Posts for Tompa


Tompa
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Alright, I finished the first level. Being 1881 frames ahead of Zurreco. Some of that time was because I took damage in the run, which he didn't. VBM Is there enough interest in this run so that I should continue working on it?
Tompa
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Nice boss fight. I didn't know you could use bombs against him while he's still in the air. I'll need to rewrite both the bomb route and the ember seed ones, hopefully they will still work out well. Keep it up.
Tompa
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I recently played through this game, was suggested to TAS it, so I gave it a shot. I have no idea if someone (Zurreco) is still working on it though, but yeah. I have only done the first room so far, but it is 195 frames faster than the WIP Zurreco posted earlier. VBM
Tompa
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I know that the the development on 1.43 has stopped, but as people are still using it (Including myself) and that is still an acceptable emulator, I can just as well write some bugs and hope that they might be fixed. When you make and load save states, if you aren't using frame advance, the game may speed up heavily for no reason. This is no problem when TASing though, but it's highly annoying and should simply not be this way. But what is an problem, however is that sometimes when you load a save state, the screen will go black for the next frame, and half black the next, causing the game to lag once. This can also happen when you are watching a movie, causing it do desync. An example when this happens in Donkey Kong Country (There are many other situations as well) is when you pause the game. While it is paused, make a save state, load it and the game will lag. Sometimes when you TAS other places, you simply "aren't allowed" to load a save state sometimes, as it will just lag. This is a huge problem and if someone know why it happens and can fix it, this would be much appreciated. Also, I'm talking about the latest 1.43 version, v17.
Tompa
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Neither Blizz or I have made any progress on the run since my last message. I actually want to finish my other projects before I take on this for real. This game just isn't as fun to TAS as the others. One reason is the rolling, it's really annoying. We'll see if I'll get back to this or not.
Tompa
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Previously, I didn't write anything about your WIP, sorry about that. This time, I decided to check it a bit further, trying to improve parts and comparing them with the other run. I'm not saying that you need to redo for the improvements I'll mention, but so that you will try even harder next time :). It's faster to talk to Din from the side instead, saves two frames. Two frames could have been saved by not walking on the stairs so much before the Maku Tree. When walking diagonal against a mine cart, you can get a corner boost. This would have saved a frame before getting the bombs. Slashing before the last damage before the miniboss room would have given you a boost upwards. That + better movement around the bushes would have saved about four frames. And currently, the boss fight is 44 frames slower than previous run. The trick is to get a double hit with the bomb, as it does more damage than the sword. I must say, you got very nice manipulation in the dungeon. It's all about luck :D. You don't need to do any trading sequences to get the Noble Sword in OoS. The trading only gives you the combination you need to walk in the woods, but if you know it already you can just go and get it. Even though it sucks, you should watch my speedrun of OoS:). I should do some calculations to see if it really is faster to get the sword, and how much it would save by taking it. I have long doubt that it's faster to get the Power Ring L-1 in OoA as well, but yeah...
Tompa
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Sadly not hexfriendly at all. There's a lot of random lag all the time and things like that. There are several levels where this trick can be used, the earliest one (To our knowledge) is at Orang-Utan Gang, which is the second to last level in the forest world. So the whole Ice World will be redone. Hopefully Arne will join the run now though and that should probably speed up the progress.
Tompa
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Thanks for your comments. Arne has found out a new technique which will force me to redo some of the run... This will never be finished :(.
Tompa
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I will work on it once this run is done, as the 101% run is the oldest of the two. But yes, the any% could also be improved heavily, which will be done.
Tompa
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It is possible to do so. I had to delay too much time for it to be worth it though. Mostly because Moldorm moved too slow to get in position fast enough. But I do believe it should be possible to get such manipulation while still saving time, but I couldn't do it.
Tompa
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Today it was three years since the run was started. This will be celebrated with a new WIP! YouTube SMV
Tompa
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Another nice thing there, Oddity. I certainly didn't think of that. Got anything else? =)
Tompa
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Dimitri is indeed fastest when it comes to the animal regions in both the games. It is possible to dig up a 100 rupee, but that would most likely be a pain to manipulate, but it is doable. I wonder how many secrets that are actually worth getting. As you'll have to talk to the person who gives you the secret to Ages before you can use it in Seasons, even though you know the code. Which means that the secret to upgrade the sword will be useless to get, as you need to go through half of Hero's Cave to get it. Secrets that could be obtainable easily (And has a use) are: Ring Box secret, the secret to upgrade the amount of seeds and one to get all the rings. I guess I could help you plan out the use of bombs and seeds if neccesary, as I have done that before anyway. When it comes to manipulation stuff. Some manipulation can be changed by entering the screen later, that is however rather rare. Slashing the sword is what works best, but slows you down for the most of the time. One trick is to slash another time when you need to slash anyway, like the bushes before the first dungeon. I did a lot of hex editing to include slashes earlier in the run to see if it changed the manipulation later on. If you need any help or so, I'll be happy to provide it. Good luck with the run!
