Posts for ThunderAxe31


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FatRatKnight wrote:
As for the one frame desired in Stage 8, we can prepare later stages for when we do get that frame. Just insert 24 frames at the next stage select, then re-manipulate those items. If we then get that frame, we'll have a movie file prepared ahead of time that all we need to do is combine the 8 frames saved with the 24 frames we intentionally delayed and have a complete sync thanks to the 32 item cycle.
I don't think that's a good idea, resyncing the 90% of the run for an improvement that we're not even sure if it's possible to get. My idea is to leave things how are for the moment, and keeping searching for this frame for a week or two. In case of succes, we can still work on resyncing later. I've also contacted some DTC6 people for asking help. About the entertaining of Stage 0 and 8, I've applied some minor touch-ups. I'm done with these now. Edit: I found a glitch about level loading. It seems that between segments 1 and 2, the game doesn't properly check when should begin loading the next segment, resulting in loading level tiles that shouldn't exists. Also note how the enemy spawned in segment 1 is moving freely in that glitched space. Have an encode: Link to video
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Thanks for the contribute, I didn't expect to receive help with the aesthetic improvements so soon. Now that I'm finally seeing an actual playaround with Stage 0 miniboss, I've got more aware of what is bad for it. I have to note that camera scrolling should be avoided as most as possible. Firstly, because most first-time watchers may want to look well at the miniboss appearance; secondly, some people can find all this camera scrolling nauseating. Also, I don't think it's a good idea to add excessive fooling around so soon in the run, because some people may get confused and wonder if that's part of the fighting strategy or even a requirement for killing the miniboss. The Stage 8 miniboss is good. By the way, here is my interpretation of the entertaining for the rest of the Stage 0 level, so that I can be judged as well. I removed all drop pickups before miniboss, picked up as many lifes as possible after miniboss, and especially worked on improving the part where the flying enemy travels toward the boss segment. By the way, to anyone who is reading this: in case it wasn't clear, we are currently in desperate need to save 1 frame in Stage 8. I'm trying hard myself, but I'm having no further luck... So please, consider helping finding the frame save.
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Alyosha wrote:
@ThunderAxe31: I'm not following. Is the glitch supposed to be there or not?
Is supposed to be there. If you look carefully in the upper left in my screenshot from the YouTube video, you can see some whitish lines. These should be the glitched sprites just before disappearing, because the player is walking slowly throught the level. Also note that the glitch happens on BGB as well.
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Post subject: Maybe skipping boss 5 re-fight.
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I researched about the 5th boss re-fight skip tonight. I tried using all sort of stuff in order to hinder the escape of that ground enemy. The problem is that we can't fire anything while we charge the Star weapon, which is the only shot type able to get so far offscreen. So I asked myself: is there any kind of weapon that can attack the enemy while we're charging the Star weapon, after swapping by Shot Counter glitch? Well, I found three: 1) Whirlwind shot. Too bad it kills the enemy on the second hit, unless we invent some way to heal the enemy HP. 2) Missile smoke. Too bad the tiny space available allows for hitting only once. 3) Sticky Meteors. Yeah, I know, sounds very unlikely but... But! I found something very interesting... You can generate Sticky Meteors by swapping after firing a Spikeball shot. You can do this with Shot Counter glitch. The fact is that the Spikeball shots, since they are supposed to never get out of screen, are programmed in order to despawn by timer. Most of other weapons have an infinite looping animation instead... So, what do you think it happens if you force an infinite looping animation to Spikeball shots? That's right, they never disappear! Well, unless they touch an enemy. But luckly, every spark animation generated when a Spikeball bounces, will turn into 1 zero-damaging stationary bullet. Which is probably enough to hinder that enemy from running out of screen. If not, we can still hit it before 3 times with the Basic weapon. And we can charge Star shot in the meanwhile thanks to Shot Counter glitch. So I'm sure it will work out. See you tomorrow... Edit: oh, and I almost forgot to mention... When Zook fires the Charged Laser to break the door lock, the Shot Counter glitch will get nullified, but if the Spikeball disappears after firing it, it will get again to -1, allowing to generate the Sticky Meteors and swap to Star weapon right away. Edit 2: actually, there is no need to re-trigger the Shot Counter glitch, since the Sticky Meteors will not disappear by themselves. Edit 3: 1 lag frame saved in Stage 9, the only one present. Edit 4: I improved the entertaining in Stage 0, except for the miniboss. I don't feel inspired for that, sorry. I also need help for the miniboss in Stage 8. By the way, remember about my 1 frame improvement in Stage 8? I'm still unable to resync the boss battle, especially because some lag frames popped out. Even if this improvement does not actually save any time dure to frame rules, I think it would be better to include it in the final movie for completeness and help possible future improvements (though I highly doubt to be possible...)
