Posts for Tompa


Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
These are sad jokes...
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Brushy, Tompa and Warepire have joined forces!
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Atma: If you jump while ducking you get two heads for whatever reason. As well as after the ride, without you having to do something. xxNKxx: I assume you mean when I run back and forth before jumping? I'm actually damaging the hyena while doing that. If I would have jumped too early it wouldn't have been killed.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Warepire: I'm all in for TeamSwede!
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Might as well join in again, rematch!
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
You don't have to hit the P-switch for the door to be active, it just shows where it is hidden =). We've decided to not use this in neither Warpless nor 100% though. But yeah, you can do quite a bit with it.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
There are a lot of methods of that glitch to skip through dungeons and shortcuts in the overworld. For a new TAS, I'm not sure what kind of ruleset that will fit best for it. As allowing these type of glitches will be too major to be included in comparision to the published run. You could just as well use the doghouse glitch or other warping methods really... One kind of defintion I had was that you are not allowed to move to a screen if the next room is not intended to be there on the map, if that makes sense. Which means walking between different caves or dungeons would not be allowed. This is a bit arbitary, I know, but I can't find a better way to solve it as of now.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
From July 17, 2010 <Kyman> kerio: we are so sure, that if it's possible without a key i'll eat my hand Talking about going through a keydoor in SM64 without the need of the key. I have yet to see Kyman's hand on his menu one day...
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Having it on Easy skips an area of the first level (Likely more in other stages, but I haven't played that far).
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
That was neato! =)
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
1. It has to be from a clear rom, no saves allowed. 2. It's very sloppy for being a TAS, even slower for real time runs. 3. And as Got4n said, please provide the input file, otherwise this won't mean anything.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Some nice TAS stuff from Abahbob! Link to video
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Felt like giving a little update at least... The project has been going quite slowly the last two months. But we are working hard on them again! Warpless: At 3-Airship, 669 frames ahead of published TAS. 100%: At 6-F1, which it has been for about two months because of research and lazyness :). It will move along too though. Won't be done this year, as I was hoping, but it will be eventually.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Just finished a TAS using the old SNES route http://tasvideos.org/2119S.html for beating the game, most copied from the latest published GBA TAS. 13791 frames in total. Can most likely be optimised further, such as using the JP version, but I don't care. The run saves a lot of time, compared to SNES, thanks to the faster text, especially in the Triforce Shrine, as well as faster screen transition. But because of the long intro at the start, that you can't skip, it ends up being 312 frames slower. The same route as the current SNES TAS can't be done on GBA. As the Superjump made up to the Hyrule Castle wall does not work. The second part of the glitch, with the doorway to reach Ganon, works differently in GBA as well, which seems impossible to do. And you can't use the Fake Flippers glitch, JP 1.0 only in SNES, for an alternative route which real time runners use to beat the game (See here for the record http://www.twitch.tv/andy/c/4909901). In conclusion: Doing this on GBA will just be the same as an old SNES route but slower due to GBA changes. I can't see any reason why it's worth to be published.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
There is no point in submitting this category for the GBA version, as it is done in a much faster way on SNES already: http://tasvideos.org/4054S.html The Four Swords Dungeon at least have some differences in it, making it worthy for a run. So either do "this" on SNES, improving my run, or the Four Swords Dungeons on GBA.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
He has finished the Rattly part of the level Toxic Tower, about halfway through. Toxic Tower is the second to last level before the final boss.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
17 of those frames where improved in the beginning menus even. Some other improvements, like going down the slope at the beginning, were found after 10 seconds of playing the game for my first time ever. I also noticed that the second level was slower than the real time record. I haven't done any more TASing myself for this, as I don't know anything about the game. But finishing a TAS of this length in one day is always a bit alarmin, which also shows in the amount of rerecords. I spent more during my couple of minutes of TASing the first stage. It surely needs some more effort and testing. Keep tesitng different strategies in levels and time them each to find out what is optimal. For the second level you'll have to find out a way, if possible, to manipulate the enemies to travel in such ways that you can defeat them quickly. That is nothing you do in a few minutes if it should be done right. And in general: This game is pretty slowpaced for a TAS. But by putting some extra hours in it will sure make it better in the end. Could be published as Vault later on perhaps.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
After a few minutes and little effort, here is a 43 frames faster version of the first level: http://dehacked.2y.net/microstorage.php/info/1548977989/Pinocchio%20TAS%20lvl%201.gmv
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Haha, that was awesome. You should have saved and checked where you would have ended up after the save. Neat glitch!
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
No, they aren't coded in the map themselves, they are seperated objects so that you can indeed check some memory addresses to see when they are spawned. I don't know the sprite value or the addresses for them currently however... If you check the maps here you are able to see where they are all hidden: http://www.dkc-atlas.com/maps/dkc/1-1 Just enable the first overlay.
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Different from case to case, depending on your speed cycle and how close the enemy is to you. I can improve my third roll, into the kritter at the O, but not the ones prior to that. Maybe after, haven't checked...
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
There is a lot to improve on it. I could optimise and submit I suppose. I make it a TTT (TASeditor, Tompa, Truncated, Top Three Trio) TAS. We'll see!
Tompa
Any
Editor, Experienced Forum User, Published Author, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Nice video, Mes! First time I'm seeing the TAS editor in action basically =P. I only used: Frame Advance and Save States. No other tools. I planned on using the ram watch, but I felt like I didn't need it, so it was skipped. After TASing for awhile, I looked the Genesis version TAS as a comparision. Wasn't mostly that helpful, but it inspired me to try hard to grab Moses quickly in the final level. This was a fun project to work on. I'm looking forward to more of these in the future!