Posts for VANDAL


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Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
You could try that and if/when you spot the desync you usually have to continue progress from before the desync in order to remove it but I'm sure that's common sense.
Experienced Forum User, Published Author, Experienced player (612)
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A very nice run with a bunch of entertaining tidbits along the way. I remember this game being too difficult but I really liked what you did with it . Thanks for an entertaining run in which I enjoyed thoroughly. Yes vote.
Post subject: Highlight of the run, WIP1 done!
Experienced Forum User, Published Author, Experienced player (612)
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OK, the first WIP is done and happens to be the Bartman stage. I tried dodging everything but lag was still persistent, even more so since most objects stay on the screen longer than if you destroy them. So, I decided to destroy everything except for one of the first set of red rockets and one Hang gliding Nelson. I didn't destroy the red rockets because it caused way more lag and I didn't knock down Nelson because he decided to zip on up and out of the area which is a glitch I discovered and seems to only work in that area of the level. I tried to stay diverse with destroying the rockets. The rest is as you see it, as fast as possible. Edit: I forgot to say that it's about a little more than 11 seconds faster than the last Bartman stage in the currently published run. Timing every hit by measuring really paid off. Edit2: Well, I've decided that, since it looks like no one is all too interested in WIPs, I'll no longer post any because a whole run is more worthwhile than wasting time of other people. Instead, I'll just update with this same post or just finish the run, I haven't decided. Anyway, I've made little progress because I went back to the fight with Burns and I beat him with one less fly around saving about 2 seconds. Progress should pick up because now I'm much more motivated to finish it.
Experienced Forum User, Published Author, Experienced player (612)
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This movie was alright, not much to say really. It seems a little empty with all the makeshift shortcuts that cut the run down considerably. I'm all for a total annihilation of the CPUs run but this one is just uninteresting because it seems there was no competition. Great job none the less but I'm voting meh on this.
Experienced Forum User, Published Author, Experienced player (612)
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lol, look at that egg jump, does a flip every time! Although the game design is relatively interesting (not really), I really don't know what's going on or what the objective is/was (Oh no, I'm not reading that book of submission text, (like I'm one to talk) I really, actually, don't want to know). Other than that, it's short and quirky which gains my interest. I wonder if there are more unlicensed games that don't suck (actually, I don't wonder or want to know)? yes vote, good job, I enjoyed this to the extent of which I could; I guess some what.
Experienced Forum User, Published Author, Experienced player (612)
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Yes vote, man that was good for how short it was but I never want to watch that ever again! (good for the first time view though)
Experienced Forum User, Published Author, Experienced player (612)
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Yes vote, it's fine work, much like the old run but this time it's to the point in which I don't know if it's improvable.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Consider my Meh vote obsolete since that's the only problem, which couldn't be helped... much, that I had with the run. Awesome job by you, JXQ, and Cardboard.
Experienced Forum User, Published Author, Experienced player (612)
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Hmm, about a three second improvement on an already optimized run, that's good. The change to the US rom because it's english (among other things non-language related-wise) is nearly engrish doesn't really matter much to me, I usually don't read the text in TASes all too much. I also found that the old run utilized the waiting times with more diversity in the entertainment department so that's another downside. Besides that, it's nice to see an improvement but unfortunately not incentive enough to get my yes vote. Meh, it'll most likely be published anyway as it has much reason to be. I say this with the utmost respect to anyone, the TASers and judges/encoders.
Experienced Forum User, Published Author, Experienced player (612)
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Straight up, gangbusters! This has so much showmanship written all over it that I have to say you're doing a great job. I like how everything looks as it's optimized, so much style put into it. I also found the camera angles to be very nicely done (some are subtle but some are very apparent and work well). Basically, I haven't been this impressed since when FODA started doing his initial run. Keep it up, it's looking absolutely great.
