Posts for emu


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emu
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These are extremely useful and advanced tools, great (and fast) work, upthorn. Especially the 32 bit color support, lag detection and sprites on top are a pleasant features (I didn't use multitrack, but it has to be an awesome tool, too).
emu
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Impressive, that was an entertaining watch. Everything looked smooth and well executed and the glitches were surprising. Yes vote. About the screenshot: I would not take pic with a glitch as this is not a glitchfest like Zelda 2, thus not representing the movie imo. Just stick with a screenshot, which you would find on the back of the box.
emu
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O_O … no...way clear yes vote
emu
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Not bad so far. I just spotted some possible improvements in level 1 and, as you already said, level 2 needs more focus on the acceleration issue. Level 1: 3310: You hit the fish while standing, which slows you down Maybe you can also find a way to prevent some lag later. 4080: The egg might be hit earlier 4300: Maybe it is possible to be more on the right when starting to jump 5250:You land in the gap very late. Maybe the dinosaur charges for you earlier, when you land there at the first possible frame. 5800: If ascending is triggered upon landing on the wooden bord, than you should jump earlier boss: I guess he has invincibility time, otherwise hit him constantly. Fred can also charge his attack. So maybe it is faster to not use the dinosaur, but hitting him with charged blows Level 2: You need to time the acceleration right. Don't cling to walls (in most cases). Example: You descend a shaft and will have to go right thereafter. Since your descending speed is independent from you horizontal speed and position, you can go left and right at will and will always leave the vertical tube at the same time. When you cling to the wall your horizontal speed will be zero, when you leave the tube and you will have to accelerate. How to prevent this: Cling the left wall and check at which frame you can start to accelerate to the right without touching the right wall, when you leave the tube. This way you will have max horizontal as soon as you can go right. Note: You don't have to be at the far most left side. Just enough, to accelerate to max speed. This also applies to other cases like going horizontal followed by a vertical shaft. The explained strategy and many others are explained somewhere in the FAQ. About the game choice: It is not a mind blowing game, but seems to have enough variety to be interesting. I'd watch it.
emu
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Haunted castle done. Two glitches (first and third level) saved a lot of time. Notes: -bees, knights and witches can't be destroyed (except by shooting, which would take too much time) -when Taz is invulnerable, he still can't spin while contacting bees without being hurt again level 1: -42360: I need to be hurt earlier to activate the switch uninterrupted by the bats -43830: Again, the eye would have cancelled the switch animation -43150: The exit would have been on the other side. Somehow, spinning against the wall triggers it (which is good, as the remaining level would have included a lot of waiting times) level2: -45600: I need to exit the door on the right to block the knight. Otherwise he would have returned too early and hurt Taz after the spinning door animation -45980 until 46130: Taz can't use the spirals, while being invincible. However waiting for the bee to pass and destroying the eyes later is slower that awaiting for the invincibility time to pass by level3: -47200: Jump spinning against the wall allows to pass through and skip approx. a third of the level Boss: -I can't mess around too much, as I need to position Gossamer at the right spot (for the submission text: Does this trigger the luck manipulation category? Gossamer stops always after a fixed frame number. By varying his points of return he is manipulated to stand on the most right possible position, where he still lands on the chair.) -I was lucky, that the laser stopped over Gossamer's chair, as the chair gave him the additional height to hit the laser twice at one jump (9 HP).
emu
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Wow, this is actually a pretty cool game. I didn't watch the published run until now, as the screenshot always resembled of these games, where you search for items (I think the genre is called adventure games). But now I see that it has some nice action, fighting zombies bare handed :) Zuccero's movie looked already well played and entertaining and Foda achieved an astonishing improvement. Yes, I enjoyed watching the movie. PS: Maybe the screenshot should show a picture inside the castle with some kind of jump kick, to inform the user that this game is more action packed with a Prince of Persia like style (like the description already says).
emu
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I just learned that from Truncated in IRC. Still, thanks for the fast reply.
