Posts for eternaljwh


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I quite liked the movie, but am still awaiting the rest of the submission comments. :)
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Oh, hey, I remember this game, and have it downstairs...quite fun...goodness, it's been a while, hasn't it? Have to get it out and play again, perhaps tomorrow. ...and remember occasionally glitching some collision or other to fling me to unreasonable heights/distances...oh yeah, it was with the vehicles, particularly the gliderbike in the jungle/lava pyramid level. Try tossing vehicles about and getting in them from odd positions.
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DRybes wrote:
But yeah, things like this should be proof enough that certain animation routines cause various other things to be overlooked. You can fall into a bottomless pit and continue having a flaming ass, long after the health depletes to 0, and the death animation doesnt really seem to care if you transition in and out of water, etc... there's probably a way to time touching the low water level switch in WDW so that you lose all your health, drowning, right before the water level is low enough so that you'd be standing (i.e. on a slightly higher place like by the blue coin switch), and I would imagine mario does the drowning-death animation on a dry surface. Nothing short of death and a burning ass, in my memory, have properties like this.
Slightly offtopic, I remember finding an address for Banjo's "animation state" in BK. It screwed up a lot of things if you held it to almost any value besides walking. I was trying to get a "begin flight anywhere" code, but didn't get one. More ontopic, you need to be on-ground or in water to die, you can see this fairly easily on console by achieving a falling death jumping from the start of the Vanish Cap course and falling off (with 0 life) so you end up in the moat (and get drowning animation immediately, iirc). I think fire just burns you for 3 damage over X time, not having any check for death itself...but I'm just guessing.
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*watches* Oooh, looks good. Handling is interesting, particularly how you handle the Jet Hat for the level you acquire it in- it gets rather less so later, maybe because I'm used to it, maybe because it's not threaded as General: got information on how much faster Wario runs around poles by coins, since that seems to be the factor? I feel like it ought to matter, but there's really not a place you can max coins very quickly before the first boss, where it'd make the most difference...it looks clean this way, at least. I'm just wondering where minor coin collection breaks even... Minor : Is raising your hand necessary to collect the treasures(and make them suicide, hee) before they finish exiting their chests? Course 20: what murder wall? 0:) Course 25 looks like you screwed up a little having to stop to go down for the first wall.nevermind, platforms are solid. And why didn't you catch all the coins immediately like prior bosses? Can't jump high enough, I'm guessing?
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*watches* Well done, didn't see anything for serious comment, but am not fully awake, nor trained in this game. Entertaining, particularly liked the maintenance with Cyclone of bounce speed in HotW1. Just curious, how many frames faster than watching demorph animation is restarting round, since you use it? ...I get the feeling we're never going to see the murder walls. Anyway, keep it up!
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Something's borked with the dns, but the site works, so http://65.93.197.203/microstorage.php/info/903483594/BLASTERM.fcm will give you the page that should be linked
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No, thank you, the explanation is quite satisfactory- substituting axes just one of those things that occurred to the untrained viewer due to the vertical arc and fairly good damage. ;)
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I'd leave the possibility of that to more knowledgeable, but I think no, as that would be impossible since you only get points added to score on level end and continuing (if you need to infinitely repeat something) halves your (current) total score each time...no repeatable score actions seem to exist beyond damaging opponents, and that's at cost of time bonus.
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Derakon wrote:
It's not pedanticism.
No, it's pedantry. ;)
Derakon wrote:
Barring things like the X1/X2 dual TAS, all images on a given page should have the same proportions since they're for the same console.
Genesis has wide and narrow resolutions. And, as Alden knows well, you can generate arbitrary movielists using movies.cgi and a comma-separated list - though I disremember how to do it properly. edit: found it. http://tasvideos.org/movies.cgi?id=1,1145 as a quick example
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Ah, thank you, that map is very helpful- the minecart areas don't have very much differentiation among areas for signposts in aid of mental cartography, at least without playing it.
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Bag of Magic Food was possibly referring to, for the second RPG, its other acronymic meaning: Rocket-Propelled Grenade. (Zelda does, however, have bow-propelled bombs in multiple incarnations, and also Gust-Jar propelled...)
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Enemy-location addresses would be quite useful for this, if we had them...then you wouldn't have to blind-test when you don't even know if it's moving. :-/
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So you go up-right through wall with aid of the balloon...and get back on track offscreen using the bottles? I'm curious because I can't see the track you reach which means I can't see a turn from horizontal to vertical if you hit one out there.