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It's surprising that such a dark-themed game exists on GB! Yes vote. By the way, due to the gameplay it should rather been entitled "Castlevania feat Assassin's Creed: Craf Your Waifu"
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Post subject: Here is encode
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Post subject: Re: Gambatte has a graphic glitch with Emo Dao
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Legit question. In fact, I was about to delete my post. This screenshot comes from a recording done on real hardware: https://www.youtube.com/watch?v=93ySxbVIY_Y
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Post subject: Gambatte has a graphic glitch with Emo Dao
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Gambatte has a graphic glitch with Emo Dao, please see if there something you can do about it. VBA does not feature these broken sprites.
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Post subject: temp encode
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Post subject: s u b o p t i m a l i t y .
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SmashManiac wrote:
Also, voted No. I played Toki Tori a lot on PC, including the Potato ARG and community levels (even made my own). This run just looks like a normal walkthrough of someone with a very good memory. Not that it's the author's fault: the game is designed with a fixed movement set preventing superhuman play, and the level design emphasizes tortuous fixed paths not leaving much room for route optimization.
I also had the impression, at first, that due to how this game is made, it could be rejected due to trivial game play, that is because of the run being too easily reproduced in a real time run. But I was wrong. I've done a quick check and found that depending on the point in which Toki Tori is when A button is pressed when close to an edge, the jump lenght is different, while the jump duration is still the same. So with frame-perfect inputs, the overall travel speed can be optimized. So I've TASed the first level and finished it 119 frames faster than this submission.
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HD encode is up. By the way, the run feels really uncomplete without the extra levels...
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Well made run on a well made game. Yes vote! I'm encoding it in HD since the current temporary encode hides the beauty of this game. By the way, why didn't you clear the extra levels?...
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I already managed to trigger the Shot Counter Glitch, I even managed to get it to -2... Too bad this didn't help with the miniboss at all, since the current WIP is already charging the second attack while the miniboss is still invicible. I also tried replacing the first attack with a charged missile, but when swapping to laser the game crashes, just as repored on the resource page. About the script, it's just that I like highly-friendly interfaces. I'm noob inside. Now with the news: have you noticed how using Flame Dash cancels the Shot Counter Glitch? Well, I found a way to avoid losing it. Just fire some shots before changing to Fire weapon and charging. When the Flame Dash starts, it sets the Shot Count to 1, and then when it ends it sets it to 0. But if after the Flame Dash ended there are still some of your bullets on screen, these will trigger the Shot Counter Glitch again when they disappear. I've tried triggering Shot Counter Glitch by using Fire shots alone, but it was impossible, because the shot disappeared off screen before the Flame Dash ended. For the moment I only managed to do it with Spikeball shotsm by having the Shot Counter Glitch already active before Flame Dashing. Maybe Missiles and Fragile Barrier will work as well. Edit: here you can download a .tasproj that documents what I've said: https://filebin.net/9tjnod8saldiqcv2/ZM_s6ShotCounterGlitch.tasproj The fourth branch features Shot Counter Glitch re-triggered after firing Charged Laser, after Bubble shots; if you use Spikeball shots first intead, you get Zook freezed in place forever. Edit 2: miniboss killed, 6 frames saved. 