emu
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I would have two minor request for features, which would make tasing a little bit easier: 1) toggle: display currently used savestate I sometimes forget which savestate I use (memorizing frame numbers, or after a break). Clicking file -> change savstate to check up sometimes becomes a little frustrating. 2) some kind of lag-alert This would be easier to locate and prevent lag. Example: you know somewhere in the following 200 frames there will be 2 frames of lag. You watch this part in slowmo and the "lag-alert" makes a signal, whenever the game lags -> you can find the source of the lag. This one might be difficult to implement. The first point might not be of use anymore by having infinity savestates and the second one can be avoided by precisely watching the game during frame advancing, so if no one else has these problems like me, this additional work for the programmers is not necessary. Thanks in advance
emu
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I just wanted to ask, if there still is any progress. This is my favourite mega man game for the gameboy, so I'd really like to see a tas of it and the wip looked good so far.
emu
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It surprises me every time, how sloooow toki moves. First I thought 16k rerecords for 2 min 50 sec were some kind of bug or remaining of a test run, but then I saw the great precision in the wip and understood were the number came from :) If I calculated right you are already 932 frames (=15,53 sec) ahead of the previous movie. Please continue this excellent work.
emu
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This is an interesting acustic experience, the virtual barbershop. You will need stereo headphones and I highly recommend closing your eyes (I promise it is no stupid scaring video). Don't forget to put the left and right speakers on the correct ear. Also there should't be any disturbing noises in your room.
emu
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Thanks for reviewing the WIP. Seeing this detail shows, that you really took a closer look. I appreciate that. You are right about jumping before spinning, but in this case (I hope, I'm not wrong about this), I could not jump of any part of the edge, without touching the claw. Holding the mushroom/umbrella, the fastest horizontal movement is jumping/gliding without spinning. I had to pass the claw first and started spinning the first possible frame without getting hurt. @Mukki: Thanks for the support. And yes, the bosses give me major headache, especially since with the only available actions - spinning and jumping - I run out of interesting things to do fast :) But tasing the levels makes a lot of fun and makes up for it. So even if it gets rejected I won't regret doing it.
emu
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Thank you very much. I got a lot of input and support here and I enjoyed tasing the game. It makes me happy to see that other players also enjoy the movie and the game.
emu
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(No need to be in a hurry about KC, I'd like to see Castlevania, too) Mexico, the 4th of 6 levels is done. Sorry about 4-1, but this wobbling is slightly faster. I can mostly avoid it in normal level layouts, as the pixel gain has no use, when going in all directions, but here it summed up. 4-2 was nice. 4.5 shortcuts (1 glitch (37810) + 1 intended (37630) + 2 unintended (37250,38210) + don't know if the jump is supposed to be doable (37440)) The bull was strange, only the first three attacks he instantly turned around, when I jumped over him. The remaining attacks he would have stopped, thus were faster when leading him to the opposite wall. I could not manipulate him (I couldn't manipulate luck once in the whole game). @Mukki: That's good to hear. Please tell me, when you see a shortcut, that I missed.
emu
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Yay, saving the president + driving over truck with a tank on the same day = yes vote :) Most noticeable improvements were faster boss fights and better lag management (especially water level). Also nice tank glitch in Mission 6. Good work!
emu
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O_O Wow, even after reading, that it might be boring, I did not expect that. The glitch was cool and surprising at first, but skipped so many interesting levels. Still, it is executed very precisely and completes the game as fast as possible. I'd prefer to have two movie versions of this game, one with and one without major level skipping (possibly 100%), like Zelda Link to the Past or Umihara Kawase. I didn't vote yet, but it will most likely be a yes vote.
emu
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Ok, nobody seems to also tas it at the moment, so I'll continue the run, but relaxed, I'm not in a hurry. Thanks for checking for desynchs. @Truncated: O_O I would have never noticed that, but You are right. The spinning animation has the exact same sprites, without having reduced size. Programming sins, uncovered 14 years later :) In exchange, I have an info for You: You are the only one here, who tased TWO games, featuring Taz. Load Kid Chameleon, let it run for a while (not a movie), stop approximately at frame number 9730 and see for yourself ;) Speaking of Kid Chameleon, I think, I read something about redoing the run. Are there any plans?
emu
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What a beautiful movie! It amazes me how well played phil's last run must have been, when it took nearly 3 years to obsolete it.
