Posts for Truncated


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Derakon wrote:
IIRC the rooms you need to enter are selected randomly
Actually, the rooms you need to enter are always in the same place. Additionally, they are in the same relative location on both floors, so once you know it's always the second door from the left it's hard to mess up. By the way, Mania is the secret difficulty level in SoR2. SoR3 does not have a secret difficulty, so this run is played on Hard... which is still plenty hard. So, um, something about the movie and not just me babbling about the game. Atro city, how is the final stage going?
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Yeah baby, atro city back on track! Looks good, I liked the playaround during the pauses in the elevator, and the fact that you got to use the grenade.
Derakon wrote:
Geeze, even with TAS skill you only have 15 left on the timer (~45 seconds). I can't believe anyone's ever managed to beat Mania difficulty with the good ending on console.
It's a bit easier than it looks at first, because 1) the police chief/general does not die immediately when the timer runs out, he starts losing health slowly, and 2) both the timer and health drain stops whenever you are in a room. But yeah, it's not exactly easy.
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Quite obviously, he is reloading a savestate to go to the beginning of the boss fight. I am not sure if this is even contested, but that much is obvious. So we know he has access to savestates, the question is if they are used during the boss fight after that. There is no way to be sure, but seeing how badly he messes up the first few times on Quickman, and then suddenly plays like a god and doesn't get hit even once, I'd say it's likely.
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Super Mario Bros 3, final two levels. Based on Morimoto's old TAS! Link to video
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What is keeping this from getting published? Are there encoding problems? From feos' post it seemed like it was already encoded, but perhaps there have been other developments after this?
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amaurea wrote:
Comparison with the previous run:
This is amazing. Thanks to all the players and thanks to amaurea for the comparison video, which made the whole thing so much more interesting.
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Since the game records your hit percentage, I am in favor of skipping the missed shots at the beginning.
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Radiant wrote:
Hold it - site management has repealed their earlier ruling, and the "low%" run of this game is now accepted. That means there's also room for a "100%" run.
Already on it! Since no one has posted any opinions on the route, I'll use the one specified in the previous post. As soon as I get a stretch of free time and manage to figure out how exactly Trap BIOS Keyboard works in JPC-RR, it'll be pretty quick to record.
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So, there's like a million threads in the workbench right now, but I'll throw in this post and see if there's anyone who has any comments on this movie. I like it. It's pretty short, has some variety, is impossible in real time (I tried) and seems to be well-made.
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Sorry, I wasn't very clear enough in the previous post. What I meant was that to implement this suggestion, the links to player homepages need to be removed. Like adelikat said, it can and should wait until a better system is in place. The links to player homepages are (was, if Nitro removed it) very sporadic though. I don't think I ever saw it on any of my publications.
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I like partyboy1a's suggestion. I would like to add, that for every movie publication, you should be able to click the game name to go to all movies for this game, or the player name, to go to all movies by that player. From this page, it should also be possible to visit the player's home page, if there is one, and the player's submissions, and the player's forum account. We could number every player and make their page http://tasvideos.org/1234P.html, in the same way that all submissions and movies are already numbered. (At the moment a few publications' player name links to their home page. This should be removed. Here is an example: http://tasvideos.org/1352M.html )
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We need better info on this. How about we start with a news item that there are now three different kinds of published movies? (The only news is about a suggestion for this.) A small explanation after the category on the front page would not hurt either. There is plenty of room to the right after Latest Publications and The Vault.
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I agree with what others have said here. There is no reason to penalize players with movies in the vault by giving them less points. Those movies will get lower entertainment scores anyway. I also don't think it's a good idea to give different amount of points depending on how many people voted. It's better for us to implement ways to get more people to vote, if the problem is that people are not rating movies. For example (maybe not the right place to get the right people to see this): - Allow rating on submissions. Don't show these numbers to judges until the movie is published, to avoid inflation of ratings (which happened last time). - Put rating buttons directly on the movie listings, so you don't need to click the link for the rating button on every movie you want to rate. - Give out "rater of the month" awards. Ok, that last one is a silly idea, but you get my point about encouraging rating.
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To the people who have problems with understanding the tiers, here is my short summary as I understand it: Stars/moons: what we published earlier, only that stars are now handed out more generously. Vault: movies we rejected earlier, even though they completed a game in the shortest possible time. ------ I understand the aim of this change. We want to include more movies, and not reject people's hard work just because they chose a game which it turned out people did not find interesting to watch. The downside with the change, is that the published movies will be less entertaining to watch on average, according to the viewers. (In Bisqwit's words, the signal to noise ratio will be lower.) For example, people subscribed to the TASVideosChannel will see all movies in their feed, without being able to tell which tier they are in. (This is maybe not that easy to fix. An extra channel could be used for Vault movies, but then it would be hard to move movies between channels.) ------- A minor thing: In the description for the Vault category, there's an (important) unfinished sentence: "Its purpose is to fulfill the site's goal of being".
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The movie has been submitted, for anyone interested: http://tasvideos.org/forum/viewtopic.php?t=13309
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Exxonym wrote:
Some of the improvements were definitely not what I expected :O.
In what way were they not what you expected?
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mklip2001 wrote:
As for movie suggestions, you primarily play Genesis games, right?
Thanks for watching the movie and thanks for the suggestions! Yeah, it has turned out that way since I had the Genesis (or MegaDrive where I lived) and after a TAS or two you're familiar with the emulator... I wouldn't mind TASing other systems.