Post subject: Yet another Simpsons run, WIP
Experienced Forum User, Published Author, Experienced player (612)
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I'm going to make another run of this game because I really didn't use everything to my advantage the first time around. I really only used relative and vast knowledge that I knew of (I knew all that there is to know to complete it but not too the fullest extent and optimization; I was lazy and felt "This is good enough" but now I feel it's an eye sore (if you were to know the mistakes) and it should be redone. I'll upload WIPs like last time so you can see the improvements right away, if you want. Expect a good margin of improvement because I'll be using what I already know plus any RAM addresses that can and will help.
Experienced Forum User, Published Author, Experienced player (612)
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That was the longest three minutes of my life but that joke was all worth it at the end. Yes vote, good stuff.
Experienced Forum User, Published Author, Experienced player (612)
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Great showmanship, that's all I can say. I did not want this run to end, much like the last one. It really doesn't get any better than this and I feel the same as AngerFist and Randil. Yes vote, I did like watching this movie, very much so.
Experienced Forum User, Published Author, Experienced player (612)
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Looks good, syncs up on my end with the Rice Plugin. It seems like you are very much so up to the task of the 100% run, that's good. Everything looks tightly optimized. I look forward to more progress (and sub-sequently more frustration towards desyncs).
Experienced Forum User, Published Author, Experienced player (612)
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Halamantariel wrote:
Hmm.. I voted meh. Reason 1: The game kinda sucks ... you have to have played it to like the TAS. (I played it, therefore I had a chance of liking the TAS) Reason 2: You can improve tomato throwing by at least 3 seconds (I just tested it and I saved 179 frames, 1 frame short of 3 seconds). I can't imagine how much could be saved in the egg throwing... Too bad I didn't see it before, but here's how: You can aim in the middle... You have 5 directions of aim: Left, Left-middle, middle, Right-middle, Right. Just press "Up+Left" and you'll throw between the left and middle rows. Here's an SMV showing the improved tomato throwing: link. Still... that's just a demonstration. It's not the perfect tomato throwing session because there are still "hesitations" in there. I think it can be done with constant throwing action. Anyway ... not a bad movie, but it can be improved and the game isn't that great for people who never played it. Meh vote.
D'oh! I hadn't thought of trying that and it's funny, this TAS is probably the longest one I've worked on yet it's not quite as good as those that took maybe a few days/weeks. Anyway, knowing that this can be improved and that not very many people, myself included, can find it entertaining I'm going to terminate it before it gets terminated. It's all nice and archived now so if someone would want to see a run of this game they can.
Experienced Forum User, Published Author, Experienced player (612)
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Good ol' walkathons, what would we do without them on April the first (I'm not even sure what this means). Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
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To be honest, I've never really played it, I just wanted to follow up my Bart's Nightmare run with this one seeing how the games are similar. This will probably be my first rejected run and I'm not ashamed, I just wish I hadn't felt this game had potential from the start but hey, I haven't let everyone speak yet so there's still hope. I agree, this game isn't really suitable for entertainment but I guess I ignored that until I was finished. I'll give this a week or two before I cancel it. I seem to say this with pure doubt but what hell, you know :) .
Experienced Forum User, Published Author, Experienced player (612)
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As awesome as it's ever been but better. I believe this should be starred since it's an amazing run and it does not let up, it's consistently entertaining and quick to say the least. Hey, thanks for the entertaining movie Scumtron, you really impress me with your seamless optimization which is as entertaining as it gets especially when it looks this cool. Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
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Well, I still don't have a damn hard drive functional but what the hell, here's a WIP. I found the Pig Bart level more boring as it progressed. I took a hell of a time optimizing the area where you have to put the frozen pigs through the furnace and the first pig, no matter what, can not be sent through in one try because the hook it's sent on has an error when comparing it to the other ones. It tries to take the pig through at first but then decides, a little too late, to drop it like it was supposed to and in doing so it costs a little time making it impossible to send the pig through in the first try. Other than that, that part is optimized to the point in which it should be. The rest of the level is kind of annoying, a waiting game if you will (not that the waits are long but still mandatory). After that part the boss fight comes but it's a joke and I believe that is as fast as it gets. You'll see, at the end, that I go off screen from what I unleashed and there's a reason and that reason is to reduce lag from all the pigs on screen. Enjoy, I should be done pretty quickly so maybe there will be only one more WIP after this. Heh, chances are no one is going to watch this :) .
