Posts for eternaljwh


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Post subject: Re: Can you survive an infinite amount of time in a 3 vs 1 match
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gbagcn wrote:
When I thought of this idea SSB64 and Mario Kart 64 battle mode came to mind. What do you think the highest possible frames of survival are for these games.
second one is trivial. Sit on item box and spam items. You will get enough stars (or very close) even unassisted to ne'er be hittable. as for SSB, you could probably luck-manipulate stars to similar end.
Post subject: Re: How did you feel when you "found out"?
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Omega wrote:
extra levels in world 8 (those are luck based, right?)
I may be wrong but I'm pretty sure that you just need to be fast enough to avoid capture. Unfortunately I don't remember exactly how I got to TASvideos. I think it might haVe been some link from m2k2 or scuk, so no surprise.
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That treasure's also skippable with good old-fashioned kirby-floating. So, why don't you avoid it that way? ne'ermind. doesn't work, tried it. That lag is bad emulation, you should be able to reach that tier of the mix scale faster if it's emulated properly.
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Couldn't you sub in Megaball if Tengu's too high, at least?
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ShinyDoofy wrote:
(like in the case of NSMB where there's actually nothing interesting on the lower one)
quibble: Some underground bonus rooms instead have the game take place on the lower screen.
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There appears to be a duplicate youtube link.
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Bablo wrote:
Derakon wrote:
Maybe someone could do what's often been done for Super Metroid and make an encoding that removes all the transition/cutscene frames. Obviously such an encoding couldn't be published, but they do tend to make for more entertaining movies. MM2 has by far the longest "weapon get" cutscenes of the NES series. :\
Then again, there are only eight "weapon get" cutscenes, which can be skipped on both the .avi and on emulator. In Super Metroid, the door transitions take quite a while, and there are loads of them.
but the screen transits are 2s each or thereabouts, aren't they?
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I'm not arguing that suboptimal movies should be published regardless, but "Our primary goals are to create art and provide entertainment." And it did at least pass the speedrun times. But it does sound like in this case the errors are easily fixed- it's a pretty short run after all. So, No. I didn't get enough sleep.
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Derakon wrote:
If you aren't happy doing something, for whatever reason, then it's reasonable to want to quit. Thanks for all the excellent encodes, Shiny!
This. Though I feel that there are more profitable means of expressing the sentiment, it's your decision to make.
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I wonder how many times Warp will argue this. Sounds like a No for emulator not being cross-platform is in order, though.
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Lot more than Cラashman. See latest movie. Used to skip parts of Wood Man and Cラash Man's le'els, and skip mechadragon entirely, and go a bit faster in bubbleman and quickman and airman...
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I was going to point out that shell is slower than full-out running, but someone beat me to it.
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Nitrodon wrote:
eternaljwh wrote:
Use Revive on enemy (special circumstances required, using aforementioned re-raise I think) to, as it sets HP of target to something based on a stat = 0 on enemies, so zero their HP = instakill.
You're thinking of FF4 (and that only works on dead enemies there anyway). The CT glitch uses an elixir to overflow the enemy's HP to a negative number, thus killing it.
No, I was thinking of this, not ReviveKillsZombie, just had the item misremembered. ... Actually, I was thinking of something else (sort of). What game would it be that had Vitality=0 meaning that revi-yeah, ff4, my bad. (Though that was a "doesn't revive properly, dies again for XP")
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Ok, here's what I get from it, some guesses as to how events function. (green dream, revive, save anywhere glitches known thanks to reading the game thread) Repeated save/load/merchant to duplicate items/characters to access memory far beyond save locations. Enter fair par usual. Get Marle by use of above glitches so you can skip meeting Marle. Speak with merchant to have [Lucc]a finish setting up Telepod. Switch characters to have one you can control because they didn't expect it (Magus). Leave scene once it finishes executing, now next visit is expected to be "returning from 600 AD". Switch back to Marle to allow some sense. Arrest and trial of [Cron]o, in absentia. Now, next front-door-of-castle is expected to be Escaping. Use swapping of characters to escape trial scene via flashback. Visit Guardia Castle to trigger Escaping sequence, and go to future. Skip Lab by glitching coordinates. Obtain bike key similarly. Skip race by exiting using the event escape/save glitch, visit again- now it expects you to have won,since you didn't lose. Skip this Lab similarly. Visit Factory, glitch through, fail to trigger Alkaline fights on way in. Use these to run from R-series later due to quirk of "fight all that are present" battle-gathering mechanic, and the "this was not a triggered event battle". Go to End of Time as Factory is done, e'en if Robo shouldn't be moving yet. Get magic to activate portal to Lavos. Use save/escape event glitch to use coordinates of Lavos entrance in save along with Lavos scene, thereby skipping Lavos pt 1. Use Green Dream (re-raise/Life3 equipment) to survive initial attacks. Use Revive on enemy (special circumstances required, using aforementioned re-raise I think) to, as it sets HP of target to something based on a stat = 0 on enemies, so zero their HP = instakill. Watch credits. Zz. At 'arious places, skip dialogue because it's by-character and you lack characters with dialogue. Yes vote.
