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
Very nice run! It's unfortunate that rolling and jumping slows you down, bootlegs ¯\_(ツ)_/¯ Just one thing: why the Kong swap in that water level? I don't know how they differ there.
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
Super Boy World deserves a yes! Can't wait for Antaasas, p4plus2 and Masterjun come with a Credits Warp 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
It's always a delight when we see a submission with such high level of technical work, great job!
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
Encode with Lua display: Link to video
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
Samsara wrote:
You can keep using 1.0 for the glitch, yes.
Yes!! I'll stick to 1.0 then. Once finished and submited, i might try a 1.1 run to make a comparison, i hope i can re-use most of the input, segments between pipes are easier to sync and i guess the main fastest route isn't changed.
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
Encode: Link to video I'm very glad that you could find improvement on level 45, i never liked that ending where the ball missed the heart. Also colours look much better with GBC mode, thanks. I'm excited to see the console verification.
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 paused the development of this TAS when I heard that a new version was being made. Today version 1.1 released! Changelog from their post on NESDev:
miau (Morphcat Games) wrote:
Apart from bug fixes, we revamped the level design in some places, making some of the beginning challenges fairer and hopefully making it less likely for the player to get lost.
scrimpeh wrote:
The speedrun utilizes some OOB glitches to get the Double Jump faster.
Yea, my TAS would use that, but I just tested and in the new version you can get out of bounds (at least not there in those wall blocks in the deep water). I didn't okay enough to see all the differences, i'll eventually make a new map and a comparison. Ok so my question is: can i continue making this TAS on version 1.0 to abuse that OOB clip glitch or i should change it to the new one?
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
Radiant wrote:
known for its bizarre non-sequitor commercials with earworm-level catchy tunes
Oh my god i just watched and it's perfect, 90s commercials are golden. Ok picture this: ACE TAS with video generated from input, displaying exactly this video on the emu.
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, sad that it's this complex, i would love to TAS but first I wanna complete my current projects, and i'd still prioritize games that i played before. I hope someone eventually dig this game to make a full TAS.
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
Just found out about this game, loved the graphics, a complete TAS will look great! Is lapogne36 or anyone working on this?
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
Dacicus wrote:
During the contest, there were a few levels that I thought would be mostly completed by one player while the other did little, but you all proved me wrong with the routing.
Yea, this is a great "2 TASes in 1" experience, i had to watch two times to feel the entire thing. Definitely a yes, and definitely an amazing result of a Dream Team Contest, congratualtions to all the teams!!
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 interesting, what's the cause/conditions?
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
Yogho! Yogho!, a dutch game that i never heard of, and it is beautiful! Link to video
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
In the same week of a FDS lotcheck leak?
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
2 things to consider: - How much the lag would change if you stick to accurate emulators? I'm curious if there's visible difference in these terrible lags mid-level; - You take damage in a lot of places that doesn't seem to help at all, it just takes more time as the game freezes briefly during the damage animation. I will vote yes if i see a clear explanation about the tricks used, since there's no history of this game in the site.
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 yea, more TASes from Matt Thorson games please! This is a great run, congrats for this amazing community achievement! Eeven tho currently TASVideos doesn't accept this format of run it's still super valid it being displayed 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
I loved it, it's funny how fast Baba can go. This game deserves a place here in the site, and in advance i nominate this for Speedy TAS of the year.
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
Jules, nice run! I never knew about this game until now. Movement seems good, despite the natural clumsiness of the game physics. I guess you would need more improvement before submiting. Some kind of wallclip or other physics abuse would be interesting and perhaps very useful if found.
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
My first try was a SMW freerun back in 2015, for the Freerun Festival proposed in the SMW thread. It was a great way to learn how to use BizHawk and its TAStudio (version 1.9.1... tough). Only 5 years later I decided to submit a real run here. Link to video
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 awesome! The fact that this is made with Lua via LÖVE2D is amazing, i hope they develop a good API that could enable TASing and general research.
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
Also, paraphrasing my post on NESDev, I was wondering what else could you get out of bounds. I cheated to avoid death (address $040A is the bubble state apparently) and have infinite double jumps ($003D is the flag for it), being able to explore a lot of glitched rooms. These are the rooms I could reach, the missing ones crash the game, probably the resulting tile data pointer points to something that break the game or loop indefinitely. An interesting result is that the whole map loops, there on the right you can see a copy of the normal area but 1 screen up. Another cool thing is that blue room in the bottom to the right, for some reason there's a copy of the Bubble, you end up controlling both. My whole idea was to reach the credits room earlier by abusing these rooms, but as you can see you can't get there unfortunately. Also i could move only with cheats, so many random solid tiles it's hard to maneuver there.
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 game is great! I started a TAS right after i saw the speedrun, which uses a few good techniques. Here's my lua script, for BizHawk. I guess my run is halfway done, right after taking the iron ball. My route is the same of the speedrun.
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
Tompa wrote:
An "All Dragon Coins" TAS was recently uploaded to Nicovideo for the GBA version
I don't know the differences between the SNES and the GBA version regarding the physics, but this TAS seems not so optmized. Is there a lua script for this version already?
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'm already in talks with KiwiCraker about improving this run, there's a lot to do. One thing is an exploit of OOB that i found: clearing the level by taking the pause menu heart. Link to video Unfortunatelly, in this particular level 44 i used as example, this strat is 20 frames slower than the current he used in the TAS, so will not be used in this level. But any other level that has 1 heart and takes more than 600 frames to complete should be analyzed.
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
Post subject: Re: Improvement by 105 frames
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Nice updates!
KiwiCracker wrote:
Maybe you can somehow manage to do it.
So, let's collab, hit me on Discord BrunoValads#6714
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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