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If you have questions about encoding of movies rather than how to TAS a game, I recommend you ask in the Encoder forum: http://tasvideos.org/forum/viewforum.php?f=52 They can probably help you with flickering and how to fix it for youtube!
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I was thinking of this game just the other day, wondering if it wouldn't make a nice TAS. And indeed it did! Are you making an update to this run to fix that "glaring mistake" you mentioned? And if so, would you like suggestions on how to improve it? It's hard to tell if something is optimal in this game by just looking at it, but some extra bounces look like they could possibly be avoided. Stylewise, it would be more entertaining to not hug the right corner during the mine cart sequence.
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I have made some additions. New version: http://codepad.org/OumadGDD (U mad?) Updates: - Allow dropping objects in locations other than the first room - Keep track of keypresses needed to drop objects This update adds keypresses for dropping objects, and adds the possibility of mixing x-y-roomno with object letters when you use spaces between commands. If there is a colon, the letters after it specify which objects to drop. Examples: s - go to sword HI7 - go to x=H, y=I, room number 7 s:G - go to sword and drop Gem HI7:slwENG - go to x=H, y=I, room number 7, and drop sword, lamp, wand, Scepter, Necklace and Gem The current route with this new format is: x H R D k T J d:HRDkTJ s 1 l G 5 C KI7:l S 4 w O d:SOCG KI7 N 2 E:w 8 B 7 6:k F 3 X 5023 steps As you can see (or maybe not) the drop of the lamp is moved to after killing top demon and getting Crown. Saves 10 steps. I am not sure that KI7 is the best position to drop the lamp, so if anyone wants to experiment, go ahead. In that case you need to replace both instances of KI7 in the string. Another weakness of this route is that getting Necklace and killing the right Ogre is a detour of two rooms when heading towards the Scepter. Any ideas how to change the route to fix this?
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An update! Ilari has coded a cool tool which reads the data file for CA and calculates routes between objects. It gives a comparison value for a route (not the total number of steps). Possible improvements: - Keep track of the player's inventory - Allow dropping objects in locations other than the first room - Keep track of keypresses needed to drop objects - Implement the rules about which characters need to come before others - Warn if file CASTLE.RAN is missing instead of crashing without error message The code in C++ can be accessed here: http://codepad.org/V7fEfbTK It can be run with either a string like I specified before, no spaces between locations, or with room numbers and (x,y)-positions, like HH13 IJ2, with spaces between locations. For the route I described above, Harp/Ruby first, the string is xHRDkTJds1lG5CS4wOdN2E8B76F3X (x is start position, X is end position) which is 4789 steps. (see update in next post) What can YOU do to help? You can think up a different route! A route comparison tool is no use if we only have one suggestion. Any takers?
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Bionic Commando Rearmed, before anyone else posts it: http://www.youtube.com/watch?v=daDiZrmZb-c I haven't watched most of the ones you posted, guess I'll have to go through them now!
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Yes vote! Good job CoolJay, this looks great. It needs a kill counter in the bottom right corner now. :)
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Indeed there are 26! possibilities, or more actually since there needs to be more than one "d". Good solvers are available for traveling salesman problems, and 26 "cities" is nothing. The route does not easily fit into the TSP description, sadly, because of the max inventory size. That being said, here is my first suggestion for a route. Number in parentheses is inventory size after that command. We can call it... HARP/RUBYS FIRST "HRTkDJd" Get Harp (1) Get Rubys (2) (or reverse order) Get Cross (3) Get Key (4) Get Diamond (5) (or mixed order) Get Jade Figurine (6) Drop Harp, Rubys, Cross, Diamond, Jade figurine in first room (1) Drop key somewhere in the middle, best position needs to be tested (0) Start killing stuff "sl1G(drop lamp)5C" Get Sword (1) Get Lamp (2) Kill Snake Get Gem (3) Drop lamp somewhere in the middle, as above (2) Kill top Demon Get Crown (3) Tricky part "4wSOd(get lamp, key)N2" Kill left Demon Get Wand (4) Get Silver bars (5) (or mixed order of these three) Get Hourglass (6) Drop off Silver bars, Hourglass, Crown, Gem (2) Re-get Lamp, Key (4) Get Necklace (5) Kill right Ogre Final section "E(drop wand)8B76(drop key)F3d" Enter from the right (same as any% run) Get Scepter (6) Drop Wand (5) Kill Big spider Get Goldbar (6) Kill Small spider Kill Bat Drop Key (5, shortest item name, though Lamp is also OK to drop now) Get Fancy goblet (6) Kill left Ogre Exit! In string format... "HRTkDJdsl1G(drop lamp)5C4wSOd(get lamp, key)N2E(drop wand)8B76(drop key)F3d" Rules for input string: If we want to automatically check the string, these are all the rules I could think of. s before 1, 2, 3, 4, 5, 6, 7, 8 l before 6 k before 7, 8 l or N before 7, 8, B k, l, N, w before E H before D T before J final letter d (or this is assumed by the distance calculator) All valid characters except "d" need to appear exactly once.
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A wild reply appears! Hi Exxonym! Yes, there has been plenty progress, most of it seems to happen when I am without any internet connection, though... I am currently at the final boss, finished the car factory stage yesterday. 1734 frames ahead now. Most of that comes from taking damage an extra time in the Fruit Mountain, and better goat riding. Unless the final boss is extremely tricky, or I need to go back to redo and save health, it shouldn't be that much longer.