4 frames saved thanks to Shot Counter Glitch triggered by barrier, and 2 more frames saved in segment 2 thanks to a new strategy. Desyncs after beating miniboss. Edit 3: Looks like my new strategy that saved 2 frames in segment 2, but made lose 1 frame and 1 X screen pixel. Here is a .tasproj file if you're interested to analyze: https://filebin.net/8h27620je3pobh46/ZM_s6seg4tests.tasproj Since in segment 4 we're much close to the right edge of the screen, it could be problematic to handle some collisions and drops, so I've prepared 3 extra routes with 1, 2, and 3 less X Zook pixels. All these are present as TAStudio branches in that file. Edit 4: Stage 6 almost done... 7 frames saved until segment 5. Edit 5: Zook Man ZX4 - Stage 6 clear, stage select in 56280. Because of frame rules, I lost 4 frames in Segment 6. But I may have done something wrong there. Need someone to double check for possible improvements. Edit 6: total of 12 frames saved in Stage 6. Edit 7: Resynced Stage 1 after the 8 frames improvement in Stage 7 by keylie. Edit 8: Resynced Stage 4 until miniboss. Edit 9: keylie Resynced Stage 4 completely. Also added two improvements in Stage 5, respectively 2 and 5 frames, but still need to resync because a Shot Counter Glitch usage got broken. I found a 1 frame save in Stage 8, but boss battle needs to be resynced. Edit 10: In case someone is wondering about the 2 lag frame introduced with the improvement by keylie, I have to tell that even if you avoid them, they will pop out in another place. Here is the proof: https://filebin.net/7nxu52764otjrp1z/ZM_s4failedlagsave.tasproj Edit 11: Resynced Stage 3 by keylie. 2 frames were saved, but it didn't get to the dialog rule. Edit 12: I want to save another lag frame in Stage 3, segment 7. For this reason, I reworked segment 6 in order to get Flame ammo replenished completely earlier... Though I was still unable to save the lag frame. Someone help please: download movie Edit 13: keylie managed to save that Stage 3 lag frame. Edit 14: Stage 6 resynced, but not the boss battle. Edit 15: Stage 6 boss resynced. Now we have to look Stage 2 thorough for possible improvements. Edit 16: keylie improved Stage 2, then I improved it further, by saving about 10-11 more frames. Segment 8 and the boss fight need to be resynced though. Here is a .tasproj file: https://filebin.net/m3fn5qm1nu14sqmz/ZM_s2bosstosync_29.tasproj *Note* that there are 2 improvements branches: the first is 1 frame faster, but is slightly less likely to be resynced. Edit 17: keylie finished resyncing Stage 2. Stage select at 62358 (-9 frames) Edit 18: I remember FatRatKnight saying that the first boss-refight couldn't skipped because the enemy to make spawn was just a mare 1 pixel away. We gotta try hard to get that pixel.
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Stage 3 resynced. Since the luck manipulation in segment 6 got much harder, and I don't find the current scripts good enough for RNG monitoring, I've written a new one from scratch. It shows on the game screen an overlay list of all the 32 possible drops, indicating which is the current one. I think it's very handy. Have it here: RNG Overlay The rest of the stage synced fine without having to change anything. For the boss battle, I've done some minor changes in order to avoid getting hit. Apart from these things, I've tried doing some improvements, especially about the new Shot Counter Glitch strategy, but I didn't find any way to trigger it without wasting huge amounts of time... So it's very unlikely that this stage could be improved any further. By the way, next stage is 6, and will surely get some nice improvements, especially by triggering Shot Counter Glitch for improving the miniboss fight. Actually, not even a frame can be saved on the miniboss. Maybe some in the save segment before it.
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andypanther wrote:
Technically, Greek is my second language, but I definitely wouldn't be of any use with it, as my knowledge in Greek writing is awful. Also, I don't think Greek is a top priority.
You could still translate at least the welcome page, since it's the most important one. By the way, I think the top priority pages that need to be translated are the ones that already have a Russian version: https://www.google.it/search?q=site%3Atasvideos.org+ru.html About the top priority language, I think it's pretty obvious that we need Japanese.
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Post subject: Count me in.
