Posts for TASManiac


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Location: Watching a TAS in the basement...
DarkKobold: I was thinking more of like sm64.org does with specialized tasks and points and what not. Brandon: I am repulsed, yet intrigued.
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Joined: 7/30/2011
Posts: 129
Location: Watching a TAS in the basement...
Watched the run when Brandon first encoded it. It's extremely entertaining for such a long movie. Definite yes!
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Joined: 7/30/2011
Posts: 129
Location: Watching a TAS in the basement...
DarkKobold wrote:
There are already two large dedicated communities to the topic you are trying to cover - SpeedDemosArchive and TASVideos. Additionally, these sites host the runs, have a large user base, have a large staff of volunteers, and etc. There is no major reason for people switch communities, or join a secondary one that serves the same purpose. So, don't feel discouraged when people don't sign-up for your site. You are trying to move against a massive tide of momentum. I'd suggest, if you'd like your own forum, to find a topic that isn't covered yet, that may interest people.
Are video game competitions covered yet? Warp: I also looked up speed knitting. That's certainly something different.
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Joined: 7/30/2011
Posts: 129
Location: Watching a TAS in the basement...
What, you've never seen a 13 year old braggart administrator before?:P
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Post subject: Elder Yoshi's Island
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Location: Watching a TAS in the basement...
I have created a new forum for anybody that's interested. http://elderyoshisisland.forumotion.com Please register for discussion about speedrunning (both real-time and TAS) and for help with some of your favorite games!
I am the future ruler of the world! My forum: http://elderyoshisisland.forumotion.com/
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Joined: 7/30/2011
Posts: 129
Location: Watching a TAS in the basement...
funnyhair wrote:
TASManiac wrote:
funnyhair wrote:
They really need that for america.
Uhhhh... why?
Read what Dacicus said.
I read it, and there still seems like there's no point.
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Joined: 7/30/2011
Posts: 129
Location: Watching a TAS in the basement...
funnyhair wrote:
They really need that for america.
Uhhhh... why?
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Joined: 7/30/2011
Posts: 129
Location: Watching a TAS in the basement...
erokky wrote:
TASManiac wrote:
What do you mean it's not normal? I'm only 13!
No, you're right. It's quite natural as problems of the first world. My parents won't let me go out drinking and partying with my friends!! Can you believe the nerve?!
Indeed. I don't care if my growth is stunted, or my body is fatally damaged in some way. I just don't damn care! :P funnyhair: You nailed it right on the head. Now, it would be okay if the books were marginally good. The books are too damn easy. (Oh the fun of being at the top of the school)[/quote]
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Location: Watching a TAS in the basement...
Summer reading for school. Limited time to play video games and TAS due to overprotective parents. What do you mean it's not normal? I'm only 13!
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Location: Watching a TAS in the basement...
Another RBY glitch run. That's just great. YES!!!!!!!!!!!!!!!!!!!!!!!
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Location: Watching a TAS in the basement...
I thought it was really boring for a 30-second long movie. No vote for lack of entertainment.
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Post subject: Mega Man 2 TAS Competition
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Location: Watching a TAS in the basement...
Would anybody be interested in a Mega Man 2 TAS Competition? Come, veterans and beginners alike, and experience the joy of TASing Mega Man 2! I will give details if anybody wants them!
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Pointless topic is pointless, I thoughtfully think.
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Location: Watching a TAS in the basement...
Voting Meh for game choice. Even with Luigi, it's too similar to SMB1 for me.
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Location: Watching a TAS in the basement...
Tough question. I'd have to hesitantly say no freezure. (Is that a word?) I'd rather live normally with my family. Heck, maybe the secret to eternal life will be found (by me).
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Location: Watching a TAS in the basement...
Plagiarization leads to an automatic No vote from me. (Not to mention you already submitted this REJECTED run before).
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Location: Watching a TAS in the basement...
This one desynchs for me.
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Location: Watching a TAS in the basement...
I know, I already saw it. I was rotfl for a bit.
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Location: Watching a TAS in the basement...
Yes, let me specify a bit more: I'm having some trouble with the actual editing because I have no idea how to work any image editor. I can't enlarge the image enough to create room for the text.
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Post subject: Logo creation help.
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Joined: 7/30/2011
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Location: Watching a TAS in the basement...
Hello. I would like to be an encoder. However, I need help with creating a logo using GIMP. I have read the Encoding Guide and don't feel it elaborates enough on that topic. Could somebody help me please?
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Location: Watching a TAS in the basement...
Fadeout: I mean what area you are in; the smaller it is, the less fadeout time there seems to be. It doesn't seem to depend on the random counter, although you could try ending battles with different random numbers and see what that produces. No class change is very unfortunate, but something that must be lived with I guess. Looking back a little bit, the Hand Axe is definitely not worth it. It would seem that the Silver Sword isn't either.
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Location: Watching a TAS in the basement...
