Posts for TehBerral


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Experienced Forum User, Published Author, Active player (258)
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I decided to do what Kurabupengin suggested and simply cancel the other submission and make this the main any% (I guess you could say) submission. I'm pretty sure this is getting vaulted so it would have to be done anyway seeing as only any% or 100% runs can be vaulted.
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Ferret Warlord wrote:
Someone seriously dropped the ball when programming the background. Wow.
Seriously, it looks like there's an earthquake all the time. Despite that, this was really fun to watch. Yes vote.
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Post subject: Men in Black: The Series
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I wanted to start this thread to bounce around some ideas about this game. I've finished a glitchless TAS of this game and have an encode here: Link to video http://tasvideos.org/userfiles/info/23868731642767758 But I've discovered a nice glitch that could save a lot of time and could lead to a different "glitched" branch of this game if published. Link to video http://tasvideos.org/userfiles/info/23868784359307338 Basically, if you have Jay mash into a wall at a specific point ($01F9 is the X value address you'll need to determine this), turn the opposite direction for one frame, Jay clips into the wall he was mashing into. If you clip too far in Jay can jump up the wall and - in the case of the first stage - run to the left and complete the screen quickly. The problem I'm running into is that the second stage is a bit tricky, given that there are bottomless pits in the stage. Most of the time Jay will wander too far out of bounds and the game will treat him like he's fallen into a pit. In this stage, there are also small sewers he can fall into and climb out of. What I'm looking to do is fall into a pit (OoB warping into one of the sewers is slower than simply running to the first one) and be able to exit out of one of the ones late into the stage. I know you can go OoB while in the sewers to reach the other sewer areas - they are all loaded on the same screen. The issue is exiting. Playing around I was able to find a way to get out without dying but unfortunately I haven't found a way to duplicate this result. I know every other level will work well seeing as this is only one of the two levels that have bottomless pits and can easily be worked. Just wondering if anyone had suggestions for this second stage. Also opinions on whether two categories would be good for this game - any% style standard run and "Glitched".
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Obvious no vote for not being 25 minutes of Sub-Zero's rope climbing animation. On a serious note, I really like the improvement. As mklip mentioned you made the waiting periods pretty entertaining and I love how refined this is compared to the already well-done publication. I also love how whenever Sub-Zero lands from a jump he looks like he's ledge-grabbing SM style.
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Experienced Forum User, Published Author, Active player (258)
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Huh, wasn't aware Carfax™ had their own abbey. Yes vote. Though, on a minor note I do like when authors expound a bit more in their comments so's to explain a bit about what's going on technically.
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I feel stupid being, apparently, the only one who didn't follow the WIPs. Regardless, yes vote!
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I voted meh, but I think a lot of why I liked this is that I was obsessed with this game as a kid (though, I had one of the Windows versions) and understood what was going on for the most part. To be honest, if I didn't I'm not sure how entertained I would be.
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Thanks Solarplex, haven't gotten around to making any encodes myself (my computer is a bit slow in that regard). I've kinda been meaning to ask an encoder what they thought about this idea, but whenever this gets finished and submitted, what would you think about me making an alternate encode that cuts out all of the post boss dances? There's no way to skip them and they take up 20 seconds a piece (roughly 3 minutes throughout the entire game). I don't know, do you think it's worth the effort? I might just go ahead and do it, but I just want to know if watching them is really as tedious I think it is.
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Spikestuff wrote:
My tempin' brings all the boys to the yard, and they're like it's better than yours.
Perhaps you could instruct us for a reasonable fee. Meh, overall. Although, for a game this extremely simple I'm kind of surprised a little less than 2 seconds were saved.
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Experienced Forum User, Published Author, Active player (258)
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GOODPLAY!! The game is short enough to have kept me entertained. Oddly enough, even though the game is (relatively) cut scene heavy, those also managed to be entertaining. (edit:)By the way, any interest in improving this? Since we've established a theme.
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Until this TAS I never realized that you could (among other things) attack the top lazer-doo thing during the Graham fight. Obvious yes vote.
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franpa wrote:
Why 30FPS? Doesn't the game run at 60FPS? I remember playing the first world and gameplay was a ton smoother than what I saw in that Youtube video.
Youtube videos only supports 60 fps if the video is upscaled and played in HD resolution (something that isn't necessary for a quick-and-dirty temp encode).
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Who down votes an unlisted temp encode? Anyway, the game was short enough to not be too dull. Overall a meh for me. Seriously, though, did the sound designer have to use as high of an octave as possible on every song? Makes me regret being a headphone user.
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supersonicjc wrote:
how come since you already got past the spring yard boss why not keep going?
If I'm not mistaken, skipping certain bosses severely affects how/if the other ones load. This is kind of another reason why I think the TAS should just avoid skipping bosses altogether. And I actually think Henke brings up a good point. Seeing as this is just an amalgamation of bosses we've already seen fought (faster) in the other published TASes, what makes this honestly stand out?
