Posts for TheReflexWonder

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Pretty entertaining. Also, that face toward the camera... ( ͡° ͜ʖ ͡°)
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You should be able to DACUS without a GameCube controller. The inputs are just Dash -> Attack (for a Dash Attack) -> Up+Attack. It's worth noting that a buffered DACUS ("BDACUS") gives a greater distance for characters like Falco, and Sheik actually cannot DACUS without buffering it.
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Cooljay wrote:
TheReflexWonder wrote:
Is there a particular reason that you didn't go for the powerbomb pin to finish the first Rasta fight? It's definitely faster than the overhead slam -> pin, and you powerbomb pin him in the title defense fight.
It was mainly because the hit before the press was going to stun, so i had to wait sometime as well as the AI decided to be grab happy after that hit. Leaving nothing but a throw break to hit again. Afterwards then going for him to pin. Ending up being slower just to the AI being incooperative.
Do you know if the running clothesline adds to the stun value or bypasses a stun on its knockdown? It has a specific knockdown animation, if I recall correctly, so I could see it potentially avoiding the problem in question.
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Is there a particular reason that you didn't go for the powerbomb pin to finish the first Rasta fight? It's definitely faster than the overhead slam -> pin, and you powerbomb pin him in the title defense fight. In at least one place (the first Jumbo fight, maybe more), the referee jumps before pinning; that's because he was a full screen away from you. You could probably save a little time by changing the distance he is beforehand (since he tries to give you space if you get too close to him). Also, how are the victory taunts decided? If it's RNG, you should see about manipulating the "hands up" one every time, because waiting for Jessica to come to you takes a lot longer. Is winning by submission definitely slower than the pin? One of Haggar's grapple attacks is a submission where he headbutts the oppponent repeatedly, and it's fairly fast. Either way, Haggar definitely has good pokes for this strategy. It was entertaining and a certain improvement from the ring-out version, and it gets my yes vote. Hopefully you don't mind the flurry of nitpicks--I just played this game a lot growing up, so it's easy for me to spot potential improvements.
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In scenes where the game stops (like on the Stage 6 vertical-moving platforms), would it be a little faster to turn around and do a Down+B backflip before you land on/activate those platforms? I imagine that would save a tiny bit of time if you can do the Down+B after a very short amount of time turning around. A single backflip may not be faster, I guess, but it certainly looks like it on the rocket you backflip past. Also, I'm surprised you left so many enemies alive in the later stages. Do they not contribute heavily to the lag?
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I came to be thoroughly entertained, and I was not disappointed. As a big fan of all the other assorted MK runs, this one was just as fun.
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An attack that doesn't hit tends to look a little sloppy from an observer's perspective. While I understand it doesn't really matter, part of the appeal of TAS runs is that there's superhuman precision. It's a bit like if you're TASing a shooter and miss shots. It takes you out of the thought that a human could never manage that. I have fond memories of this game growing up. I'm definitely a fan of beat-em-ups in general. I like the idea of it having a proper TAS, even if the game doesn't allow for a ton of variety in that.
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In your second WIP video, it looks like you miss a punch on Cannon Top at ~3:33 due to lag and his invincibility period, in a way that seems as if waiting slightly longer would speed up the fight. Or was that for manipulating luck?
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"Heavy divekick abuse" sounds like something I'd read in the submission text of a fighting game TAS.
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I've only seen a small bit so far, but watching Wally KO the Ralts makes me so sad. He succumbs to his illness and never reaches his dream. ;-;
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The TAS itself was okay. Somewhat repetitive, but enjoyable enough for me to give a weak yes. The dialogue at the end was really cool and intense, though. I also find it funny that the ending picture shows all the X-Men except the one you used for 99% of the game. :p
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Pretty entertaining. Showed off a lot of fun stuff with each character. Solid yes vote from me; this is a no-frills, fun exhibition that I rather enjoyed.
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gocha wrote:
In most cases, you do not need an external tool like MHS to search memory addresses. Most TAS emulators such as BizHawk should have a built-in RAM tools. By the way, I've found a few of memory addresses from my old TAS repository. I'm not sure if they work well with the ROM version you use.
6
00000	7E1020	d	h	0	X Position
00001	7E1024	d	h	0	Y Position
00002	7E1028	w	s	0	X Velocity
00003	7E102A	w	s	0	Y Velocity
00004	7E1074	b	u	0	Shoot
00005	7E02C0	b	h	0	Mood
Thanks; I'll take a look and mention if anything cool comes of it.