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Yesterday I took 2 hours to correct thoroughly the Welcome page in Italian version, since it was very bad. I may be not the best with English, but on the other hand I think I'm very capable for translating to Italian. So count me in.
xy2_ wrote:
Also, to follow this idea, we need something like a Translation module, to show available languages for each page, as well as the language you are currently on. The way it is done now, the WelcomeToTasVideos page has a small header, in plaintext, linking to other languages; but this will get tedious to update if much more languages are added, since you will need to edit that header for every single page translation as well.
I think the best solution would be to add third-level domains. For example, jp.tasvideos.org/WelcomeToTASVideos.html would be the Japanese version of the welcome page. This would make it much more simple to perform a mass-translating operation.
Warp wrote:
Generally, people are not translating the English article (or any other article for that matter) into their own language. Instead, they are just writing an independent article on the subject in their own language.
When I corrected the translation I mentioned, I tried to keep close to the original text as much as possible, with using adaptations only when strictly necessary. I've done so because I think that page is especially important and has some storic relevance, so I guess it would be fine to be more loose with most other pages.
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Hello and welcome to TASVideos. Setting a timer externally from the emulator sounds completely wrong. Also, you need loading savestates in order to rerecord, which is the very basis of TASing. I think the solution for your need is simply using RAM watching, a feature found in DeSmuME and most rerecording emulators. All games have one or more internal timers that keep track of the amount of frames from the last reset. Use RAM search for a 4-byte value that do increase by 1 every frame, and add it to RAM watching. Then open the RAM watching window, and save the addresses list. I suggest you to add both an address that does increase every frame, and an address that does increase only for non-lag frames. Read these if you didn't already: Wiki: MemorySearch Wiki: RamSearch Wiki: RamWatch Good luck.
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Ok now explaing things better. When the last barrier wears off, the shot count gets set to 0, so if in that moment there is already one or more shots on screen, when these will disappear as well the shot counter will get negative. The new thing I found is... a third way to trigger the shot counter glitch... which is actually already used. At 37071 (s5 Segment 0), the very first enemy is damaged by touching our flame barrier. Apparently, charge swapping from Bubble to another weapon turns the barrier animation in an actual bullet, that moves together with Zook and will disappear when touching an enemy, dealing 1 damage and lowering the shot count by 1. The news is that you can do this after having used the other metod I mentioned, in order to lower the shot count even more, at will. But be careful, because swapping from bubble barrier to other weapons can cause game crash depending on the moment is done. Here is a .tasproject file demonstrating it: https://filebin.net/kpcjzj4pplmzu9h2/ZM_s9doublemeteor.bk2.tasproj Sorry for not re-syncing the rest of the movie... Just say if you want me to do it... Edit: I'm re-syncing stage 5, so wait for me ok? By the way, why didn't you make a smaller jump and grabbed the ladder at 40020 (s5 Segment 8)?
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*quick post before going bed* 1) If you burned out too much flame ammo, then just don't use it aganist boss 1 re-fight 2) I found how to trigger shot counter glitch with water barrier. It was very simple, really. Now we can avoid opening menu for charge swapping from water to flame weapon, which will save about a second in total.
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Demon Lord wrote:
It seems Nintendo sold 62M NES consoles, of which 53M were sold in Japan and US combined. (source)
Thank you, I should have used that in first place. Let's now take a look at the Super Mario Bros. sales:
Total Units

  North America:      29.08m   72.3%
+ Europe:              3.58m    8.9%
+ Japan:               6.81m   16.9%
+ Rest of the World:   0.77m    1.9%
------------------------------------
= Global              40.24m
The amount of PAL cartridges sold is 4.35m, about 10.8% of the total sales of the game. So my point about the PAL version being diffused about as much of the NTSC version falls here, but 4,35 millions of sales is still a number. Also note that SMB was the best-selling videogame in 80s, and today is still holding the 5th place.
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Link to video (Yes vote)
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Chanoyu wrote:
Publishing this movie alongside the NTSC branch would clutter the site with a mostly redundant run and potentially set a bad precedent. Obsoleting the NTSC branch would nullify the version of the game that most of this site's users first played.
