 252
xxNKxx wrote:
Wow, nice run, skip final boss glitch is too cool. Vote Yes Btw, I'm wondering noone ask why at final actions need spend time to wait for suicide?
Using suicide at the key position to avoid the ceil falling down. And "1 player" spend time to wait, too. But it's much shorter (~<10 frames). It takes longer time to wait due to different player's pos on screen. Enemy will appear and the glitch could be avoided only when the screen move to a right position. And player's position in single mode is behind in double mode. So I have to do like this.
Soig
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Posts: 252
c-square wrote:
That was excellent! Yes vote for sure. One question: at the end of area 5 when the boss is defeated, the blue player is slightly behind the red player when they exit the level. Would it make a difference if they were both as far right as possible?
Nope, it doesn't waste time at all. To be honest, it won't be slow if players don't jump to the right while exiting.
Post subject: Re: #5971: Soig's NES Super C in 11:26.44
Soig
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Joined: 12/4/2010
Posts: 252
mtvf1 wrote:
I never suggest him use any% as a branch. I told him with no branch.
I've corrected the text. I remembered a wrong message.
Soig
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Joined: 12/4/2010
Posts: 252
Challenger wrote:
I waited for an 2p improvement of this game for years. Great work improving every stage! Yes vote. How picking "S" weapon increases boss HP? This sounds a bit odd for me.
That means boss comes on with more HP if player have S gun. For example, Boss in Area 5 is 32 HP. If anyone has S, it will be 48, if double S, it will be 56. That has been already mentioned in "2 player"s submission.
Soig
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Joined: 12/4/2010
Posts: 252
Alyosha wrote:
$05B8 needs to be $84, I'm not sure what this is exactly but it seems to always have this value in this area. You need to shooting fire and have it collide with an enemy on the frame 00FC goes to zero. I'm not sure if this needs to be the turret or not. $00E4 needs to be 0. This seems to be the key to the 'randomness' of this glitch. I don't know what this value is tracking or why it changes, but if you can figure out what this value is you can understand how to trigger this glitch.
$00B8/$00B9 means P1/P2's weapon type. $05B8 means P1's first bullet's type. The value $04 means F. And $84 means F+R. After testing, both $04 and $84 are okay. But it won't happen if you charge the weapon. $00FC is screen Y pos. The elevator is checked while $00FC=0 in common. If the player shoot something with F or F+R at that frame, the glitch will appear. But First elevator is different from the second one. I'm now making double player's run. And in my run, the glitch appears successfully at the next frame of $00FC becomes 0. And must let P1 do that, P2 failed.(I don't know the reason...) And shoot next enemy when $00FC becomes 0 at the second time. So if player can keep the F weapon and shoot something as soon as $00FC=0, the glitch will keep to the top, in theory. I'm not sure if enemy with HP=1 is feasible, though.
Soig
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Joined: 12/4/2010
Posts: 252
Spikestuff wrote:
4 player playaround when?
NOOOOOOOOOO! I wooooon't do that any more! It's tooooooooooo hard! On the other side, it is interesting to see 4 players playaround in a real play. But not in a TAS movie or other types of speedrun, in my opinion. Someone has done a movie for two players. And I found that 2p's route is similar to 1p. Especially for rotating ground. And the player behind always becomes a bubble while touching the flag and entering the pipe. Multiple players would save time sometimes. But lost time most times. So I don't think it is acceptable in this site.
Post subject: Path settings & .lua file & .dtm editing is possible?
Soig
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Joined: 12/4/2010
Posts: 252
1. Path settings: I found that some default paths is "/My Documents/Dolphin Emulator". Maybe it's convenient to the user who uses many version. But it is not for me if I want to use the same version to playback two different movies. How could I change the path? And which file should I modify? 2. .lua file: Is it possible to use .lua file in dolphin? It is interesting to add the input into video. Such as FCEUX. 3. .dtm editing: I've seen that GC's movie could be edited. How about making a tool which can change .dtm to .txt?(Of course it can also change .txt to .dtm) So that I can edit wii's movie. That must be useful very well.
Post subject: New Super Mario Bros. U + New Super Luigi. U
Soig
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Joined: 12/4/2010
Posts: 252
Since I found CEMU, it is possible to TAS NSMBU in the future. (Luigi U I haven't played... Just watched some videos.) Due to gamepad joined, player can make solid, stun the enemies by tapping the screen. It seems like a official cheat. Especially Making solid. It allows player to ignore all maps and it decreases the entertainment of the movie. But it's a game's feature. So 1 branch(any% or called "warped&gamepad") with gamepad and others(warped, warpless and 100%) without gamepad or 1 branch(warped) without gamepad and others(any%, warpless, 100%) with gamepad, which is the better idea? I prefer the first one... Also, this game's 100% is different from NSMB Wii. Because there are other modes besides story mode in game. And it is interesting to add the challenge mode into this branch. So NSMBU's 100% = 5 stars with flash savestate (story mode) + all gold medal (challenge mode).