Experienced Forum User, Published Author, Experienced player (612)
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My setup is an unorthodox setup but what would be an orthodox setup really? Anyway, It goes something like this for FCEUltra:
       Controls                    Save/Load                                Other 
       --------                    ---------                                -----
     B = z | Up    = p      Save = q   |    Load = w            Auto-Hold = u | Input Display    = ,
     A = x | Down  = ;   State 0 = F10 | State 5 = F5     Clear Auto-Hold = i | Frame Display    = .
Select = c | Left  = l   State 1 = F1  | State 6 = F6             Turbo A = s | Frame Advance    = Spacebar
Start  = v | Right = '   State 2 = F2  | State 7 = F7             Turbo B = a | Toggle Read-Only = Shift+8
                         State 3 = F3  | State 8 = F8     View Save Slots = ] | Turbo Speed      = Tab
                         State 4 = F4  | State 9 = F9
Any other Emulator is setup in a similar manner. The reason I don't use the arrow keys for the directionals is so I can press more buttons down at the same time while advancing frames at a time instead of having to resort to Auto-Hold so often when all I want to do, for example, is press up and left while advancing frames. I used to have the States set on the line of numbers but SNES9X's default setup is different so I compromised to stay consistent (plus I like being able to disable back/foreground layers/sprites and since SNES9X's number line is setup already for that I see no need to remap them).
Experienced Forum User, Published Author, Experienced player (612)
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My first real TAS was published as well. It was Akumajou Densetsu (Castlevania III) and it happened to be the Grant Version because I always wanted to see it done but it looked as though no one would be doing it. My first WIP was actually done for the US version of the game (I do not have it anymore) but little did I know was why the Japanese version was used instead (better sound). So, before I got the hang of TASing I started over a second time with the japanese version but gave up because I didn't feel that I could TAS prominently, to make a good enough TAS of CV3 (I didn't save states often enough). Finally, I was on vacation and had wanted to really get some progress done so I started from scratch and in a few hours I was done with half of the Clocktower (the going up part). I felt if I was going to finish the TAS I had to make it as though I had a following of people (small or big) and so I uploaded a WIP and it was on. Shortly after that (when the motivation to finish kicked into High gear) I was done after posting a few WIPs in This Thread (Page 2 and up) My actual first TAS (not knowing of the concept of a TAS or the name of Tool-Assisted Speedrun/Superplay) was that Gnat swatting game in Mario Paint in which I had slowed down the game with ZSNES and recorded a quick movie without Save States but with as quick reflexes as I had. Sorry, no WIPs, this was long ago, around 2001 maybe.
Experienced Forum User, Published Author, Experienced player (612)
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Pure genius all the way through. All the extra work put into this TAS really made it beyond excellent. Those were great optimizations, never thought so much time could be racked up. I enjoyed all the little things that were shown along the way whether it was you controlling Samus or the input display, it was all good or hell great. Heh, you thank the viewer for watching but I'd like to thank you for making this TAS, the way you had everything done and the fact that you took the time to make the TAS extra special, Thanks man. It truely is among the best, and with that notion of the Ninja rank I think you more than deserve it. Yes vote. (Just wanted to express my gratitude for your work)
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
laughing_gas wrote:
VANDAL's the author?
Sounds about right but seriously, where does it say that? On the Video's overlay text I assume. The encoders have been working real hard lately, I say take a long break and let it all build up on the workbench for the rest of the year (Jokingly, of course).
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
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It's difficult to tell, isn't Action Replay all weird looking, much like Game Genie was and not the actual RAM/ROM Address. You're better off trying google extensively because, for the most part, none of us know the conversion. I'd help if I could because certainly I was in your position once, when I wanted certain codes accessible. Heh, it does seem he is back, all the evidence adds up. Oh well maybe he'll be a little more open but then again maybe not.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
If that's the case then we need to find out where actual game RAM addresses are and set Artmoney to search within that range. By clicking Search and then Address range and setting it to Custom, this can be possible.
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