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Post subject: Re: #4728: Felipe's Genesis Robotnik's Revenge "2 Players" in 04:45.08
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TASVideoAgent wrote:
Because allow me skip to 3 bosses (one of long duration)
I wasn't aware the Genesis Sonic games had any bosses of long duration. Honestly, I would prefer all of the bosses be fought and add a "Speed/entertainment tradeoff" objective. Seeing as entertainment is a fair bit more important when pitching a hack movie. Personally, I would be okay with the code to allow two players if it was done in a way other than a Game Genie - if it was a simple in-game password of some kind then I'd be okay with it. All and all, though, as Tangent pointed out, adding Tails isn't really any faster.
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Post subject: Re: #4723: happy_mario, TEHH_083's Windows Syobon Action "World 2" in 02:10.7
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happy_mario wrote:
I‘ m terribly sorry that my English is not good. "Make performs when time permits" means when I can do some shows that don' t waste time, I will try to do them.
Ah, I see, no problem. Makes sense.
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Post subject: Re: #4723: happy_mario, TEHH_083's Windows Syobon Action "World 2" in 02:10.7
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TASVideoAgent wrote:
Make performs when time permits
What? Regardless, since Hourglass doesn't like me I'm going to have to wait until a temp encode to vote. It'd be nice to see another game that works well in HG, though.
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So for the past few months I've been doing a lot with this game and found a number of good finds. http://tasvideos.org/userfiles/info/23426970216360348 One good thing that I did was I restarted the TAS using the Japanese version. The advantages (as far as I know) are obviously shorter text for those rare unskippable text boxes, but more importantly, there's no "Licensed by Nintendo" logo when loading the rom and no language selection. Overall this only saves 109 frames, but it's frames saved and more frames used actually playing the game. Second, I've been digging into the memory and finding Jack's speed address helped me plan out some of the movement more efficiently. Jumping to get Jack running faster could be more precisely monitored as well: Speed Address - $55D0 – 2byte - IWRAM>sgd. Jump duration------Max speed achieved in: 0 frames------------19 frames 1 frames------------18 frames 2 frames------------21 frames 3 frames------------16 frames 4 frames------------19 frames |Running speed caps at|163840| |Jumping speed caps at|131072| Maintaining max speed while damage boosting was also helped by memory examination. * For some reason, if Jack happens to jump on the same frame as he lands from another jump his speed resets to 0. This doesn’t actually affect his speed, but it makes it hard to monitor. Sometimes this effect can last for one frame or for the entire time the player holds the ‘A’ button. Jumping to turn around is faster than simply holding the other direction. Mega Spider Mega Spider’s health address is $569C. The nice thing about this address is that it also acts as the invulnerability timer, making optimization (and RAM searching) easier. Mega Spider’s damage isn’t counted until the I-frame timer runs out- 32 frames after the hit connects. This boss starts out with 25 HP and loses 2 HP per hit. This means that before the final hit the boss is left with 1 HP, this implies that the boss must be below zero (rather than simply zero) to die. This could lead to some nice glitches if that number could be under flowed somehow. But that’s theoretical. What’s not is that in game timers are paused when in the menu or the map screen. So no Yellow Devil trick as far as I know – the menu/map fades in and out slowly anyway so it would be much slower if it was possible. Oddly, my last Eng wip wasn't too bad. I was only able to chop off 3 frames. In fact, altogether this wip saved 144 frames off of my last Eng wip. (But as you can imagine, the work flow was more calculated and less trial and error this time around) I was also able to kill enemies along the way without losing a single frame this time.
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Obvious NO vote due to no boomerang cutter :P I better not have to explain that this is sarcasm.
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jlun2 wrote:
That last part was way too long. >.>
I would agree, honestly. The sad thing is that I actually shaved a few hundred frames off of the publication's fight to get it as short as it is. Unfortunately the only way to do that was to avoid moving as much as possible.
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If we could get back on point, alas this TAS is still fairly suboptimal in various ways. But if nothing else gfx is certainly more ambitious than I was (or am) in taking on TASes of hour+ 3D games and I'd like to see his full potential. By the way, I still wonder how no one has touched this or RE2 yet
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ALAKTORN wrote:
17208 rerecords for 1h50′ of movie, that should say it all. I thought by now his privilege to submit movies would’ve been revoked.
Now, to be absolutely fair, rerecord count isn't completely indicative of run quality. Even my first submission had a worse ratio of rerecords to frames. Granted, this is a more complicated game but I don't think it's good to go completely off of that. All of that said, yeah, this is still fairly suboptimal. And all and all ars ^ said it best. (Edit) I think this might also be a better example.
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DrJones wrote:
Then I presume you have not watched The Cheetahmen yet.
We* try to forget that game. * "We", referring to the royal "wē"; as in me; as in Zuul
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ALAKTORN wrote:
Someone stop him, please.
I don't know. The RE TASes he has submitted aren't completely without merit. Maybe with a few strat changes and some polish he'll have a publication on his hands. Keep in mind that these are fairly technical games and fairly ambitious for a first submission(s).
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Yes vote. By the way, I've never seen another game (that I can recall at least) where the BGM couldn't keep up with a simple screen transition without skipping slightly.
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