Posts for Tompa


Tompa
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Pheenoh is currently too busy speedrunning the game: http://www.twitch.tv/pheenoh
Tompa
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Use the Autohold feature. I use it constantly and wouldn't survive a single TAS without it.
Tompa
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It will be streamed next Monday at 4PM EST with commentary by me, Lord Tom and CujoISHV, the current WR holder, at http://www.twitch.tv/tompa
Tompa
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Just want to mention that the Warpless TAS is done. The plan now is to stream it the way it was done with the 100% TAS. Currently looking for a date and time that works for us. Stay tuned!
Tompa
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Well done! Like 50 seconds faster than the old TAS, you're crushing it!
Tompa
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In my last time, there were several places where damage boosts could have saved time, though I didn't have enough health for it, mainly in Palace of Winds. Also to avoid hearing the beeping sound as much I suppose =). It's not finale that we will keep it like that, I need to do some timing tests and research for possible drop places which won't cost too much time.
Tompa
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If anyone is interested: While it won't be a TAS, Baffan is about to start a new 100% Speedrun for the game. Which will last about 345 hours the next 15 days! http://www.twitch.tv/baffan Progress: http://baffan.free.fr/bk100/
Tompa
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I want to help for sure, and will as well as soon as I have solved a few other things in my life first. Then you'll have my "full" focus for this project. Hopefully also get a new computer for it to be a bit smoother =). I'm impressed what you have done so far at least, though, as you already know, there is much to work on still!
Tompa
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Third dungeon done! http://tasvideos.org/userfiles/info/26376835051500586 Link to video (NOTE: The youtube version's boss fight was improved by 64 frames)
Tompa
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I'm sadly not able to watch it currently. My desktop keeps crashing for unknown reason and this old laptop can't run Bizhawk properly.... But really nice. The times when the camera got stuck, did you keep on playing to see if it could fix itself later on? Did you do any research on when/why the camera speeds up and goes through obstacles? As I could never bother to figure it out back then, I got sick of the level. Also: Did you try to use Expresso?
Tompa
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Yes, my old is insanely outdated for loads of reasons... I lost interest and motivation in the game. One reason being that it was hard for me to decide what rules to go by, which glitches to allow and not. In my post above, I did mention that I would write up some details for it... But meh... I really have no motivation for that either... New run for the game would be sub 1 hour possibly.
Tompa
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Here's a map of the level, might be of use: http://www.dkc-atlas.com/maps/dkc/4-4 Should just clarify: The lag problem was not major and only happened very few times. Bigger issue was the enemies when using a cam hack. So some kind of cheat code that allows you to travel through enemies without getting hurt, or some code that just disables them. I haven't experimented with either of them.
Tompa
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This WIP has a version of 4-4 and the glitch setup: http://dehacked.2y.net/microstorage.php/info/830458799/Croctopus-Chase-TESTRUN.smv Here is a test of the level only, that Arne made awhile ago, which is far from optimised, but shows beating the level: http://dehacked.2y.net/microstorage.php/info/958603710/Croctopuschase-glitch-doublecheck2.smv There have also been a few finished version in Japanese TASes which you can find on Nicovideo, and I believe in this topic too. None of which are completely optimised to my eyes. It is also possible, as seen in the JP runs, to do this with Expresso. Some testing long ago by Arne showed that Expresso was slower, but more in-depth testing has to be done for the entire level to make sure. Now for the problems to TAS like this: The camera. The camera is set at a very slow pace, which means you outrun it quickly. In order to beat the level the camera has to be close enough for the exit to spawn. Once the exit is spawned you can finish the level anywhere on the right side. As Diddy is moving too quickly, the camera will have a hard time catching up. And it will keep getting stuck because it mainly follows the "intended" path in the level. Sometimes, which I have yet to understand, the camera will speed up quickly and through all obstacles up to (Or close to, rather) where Diddy is. The first SMV is fairly optimised up to a point when Arne couldn't get the camera to keep following, which is where we gave up. Another issue is the enemies. When recording, a camera hack is practically a must. I can upload Arne's tutorial on how to use it. But that means that the hack will show enemies where Diddy is that have yet not been spawned by the real camera. So while you are recording, they will be in your way even thogh when replaying, you can go through them. They can also cause the game to lag when recording, which does not happen when replaying. And enemies on the real camera can cause lag when replaying as well, causing it to desync for that reason too. So those issues combined make this level a huge pain to work with...
Tompa
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So your plan is to keep editing cerrtain parts in and make new attempts at syncing the rest of it...? Sounds similar to what Dooty did with DKC2 and DKC3, which I don't really approve to, at least not for a submittable version =). I'm still very busy myself, so I won't help out with any main TASing yet.
