Posts for VanillaCoke


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Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Hey, thanks for the tips, I'm sure they'll come in handy. Still on LSB, I haven't worked on it since posting here because I was busy with mid-terms. I'll see if I can finish it up before this Saturday.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
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I'm not sure what's involved to get this challenge mode since I haven't played anything in Gen.5. However; Why not get a copy of Black, a brand-new Black 2, unbox Black 2, go through the procress of unlocking challenge mode in Black 2, then rip the save from Black 2, upload it to your favorite file hosting website, share the url, and most importantly; Record everything in a single uninterrupted video that makes sure to get the url at the end. Since urls are randomly generated by file hosting websites, it wouldn't be possible to edit the save and reupload it later as the url would be different. Just my thought on the situation.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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Thing I'll have this thing cracked and finished by tomorrow... Maybe? I've found out where I've been going wrong, I think. The tricky part is getting the boss to drop a wheelie where you want it to drop. During each attack leading up to the wheel, the positioning of its attack at determines how many reps and on what side it's going to drop (left or right), but Sonic's position during "wake up" from the last attack is also relevant. There's four "zones" for each attack. Then during "wake up", Sonic's positioning has three zones: Left, Right and Under. If you bring the boss to one of the edges (right edge for example), then that will obviously restrict you from choosing Right. So before the first wheelie ever drops in the fight with the proper RNG, there's 1,728 combinations. Three things have to work out just perfect (doing just the first wheelie in this example): 1) Manipulate lowest reps 2) Manipulate which side the wheel is dropped 3) Manipulate positioning so there is NO bobbing animation. Boss only initiates a wheelie when it's "head" is at it's lowest point AND is in the correct spot. Part 3 is the most crucial since it's the difference between something being dropped at hypothetically 28"50 and 30"50. Ideally you want there to be NO downtime between the boss deciding those three things and it executing them. However, it's also the most difficult since it's a result of all the other attacks guesswork. For example: Manipulated 1 rep during wheelie, it's going to drop on the left side which is closest to the boss, but Sonic had to be to the right of the boss during wake up. Now by the time the boss makes it to the wheelie area, it just barely missed the "low bobbing" requirement and will wait nearly two seconds before it gets low enough to drop the wheel. So getting everything to go perfect AND have a good entertaining routine is a headache. It's also not always consistent when adding an extra blank frame to the .dsm prior to the fight, so I'm suspecting that there's some kind of other RNG at play, maybe. If so, it's probably the reason why my run didn't sync across from 0.9.8 to 0.9.7. The reason I said maybe tomorrow is that I've almost got the first wheelie done, which is the hardest one (I've gotta optimize the third hit before the wheelie drops). The other two wheelies only have two attacks inbetween each drop, which has way less possibilities (144). I've got a lot of class work to do before Saturday, so it might just have to wait. What an overly complicated and dumb boss lol.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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Daaaaaaaaaamn, that was hype.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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Lost World had to be my favorite part, that was simply amazing. The whole thing was really. It's a damn shame about the desync :/.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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I've never even heard of this game before, but this was an awesome for sure.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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Although I'll have to admit, I didn't work on it every day since my last post, I have been working a few days for a few hours a week. No luck so far, but I figured I'd give an update.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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MUGG wrote:
Because I realized that using hard resets is illegitimate, I want to replace the hard resets with soft resets. I need the editing ability to do that. Without editing help or if editing makes the movie desync I will not continue the 100% WIP. So if anyone can help me with the editing, I would appreciate it.
I always used Notepad++ to edit my .dsm's. Just add 17 to the line number and that will correspond to the frame number you're trying to edit.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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The wait is killing me >:O
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
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zwataketa, it really seems like you got this idea in your head of how a TAS is supposed to go and that's just not how it is brother. You've gotta follow the guidelines here or it won't be accepted. There'd be nothing worse than putting in a lot of hard work just for it to be rejected because you didn't follow the simplest of rules. If you want to use an unlockable character in a game, Squidward in your case, you're going to have to make a verification movie. The reason is so SRAM (save file) can be generated with the unlocked content in your actual movie when it is played back. Your movie will be rejected if you either A) Try to provide an SRAM with your movie instead of a verification movie that generates the SRAM or B) Start from a savestate. Also, no one is saying use just one post for everything. Generally it's only a good idea to double post only when there hasn't been anything said in a long time OR you're bringing some new and crucial information into the thread.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
*shakes CoolKirby down* WHERE'S THE PROGRESS?!?!
