Posts for brunovalads


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Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Forget 1.1, we have 1.2 now baby, I'll check how the new acceleration and deceleration affect movement
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Alyosha wrote:
saved a couple more frames in 4-1 with better jumping at the start
Oh that's clever, i got tunnel vision due the springboard galore from world 3.
Alyosha wrote:
but i messed up the ending and don't know how to fix it (fade out takes longer)
Yep, it's a precise jump when you're 41 pixels to the left of the Flag and press A for frames (the script has visual cue for that).
Alyosha wrote:
i think the level can still be a bit faster too.
I'll see what I can do, I tried slowing down instead of pressing left as you did but my best was 1 frame slower than your method.
Alyosha wrote:
Also since you can clip in 2-3 now, can the 1.1 version be used?
Oh definitely, i'll try these improves in 1.1 and see if the whole thing is faster.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I have the movie for these improvements.
  • 1-5 Alyosha's suggestion: 21 frames
  • 2-3 Extra Ceiling Clip and better maneuver in the clips: 20 frames
  • 3-5 Alyosha's suggestion: 29 frames
  • A couple of lags shaved here and there: 2 frames
  • TOTAL: 72 frames
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Alyosha wrote:
Around frame 7450, its faster to make a small jump up to the ledge and then jump up the ladder.
Oh thanks for poiting out, and while revising I found another Ceiling Clip at 2-3 that I first thought was impossible, so i'll update the movie with that as well.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Terrific run! The are well executed, and it's a delight seeing those glitched rooms
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
FractalFusion wrote:
In general, I am against breaking hacks in this way. If a hack is completely broken by a TAS, why should I care about the hack in the first place?
I totally disagree, a hack should be treated as a whole game itself, and by consequence breaking it is very welcomed. This hack is very iconic in the speedrunning community, this TAS will preserve its legacy. And this is a great run, amazing use of the trick toolset available.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Oh definitely! I've played the beta when they were porting it and immediately thought its TAS would rock! I could definitely help making a Lua script and an atlas encode for it, would be beautiful.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
There you go, this is a very solid run! I think short homebrews like this one are much better enjoyed in a 100% run.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Yea this is a fun homebrew, the spike on/off jump mechanic reminds of Moonleap, the winner of #NoticeMe Game Jam. I found it yesterday and considered making a TAS, well.. not anymore!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
KusogeMan wrote:
where's the ost from this hack taken from? the castle music is insane and some others too
The OST is great, it has amazing ports of other games, like this one from the final castle, that is from Romancing Saga: Link to video (check the whole playlist)
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Here we are, with the new standards. Today #6287: Iyerbeth's SNES Invictus "all exits" in 31:04.73 was re-judged and accepted, and I guess the same consideration could be taken with JUMP. The hack is very popular, it was on of the greatest collaborations in SMWCentral, and the run features enough novelty.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Would [4381] SNES Daze Before Christmas by brunovalads in 20:48.21 be considered for this? I made an atlas encode that is present in the submission notes: Link to video It's definitely not as polished as the others, it lacks background (it was in my plans) and the scale is fixed (some horizontal levels and the final boss would benefit from a higher scale).
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Very interesting technique, I wonder if this can be done in any other homebrew made in GB Studio. The run is not entertaining per se, but having a Credits Warp is always a delight.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Yea finally a Frog TAS! I was considering making one when it was released, i'm glad it was done. The homebrew is short, but the clever usage of the technique makes it worthy being published here.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Yes homebrews! I considered TASing this one in the past, forgot why I dropped. Sad that it's so empty sometimes, could be much more challenging and interesting.
MarioAtWork wrote:
There is a bit towards the end where Barry runs into the wall and comes to a stop, forcing him to regain all his speed afterwards. I tried avoiding it but it seems fastest to do this since you have to stop anyway.
Are you sure? If you jump straight to the 2nd topmost platform there you can avoid that wall bump:
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
That's a lot of orbs to ponder. Definitely yes, the new mechanics are very interesting, and I love seeing hacks being TASed, specially when they're already relevant in the speedrunning community of the game.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
MoneySeize, by Maddy Thorson. Forever my favourite game on Kongregate, I remember struggling to get the hard achievement (all coins). Would make an amazing TAS, both an any% and a 100% run. You can't play anymore on Kongregate, but you can get an executable on her webpage or a swf from the Internet Archive.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Quite a surprise seeing this category being improved, hell yes!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I suppose this would work:
Language: lua

local x = 106 local y = 116 while true do local btns = joypad.get() if btns["X"] == true then btns["Touch Y"] = y joypad.set(btns) y = y+1 end if y > 200 then y = 116 end emu.frameadvance() end
Tho i'm having issue with joypad.set(), it's kinda freezing the inputs forever.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
InfamousKnight wrote:
I tried declaring it globally so it would make sense but couldn't figure that out either even with Google. I guess I used Global instead of global.
Just declare them with local but on the "root" of the script, outside the loops or functions, like:
Language: lua

local x = 106 local y = 116 while true do --etc
InfamousKnight wrote:
What it's supposed to do is, when pressing the X button, y would be set to 116, touch at that location, increase by 1. If it reaches 200, it resets back to 116. This is used for aiming in the y axis.
If i understood correctly, let's say on frame 1 you press X, y will be set to 116, touch, then increse 1 (117 now), then the frame advance, what should happen? if you press X again it should touch at 117 then increase to 118?
InfamousKnight wrote:
If I omit emu.frameadvance(), it would crash the emulator.
You can't omit emu.frameadvance(), the script should always have it inside the while loop in order to run while you're playing, otherwise the while loop will try to loop forever in the current frame, hence the crash.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
I guess your your joypad.set() is wrong, try this:
Language: lua

while true do local x = 106 local y = 116 local btns = joypad.get() if btns["X"] == true then btns["Touch Y"] = y joypad.set(btns) -- <<<<<< should pass the whole input table y = 106 end emu.frameadvance() end
Also what it's supposed to do? Because that x,y declaration in the start of the loop seems unnecessary, they could be declared before the loop (global variables). Because the way it is now, the loop start with y = 116, then increase 1, then in the next loop it gets back to 116, doesn't make much sense.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Thanks, we'll definitely benefit from this decision, as we don't have as much free time as we wish/anticipated. In the end, our research will help the final run for sure and increment the community knowledge around this game.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
This is a very interesting run, way more fast-paced than I expected, and the tricks/glitches used are really clever.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Oh this is AMAZING! Runs will explode in creativity, and I really hope it will help reducing the current RTA WRs.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Always a delight seeing level breaking glitches, even in games i never heard of. Yes for the amazing improvment!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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