Posts for curtmack


Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Banarak wrote:
So much so that I had to type all this with my mouse! (OSK sucks, but I have no keyboard ATM)
Better than typing with a Wii remote. Trust me (.us) I'm gonna have to vote meh on this. I realize, having played the game recently, that this movie is the incarnation of hax, but the long hyperspace travel times are annoyingly frequent, even with the Quasispace warps.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Thanks for the comments. As for the zip file, I used 7-Zip, Deflate64 algorithm, which might for some stupid reason not be compatible with the Windows XP built-in tool. In any case, thanks, Xkeeper.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Two things: 1. You have got to keep your avatar like that. It's awesome. 2. Will vote later, once I have access to an emulator. (I mean really, why don't school computers have FCEU and a Tetris rom?)
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
My first and actually currently only TAS is Demon Sword. Don't feel like fishing out a link. It got accepted, but looking back there are sooooo many improvements.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
By the way, in the Draygon fight, when you were counting down from 6000 in the input display... is that Draygon's life total? Anyway, now I just hope that people won't be all "LAWL THIS INPUT ANIMAT0R IS T3H R0XXORZ MUST USE EVERY FRAME!!12!!!11!" It's a good gimmick, but if everyone starts using it it'll become a huge annoyance.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Yes vote without doubt. This is the finest run I've seen since the glitched Zelda 3. As for the input, I will encode this movie myself if I have to to get the input embedded into the AVI somehow. It'd probably be as a separate version though - most people would think of it as a distraction.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Bravo JXQ. Bravo. And that caterpillar spaceship is crazy. Anyone up to making a gun for that thing?
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
My personal opinion is that it's stupid to force a glitch. Instead, coax them into existence by using systems which are safe in theory, but are obviously manipulable. For example, use ejection as the only way of preventing the player from entering a wall (that is, don't perform any "am I walking into a wall?" checks, just immediately eject them if they're in a wall).
...?
Post subject: Re: Making a TAS-friendly game
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
NMcCoy wrote:
(I've already decided that any console games I make with a heavy amount of text/cutscenes will have a "hidden" speedrun mode that allows any text and cutscenes to be skipped, in addition to having a definitive game timer that shows both real and gameplay time. Perhaps some easter eggs for detected sequence breaks, or even stuff "left in" the game with no known means of access at ship time...)
No need to make it hidden. Look at Twilight Princess (at least the Wii version): press - twice to skip any cutscene. Any.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Air is a bit like that, although you could theoretically beat it in real life... And I guess yeah, my idea isn't fully TASproof, but you get the basic idea: find everything that makes a game good to TAS and crush it.
...?
Post subject: Re: Making a TAS-proof game
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Before I go into my schpeel, I'm going to lay down some assumptions. 1. Let us assume that the game must be a video game, as real life board games and sports are obviously impossible to TAS. 2. Let us assume the following definition of a TAS-proof game: "A game for which it is true that no TAS of the game that could ever possibly be made would fulfill the requirements of entertainment and accuracy for acceptance on tasvideos.org." Let us also assume that such a game must not be mangled in such a way as to detract from normal gameplay. 3. Let us assume that money is no object, because your programmers are going to be working overtime hell for the next few months. 4. Let us assume that every system can be emulated with TASing tools, including PC, and thus one's choice of console cannot be used as a method of making the game TAS-proof. To further tie our hands behind our backs, let's say that we're not going to use annoyances like excessive unskippable cutscenes, lots of long waits in the level design, the character having to stop to do almost any action, and so on. Under these conditions, a TAS-proof game could be produced. There are some basic ways TASers gain time. There are also some basic ways to prevent them from working. The first step is to prevent sequence breaking. This is easy. Just figure out what items, what triggers, etc. the player should minimally have by the time he should be going through X door. If he doesn't have all of them, X door is locked. Make sure there's a door between every two rooms. Simple as that. However, that might not be enough. For example, lets say our game has a room in it that has only one entrance, which leads into a pit. When you first go in, you'll find the Sword of Über Manliness, but cannot get any further because the edges of the pit are unscalable. However, once you get the Boots of Scalability, you must come back to the room to climb those cliffs and get to the top which reveals the Gas Mask of Winningness. The player needs the Gas Mask of Winningness to survive the final boss's initial Nacho Cheese Breath attack which would otherwise cause instant death, but what if a TASer can find a way to scale those cliffs without the Boots? Easy. If he tries to collect the Gas Mask without the Boots, trigger a cutscene in which the Gas Mask dances away into the shadows saying something like "You can't catch me without the boots that enable you to climb up walls" or something like that. And remember: you should assume that the player can do anything. Always. Now, tighten up your code. And I don't mean make it glitchless; that's impossible. But there are some basic ideals you can adhere to to at least prevent the huge timesavers. - No assumptions. Ever. This should be self-explanatory. - Don't make variables bigger than they need to be, and I mean really really tight. If there's no way for the character's speed to go over ten (in whatever units you're storing it as) you don't need any more than four bits, plus one more for direction; use the other three for something else. It may lead to obfuscated code, but keep in mind, you're aiming to make TAS-proof code. TAS-proof will more often than not equal obfuscated. - Don't make pseudo-random AIs. Enemies should not jump out of the player's way on cue. Bosses should go for the throat and nothing less. If that makes them predictable, fine; it should still impede a TASer's progress. - Find a way to make an RNG that is based only remotely on player entropy. For example, the frame at which you collect the Seed of Infernal Bliss could be stored in memory and used as a variable in the RNG from that point forward. The number of times a certain boss used a certain attack, the number of steps a generic monster took before it was slaughtered, the number of sprites onscreen at frame 1337 of level 6... make luck-manipulation hell incarnate for the TASer. These cover the majority of cases; beyond that extensive beta-testing is needed, as always. This should work. Obviously no one would ever bother doing it, but it should work.[/b]
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
The game is essentially one giant autoscroller, but you did a good job making it interesting. I especially like the fight with Didora Monarch. Voting yes.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Bisqwit wrote:
https://files.tasvideos.org/bisqwit/rockman-magic-blocks.avi (205 kB) -- discovery of the infinite ad-hoc-gutsblock technique.