Tompa
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Just going to put in here that I have always liked this game and the glitches you have found so far are pretty neat! Looking forward to more =).
Tompa
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I even warned Taylor, while watching the stream of the run, that the run would not be accepted, he simply replied that he didn't care. Seems like he does care...
Tompa
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I'll get back to helping out with this soon enough... Just too many things going on currently. Two other things I haven't mentioned recently is that it is faster to skip Master Necky, the second boss. And the glitch in Croctopus Chase should certainly be in a new run. I haven't tried 101% TAS-strategies for anything past Poison Pond, so I'm unsure what kind of new strategies and timesaves that can be done compared to Arne's run.
Tompa
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New WIP that gets the first (And only, actually...) key in the third dungeon: http://tasvideos.org/userfiles/info/25657650205514836 From here the route will differ compared to the old TAS! We are just going to get the Mole Mitts and then glitch into the boss room, skipping half the dungeon.
Tompa
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Alright, great =D! No rushing, IRL should always be the #1 focus.
Tompa
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Are you still working on this? I'm very much looking forward to a TAS of it at least!
Tompa
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The problem with SMB3 100% is, compared to the warpless TAS, that it adds lots of autoscrollers. Some of them we do unique and interesting things, but they get a bit repetitive at times, I agree with. Even though I think a level like 1-4 is pretty nicely done, which will never be seen in any other run. But then we have levels like 5-9 which is simply terrible because there is not really anything entertaining to do while waiting around...
Tompa
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1. I was able to be ahead at the start up to Rambi. Though because of lag and not-enough-ahead, it ended up being the same frame count to the bonus :/. Crazy amount of possible combinations there to save subpixels while hoping to reduce lag... In the bonus itself I saved two frames of lag by using a different jump pattern. However... One of these frames were lost during the transition to the seocnd bonus and the other one during the next transition. Dumb game rounding down the frames. They could maybe be saved somehow... 2 and 3. I guess you aren't done adding improvements here? Some were added, some were ignored, felt weird while watching =). Anyway, I won't point them out again. 4. Alright, water level notes! The corners are the main concern here. You always want to build up speed (Make sure you study that RAM Watch!!) while going up/down shafts in order to have as high speed as you can. For example, at the beginning, going upwards, you want to go left at once to gain distance before holding right to go towards the corner. Never push against the wall with 0 speed. As with other animal buddies, you'll start with the speed you had when mounting. With Enguarde, in thise case, you also need upward speed by using the B button before mounting. Enguarde movement can also be tricky sometimes. Between each attack you have a couple of frames to choose where to steer it and then either B, down B or up B. It's often needed to combine all of them to end up at the best location for an upcoming corner. This took me LOTS of effort to do in certain areas/levels. Those 3 are the main reason you lose so much time in the level at least. And now it's 2 am and I'm tired :D.
Tompa
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And I think this is fitting to post here: http://www.streambig.net/mario-maker-mondays.html All info is in the link. It's a weekly race to sum it up =). I think that will be pretty neat! I yet don't own the game, but we'll see how many levels I'll make when I do get it.
Tompa
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" Case in point, assume that in Megaman there were a hard difficulty mode where the only difference is that bosses have significantly more HP, and thus it takes twice as many shots to kill them. Would you consider a TAS in that mode more interesting, less interesting, or completely equal than the current TASes? Personally I'd argue it would be less interesting. " If Hard Mode will be more interesting or not is a case by case debate. Simply increases enemies health is NOT neccesarly challenging or more interesting. But it will almot always be slower. In some cases, however, it may result in the fight being too slow to become interesting to watch, such as your 1 hp example above. Though at other times it will just me insanely boring to watch the same fight go on for 10 minutes longer such because the boss has more HP and you deal less damage.
Tompa
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To Warp: Let's say the boss has 10 times as much HP. He'll never ever attack you, all you have to is to shoot it, once every 10 seconds. Is it more of a challenge to shoot 10 times as many times? No, it isn't. Let's say the boss has 10 times as much HP. To damage him you have to wait for his 10 second attack pattern while avoid bullets. The pattern is identical on easy and hard and you use the same exact input presses every time. Is it more of a challenge to do this 10 times as many times? No, it isn't. As there is no challenge for a TAS to dodge the bullets 10 times or 9627478 times, just as easy every time. If Hard mode would make the first boss do something during Hard Mode, it would be more challenging. If the bullet pattern would change in hard mode, it would be more challenging. But right here IT IS NOT. Stop being dumb for once, please =).