Posts for dekutony


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August 2020: Link to video
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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I did try to optimize as much as I could. As I said before, the overworld is where most of the optimization comes from. Although it is true that you have a window of frames where you can start to lose time, the frame window I believe is small enough for human players to not get, for instance the digging holes as an example. The delay you have to do when your hamster partner spawns also has a small frame window, but is not easy to hit in real time. Despite the frame loss being minimal (which is over 1 or 2 frames in overworld movement the majority of the time), it is still a frame loss with is worth considering in my opinion. I do think the overworld is a major part of the gameplay in this case. I mean, if other games that are in Vault don't even go to the main gameplay like Battle Dodge Ball or the game end glitch in SMB3, then Hamtaro shouldn't be much of an issue. (I know those games do humanly impossible things, but still...)
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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CoolHandMike wrote:
No for skipping cute hamsters doing cute things.
im sorry :(
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Sorry it took me so long to respond to this. I was too busy with life and more recently another project I was working on recently. (Not to mention I got bored of this game pretty quickly.) I will try looking into the farming thing. I'm afraid that doing this would waste time, also I don't think the net recharges actually do more damage. I looked at the manual and guides online and it mentioned nothing of the sort, they just seem to just give you more web/refills and nothing more. I will go back to this after I'm done with my other project which I'll be done with in a day or two. (or maybe not lmao)
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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I've been trying to load some ZX Spectrum games in the .tzx file format, and it gives me this error: I'm using BizHawk 2.5 and I tried with the default settings.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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jlun2 wrote:
Skipping the robot guards during the boss stages.
That's a pretty cool discovery. http://tasvideos.org/userfiles/info/65593981198691761 Here's the lua script for this game. I don't think it was ever uploaded to userfiles.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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I saw that [1715] NES Super Mario Bros. "warps" by HappyLee in 04:57.31 uses a different palette, so I took a screenshot that uses the palette the other categories of the game use (i think): OLD: NEW: Heres some of the other category screenshots for comparison: Warpless: All items:
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ok heres the encode: Link to video I think i can do the goblin fight better, I will have to find a way to avoid taking damage before the fight to survive, then beat him and die after hes defeated so I can take out the guy on the right building.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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I didn't see a thread for this game so I made one. Um... here's a WIP I made that beats the 2nd boss fight. http://tasvideos.org/userfiles/info/65332433150362164 I could make an encode later if I don't forget. Game manual: http://www.thegameisafootarcade.com/wp-content/uploads/2017/03/The-Amazing-Spider-Man-Game-Manual.pdf Gamefaqs guide: https://gamefaqs.gamespot.com/gameboy/585610-the-amazing-spider-man/faqs/29622
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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http://tasvideos.org/forum/viewtopic.php?t=238 We already have a thread for this game.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Randomno wrote:
https://www.youtube.com/watch?v=TkVGyRD1ALE Credit to WeILs. Saves about 40 seconds.
DAAAAANNGG! That's insane. Sub 27 is now definitely possible, I wonder if sub 26 is possible now. This cursor enabling through the puffle menu feels that it has potential for more, not just in this game but in EPF as well. As for the microgame exit thing, it's intriging. I would probably have to test that out myself across various microgames. I definitely want to make a new TAS of the game, but I would like to do it on BizHawk when DSHawk is good to go for TASing (plus mic support), whenever that happens (maybe in a few years haha).
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Experienced Forum User, Published Author, Experienced player (633)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
Experienced Forum User, Published Author, Experienced player (633)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
Don't think this isn't posted here yet, but: Link to video This TAS is from Apollo Legend's "Top 7 Optimized Speedruns" video or something like that. This was also in his "Most insane glitch discovered in speedrunning" video (that one is uncommentated), and he never uploaded this separately by itself for some stupid reason.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Post subject: Ghostbusters
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http://tasvideos.org/userfiles/info/64644254299508466 I made a TAS of Ghostbusters for the Master System, but it's slower than the RTA: Link to video I tried to manipulate the civilians so that they did not touch me and for them to be in an optimal position when they go into the Zuul building. You're required to get $10000 and the final red meter to be full in order to enter the building. Yeah, I don't know what I did wrong, it seems to be RNG being dumb. I'll post this here if anyone else wants to work on this game.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Samsa you're back! Oh my goodness, I never thought I'd see the day. Welcome back, sis.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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dekutony wrote:
Also I think Tyson's final time with the decimals should be added to the publication text if the movie gets published.