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I'll admit that I didn't check any memory addresses, but I didn't notice any significant difference between the main moods that showed up, at least (happy, meh, somewhat angry). That said, there is very little flexibility given for that, considering how much of a commitment changing Pac-Man's mood tends to be. Shooting him costs about two full seconds of movement (and most mood-changing interactions cost even more), and his mood can heavily alter the way that he interacts with things. I can think of a couple of situations where shooting him would cost roughly as much time as it does when I do nothing (usually because of a scripted "I'm looking around" animation), but his mood is often manipulated for the best situation in terms of getting through the screen already. I've made notes of that in the couple of videos I put up.
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For Stage 3, I found that all you need to get the ghosts with the guitar to appear is to go to the screen beforehand, rather than going up to the roof or through the city moving rightward. As short as it was, I ended up using all three Power Pellets to increase speed; the alleyway is so slow to move through normally because of the cat and the hotdog stand. https://www.dropbox.com/s/96x7jciosxiqxwe/Pac-Man%202%20Stage%203%20WIP.bk2?dl=0
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Since you have a full bar of meter in the car destruction, I'd be surprised if using at least one EX Flash Chop at the end wouldn't speed it up. Either way, it was massively repetitive. If you can't showcase a lot of interesting glitches or varied gameplay, it won't make for an interesting TAS outside of people who are very well-versed with the game.
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Redid Stage 2 with the aforementioned improvements. Getting the ghosts to work with me after the mine cart section took a while, but I finally got it to work (and got the ID-holding ghost to move further right before I ate him!) after a while. Cleaned up some inputs. https://www.dropbox.com/s/zqc6busp60u5wlp/Pac-Man%202%20Stage%202%20WIP.bk2?dl=0
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This will sound like a stupid question, but, how do I play a movie back, add extra inputs afterward (as in, continue working on the movie), and then save it? Using the Read+Write option doesn't seem to let it play back correctly the next time I open the file. I don't know how it was working fine before, but now one of my savestates causes the game to crash, presumably because it is ahead of where the movie is, even though that shouldn't be a problem...?
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I thought that specific drop-down option was only for locating any and all existing files in a folder, not for saving as an extension-less file. I learned something important today. Thanks for bearing with me; just got the most updated BizHawk and Notepad++; hopefully I'll be able to make something happen now. EDIT: Heck yeah, I'm in there. On with the show.
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Downloading that now; I should've checked that, for sure. My mistake. I know how to control the file extension when I'm saving a file, but I don't know how to keep it extension-less (or, at least, that's what those files suggest when I check the properties immediately after extracting from the .bk2; I don't actually know what that means) after saving an edit on Notepad. Either way, no offense taken; I'm the one having problems, so that's clearly my bad.
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What should I be using to open it? If I use Notepad, the file is saved as a .txt file (rather than as a...well, a file; there's no extension listed for Input Log, Comments, etc.), and as far as I can tell (I'm not very computer-literate), opening the .bk2 files breaks it apart, and simply zipping it back up and changing the file type doesn't make it run as a movie.
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I am currently trying to edit an SNES .bk2 input file. I can unzip and edit it, but I don't know how to save/archive the new file(s) so that it will play back. Can I get some help here?
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Good idea; I'll look around and send some messages. I decided to crank out a working Stage 2 today: https://www.youtube.com/watch?v=rekqSQ4R93 I found a couple of potential improvements looking at the whole thing at once, so I plan on redoing this, regardless. Another need for understanding how to edit inputs in the hopes that I can save myself a bunch of time and effort... There are a couple missed inputs in the mine cart scene: A "wasted" slingshot use and a "faster" while Pac-Man's already in the air that may have cost a decent handful of frames. Ignoring the orange ghost after the mine cart will prevent the water drop from triggering before collecting the ID. This would eliminate the need for making bringing Pac-Man to an angry mood with a slingshot hit, saving a couple seconds. Also, perhaps I could try more "fun" movements with the cursor, but that's probably the least fun of this experience on my end... I am personally surprised at how varied moving through the village has been so far; even in my Stage 3 experiments, there's a different way for going through the farm that is only better for Stage 3/4!
