Posts for Spikestuff


Spikestuff
They/Them
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feos wrote:
Spikestuff: So why 13M is marked as date: 2000-06-09? BTW there's also this: http://tasvideos.org/15M.html
DAMMIT PLAYER 3 IS HERE!! Wasn't that because of a glitch. If it was possible to view under NESVideos before the change to TASVideos it would explain more.
feos you crazy
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Spikestuff
They/Them
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Oh how I'm going to continue slamming my head on a wall because you don't get the point. Morimoto's SMB 3 was the first TAS (non doom related) to exist when it was MADE. "This is a historic movie, submitted and obsoleted before the creation of the database-based (and wiki-based) site engine, before July 2004. It was inserted into the database for a history revival project by Bisqwit in autumn 2006." - tasvideos "In 2003, a video of a Japanese player called Morimoto beating the NES game Super Mario Bros. 3 in 11 minutes and performing some other incredible stunts as well started floating around the Internet. It was a very controversial video because not many people knew about tool-assisted speedruns at the time, especially for the NES. Many people felt like they had been cheated when they found out it was done using an emulator. The video, however, gave the inspiration to Joel "Bisqwit" Yliluoma to start a website called NESvideos, which was dedicated to tool-assisted speedruns for the NES." - wikipedia Check and read the facts before you assume stuff. Checkmate.
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Post subject: WHAT'S UP!? THE SKY! AHAHAHAHA
Spikestuff
They/Them
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WebNations/Sabih wrote:
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Spikestuff
They/Them
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WebNations/Sabih wrote:
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Post subject: Re: First TAS
Spikestuff
They/Them
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Buddybenj wrote:
Wow first TAS ever (besides the Doom source modifications that included tools for TASing). Correct me if I'm wrong.
Uh......... [668] NES Super Mario Bros. 3 "warps" by Morimoto in 11:03.95 I'm off to slam my head into a wall now.
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Spikestuff
They/Them
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Apparently this is a strat. Link to video Which no-one has brought up... Hi.
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Spikestuff
They/Them
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Since I don't know what the TAS Route involves. Cosmo mentioned this on his twitter and it's up on WooferZ. Link to video
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Spikestuff
They/Them
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Warp wrote:
This is the thing that caught my eye in the newest episode: (Oh, and big welcome to an old friend too!)
"And this is how we sit" "Oooooooo"
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Post subject: LUA DONE. WCH DONE. LIFE DONE.
Spikestuff
They/Them
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All right. Now... uh... hm... Okay. All the values which was required for CNK has been hunted down and added to the lua and watch versions. Crash Nitro Kart lua (4.50kb) and Crash Nitro Kart watch (860bytes) Stuff on the lua:
    < Everything is sectioned off in 3's (Minus timers). < There are 3 Speed/Item/Position Values < There are 2 Timers. In-Game and From Entry of level/area. < Total of 6 Sections (Maybe 7) < Cooldown's go to negatives because it calls for earliest frame when hitting L button. < When you hit the box you get told what item you're getting, and if Missile/Bomb you get told if you have 3 shots before knowing. < Everything is white for a reason~! < The In-Game timer is a responder to certain things Countdowns/Frozen Clock/In Game Timer.
Stuff on the watch:
    < Minus the Getting told about stuff... Everything is upto frame due to there being a frame issue under lua < Main Timer and In Game Timer are together. < Each Value is split into 3 parts (Race/Overworld/BOSS) < Cooldown is place deliberately at bottom all together. < Cooldown mentions you need to be at 60 in order to get perfection.
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Spikestuff
They/Them
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Under the Value "Section" it's quite interesting with this and speed values. Section = 0200C518 (1 Byte) # = Race Speed = 0300453C (2 Bytes) @ = Overworld Speed = 03003384 (2 Bytes)
# Section: 56 = Trophy Events, Cup Mode Arcade, Cup Mode Adventure (I think) + CNK Events*
@ Section: 1 = Overworld
@ Section: -12 = Time Trial Mode
@ Section: 2 = BOSS
@ Section: 16 = Purple CNK: Crystals Event
@ Section: 36 = Time Trial Relics

*Not Including Purple CNK: Crystals
So yea I don't think I should've called it "Overworld Speed" This also screws with the Sections for X/Y/Z Pos. Due to the many locations... unless "Overworld" is the same as Pos. Edit: Oh and yea I'm working on the lua right now btw, just putting in X/Y/Z got4n provided and using that as the base searching for others.
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Spikestuff
They/Them
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mkdasher wrote:
As for a publication pic I'd suggest any "C used xxxx" generated by metronome, probably Thunder or Blizzard since those are moves Clefable can actually learn.
Because I half watched it where abouts in time does this happen?
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Spikestuff
They/Them
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earlier when I was ram searching and using a cheat on the speed value: I also somehow found fake crash on the wrong track.
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Post subject: Re: And........... it's the small things
Spikestuff
They/Them
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Ubercapitalist wrote:
Spikestuff wrote:
I say a full Mercenaries run* would've been appropriate *Village, Castle, Army Base and Water World
I changed the branch to simply "Mercenaries".
Are you going to do the other 3 areas now?
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Post subject: DERRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRP
Spikestuff
They/Them
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IMPORTANT LUA IS OFF BY ONE FRAME (so is Dica's) USE THIS AS THE BACKUP it's a watch file.
