Posts for Truncated


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>But I feel that a discussion about early movie ending will take place again. :D Yeah, I figured that. I asked about it but got no definite answer. But in this case, the level ends only 3 frames later because I stop input early. If people don't like that I can always add 1 second of mainly meaningless movement and gain 3 frames. I'm curious: which places didn't you know about? And do you know which level I mean when I say Bloody Swamp? :D Everybody loves that level.
Post subject: Jotting down some ideas
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1) A preview button for the submission page. I just updated my submission 5 times to fix everything. 2) I cannot read some of the diffs in Opera - mostly the colors are gone (everything is white) but sometimes the words are jumbled. For example this diff: http://tasvideos.org/diff.cgi?page=Truncated&rev=20 ... shows up like this:
||Plethora           |   2:25 | 35 | -2 | This boss |is Currentlyhighly playingnonlinear.¶

||TOTAL so far            |     | 9:1651 | -5355 | I never imagined my previous run was this bad. ¶
Is this a coding error, or should I just get another browser? 3) Lock polls, but not topics after publishing them.
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Done. Get it at the submissions page. http://tasvideos.org/queue.cgi?id=479 I was unable to fix the last level to my complete satisfaction. :( Still, it's two seconds faster than last time.
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>Fact is he has voted on plenty of submissions. And fact is also that he hasn't always voted "no". And fact is also that I don't know where he has voted "no" and even more so "why". As I said, it's a guess. You could check the one-no-vote submissions and see if he's one in all of them, when there's no explanation given. Or just start to register who voted for what. I don't mind people voting no, but in this case it seems like sabotage more than honest dislike of the movie, especially when no reason is given.
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Okay, so I got a working version now. The last boss is two seconds faster than the last version, but it looks ugly (i.e. I take damage and I don't end the movie as quickly as possible, even though I end the level as soon as possible). I want to fix this, but it all depends on manipulating random (where the little heads decide to fly and shoot), and I'm not particulary fond of that. If I can't fix it then I'll probably submit the sloppy version, because I reaaaaaally don't want to drag this out over christmas. Tomorrow will tell. Over and out.
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I've asked the same thing. One guess is the user "What?!".
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Or 肝胆 or 管端. I could say that it was a joke, since my message was about Japanese begin difficult, but actually I just wrote it and the kanjilookup guessed wrong. Whoops.
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Is there a minimum amount of time improvement that a movie must have in order to be published? I thought it was 1 second, rounded, but this proved me wrong.
Post subject: Language warrior to the rescue.
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It's a pity = Too bad = 残念です。 In this case. Too bad can also mean very bad. It's a pity this wasn't included in the submission. = これがムービーに入ることができないのは残念です。 "Wasn't" is probably close to "couldn't" in this sentence. >Umm, all the same,English is difficult.(^_^;) 正しいけど日本語もあまり感嘆じゃない。頑張れ。
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In that case it's proably ok, we'll see what the people in charge says. What did you do better compared to the previous version? Where did the 3 minutes come from?
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Why didn't you play at hardest difficulty? It's in the guidelines: http://tasvideos.org/Guidelines.html The previous submission of this game was 15:10, so this is 3 minutes faster. I don't know what difficulty the previous submission played at.
