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Twisted_Eye
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Zavalix wrote:
I like it, very smooth play. Yes vote... And a Youtube link of the given encode in case someone needs it: http://www.youtube.com/watch?v=k9FF16G9pVs
It's set to private. We can't watch until you switch it to public. Do please!
Twisted_Eye
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Impressive, nice run there.
Twisted_Eye
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Level 3 especially is Ear-Wrenching Horror Also, I'm not certain about the dates off-hand, but conceptually this game feels like a poor rip-off of Blaster Master. The run was well made, but I don't know how much I enjoyed watching it.
Twisted_Eye
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Tompa wrote:
Just posting to tell that the progress is looking nice and I'm always eager to see more =). Keep up the work!
Seconding. Y'all are killin it so far!
Twisted_Eye
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Awesome. Awwwesome. That was a blast to watch. You did a great job keeping it from being too repetitive while using every opportunity to entertain in the dead space. You clearly put a ton of work into this, and you succeeded!
Twisted_Eye
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Those fight videos are very very fun to watch. Keep up what you're doing, whatever it is, it's working!
Twisted_Eye
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Amazing. Absolutely amazing run. From the first time I ever played this game, I wished oh wished to see a TAS of it. You absolutely did not disappoint!
Twisted_Eye
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This game is one of those ridiculous hard, poorly made ones. I've tried to play this many times and only reached a level boss once. Just terrible. Solid run, though. Less than five minutes solidifies a Yes from me!
Twisted_Eye
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Nah, he's asking if it would be possible to add NullDC to Bizhawk as a Dreamcast core since the emulator is open source. It's a neat idea, though, for a start.
Twisted_Eye
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This differs from SDR's previous fighting game playarounds in one important way--the game is beaten about halfway through the encode. He then does a reset and spends a couple minutes showing off glitches and interesting combos that I know *I* have tried to pull off but sure as heck couldn't in realtime. It then finishes with an appropriate final battle before credits roll. So, if you start to get bored and notice that the run's "only halfway done," just give it another minute or two. The story run here finishes with Balrog, Vega, Sagat, and Bison, for your information. For my opinion of the run, it's clear that there was effort to keep it from being too repetitive, but it's pretty close. It's technically solid, and I was definitely entertained, but I've played the game a lot. Not sure how people who are less familiar with it would think.
Twisted_Eye
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WOW. How did you come up with that? That's amazing!
Twisted_Eye
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I have to say, 'Metal' Max is very descriptive of the music in this game. I swear I hear the little NES trying its damnedest to put as much cowbell as it can into a couple of the songs! I love jRPG runs (despite the dearth of random battles making it basically a walk-a-thon haha), the music is good, the game is good.
Twisted_Eye
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Really, really good run of the game. Namflow's run was pro-level but way outdated now. Really glad you went with the All Bosses branch--also glad that my discovery in Area 4 helped convince you! Props on the discovery of jumping just as you get out of the tank, too. The manipulation of where shots fire from the tank was excellently done, and the assault on the boss of Area 3 was easily the smoothest I have EVER seen on that guy. Gorgeous! You've done a great job, and I'm glad I could help. This definitely deserves to be published. bbbbuuuut.... Less than two minutes saved? ohhoho Let's see if we can't get you two more seconds! I really should apologize for not being more present in the game thread--I just don't put time into this site like I did a few years ago. Might've saved you some effort. My biggest thoughts to consider: * I'm really suspicious about leaving the Ps and Hs around--I get an inkling that makes lag worse? Haven't tested though. * Area 2 boss: Contrary to what you say in the submission text, the little diamond projectiles don't get cleared when the boss dies; they die on collision with a grenade blast--that might've caused the confusion. I just tested, and, yeah, you can use them to die in the boss room and save some time. * Area 4, the Jason deaths in the big room: You can jump on top of the ledge over the entry door and drop Jason from there to cut frames, 20~30 each time. * Door Glitch in Area 5! I know you say that it causes lag to do so, but I guarantee that it saves time to do at least once. The first door won't save time (you can't use the pause trick unless you pause to reset position before entering the door + the position the glitch leaves you in right up against a wall so not really faster to do), the second door outright kills the run haha, the third door COULLLLD help if the lag isn't too bad (might be better to skip the pause trick? The window of possible-saved-frames becomes really small either way), but the fourth, final door definitely saves time to Door Glitch on, despite having to 'enter' the dungeon twice. I counted ~30 frames. * I'm curious about if the 4-pack of H actually saved time, instead of more luck manipulation from the hoverbots in that room. It's a good idea, though, I'm just wondering if one or two more H collected en route and crawling up the wall before Area 7's dungeon would be slightly faster. Love the idea you had of jumping off the wall and hovering over just before entering Area 7 though! So this game deserves another going-over at some point, but you can definitely be proud of what you've done in this one! I could see obsoletion by just a couple seconds as being possible right now, but that's a lot of work for a little gain. I fully support the run as is for right now!