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Apparently, only a bit of encouragement was necessary to get me started on a TAS. I decided to try my hand at the first stage. I've never made a movie before, but I've spent enough time watching them and reading authors' notes that I feel I have the hang of a lot of the tools involved. (Related: Can somebody tell me how to edit a movie's inputs? I accidentally had my Frame Advance hotkey on the same input as the R button. R has no use in this game [unless such inputs can manipulate lag frames; gotta test that], but I would certainly rather have all my inputs actually "matter," you know...?) I decided to try and optimize the route shown in the previous video; here's a WIP at the end of Stage 1. It's largely the same as the previous video, but with TAS precision on shots/movement and a bit of playaround where it doesn't cost time: https://www.dropbox.com/s/iccevy244fy95rk/Pac-Man%202%20Stage%201.bk2?dl=0 Some notes: You can get Pac-Man to interact with something on the same frame that a screen starts to fade out, but almost all interactions stop him in his tracks (easily tested by shooting him or looking; the result happens at the beginning of the next screen). This means that it's generally of no use, but since there are a few "active" frames during the fade-out that walking wouldn't help, if there is a situation where outright shooting him to change his mood while he is walking is the fastest method, you can shave about six frames of it by doing it during the screen transition. With my casual testing up to Stage 3, this does not appear to be the case, but, who knows? Might be useful later... You have to hold B (X for Power Pellets) for 16 frames to "ready" the slingshot, and it takes 9 frames after releasing a normal shot for it to hit; Power Pellets are much slower and seem to hit the ground faster if you aim lower on the screen. The Look command (Y button) works on Pac-Man after 29 frames and is "active" for about 15 frames after; if he is doing pretty much else at the time, he will ignore your Look command. Pac-Man's interactions generally have three states: One where he completely ignores slingshot shots (useless in terms of manipulation), one where he will react to shots but restarts his previous animation soon after (worse than useless, since it makes you take even longer), and one where he reacts to a shot and then starts walking. There does not appear to be any pattern behind which state each animation has, so I'm basically just doing trial-and-error on everything there. The last one is very important and can be seen in my WIP; I skip his checking out the cow and his long "relief" animation after getting attacked by the crow. It's not always faster (which is why I don't shoot him after running from the fan), but the frames can really add up. I have a route in mind for Stage 2, which I should start sometime soon; I would be happy to share the blueprints if anyone wanted to talk about it, but I imagine this game isn't one that people know very well, so I might just end up ruining surprises for people that way. If not, let me know and I'll gladly post it up.
Post subject: Pac-Man 2: The New Adventures
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Hello--Long-time lurker deciding to make a significant post for the first time. I recently gained a bit of interest in doing a real-time run of this game, as I grew up with it and enjoyed all the interactions available. For those unfamiliar with the game, it is kind of a point-and-click adventure game. The player has to guide Pac-Man through areas to complete objectives, either by shooting objects with a slingshot or by telling Pac-Man to look in a direction. On the surface, it seems like a really simple "point A to point B" game that is unsuitable for any significant entertainment in terms of a speedrun, but as I found while playing around yesterday, routing ends up being quite a fun puzzle, due to the myriad of ways things change as a result of Pac-Man's mood, the ability to skip certain triggers by interacting with the world, the Super Pac-Man power-up (which has a long animation but skips long stretches of obstacles), death warps...I've had this game since I was a small child and I've played it to death, but even now I'm finding new animations and situations I'd never seen before. Anyway, I decided to try experimenting to find a good route. I couldn't find any info on these forums or the SDA forums, and the only speedrun I could find was a real-time run from 2007 that seems to be quite unoptimized: https://www.youtube.com/watch?v=D6HQtmkcdX8 This run doesn't really mess with Pac-Man's mood or see if the environment can get him around faster. After about an hour of messing with the world, I was able to shave about ten seconds off the time of the first stage, in what I feel is pretty entertaining in comparison (turn on annotations for the best effect): https://www.youtube.com/watch?v=njkY9CqNgJg Within that, various button optimizations would be for stops via the "Look" command could be made better in a TAS (the previous video was done in real-time for fun), getting the crow to knock down the bottle as far left as possible, faster cow interactions, and knocking on the door when you're directly below it. As far as I can tell, there's no good way to shorten the animation after running from the fan. I played around with Stages 2 and 3, as well; might make videos there soon. I found a handful of ways to speed those up. It's worth noting that there are only four stages, so the game is quite short. Just thought I'd post here to see if anyone wanted to help me route it and/or if someone was looking for a fun diversion to work with. In working up to the end of Stage 3, outside of when it is mandatory (to get the ghosts' ID cards), Super Pac-Man only appears to be faster for movement at the top of the mountain, and only barely (stupid balloon).