Post subject: Taz: Escape from Mars
emu
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This game is quite an opposite to Dynamite Headdy: not much variety but very fast paced. I messed a little around and started tasing it. Before I play further, I wanted to clear two points: 1. Is someone else already tasing this game? To prevent double work I will wait some days. If no one vetos, I will continue. 2. My fear of desynchs returned after I wanted to replay Majora's Mask. It would be nice, if someone could check the run so far. It should pause before the third boss (planet X). Note: I take damage to save time. http://dehacked.2y.net/microstorage.php/info/5613/Escape_From_Mars%20-%20emu.gmv 3. What is the name of this game? Escape from mars Starring Taz? (name of rom) Taz: escape from mars? (gamefaqs.com, wikipedia) Taz 2? (that's how I call it :) ) Thanks in advance
emu
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You planned the route clear-sighted, played it excellently and showed most abilities (except for poor little Rick :D), especially my favourite one: fire-kirby! I loved playing this game years ago - a time a could think back to watching this movie. So thanks Soulrivers, and YES vote. PS: The only thing I wonder is, if it would have saved time to take damage to get past the spike enemies in 5-4. EDIT: Never mind, I thought about level 6 -5, but soulrivers reminded me of the fact, that receiving damage causes Kirby to lose his ability. So I can't spot any flaws. Good work.
emu
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Done, here is my 2215 frames (~36,9 sec) improvement to my test run. Most improvement comes from optimised strategies for sparky (365 frames), terminate her too (327 frames) rocket tier (245 frames) and the moloch skip in fun forgiven (233 frames). I will need some time to write the submission text (lazy), so in the meantime, I would like to hear your opinions about the input end. The credits last approximately 17 minutes. finished movie of Dynamite Headdy EDIT: Since nobody complains about the input end, I think it is ok, to submit it now. Thanks to everybody who helped me doing this. THE REST of this post contains only in-depth information about Dynamite Headdy, intended for tasers, speed runners or gamers interested in further game facts. I do not include things that were already mentioned in this thread before, the submission text or are obvious to see in the movie. Feel free to delete this or inform me, if long posts like this are inappropriate. general: -horizontal speed (2 byte) is 512 (normal walking), 256 (tiny), 1024 (superhead), 1548 (normal hangman pull), 2560 (best hangman pull) -is Headdy's speed higher than his walking speed after a pull, pushing into the boosted direction resets it to his normal speed, but not when pushing into the other direction -falling from higher platforms resets the walking speed to 0 upon landing -to maintain a specific walking speed, autofire forward -if you barely pass an edge while falling, Headdy is pushed slightly away from it, gaining some pixels The escape -trouble bruins energy balls, can't hurt you, after the last hit connected Toys in the Hood -generally picking the hammer head before Catherine would be faster, however, in a tas Headdy can only get the next hangman with the speed of the super head, making it 1 second faster -going for snake eyes was 1 sec slower, due to the long waiting time, until he gets vulnerable Down under -lags easily, especially when walking over small gaps (short falling animation) -glitches: a)when pushing upwards, Headdy will cling to the upper edge with his walking animation. After some time he will go into waiting animation, while his head maintains the running animation. He then can slide up und down, without moving his body b)find a spot where you can slide down onto an edge the way that he will go into the frightened cliff animation. Go back up and make Headdy go into waiting animation (either by waiting (better) or a-glitch(not so good)) and let gravity slide Headdy down onto the edge. His head will dislocate hovering in the air for some time, while you can freely move his body. Clothes Encounter -Sometimes (like in the movie), if Headdy moves at the beginning (in the movie: the time Headdy stands in the middle), Wooden Dresser delays her second jump by 20 frames (when her legs aren't bend anymore, she will stand longer before lifting up) -her heart becomes vulnerable as soon as the head of the costume is off the screen. Hitting the head from below gives it upwards speed prolonging the air time. this can be prevent by hitting her from above with a warhead flying from the top (after choosing it from Headcase). -as soon as the heart becomes vulnerable she finishes her step and flies up -in the movie I could easily have shot off the head one step earlier, but only after the last step she stayed long enough to kill her -it seems, that if a star from the war head flying straight up while Headdy stands below Wooden Dresser, due to the timing of the stars, she is hit on the perfect frame later by the other stars Terminate her too - the Headcase before Mons Meg is sure to drop as soon as the copper ledge (you walk on) touches the left edge of the screen - the jump onto the first three slideable platforms can be done in real time too. jump anytime as soon as Headdy's head contacts the "shoot" sign -the platforms even slide when shooting straight down on them. they will move in the direction the head is facing -the campers will also move to the right when being shot from below or above -the jump onto the weird looking thing has only a time window of two frames (-> unsuited for speedruns) Mad Mechs -when dropping down the long shaft after getting the Hammer Head, land on the wheel in the middle to slow down the