Twisted_Eye
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Nice run! I love the 100% idea, and it really took no extra time at all--the 'wasted' bonus time was actually entertaining! The four multiball stages weren't really too long or too frequent to become tiresome. Awesome work
Twisted_Eye
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Oooh, an improvement over my run! Hats off--I always felt mine was pretty ugly. Love the idea about finishing the battle with the wizard fight, and, personally, I've always loved the idea of early-end-of-input, cheating away frames, hehe. It does definitely make the end of MESH's run seem awkward, though, until end-of-input occurred to me. Then I read the discussion in the thread! So I said to myself, "I'll fix that easy. I'll just re-TAS MESHUGGAH's wizard fight so that the dragon is standing on the correct pixel already when he fires the killing blow! Hold left for justice!" ...Turns out that, despite the Dragon having one of the slowest recharge speeds in the game, he just can't get over there in time. Ending as close as possible still ending input on frame 4207 saves only 162 frames--finishing on the right pixel still requires 34 frames of input. ...And now I'm confused, because, even changing the fight and extending end-of-input of this submission to bring the "THE GAME IS ENDED" message up as quickly as possible, my OLD run is still faster by 32 frames! Unless your chart timed it differently of course should I I ah it's 3am thanksgiving morning i'm going to bed, want to check out MESHUGGAH's v4 but maybe later Great job on the run, Archon is a very fun game, I personally approve of end-of-input myself but support whatever is decided
Twisted_Eye
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All I can say is... Are we sure this is a DS game? It looks like something somebody pooped out of Game Maker in five minutes. bleck
Twisted_Eye
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oh, hey, thanks for the encode!
Twisted_Eye
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Hey, how's progress? I've got some. The idea I had recently about entering a different dungeon in Area 4 and using damage to walk over the water worked swimmingly. Ha. http://dehacked.2y.net/microstorage.php/info/754643460/Blaster%20Master%20%28U%29-0.fm2 I also accidentally (seriously) got the whole 'die with timing to skip fade-out transition' trick to work on the frog's tongue. All-in-all, this saves at least 20 seconds! For reference, you can also use the dungeon that's directly above the one I use, but it's assuredly a couple seconds slower. The first one you come across can't, though. Amusingly enough, after beating a boss and getting its prize, you are warped to the entrance of the dungeon you SHOULD have entered by. If I didn't already want to continue-warp, I would have been screwed--miles away from the tank, hahha.