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Not yet, I'm back to working everyday though, I'll get it.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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Working on the LSZ Boss for a few hours, hopefully I'll stumble on the correct positioning since it's pretty much a crapshoot.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
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What happens if you win with the brown rental horse at Lon Lon Ranch?
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
That's pretty cool, thanks for the update CoolKirbz.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Hey, I appreciate that offer, I might take you up on it when I come back to TASing this. Once classes start up, I'll probably work on it again lol. For some reason, I'm only motivated when I'm really busy cause I don't have the time. Between the bosses, and lag frames being created when loading savestates at extreme speeds (happens with or without Bus Timing ticked, 0.9.7 + 0.9.8), it's a pain to TAS sometimes. The latter reason is why I dropped 0.9.8, if a lag frame is falsely created, then that requires replaying the movie file over and making a savestate the frame before a lag frame (so that there's a real lag frame when loading a save state instead of one being created). I can't get 0.9.8 to fast foward, so it takes forever to play the movie file from the beginning multiple times.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
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Voting yes because it's a Wii game looooool. Nah, it was entertaining and well made. I've played Goo quite a few times and it was impressive to see it get blown away with the TAS treatment.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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Paused wrote:
This is probably a stupid question to ask, because I don't want to kill your motivation, but are all the bosses going to be this hard to manipulate?
They're a pain since it's not simply getting the RNG moved to the desired value before going into the boss fight. The RNG gets shifted by touching goal ring at a certain spot, but if you advance through the screens to get to the boss too fast, it always rolls the RNG to a default value (which is different for each boss, might be desirable for some even). There's 4-5 different results for each boss just on this alone (5 for LS boss). Once you get that out of the way, then there's still manipulation that needs to be done in the fight that's determined by positioning in relation to the boss. Sometimes "it" will make it's mind up at different times depending on position, making it more of a pain. I have been working the run somewhat. I improved LS2 by 4 frames, woohoo lol.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Those two Castlevania runs being submitted has reinvigorated my desire to work on this. I'm dropping 0.9.8 and going back to 0.9.7 because I can't get the turbo button to work, and lua stops working whenever it feels like (might be the lua.dll's fault though). I'm crossing my fingers that the boss is going to convert over. When I post .dsm's, just make sure Advanced bus timing enabled is ticked... (this'll be the last time I'll have a run with this enabled lawl). Not sure if it'll be of any use, but I found that traveling along a loop rail/vine at 13-15k*16 x-velocity (any faster will eject you from the rail as if you ran up a ramp) will cause a bug in which you keep on "riding" it indefinitely even though the rail has ended until you hit a wall/object/enemy. Not sure how much application this'll have, but hopefully it will at one place since it's so funny to watch. EDIT Boss didn't sync, I'm putting this back on hold. I've got the correct routine of the four heading into the fight, but the frustrating part is manipulating the rolls during the fight. 7/26 Extremely frustrating, I can't get the boss to shift it's amount of rolls on it's second wheelie. Gotta go to work, so I'll try it again tomorrow.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Taking a break, but I'll be working on it again sometime before the end of the year. I'm currently in one of those burnt out moods where I don't have any desire to TAS, but I always snap back (happened 4-5 times during my Colors run) so don't worry xD. My WIP is currently on the WP boss but I don't plan on uploading anything. inb4didyoubeatWRonLeafStormBoss Yeah, I did. That's partially what caused this break lol.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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I've tried improving upon my WIP in the process of converting to 0.9.8, but my ideas didn't pan out for abusing the slope glitch and everything else was already tight. I'm upon the boss now, but it's going to be put off for awhile because EVIL IS BACK.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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rog wrote:
It's ok, i understand. It's a different name, so who would have expected it to be me? Most people are pretty surprised to find out i don't use the 3 letter name rog for my email address.
This made me lol hard.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
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Woohoo, I was talking about your run to CoolKirby about a week ago. Glad you're working on it again.
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Experienced Forum User, Published Author, Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
N. Harmonik wrote:
Forgive the double post. Apparently, in the New Game +, cutscenes can be skipped. Hypothetically, would a run that uses the New Game + simply to skip cutscenes be accepted?
For what it's worth, I would like seeing a run that used NG+ to skip cutscenes, but I also wouldn't mind it if that weren't possible (some of the cutscenes are golden in this game). Thinner is always a lot more powerful than paint when there's an option to use both (especially on bosses). I think I'd rather see a run that used paint on bosses to convert them to buddies though.
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