Posts for Tompa


Tompa
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Joined: 8/15/2005
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Location: Mullsjö, Sweden
For VBA, you can go to Options -> Input -> Customize All Commands... and in the "File" section you can set a button for Frame Advance. To unpause the game you can just use your "Pause" button on the keyboard, or just assign a different hotkey for it. When you use it you hold the button(s) you want to press, and then you press Frame Advance. That's the basic idea how to use it at least. Also, I recommend you having a look at this page: http://tasvideos.org/TASHowTo.html. It explain the process of TASing and is always a good place to start with if you are new to TASing.
Tompa
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Oh yeah, guess I should have mentioned something about that too... If you go to the Santuary without her, the overworld will still be raining. This mode has all overworld sprites remove. You are able to play up to Death Mountain however, but will be unable to get the Mirror to proceed any further. So rescuing Zelda is sadly neccesary in the end.
Tompa
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A tip you can do is to show your work in the forum so people can give you some feedback on it. Helping you out how to improve your run and such. One thing is to avoid playing it in real, as I mentioned in my previous post. This is one of the most crucial things in a good TAS. While Frame Advance takes a lot of time to record a run with, it is neccesary for it to be a fast run in the end. Also keep testing different strategies on levels. "Could this be faster if I did..." instead of being satisfied with your result. You just have to keep redoing the same thing over and over again until there is no way to improve it further. Just some minor advice to you. Keep practicing TASing and I'm sure you'll get a nice run eventually =).
Tompa
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By the look of it (And certainly the time it took for you to make it) it seems like you played this in real time. If you want to make this an optimised TAS you'll have to record your run with Frame Advance with lots of research and testing. Making a 43 minutes long TAS in 5 hours just shouldn't happen. I also did a rough test at the first level, improving what you did by 263 frames. If you want a run to be published, you'll have to make the run worthy by putting more effort in the making. So good luck to any further attempts you do at this or any other game. But for now, this gets a no vote from me.
Tompa
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All hits on Moldorm were made on the earliest frame possible. For the final hit it looks like I'm waiting awhile, but that's because it is much quicker to move away, the time between each hit is still the same however.
Tompa
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Alright, time for a new WIP for the full run. Because of the improvements Yuzuhara found before, I restarted the run from scractch together with him. Current WIP goes up to finishing Hera's Tower. SMV Youtube Explanations are in the Youtube link.
Tompa
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Here's another WIP, a lot more optimised, of OoT MQ: www.youtube.com/watch?v=UjCworW2L6Q
Tompa
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There are seperated topics for that currently. TWW: http://tasvideos.org/forum/viewtopic.php?t=4544 TP: http://tasvideos.org/forum/viewtopic.php?t=2333 SS: http://tasvideos.org/forum/viewtopic.php?t=12934 And as Arkian stated. The emulator for the newer console hasn't been out for that long, and it takes a lot of time to make these runs. So they will most likely be finished one day or another, it will take awhile though.
Tompa
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Was no trolling. He just edited the rom, as stated in the description, to reach a different area when you enter the painting.
Tompa
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Glorious WIP, great stuff, Adolf!
Tompa
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My official banhammer setup for Twitch chats:
Tompa
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Mainly the look of it. Sure, it emulates better, but there are other annoying choices I don't like with the emulator. Somethings are just made too complex and unneccesary in order to TAS with it. Also the fact that it runs slower for me.
Tompa
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The Forest Water isn't even needed anymore: www.youtube.com/watch?v=pDXdt6zZTDo
Tompa
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That was a weird one :D. Only for the European version though, I imagine. I tried different similar methods in the US/JP version without any success. But maybe you know of such way as well? There are most likely more EU only glitches in the game. I haven't experimented at all with that version, I'll leave the field for you.
Tompa
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Pretty awful for being a TAS, even a speedrun for that matter, sorry. And as Dessy mentioned: The real time runs are much faster than what this is. I only had to see the first seconds of the first level to realize what I was going to watch Kristmortal: I suggest you have a look at the guidelines and such for this site. As well as actually watching some of the existing runs and try to at least make a run of such level or else it will simply be rejected.
Tompa
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It's so nice to see you destroy my runs :D, very awesome! If you want to, I'll include as a co-author for it. I haven't really worked much on the ALttP runs lately, lost most of my TAS motivation. But I'll give back to it shortly I hope. Instead I started to fool around with a Parallel Worlds TAS to waste my time, doubt I'll ever finish that one though.
Tompa
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Yes sir.
Tompa
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Weird bug business while TASing the game Lawnmower Man. Sometimes when you replay the same smv, the run will sync fine. While it at other times will desync, same place everytime. Here's a my current WIP of it: http://dehacked.2y.net/microstorage.php/info/357393354/Lawnmower%20Man%2C%20The%20%28U%29.smv If it desyncs it happens around frame 5500. I got a feeling that it syncs more often if you fastforward the whole way through... It just makes no sense and I was wondering what could cause such thing to happen.
Tompa
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The best is to use the Autohold function in SNES9X. You'll find this option by going to Config -> Controls -> Configure Controls... -> Joypad #1 Turbo. If you assign a button for Autohold, you can hold that and press the button/s that you want to be held and the emulator will do it for you. Then you can use the ClearAll option to make it back to normal. I wouldn't have survived TASing if it wasn't for this function, it's good stuff :).
Tompa
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The any% TAS has been finished and will be submitted when the encode stuff is done. On the console front, ZFG got a new time of 21:56 a few hours ago: http://www.twitch.tv/zfg1/b/316256944
Tompa
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And a faster version of that can be seen here: SMV. Not sure if it's yet optimised, the diagonal movement is weird in this game. In the NTSC versions you always move one pixel in each direction/frame when you are walking diagonally. In PAL it is like this instead: http://pastebin.com/NencQqy3 I presume they increased the walking speed to try to match the framerate speed of NTSC. Oh well. Yuzu: You can do the pixelporting in doorways like that in the SNES version too. Requires some tricky input though. I worked on improving the published GBA run for a few days. Currently struggling with ending input as early as possible, with my best attempt here: VBM. I'm certain I could save at least one frame more on that, haven't tried lately though. Most of the time saved comes from switching emulator version to VBA-M, skipping text faster as well as some movement optimising. If you, Yuzu, or anyone else have something to improve, feel free to point out.
Tompa
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There haven't been any major discoveries for the MM run as of yet. There are improvements however, but I don't think any new runs have been started. So Mr Grunz's run still stands as the best.
Tompa
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The bottle is used to create a fake Ocarina. More info on that here: http://zeldaspeedruns.com/oot/tech/ocarina-items The effect it has here is that you'll be able to move around before being warped out of the room. The normal Ocarina can't be used in boss rooms, that's why he has to get a glitched one.
Tompa
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No cutscene skips in the 22 minutes run. You can see it here: http://www.twitch.tv/cosmowright/b/315574200 It's crazy stuff =). The TAS has been finished by the way and will be submitted as soon as an encode has been made.
Tompa
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The new warps were found after this run was finished. It also takes a long time to make a good TAS, so real time runs will be up faster which will include the newer tricks. The currently fastest console run is 22:09 and a new TAS is in the works by Swordless Link. It should be finished anyday soon.