Soig
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Joined: 12/4/2010
Posts: 252
I give a test for newest CEMU - 1.11.6. Used NSMBU. 1. Sometimes the screen stops for a little time. 2. Sometimes the music plays for several seconds, then enter the view. 3. No tools for TAS. (SL, frame advance, RAM watch&search, lua) 4. The emulator can't make a movie. HOWEVER, I'm glad to see this emulator. Because it's much better than the early Wii's emulator - dolphin. CEMU can run with a whole speed with a high image quality!!! So looking forward to making TAS movies with CEMU in the future! Here's my test: (Encode by NVIDIA's GeForce Experience) Link to video
Soig
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Joined: 12/4/2010
Posts: 252
I changed some code: to Biz can DO run#5374: Kabuto's C64 The Great Giana Sisters in 10:11.52's ROM before. But it doesn't after changing. So I changed the right place. However, SQIJ!.t64 ROM still can't autoplay the tape. How to do?
Soig
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Joined: 12/4/2010
Posts: 252
SaxxonPike wrote:
Tape games easy start guide: - At the READY prompt, type LOAD and press Enter. We force Play to be pressed, so it should immediately begin to load the program on the tape.
Maybe Not useful... Like this: Game: SQIJ! Run with Biz: Run with another emulator:
Soig
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Joined: 12/4/2010
Posts: 252
Spikestuff wrote:
File Replacement is also done as a way of checking by someone else that the file still syncs, the original submission file should stand as is, until a sync is done by that is checking.
Well.
Soig
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Joined: 12/4/2010
Posts: 252
feos wrote:
It's not like you can't work on improvements until a judge sets your submission to delayed. And how many cases of judges ignoring a delay request can you list?
I am not blaming anyone. Just want to do these things by myself. And give you my idea. It's OK if you disagree with me.
spikestuff wrote:
Giving a feature such as modifying a submission can actually be damaging to TASVideos say that the person wants to leave TASVideos they can pretty much wipe all their TAS submissions from existence.
I want to replace files only when the submission is been judging. If someone wants to leave, they can't replace the submission which is judged over. So damaging won't happen to this site.
Post subject: submitter's authority
Soig
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Joined: 12/4/2010
Posts: 252
How about expanding the submitter's authority to its own submission? Such as replacing the movie file, setting to delayed? Sometimes I have to want judge's help to do these things. It's a little inconvenient... On the other hand, how about adding module of bilibili into the submission page (text)? Bilibili is a Chinese video site, similar to niconico. 60 fps video is available now on this site. And most of Chinese TASers upload their videos onto this site instead of obsolete Tudou or Youku. Several months ago, bilibili listed in Nasdaq, USA.
Soig
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Joined: 12/4/2010
Posts: 252
Set to delayed, judger please... Nope... Think of the new improvement failed.
Soig
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Joined: 12/4/2010
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Danfun64 wrote:
IMO, the E-Reader levels should be done using the VC rom that has all 38 baked in and doesn't need a dirty SRAM. I'm pretty sure there's a patch somewhere to convert a normal GBA rom to the VC one, but I can't seem to find it ATM. edit: Kinda Sorta ninja'd by Fortranm.
I've got it.
Soig
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Joined: 12/4/2010
Posts: 252
I've looked just first 2 stages. Because I'm too busy during these days. But in fact, I'm very glad to see there is someone to make a GBA version of smb3. But after looking your submission. I have some thought. 1. You choose a bad ROM version. 2. There is a NES 100% pub already. The difference between them is not very important. That means an NES version is enough on this site. 3. What's more, yours is slower than NES ver. 4. Less entertaining compared to NES's movie. 5. I noticed that you didn't running on the slope. I don't know if that would be faster. So,,, maybe, I'm sorry to say that is not a good choice to make a movie of GBA version. But thank you for making a movie of GBA version, too.
Soig
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Joined: 12/4/2010
Posts: 252
Spikestuff wrote:
LEVEL | NONST | SOIG | DIF
 8-2  |  423  |  422 | 0

Note: Higher is better*
*Lower is better for "difference"
Emmmmm... BTW... ... ... Are you ali... Well, forget it..
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