Twisted_Eye
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What's happening is that the game is noticing that, while Visual Jason is in the same area, Virtual Jason is in a different room entirely, and the game is actually loading the other room while you watch, I believe correcting the discrepancy on the fly. It's really odd to work with and usually destroys whatever manipulation you were going for. I seriously believe skipping Area 5 in U-Rom is not possible. The dumb door is way up in the air!! Messing with that weird auto-correct mechanic is still worth looking into. If it's not helpful here, it might yet be elsewhere. Area 3 boss room door glitch: If I remember right, you don't have to pause-unpause; the fade-out-fade-in fixes that for you. Just move a tile over and enter the room and you're good. Still might be slower though, and you might have already accounted for this, so pbbt. Skipping a large part of Area 4 on the way down to the boss might be possible, I dunno it's a wild idea I just had. You can walk over the water when taking damage (At most two tiles of movement, I think). It might be possible to enter one of the non-boss dungeons, walk over a short section of the water using damage, and reach the boss early. I remember discussion on discovering that it's not possible to go in through the wrong entrance in Area 7, but Area 4's islands are laid out differently, and often closer together. http://www.auriplane.net/blastermaster/
Twisted_Eye
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Awesome, thanks for taking it up. The game deserves an update! We already have a run that skips bosses, so I think it's only appropriate that a U-rom run should be All Bosses. If the only boss the U-rom can skip is Area 4's, there's really not enough of a difference to NOT go the full monty. Also, using the Door Glitch should be easily faster--my thought is, exit tank BEFORE entering room and glitch across. Doesn't matter where the tank is if you're dying immediately anyway. It'll also be really useful in Area 5! Good luck fighting that lag! OH! Also--did you use that Boss Door glitch against the Area 2 boss as well? Because you might not need to--I've long wanted to test the following: 1) Normal room fight. 2) DON'T immediately use the Pause glitch. 3) Wait until the first frame that he fires one of those diamond shaped projectiles at you from his head 4) THEN press Pause 5) Die on the projectile after unpausing. Of course, it's untested--I don't know if A) the timing would work right, and B) the projectile can even harm you after the boss has started dying. If this idea works, though, than it should save the frames caused by the door transition to get back INTO the room to get the reward. This, again, goes to the Area 4 boss (Even LESS likely, though! His fireballs move fast. [God, maybe even the Area 5 boss, some of the bubbles are slower than others? No wait, the way it's done in Namflow's run is definitely better])
Twisted_Eye
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Kimberly's non-morphed idle animation... The zipper/flaps of her jean shorts, combined with her gripping left hand, make her look like she's stroking a manparts. Specifically, her OWN member---i...i'm not sure how i feel about this Run, uh, looks good otherwise.
Twisted_Eye
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THAT MEGAMAN EXPLOIT BLEW MY DAMN MIND. WOW. ...Anyway, yeah, while I agree that there was a bit too much Venom, it didn't detract too much from the experience. If it was his presence causing the bizarre glitches (his grab that swings the enemy around?), then that's fine; THAT didn't get old! A lot of variety here, a LOT of really amusing exploits of the engine (100% grab from Cap. Com., the screwed up grab that froze the game until...) Another high-quality fighting game vid, SDR, you rock these!
Twisted_Eye
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Amazing videos, you're doing an awesome job so far! I'm really looking forward to what you come up with next.
Twisted_Eye
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Worked on starting a TAS of this game myself a few years ago--ended up intimidated by the amount of work I'd need to do to figure out the finer details of glitch party members. (the following is based on memory--wherever I kept my notes, I cannot find. Inaccuracies are possible.) You mention the glitch that effectively makes a new game+. If you use it on a completely fresh, save-less sram, you can reach junk data that creates uber-characters that start out having 0hp (living until they take any damage and then being unable to resurrect, I believe) , 255 mp, a high level, thousands upon thousands of gold, and junky sprites. These junky characters differ depending on save slot (1-3) and stable slot (1-20). Where I got overwhelmed was that some of the junkers, in the game's status menu, are shown as having some of the cards. I couldn't find any combination of 4 that said they had all four, but things were so off that I decided it would be worth testing if their false data would fool the game into thinking they had the missing fourth card anyway. This...was where I decided that it would be way too much work testing something that prrrobably wasn't even going to work, and since I haven't ever gotten much of anywhere in the game (was always a Quest of the Avatar guy myself), I wasn't entirely sure of how it would all be done anyway. Since all of the above would kinda alter the run a little bit, being extra glitchy this way, I wouldn't use this to affect how I'd vote for this run. Low-glitch vs. hi-glitch designation, I guess. I wouldn'[t be surprised if the glitch party would stay have to go learn to pray, pray for the missing card(s), THEN end the game, so who knows how much time WOULDN'T be saved by adding in a partially glitch party. If anything, I'd suggest using this extra info for a later obsoletion run, if it turns out to do any favors but nothing else game-breaking. However, you did miss something else: whenever you power-on the game or press reset, if you hold down the B button, the game skips almost immediately to the game select screen, saving you like almost a thousand frames each time. (obviously a run that would use the character glitch I described would need this, there'd be a ton of resetting in the first minute to set it all up) ...anyway, yes, I liked your run, you've done a fine job!
Twisted_Eye
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According to the submission text, it was required to wait for the start of a demo and then again until just BEFORE the start of a demo to get the glitched password to function as desired. Megaman X walkathon, hmm? This sounds interesting, I'll watch it later for sure