Here is a compiling of info (courtesy of Axe) that would be useful for a TAS: Much information was learned from the algorithm FAQs on gamefaqs. The Game Mechanics Guide recently posted by AstralEsper is probably the most comprehensive algorithms guide. There have also been great FAQs written by paulygon and patbuns. FFhackster is also a great source of information. I also did a lot of assembly analysis myself to learn more details and some of the information here hasn't been posted anywhere before. I'll concentrate on info useful to a TAS. Because of how the run turned out there were a lot of areas I didn't need to explore in a whole lot of detail. But it is important to figure out every detail of the encounter system. Known glitches and quirks -Status immunities aren't 100% Basically, this means that no enemy is immune to status effects including instant death. There is a loophole in how the immunity affects the calculation of whether or not the attack works. This is explained in more detail in the BANE section. -Sword weaknesses don't work Coral swd, were swd, rune swd, ice swd, etc were all supposed to do extra damage to some enemies. But they don't. -Dark status does nothing Absolutely no change when you have dark status. -One levelup per battle If you get enough experience for two levelups, you will only get one right away. You will catch up with the next victorious battle. -Possible to make bosses flee with FEAR An enemy runs when: EnemyMorale - (2 * LeadCharLevel) + randInRange(0, 50) < 80 (See below for how random numbers are generated.) I haven't investigated when the calculation actually takes place. Each enemy has a morale level ranging from 105 for cowardly WOLFs to 255 for bosses. FEAR reduces an enemy's morale by 40. The effect is stackable with multiple casts. Bosses go through the same run mechanics as normal enemies. But because of their high morale they will not run unless affected by FEAR. It was discussed on the forums here: http://tasvideos.org/forum/viewtopic.php?t=1421&postdays=0&postorder=asc&start=40 -Black belt's defense rating On leveling up, a black belt's defense rating is set to 2*level. This gets reset when you visit the armor screen. However, if you don't visit the armor screen you can keep the armor rating and still get any special effects from equipped armor. Encounter Algorithms -Encounter table traversal A counter at $00F5 changes with each step. It may go down or up depending on the value of $00F6. When the high bit is 1, it decrements, otherwise it increments. Whenever $00F5 hits 0, $00F6 is updated by adding A0. It starts out at FF (on FCEU-may differ on a real NES or other emulators). So the order that the table is traversed goes like this: down, down, up, down, up, up, down, up, down, (then it repeats) Encounter table: (All values in hex. Located in $F100 in memory) 1F A6 DE BA CC 12 7D 74 1B F3 B4 88 F8 52 F4 07 90 AB B3 BD AA 55 28 BC 8A 6D 0E C4 83 A9 3B 76 20 7C 09 92 FD 4A A8 F0 61 E3 F2 69 6C BB 38 C3 AE B7 43 84 78 23 7B 9B 2D DB 3E 91 CF 02 2A B6 86 EE 9C 8E B8 6F 1A 57 05 E9 73 31 D2 D9 1D FB 94 9D B1 0A 3A 11 5A 47 95 2C 44 E0 6A 8C 5B 7A A7 5D 36 70 E5 C7 49 DC 68 97 D8 66 A3 0F B0 9F 03 D6 77 16 13 30 25 3C 10 17 AD 98 6B 2F D7 A1 FF A4 EB 51 FE 27 8D 93 D5 3D F6 08 75 E1 A5 46 63 F5 4D DA 32 AF 40 37 D3 C0 89 67 06 21 6E 81 B5 A0 4F 0C 2E E7 1C 58 85 E8 59 CE 35 CB 1E C6 2B 9A E6 DD F1 EC 96 CA AC 00 50 C9 4C FC 14 7E 56 80 D0 79 BF 29 87 48 24 19 C5 22 71 7F 72 0D CD 8F BE 3F 9E 34 ED 53 54 04 62 A2 C2 41 5E 82 4B 26 5C 42 65 99 4E 60 8B F7 0B 33 DF D1 64 C8 C1 01 EF F9 FA E4 5F 18 B9 B2 39 D4 15 E2 EA 45 --Thresholds for different areas For each step, the value accessed in that table is compared with a threshold set for that area. If tableValue <threshold> hitThreshold, miss. No damage. If hitRoll <= hitThreshold, it's a hit! hitDamage = damageRoll - targetAbsorb if hitDamage < 1 then hitDamage = 1 If hitRoll <= critThreshold, it's a critical hit! hitDamage = hitDamage + damageRoll If the attacker has multiple hits, repeat, accumulating more and more damage. Enemies have a number of hits stat. For players, number of hits is floor(hit / 32) + 1 Notes: When hitRoll is 0 it will always be a critical hit. So there's at least a 3/256 chance. Critical hits deal decent damage regardless of target's defense but can do even more damage when the target has low defense. -BANE --If hitRoll <= successThreshold the enemy is killed. --As in the physical attack, hitRoll comes from randInRange(0, 200). The successThreshold is based on the enemy's magic defense. --If enemy is immune to poison, successThreshold = 0. So when hitRoll is 0 you always succeed, even when the enemy is immune. This is the essence of the immunity bug. --There are 3 entries in the table that will give 0 from randInRange(0, 200): the two 0s and the 1. So the chance to BANE an immune enemy is 3/256. --If we look more specifically at a fight with one living hero in slot 1 vs a poison-immune boss, there is only 1 possible starting seed that will allow the hero to go first and succeed. -Levelup --Depending on class and level, you either gain each stat unconditionally or have a 25% chance. --To make the roll, an rand8bit number is generated. --The roll for luck succeeds when the low two bits are 0. So 25% chance. --I didn't look as closely at anything else. -One character So if you put everything together you can see why one character is optimal for a TAS. Two characters would have more chances to run, but the chance to run is very high after just a few levels. The third and fourth chars have reduced chances to run. In a fight it's possible to manipulate a miss from the enemy and a strong hit from one low-level char. But at extremely low levels the second char would be much less effective. Finally, you can manipulate stats if you concentrate on one char. Otherwise it's not practical given all the other things that need to be manipulated. We will be collaborating to create an improvement to Axe's current run. The impossible shall be made possible!
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Frocobo says yes!
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Location: Watching a TAS in the basement...
Frocobo says yes!
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Location: Watching a TAS in the basement...
Also, I sometimes watch TASes frame-by-frame just to see all the inputs and read the text, which I can't do in Japanese ROMs.
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