I'd like to expand on this a little. As a European, I played PAL versions of games, Super Mario Bros. included. I think that if the significance of SMB's status as a classic is in any way important, and obviously it is, this classic status applies as much to the NTSC version as the PAL version. I think it'd be a bit of a shame that, if the version of a game I played was different, that difference would be a reason to make a TAS of it unpublishable on the primier TAS videos site. In other words, as long as "my" and "your" games are the same, the version doesn't matter, but when they're not, I'd like to see "my" version too.
As an European person (also that used to play SMB on real console), I'm also concerned about this aspect. I see that the NTSC versions generally have technical merits towards their PAL counterparts, but both are still official releases with their story and dignity. This is the map of the analog colour television encoding systems used by different nations, according to Wikipedia: I don't know how much this is indicative to the actual usage and diffusion of the relative game versions, but it's still suggesting that are both not negligible in the cultural aspect.
Warp wrote:
I don't think any rule should be totalitarian. Any rule, no matter which, ought to allow for exceptions if there are good reasons for it. When rules are applied in a completely rigid totalitarian manner, it only causes problems. Rules should be flexible and be ready to accommodate the immense amount of variation in highly subjective situations.
I agree. Games themselves, and then also runs, can often have ambiguous natures due to a multitude of differing factors, and thus often needing an ad-hoc solution. Reality is made of nuances; while schemes certainly make things easier to handle, it's not like everything can forced into rigid labels without having drawbacks.
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Post subject: Re: TASVideos.org on mobile
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Nahoc wrote:
As many of you know, the website isn't responsive. So when you try to browse the site on mobile, you have to zoom around and it's hard to click on links or view content.
That's a nice idea; I often use my S5 mini to browse the site and I keep zooming out and in all the time.
Nahoc wrote:
This version has less content and it more oriented towards people that want a quick look at what's new and have plenty of YouTube links for easy watching. This is why a lot of content has been stripped down to keep the minimum.
Please don't assume that anyone using a smartphone isn't interested in accessing all the site contents, especially in the case someone is browsing it for the first time. Shouldn't be possible to pack nicely all of the desktop site stuff in the screen?
Nahoc wrote:
Note: this is mostly a proof of concept and I'd like to have your feedback.
To put it simply, I just don't like it at all. Your current draft surely has nice text sizes for a smartphone, but for the rest you've just replaced the good old home page with the Recently published movies page, while just adding screenshots and descriptions (which is fine) and: 1) Leaving huge blank spaces on the right of screenshots 2) Showing the rating with a bar but not numbers 3) Desfiguring the screenshots with a YouTube button and... rounding off corners... Also, what's with the navigation bar stuck on top? It's just plain annoying.
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Although the submission day is not quite close, I'm doing some researches about Mega Man X, the main game from which this Zook Man ZX4 stolen got inspiration, and it looks like there are some names that should be corrected in both the submission text and the resource page. The source I'm using is the Mega Man wikia. Correct names of upgrades: Armor Parts (referring generically to upgrades), Helmet Part, Body Part, Arm Part, Leg Part. I also note that the term "Miniboss" may be confusing and should be replaced with something like "Mid-boss". What do you think about these names? Are they correct/appropriate? Also, are there any suggestions for other corrections? About the movie file, here are some notes about cosmetic choices that I advice: - Globally: kill as many enemies as possible - Globally: try killing enemies with less shots possible - Globally: avoid getting hit when possible - Stage 0, Segment 0: try to remove any music-breaking sound - Stage 0, Segment 1: improve entertaining in midboss fight - Stage 0, Segment 4: improve entertaining and avoid getting hit while luring the enemy for boss skip - Stage 8, Segment 5: improve entertaining in midboss fight - Stage 6, Segment 8: improve entertaining and avoid getting hit in boss fight - Stage 2, Segment 11: avoid getting hit in boss fight - Stage 9, Segment 1: improve entertaining and avoid getting hit in boss fight Lastly, we should publish on the resource page a wch file with all the addresses known, even the apparently useless ones. Edit: about the submission text, I'm going to rewrite most sections, except for the level-by-level comments (which consist in the most of the text) because I think FatRatKnight is already explaining these good and has more view about the matter than anyone. Edit 2: some parts of the level-by-level comments will need to be updated/corrected as well.
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