falling speed (or else speed is reset to 0 upon landing) -upthorn's technique of reaching the exit seems to be the fastest Mad Mechs 2 -you can also warp from the top to the bottom of the fourth wheel (however useless) Heathernapped -when successfully leaving Mad Mechs 2 earlier, there will be graphical errors on the curtain Towering internal -normally when Headdy pulls himself to a hangman, the game forces Headdy to pass the hangman's x-coordinate, which hinders you when you want to change the direction after the pull. This can be cancelled by shooting your head -during the fight with the balls the tower swings up and down, which stops after the fight. sometimes making the last hit positions the tower bad for the scrolling part thereafter, so it is better to check which frame hit results in which frame, that you regain control after the scrolling Spinderella -even after defeating the boss, the vulnerable part can be hit, making the typical "being-hit"-sound Flying games -as long as there is no movement away from each other, the constant pushed laser hits the battleship and Baby Face frame perfect (with very few exceptions) -the battleship turrets have 24 HP -the earliest moment the battleship can be hit can be memorized by listening to the music. Start shooting at the first note, of the three downward scales (with the four notes, every scale starting higher) -the mouth does not have to be open to be hit and has 6 HP Fly Hard 2 entering the areas glitch: When Headdy gets near a border he will be pulled to it, this enables him to be sucked into the area. It can be done either coming from the top or the bottom. I will explain it coming from the top. Fly diagonally down-right and contact the edge with the head, feet sticking out of it. Fly like this until there is enough space in that area where you can fit in and push up-right. To get out just let the sceen push you through, which unfortunately hurts Headdy. With a little practice this can be done in real time, too. Baby Face glitch: delayed death animation grandpa's head still can hurt you. If you are killed, by touching the head and the hand grabs you before having died, your head explosion freezes for the duration of grandpa face's death. However, after the hand explodes, too, the dying animation continues, and the level restarts. I later found out, that someone else on youtube found this glitch, too, so it is nothing new. Headdy Wonderland -the keys thrown into gatekeeper's back always needs the same time to fly into the box, independent from gatekeeper's position -I was wrong about nasty gatekeeper hitting the floor straight down being the fastest way. She will then rewind her arm up over the other side, which takes 15 frames longer in total. Instead, have her hit the floor more far away, so she rewinds her arm at the same side Rocket Tier -To get the perfect spike head boost, you have to shoot up-back when Headdy is about to fall down. He must not have any forward movement at that point. A successful pull has a 2 frames time window and gives a speed of 2560. - since the soldiers do less damage but give the same invincibility time, it is recommended to hit them first to get past a rocket Illegal Weapon 3 bug: as stated in the submission text, the tower hurts Headdy without dealing damage, giving you the invincibility time to pass the rocket unharmed Fun Forgiven -the moloch skip can be done in real time, too. Make sure, that you don't push any direction after the pull, which would reset down your speed, landing in the gap. If you push nothing you will land safely on the second moloch Vice Versa -when Headdy hits the switch after a ball hit Sparky, it will freeze the ball's x-coordinate, being perfectly positioned for the next fall. Unfortunately Sparky moves away each time during the fall of the ball, making it not a infinite loop technique -as seen in the movie, Sparky can be hit with three balls simultaneously (balls may not contact each other) - during the Sparky fight (not in the level), if Headdy starts to jump right when he hits the switch, he will fly into the ceiling (seen in the movie), however I could not use this anywhere Twin Freaks -As stated before the boss explosion creates lag, especially when collecting pieces. Dodging and jumping at a specific frame reduced lag Fatal Contraption likes to lag. lag sources are: a) boxes, shots from Trouble Bruin (minor) b) Cocoa Heads (a little more) c) shooting platforms up (major) - so another correction: at junctions the scrolling speed does not change. Paths with more sliding platforms just cause more lag. glitch: warping through blocks Tiny Headdy can warp through the blocks when he is positioned right. The first one has a tolerance of 10 pixels, the second one a tolerance of 2 pixels Far Trek - There exists a bug, which gives you a SBP even if Trouble Bruin grabs you. Since I this bug was not of any use for me, I did not check for it. The only thing I can say is, that I got the SBP when carrying TB over the point, where he runs for himself -when you don't leave the level, there will come bananas every once in a while and sometimes the music will change to a hidden track (0F in the sound menu) Dark Demon When hitting Dark Demon and a Head change item at the same time DD receives the damage which would have been dealt with the new head (example: you have the super head and hit DD and the hammer item -> DD receives the hammer head damage; you have the hammer head and shoot DD and the war head-> DD receives normal damage). I tested this with the Melon Head. It also only does 1 damage, now we know at least :) In Exchange for this information, it would be nice, if whoever obsoletes my movie puts at least the same efforts into entertainment. This is a great game, which deserves to be treated like that. Thanks in advance.