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>jump kick as in the 45 degree angle or jump kick as in where i sail across the room? im taking it as the prior and have somewhat tweaked. To make it clearer: jumpkick - forward B, fly forward bounce - the 45 angle kick which makes you bounce off the enemy stomp - down B, go downward fast, used on Cortez After bouncing, I think it's faster to jumpkick than to stomp. It doesn't matter that much when you hit the floor, the horizontal speed is more important. From memory, I'll check it later: At the enemy base thing with savages and yellow aliens, you take some nifty shortcuts with the teleport, but sometimes it seems like you stand still and wait for the teleport to charge to max. Just start charging earlier. Also I remember some place where you went too far on a ledge when you had to switch directions , and that you had to teleport away from a savage while destroying the blocks in front of a door. I can check the framecounts later. Would you rather have them in min:sec:fr than just frame by the way? Or should I stop pestering you alltogether? :P
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I also had the problem of no webspace. x0u and then Highness helped me with that. If you want to put up half-finished versions or versions for inspection, I can host it for you. Mail any such runs to ( trunkerad at gmail dot com ). Or you can check out filespace.org, Josh uses it and it seems to work. Okay, nitpicking on movie will now commence: Level 2: The computers at frame 7273, 7970, 11900 aren't destroyed at the edge, so you have to walk longer than neccesary afterwards. At 7770 somewhere, you should try to land before falling down so you can jumpkick left directly when passing the ledge. 8070, 9045 same thing. At elevator, I think you can jump + teleport earlier. Level 3: 9210, you should jumpkick after bouncing from the enemy instead of stomping. Some of the jumps+kicks in the narrow corridors are of different height/length. Find out which way is faster and stick with it. Nightcrawlers double jump gives a speed boost as well as a height boost - can it be abused more? With wolverine, for example going up the pyramid, it looks like you don't hit the edge of platforms when jumping and then switching directions. Avoid only running in 12000 somehow. Too short teleport at 15390. Always use full distance when possible. Teleport trough fire at 16340 instead of stomping and then waiting. 17150 maybe the same thing but I'm not sure. Check all places where you use the stomp and missing a jumpkick, the stomp doesn't look like it adds that much speed. You could probably have done one more jumpkick after falling below the ledge just before the exit. Level 4: Just at the end with the four mines, make sure you don't hit the right wall and wait to drop down to the exit. Level 5: Boss is a lot better but I can still see him stop blinking sometimes. Is the stomp the fastest way or just the most convenient one? The teleport looks like it scores hits faster, but maybe it doesn't help since he goes invincible for a while. Level 6, 7, 8: nothing much Level 9: Some jumpslashes are longer than others. As before, find out the best way. When you jump up platforms, it doesn't look like you hit them on the very end. What's the point of using Wolv and not NC here? Is Wolvering that much faster on the boss. And the boss: he stops blinking sometimes. Hit him sooner. Level 10: Possible to take damage and go trough first spikepole? 37660, do you really need to hit the switch? You teleport trough the spikepoles anyway, that should be even easier if it's moving towards you. If you really need to hit the switch you should teleport sooner anyway, now you stand still for no apparent reason for a while. (This is the portion I was talking about previously) Why hit the switch at 38800 somewhere? I think you can go trough here anyway. Is it to get the next portion faster? Maybe in other words: do the switches affect all the spikepoles or just one line? (It seems like yes but I want to make sure.) Level 11: No ideas. Or maybe one silly one. Does it matter how much you hit him before he comes out the last time? Maybe it's faster to leave him alone the first time. Losing concentration now, it's late. Maybe I'll look at the rest of the levels later. Hope this helped any.
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Wohoo, I got mentioned, and for the smallest thing. I will ascend to fame trough minimal effort. :) Anyway, I voted yes of course.
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Maybe I came off harsher than I intended. What I meant was, why did you submit a run that you knew could be improved several seconds? The submission queue is for runs intented to be published, and you probably knew your run wouldn't be published given those facts. As for being sloppy, I meant that you didn't redo parts which you knew was slower than last time (i.e the bosses). I didn't see any other bad parts upon first inspection, except possibly for hitting an unneccesary switch in the pyramid where you could have teleported trough the spikey poles. But I'll have to look again to confirm it, I cannot say for sure now. Good luck with the exams.
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Umm... so why the heck did you use Beast for the first stage, when I came up with a way to use Wolverine? And some boss battles are slower? Why didn't you just redo them then? There are some nice new routes, especially with the teleport move (obviously - it's three minutes faster than the last submission), but that doesn't mean you are allowed to be sloppy in other parts.
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For anyones wondering, I can report that I indeed asked how the movie's going, about a week ago, and still have not recieved a reply. Their board seems to be fairly dead anyway... the only other post appearing there in the meantime was from another newcomer. I'll let you know if anything happens.