I guess that isn't happening, huh.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Woa. That uh... thats a lot to take in. Welp... Anyway, regarding why I'm using the Japanese version, if you saw the RTA WR in the first post, after defeating a boss and as soon as the saving screen shows up, he resets. The Japanese title screen is faster due to the voice clip being shorter than the American version. We also reset due to the Kirby dance and the level select cutscene being slower.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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http://tasvideos.org/userfiles/info/64420550550599130 Finished the second level on the dev build you just linked. It seems that I can't fall earlier after I grab the balloon, and that 15 second timer doesn't help. I think the old TAS slows kirb down to make it look better?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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My concern about this is that if that's ok to do when I plan to submit this movie after I finish it. Didn't the rules say something about not using dev builds to make the TAS for submissions? Would it sync on a release build?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Thank you so much for this. This was really useful. I managed to save 8 frames over my previous wip: http://tasvideos.org/userfiles/info/64398659505545337 Yeah, I don't know whats going on with this game and it not syncing or working very well with tas studio, but when it does work it works so thats cool i guess.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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This is one of my personal favorite DS games. Here's the current RTA WR: https://www.speedrun.com/dqhrs/run/zq0qe59y An old TAS WIP someone made years ago: Link to video A few notes from the author:
A few notes on tests I've done: Elasto blasting is really fucking stupid. Holding the A button for 16 frames or less will result in a jump, holdint it for 17 frames or more will result in an elasto blast. Depending on the length of your charge, you'll go a set distance. BUT THAT"S NOT ALL! The most optimal charge time is 53 frames out of the total 57 (which is a full stretched blast). However, there is an optimal "range" for real time guys to try to aim for, which would be anywhere from 50 frames to 57 frames inclusively (This game runs at 60 fps). Here's a diagram, the important things are the yellow boxes are most optimal distance per frame traveled, and the numbers on the far left are the number of frames that A is held down. http://imgur.com/XO0tKQs Another really stupid mechanic is text mashing. Fun fact, every time you press the B button during a text box, the game lags a bit. Now obviously this doesn't really matter since using B speeds up text way more then the 1 or 2 frames of lag lost. Other stuff: I have no idea how the skip at the beginning of the game works but I assume it has something to do with mashing buttons. I've tried everything I can to skip some of Swootsy(?)'s cutscene to no avail. The method currently used is deemed "TAS only" by me cause it's a 2 frame trick followed by a 1 frame trick. It saves ~3.5 seconds. I'm also skipping chests cause RNG can thankfully be manipulated in a TAS.
The route used in any% runs: https://pastebin.com/qhHVW12B And a recent skip found months ago: https://www.speedrun.com/dqhrs/thread/bwyff
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Post subject: Wade Hixton's Counter Punch
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This is a boxing game in a similar vein to Punch-Out!!, but with slightly different feeling controls and mechanics. There's a very useful guide on GameFAQs made years ago that details A LOT about the game and some strategies that can be used. The guide: https://gamefaqs.gamespot.com/gba/918996-wade-hixtons-counter-punch/faqs/29429 A few things to note: - There isn't a traditional buffer system for this game (at least as far as I'm aware) like in the Punch-Out games. Or at least, it's one frame before an animation ends. - You can acess a debug mode during matches. Pause the game and press: Select, L, R, Select. It displays various bits of info about some of the things that are happening in the match. This might be useful, but I'm not entirely sure about it. - There is no traditional in-game timer. We might as well look for a RAM address that lets us calculate it during matches. - You can't duck. Only block and dodge left or right. It's like the arcade Punch-Out. - This game lets you purchase moves from shops. You need a certain amount of cash for each move. You win more money by defeating opponents. You use the special moves by doing a specific button combination when Wade's blue meter is full. I made test movie to get familiar with the game last year: http://tasvideos.org/userfiles/info/60131054898700237 Aaaand the current RTA WR: https://www.speedrun.com/whcp/run/8yvl0pez That's all the info I have for now I think, posting all of this here just so I don't forget posting it again. :P
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Someone made a full TAS of the game: Link to video The author also posted the file to the userfiles as well: http://tasvideos.org/userfiles/info/63020087000336738
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Experienced Forum User, Published Author, Experienced player (633)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
Experienced Forum User, Published Author, Experienced player (633)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
I finished chapter 1 of the LOTAD: Link to video http://tasvideos.org/userfiles/info/64112603324732491 Also this is a thing i didn't know existed: Link to video
Here, my YouTube channel: http://www.youtube.com/user/dekutony