emu
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It desynches for me, too. During the battle with orange around frame 45100 the boss is vulnerable for an unusually long time. He then throws red and goes for the propeller. The rest was too brutal for me to watch :) Tested with gens version 20061213 and 9z_20070209 I also want to take this opportunity to say how awesome the movie is until now and hope you keep up this really good work. Nice glitch btw EDIT: Ok, I watched the rest of the battle now and actually Orange is beaten, but with 6 and 8 HP remaining and still with the glitch thereafter. That's not very TASy :)
emu
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Nice, that was a cool idea, Trask. For this last piece collection I made Headdy look like he really tried to get them but failed miserably :) @upthorn: You are right about your assumption: Trask once did some testing with the result, that guessing the numbers is not possible. To enter the secret scene all four bonus stages have to be played.
emu
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Thanks, your honour :) To play it safe, I will post the finished run here without the credit input, to give everybody the chance to check, whether the additional input should be included. I think it might be finished in a week, maybe earlier. @arrow 1. I talked to Raiscan yesterday and we came to the same conclusion. I agree with you and will go for speed. However, Headdy's movements will be significantly constricted. Half of the pieces can only be gathered when standing in the explosion of Twin Freak causing massive lag. Every other collected piece causes additional lag. So the in the final version, Headdy will most probably be running in strange pattern, somehow avoiding everythink :) 2. Hm, so you tend to say the input should be included. Now I'm not sure anymore. I will post the movie here before submitting as stated above and see what is preferred. 3. Ok, I'll call it normal ending. About the glitch: It's an older WIP and I discussed with Raiscan, coming the conclusion, that taking damage, not saving time might not be sufficient for these short areas, so I didn't include it, I'm sorry. But the movie is available here for everybody who is interested. Up to that point in the WIP I was 15 seconds ahead. Thanks, for your answers
emu
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Hi there, I have some questions. It would be nice, if someone can help me. 1. Twin Freak is destroyed, but I noticed, that collecting all his pieces causes much lag (approximately 50 frames), which means I have an entertainment-speed-problem. Should I avoid the pieces this time? pros: - nearly a second saved - aiming for fastest time gives a better basis of valuation for future runs obsoleting mine cons: - pieces have been collected at every other boss so far (however lagless) - it is usually hard to do in real time, thus possibly entertaining to watch 2. Input end: After the final hit to Dark Demon there are approximately 12 – 15 minutes credits. After this there is input required to continue after total point calculation and to press 4 numbers on the panel to get back to the start screen. Including the input would make the movie longer and give wrong information for the longest ending statistics, but follow more the rules. Should I include the input? 3. Since I don't collect the secret numbers from the bonus levels, I won't enter the secret scene and not get the final ending. What title should the movie have? Aims for fastest ending? normal ending? 4. For the submission text: what is the plural form of "hangman"? hangmEn? hangmanS? Multitude-of-orange-smiley-like-thingies-headdy-can-grab-hold-of? Thanks in advance
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