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Looking slick. The level with the train boss. After you destroy a tank, but before you destroy a small barrier to access the elevator, there is a corridor. You go straight up this corridor and then turn left - is it possible to go diagonally? Or does the tank thing on the left slow you down if you go that way? On level 6 with the corridor up to the missile launcher boss. After blasting the gates to the corridor you go left - why not stay on the right side? On the electric barriers you only take one hit to go trough, in the last version you took two. Why not in this version? Was there no enemy to shoot at you? (That's what it looks like.) If so is it possible to manipulate randomness to get one? All in all a big improvement, especially in style.
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>(Now I have no plan about improved-version). You always say that, but then you make one anyway in secrecy. :) (It's a joke.)
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>I think this case is difficult, because Japanese people don't add "-san" about "Famous-Person". But, sometimes we add "-san" about "Famous-Person.". I think he got confused because he was talking about a Japanese person (so he should add -san) but in English (so he should not add -san). >Maybe, in Japanese "郷に入れば郷に従え", I think. Thanks for the Japanese proverb. I think it's the correct one. >Hmm, But it seems strange for me,still now.(^_^;) Heh, I understand what you mean. It's very strange for me to say -san all the time too, even to people of my own age which I know well. I make mistakes sometimes. Good luck with the eikaiwa. :)
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Maybe it's because you think you can read/write data bit by bit? There is no such thing as a bit reader. The smallest possible value you can read from disk is one byte. It would matter for example when reading for next frame's input. You can simply "read two bytes and move values to buttons" instead of "calculate how many bytes we need to read and which bytes are where and transfer right bytes to right button and then maybe seek one byte backwards". Also rewinding can be done by "seek(framenumber + offset)" instead of "seek(some horribly complicated formula) then read the bits pertaining to previous frame and preserve them for next write operation if you have overlap" sort of thing. All from a relative layman... I haven't even looked at the code, only the specs. You have so little diskspace that it matters wether you save 25% from a 350kb file? Get a bigger harddrive or delete some pr0n. ;)
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>They probably are used for something else. Two bytes is just an arbritrary number. Probably not. Two bytes is not arbitrary, it is the smallest number of bytes required to describe 12 binary variables (buttons). Whole bytes are used for a number of good reasons. >If some bits were empty, they would have used less than two bytes. Highly impractical and not worth the time to implement it. You sacrifice easy coding and editing of the SMV files just for 4 measly bits per frame. It's not like we're running out of diskspace from SMV files. :P
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>level 6 there's nothing I can do with the elevator. I meant that you took a path that was too long when walking to the elevator, same thing when you disembarked. But if you now cut every corner as close as possible as you wrote, this problem should have disappeared anyway. I'll watch the new one when I get home.
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Terimakasih (and others interested in the glitch): >Sorry, May I ask anyone to explain this glitch? When you have full speed you begin to flash and become partially invincible, and you can perform a ram move. Usually, when you hit a wall or slow down this status disappear. If you ram Draygon while in this status and he dies, Samus stops but the game forgets to set her status back to not-flashing speed, because she never hits a wall. Samus will now continue to flash until you ram again or run. In this run, this is used to fly trough an area where you normally can not get enough speed to go into flashing mode. More info available at the Glitch FAQ for Super Metroid over at GameFAQs, if you're interested. >Another Words : I wonder that why you think so. I just think it is very impressive that you can make videos of high quality in very short time. Bladegash: >I had merely noticed the save slot was present so a savestate had been used. "Save slot present" does not necessarily mean "played from save state". An SMV can also start from SRAM, which could include a save slot even when the game is played from reset. I don't know if this movie runs from SRAM or from savestate, though. Some hexing hacker can probably tell us. More info: http://tasvideos.org/SMV.html
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>Maybe too quickly... I haven't watched the movie yet, but I think not all the menu switches are necessary, and/or they could be played faster. Even if they don't affect the "completion time", the player should aim playing the menu control perfectly. I agree with the last sentence but I don't know enough about the menues to be able to tell. >Also, Bladegash mentioned that a savestate was used again. So actually the 'movie length' in this movie is slower than the currently published version. (But this isn't a reason to reject it, because it is still a more impressive result.) Hm, are you sure? There is a save, but it's at slot C and shouldn't affect anything. This movie starts from an empty slot and plays the demo like it should, so I don't see how the actual movie length could be slower. Both the SMV time and ingame timer are lower than the last submission.