Tompa
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Wellbe, try to think through your posts before making them. SammerZ was the one who uploaded that video as well, a few posts ago. So I think he knows about it already...
Tompa
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Excellent run! It all went crazy fast once you got Rapidus, blinking will miss a room or two. I hope you'll optimize this later on at least.
Tompa
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Nice. I knew that you could be pushed out from the wall when running diagonal, but had no idea that it could be used here (And probably more places as well). Keep these tricks coming and I'll include them in the new any% run.
Tompa
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I have been speedrunning this game awhile ago and will most likely start a TAS of it as soon as I learn how to use the emulator properly. I know of several tricks on how to skip things in puzzles and such, but if people have something to share, feel free to do so.
Tompa
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Hocus Pocus The Duke Nukem games Jetpack God of Thunder
Tompa
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I'm certain that I tried that route when I TASed these screens, but I believe you took a slighty better path than I did. After optimizing it, it was 9 frames faster than the published run, neat. For the movement in grass, all diagonal directions have different movement patterns. Upleft: 5 frames up+left No movement 4 frames up+left No movement 4 frames up+left No movement Repeat. Upright: 1 frame up 4 frames up+right No movement 4 frames up+right No movement 4 frames up+right 1 frame right Repeat Downleft: 1 frame left 4 frames down+left No movement 4 frames down+left No movement 4 frames down+left 1 frame down Repeat Downright: No movement 4 frames down+right No movement 4 frames down+right No movement 5 frames down+right Repeat Slighty the same at least. Also, when you are going up+right, you can press down every second frame, and you'll always move one pixel in each direction. That was something I discovered in the making of the run when I tried to manipulate enemies, so some areas aren't using it. Going up/left/down/right in water/grass is basically the same. Only difference is that up and left starts with 2 pixels, and then 3 frames of 1 pixel, while down and right starts with 1 pixels for three frames, and then 2. Normal running is 4 pixels/frame, both up and down. Running in water/grass is 3 pixels. Running diagonal is a bit more complicated, I still haven't cared to go deep into it. I have all this, and more, written down in a "movement document" I used when TASing the game. Also had a plan to include it in the ALttP page at TASvideos, but I have been too lazy to do so...
Tompa
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For the crystal switch, hitting it in the room with the rolling spikes or hitting it in the end doesn't change anything. When going upwards, I'm still facing down every second frame, so I don't need to waste any time to hit it. However, I know that taking the path you have painted (Using sword instead of hookshot obviously) is about 10 frames faster than the route that I used. I do know several other improvements to the run, including some new stuff as well. I have yet not looked through the whole 1:33:32 run yet. But I know that it will be a little bit faster because of the text, as well as having glitches (Running with items) that don't work with any other version. So for me, it is a slighty different category. But of course, it is indeed faster than the run at SDA. When it comes to the movie you made, which SNES9X version did you use to record it? I tried several different versions, and none worked.
Tompa
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Querschnitt: I did a glitched TAS of it, same method as the glitch ALttP run: Going through stairs to get under the floor and go to the Triforce chamber. I have been thinking about doing a full run of it as well. My main idea was to wait until V2.0 was released and then start it. But as the project was cancelled, I could as well do it on the original version. There are some annoying things in it though, like having to climb the Parallel Tower three times and things like that. But if there's some interest for it, sure! Angerfist: Yeah, I know. I'm just lazy basically =P.
Tompa
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Kitsune: http://tasvideos.org/15M.html 9 years old and not that optimized, but it exists at least. All levels are started and ended as small Mario. I would like to see a improved version of all levels, either on the NES or SNES version
Tompa
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I'm going to make a list with all these movies that need an encode and such. Also those published movies without a torrent, even though I'm not sure all movies need one. This will keep me busy for awhile at least.
Tompa
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Got annoyed by the crappy manipulation in Hyrule Castle on the way to Agahnim, so I stoppped this for now.
Tompa
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Looks good so far, keep it up! :)