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Spikestuff
They/Them
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So I might as well start a massive third lua project... CNK. This is quite an annoying one to be honest for the value hunt. Download WCH (254 bytes) Race and Overworld Speed are different which is why "Section" exists it's for the lua. Item is -1 when no item an- I'll put a list for each item down below. "Shots" means as it sounds this would appear on lua for Missiles and Bombs (0-3)
ITEM (0300450C)
-1 : No Item
0 : TNT/NITRO
1 : Shield
2/13+ : Aku/Uka
3 : Boost
5/11 : Missile
6 : Tropy's Clock
8 : Ice Mine
9 : Tornado
10/12 : Bomb
These are only available in battle:
ITEM (0300450C)
4 : Boost v2 (The blue one)
7 : Invisible
Values needed is position (X/Y/Z) this is the biggest one needed to be found.
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Spikestuff
They/Them
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Anyways, once again pointless branchline is pointless. There is only one other submission for this game and it's: Submission #2526: kchrules's SNES Mortal Kombat in 14:03.4 Also fixed your video link it tells you at the bottom "[module:youtube|v=<video>]" Since this is mainly focus on speed rather than entertainment I see this run going to the vault... unless someone can improve on this time.
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Post subject: And........... it's the small things
Spikestuff
They/Them
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See it would've been nice that this was a Max Score in the branch (forgot about it). But even as I think about it (which is dangerous) I say a full Mercenaries run* would've been appropriate than this broken branch. Having Wesker as part of the branch is pointless like saying in Crash Team Racing the branch is Coco/N.Gin (Accel + Turn) because you didn't use Dingodile/Tiny (Top Speed + Accel). Instead you mention if you used Optimal or sub-optimal character within the TAS. Don't bring up Castlevania^ that game just is completely different when choosing different characters. *Village, Castle, Army Base and Water World ^Basically in Castlevania the stories are different when you do something, but Resident Evil this it's a "mini" map with guns, chicks, explosions, zombies, yadda yadda... (If that make sense.)
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Post subject: Meanwhile...
Spikestuff
They/Them
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In the land of speedrunning: Link to video
yes that's ingame time (like this tas)
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Spikestuff
They/Them
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Since we now have 2byte values on Xspd... What is the appropriate for optimal speed for slide spinning + slide?
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Spikestuff
They/Them
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The best I could hunt down without much attention used: IGNORE ME I LINKED SOMETHING USELESS
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Post subject: Mr. Anderson
Spikestuff
They/Them
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Going off based Uber's avatar: (This is towards feos) "You have a problem with authority, Mr. Anderson. You believe you are special, that somehow the rules do not apply to you. Obviously, you are mistaken." I'm giving it a Meh. Maybe if I heard sound it would be YES. But only by seeing the performance and the minor pausing effects to switch weapons I say it's suitable for vault and if it doesn't get vault then it better moon.
"I'm going to enjoy watching you die, Mr. Anderson."
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Post subject: ᕕ( ᐛ )ᕗ ye
Spikestuff
They/Them
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WebNations/Sabih wrote:
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Spikestuff
They/Them
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In graphics settings. Stretching: Stretch to full window size.
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Spikestuff
They/Them
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Lua update for Crash Huge Adventure: Crash HA lua - 1.7 (6.42 kb) Update + Cleanup = Some better update. Ilari + Dica has joined in on the list. "Thanks to" is added too for their contribution in alternate ways which was added into revision but taken out in final. I accidentally forgot to put Dica on the "Values found by" list, but not edited by, boy I'm dumb. Issues:
    > The Positioning might not be best (Please feedback for that) - Also the famous issue. > Need to update N.Gin image. > Cannot find a damage value for Crash + Polar > Cannot find a damage time for Crash > Cortex Charge Value isn't found > Speed Y 2 byte for Bonus > Called Dica, Diam because I did this late T.T
Added/Changed:
    < Speed X and Y are now 2 byte values (X for Bonus) < Decided to put pos. Y in platform levels now < Pos Y found for Bonus < "Cortex Cooldown" has been added... telling you when Cortex shoots next < "LTime" is added which involves the amount of time within a level/boss. It resets at death/exiting bonus (good for 101% for sectioning each part off) < Invisibility time known as "SAFE" < Re-arranged values in Cortex fight. < Dingodile's Shield has been added when is it on and off < Spin cooldown for underwater added + "Spin Dur."-ation for amount of time in a spin < Swimming X/Y Pos is now 4 bytes (if there is issues with this I'll swap it back or if you want the original values to go with it) < All boss health removed. But still being used for something else (Mask Pos.)
Future:
    < Hide all values at start that are unwanted (based area code) < Hunt down working values for intro to get best start (this is next to impossible) < Invisibility frames (both loosing aku and invisibility).
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Spikestuff
They/Them
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Warepire wrote:
How about you two working together?
2nd that notion. I brought it up to Dica on skype. You two are perfect to tas this. ----------------------------------------------------------------------------- Special values. There are in-area timers in this game. They are: 03004164 - Polar Sections (This is half broken) 03001404 - Flying/Polar Levels 0300082C - All Levels These work in 2bytes. Also these reset every death so it's like a checkpoint type thing.
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