am I the only one who wants to know what Bisqwit did with FCEU to make it throw in all those debug-like messages, or is this something I just didn't know about that everyone else does?
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
I dunno, Symphony of the Night had great balance. I think Konami just wanted to target a younger generation by making the character more overpowered. Besides, to some gamers (myself included), the potential for overpowered is fun.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
I'm not going to vote because I haven't seen the movie yet (nor can I for a while), but I'd probably say no for two reasons: 1. We already have a Tetris Attack movie, and from what I hear there aren't too many differences (although the ability to get higher combos sounds interesting) 2. In my admittedly unfounded opinion, TASes of multipaks should never be made.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
I'm voting yes for total kickbuttage.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Definitely a cool movie. Voting yes.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
that would've also been a problem, I didn't know it was an FCM.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
I wouldn't object to a "Bottle Adventure" run in addition to GuanoBowl's current any%, but I think that an all-medallions run is silly, simply because there's barely a difference, just a few more medallions (which probably equates to something around an hour of added time unless I'm not aware of some humongous sequence skip). I don't think a 100% run would be a good idea either. The any% run was 2.5 hours. A 100% run, to my mind, would have to be literally EVERYTHING: all heart pieces, all upgrades (ammunition and fairy fountain), all medallions, Bigorron Sword, all three tunics, every item, all 4 bottles, and, most of all, all of the Gold Skulltulas! This would be a movie of monstrous proportions - I'd hazard a guess at 8 hours, because of all the unskippable dialogue and cutscenes - and that's being conservative. BTW, anybody have a link to this "bottle adventure" thing? I've heard of it, but I have no idea how it can be used in a TAS. I'm intrigued.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
I'm not in a position to view it right now (accursed library computers not having 7-zip) but I'll be sure to look at it once I am.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Pretty sure. To get a spell (like the scroll) I'd have to beat a boss anyway. The speed-ups might be worth it, but at the time I did this run I didn't have the foggiest idea how to manipulate item drops. I think it has to do something like every nth enemy you kill drops an item, but manipulating a particular item is pretty much guess-and-check. Sometime I may come back to this game to see how much better I can do now that I know some of the more advanced tools of the trade, but for now anyone's free to pick this one up and try it, this was just my virgin run to get my feet wet before tackling TGL (which I had wanted to do from the beginning).
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
I haven't yet seen the movie, but I'm going to vote meh because I don't think any remake deserves a TAS, unless there is some TAS-changing difference in the game (such as an old glitch being taken out or a new glitch being put in). And apart from the minus world being taken out I am not aware of any such things in All-Stars.
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Good movie. Getting a yes vote. I'd be interested in a demonstration run that shows the old "Pay everyone $50" glitch. Basically, if you draw that card when you have less than $50, the game crashes because the game has no idea how to handle the situation. (Actually I think that was the SNES Monopoly. Might still work on the NES one though...)
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
Oddly enough that's exactly what Wikipedia had to say about it...
...?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 97
Location: Everywhere including nowhere
(note: I realize this discussion is a few months old, but the other one is even older, and Acmlm's run is still a WIP, so...) Taking the route that gets the Multishot earlier defeats the Corridor 1 boss quicker, because the two saber weapons (Saber Laser and Cutter Laser) have a short invulnerability peroid associated with them because otherwise they'd be too powerful (damaging every frame). Neither the Multishot nor the basic pulse gun (nor any other projectile-based weapon in the game, for that matter) has this invulnerability period. In my any% run, I take the route south to get the Saber Laser (and a Red Lander, as it were) because I will not pass that way again; however, Acmlm is doing a 100% run, so no matter what, he knows he WILL HAVE TO collect it at some point, so the best option for him is to take the Multishot which, as I said, defeats the first corridor boss much more quickly.
...?