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Thought: does moving so that the weapon's hitbox moves in and out of an enemy multiple times per swing for additional hits work? Obviously, you'd need to be in the air for this to be at all possible. (Yes, I checked, you can change momentum while swinging.) Or does it only allow one hit per enemy per hitbox (Kaiser Knuckle has consecutive, for instance, as does Valmanway)?
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mmbossman wrote:
AndyD wrote:
what about the tapping left right combo per frame? (common tas trick)
Kids, just say no to wobbling. It can only lead to bad things.
Or it can lead to additional weapon damage, or faster swim speed...hmm, this gives me an idea.
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Not to knock name-changes too much, but they make it harder for others to track you, your contributions, and link what you've said before to what you say in the future.
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keydoors = don't matter, opening door required to change floor anyway
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Xkeeper wrote:
Doing a 3D ghost in Lua would be borderline impossible.
Not really. Just go Sonic spirit style- flying glowy dot/circle/sphere. You just need the camera info(position, rotation) and track of where the ghost should be, and from there it's just translate/rotate, clip, draw. (if you so desire, draw one on the player as well.) There's the level/scene break problem, but that'll be there in any game really.
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NARPAS SWORD ...This doesn't make as much sense as, perhaps
N A R PASSWORD
o m e
r e l
t r e
h i a
  c s
  a e
  n
Now A Real? Not A Real?
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Red tunic, I'd assume.
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Whereas I got the SNES cartgame pak.
Kirkq wrote:
\Doing combos in vs (boss) mode can place horizontal or vertical rows of enemies on your opponents and lower the ceiling. You have to get completely crushed to lose, not quite like Tetris.
that is, the fairy/crow trying to make an object when there are no free spaces. Disrupting the creation other ways (when free space is available) works and has no ill effect, just preventing the object from appearing. Don't see a TAS application of it though.
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Sami wrote:
eternaljwh wrote:
On the way to Mad Monster Mansion's puzzle pic (1:06:_ or after frame 119000), you swim along the bottom for most of a chamber, then angle up. Wouldn't it be faster to turn up immediately to take a straighter swimming course? Same issue of not taking direct line after completing Rusty Bucket Bay (~1:46:00/190500, two rooms with odd swim lines).
If you mean that first stroke when Im starting the diving then check previous page, I aswered that already. And that plant token in fall, you need to make same things as getting the notes in the plants so ist kinda slow.
No, it's not that-you're not taking a direct line to where you need to surface, instead taking two longer legs, both before the MMM painting and the RBB witch-switch jiggy like so:
----Surface---
             /
            /
Path       /
__________/
I hope that made sense. And, that first stroke on diving seems to be aligned to your momentum on entering the water, but I don't think that'll lead to any serious optimizations.
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I like. As above, "good because i t's a TAS rather than because it's B-K"- most of the funny dialogue is cut out in speed-play. :( Gobi's Desert had some particularly nice segments, like skipping over the maze. I forget which map it was, but I liked when you jumped with a jiggy into water to avoid the animation. Item and health management were good,though only red feathers and health needed it. That said, there were a few apparent errors- On the way to Mad Monster Mansion's puzzle pic (1:06:_ or after frame 119000), you swim along the bottom for most of a chamber, then angle up. Wouldn't it be faster to turn up immediately to take a straighter swimming course? Same issue of not taking direct line after completing Rusty Bucket Bay (~1:46:00/190500, two rooms with odd swim lines). And, though not so easy to fix, I think the mumbo token in the Snarebear you pass on the way out of Click Clock Wood-Fall might be faster than one of the others. "Yes." 9/8
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If not, editart would.
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