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'm gonna be a bore'n' ask you for an explanation or pointer to explanation of what you did to poor Kong-fused Kliffs. Otherwise, much tighter movie than the last, I await the 105%.
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I had a similar problem. Then I updated codecs. They play fine now (in Winamp and MPClassic, one of two that comes with the CCCP)
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It crashed my player and froze vid after about 5s (but I could hear it thereafter still, if I ignored the error). I had similar problems with other recent encodes of ShinyDoofy's. Then I updated codecs, and they worked. I suggest you update yours, and see if it fixes the problem.
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nineko wrote:
size isn't really a problem when you're not downloading from a torrent.
I'd disagree. Also, the video quality in run movies is usually enough to be pixel-perfect- these games aren't very high res. On side note, I believe that those "little boys" are supposed to be the typical fountain cherubs that fountain like that, but...
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well, I watched this[encoded] many times and I thought I rated it, but no. 8,9 good music, good graphics, meh bosses, meh bosslaugh. I'd like a good explanation of just what the frell happens when you go off the tracks with the minecart though- you mention that cutscene canceling allows you to, but...
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Refight too? That does bring you back more than enough crystals you need for timesaving vs Elizabeth- so it could overall be faster even if the Golem refight turns out up to a second or two slower. It's the Golem and not the Explosion that's lagging the game? I'm...not sure I believe that, but okay. If you tested axe v. golem, then I can think of no unmentioned improvements. (13 axes? but 50+1intdiv5 = 11.)
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I thought it was stove canyon? I haven't played the thing recently aside from my looking at the train level's jet hat glitch. Any other levels that leave/return with enemy on door will work/save time? ...hmm, I guess the two added room transitions would cancel out about as much as saved?
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bkDJ wrote:
um, emulators don't pretend that buttons left pressed on the last frame of the movie will stay pressed until a person manually presses and lets go of the button again. So, regarding the following text...
Warp wrote:
The only counter-argument to this I have seen is that this "problem" (what problem?) can be "fixed" by automatically counting all keys as being released at the end of the movie.
it is not a problem nor does it need fixing because all keys are released when a movie is over. I can modify my program to tell you which buttons were held on the final frame (before input ended and everything held was released), but having a separate release counter would be seriously no more informative than what I just suggested.
I was going to say it, but I see I have been beaten to it. On a different, but topic-related note, perhaps for analog games (N64, PS currently possible?) you have separately, an integration (=summation, since we have the atomic time of change) of the absolute delta, separate from button/dpad since it's going to, otherwise, overmatch the digital signals to insignificance? Or, perhaps, divide by maximum value (256 or 128, max abs delta or abs value), so having diagonal pressed to max would be 2 press-equivalents, like it would be if input directionally?
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I usually prefer the 100% runs. Metroid 2 is probably the one I'm least warm toward, though I can't finger why. The main advantage to the any% runs to a viewer is that, as usually being much shorter runs, they are going to be produced first. The other is that, with the (usually) great reduction in nodes to reach, it is easier to find quirky/glitchy paths that finish the game. [/2p]
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Hmm...it is good that it makes it no longer populate down as the HTML loads and then contract up as the screenshots fill in, making it hard to stay near a particular movie while it's loading, but the total load time of such as SNES movie list seems* longer, as it now doesn't get to the last movie's html until much nearer the end of the total load time. As a regular, this does not impact me greatly, as I have already perused the movie lists and go by new content as it appears. Though not quite related, the tab-structures in wikipages here also populate and then collapse, though they've done that as long as I remember seeing them working. *subjective statement marker
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Watched Nineko's encode. Thanks Nineko. 9.5/9.5 like the other movie, see that one's post, though I'll copy the question here since it applies to both movies, with added notes for Spear- Nice dancing after offing Medusaform. Spear Guy Eric AlucardLeCarde looks like a girl in his ending pose, if not the walking away.
eternaljwh wrote:
My main quibble/question is whether use of axes on Golem (first and refights) would help- its mainly vertical motion (and less lagginess for Spear guy especially) would seem to be good for damaging all those segments. Does the not-always 10 damage cripple this option too much? Is it a matter of fire rate/not being able to melee him as much?
It'd likely save a large number of crystals (and therefore possibly four or more jumps to get crystals/axe/special subweapon, and certainly mentioned Elizabeth time from greater axe and crystals remaining allowing more axes and crash) 4+4+5+6+4 = 23 elizabeth hits needed, you have 15 you already axe Just given the figures you've got, it could save up to 132 (jumps:40+24 crystals used, 2 axe pickups? not sure here) + 45 (Liz 2)+4(axecrash liz 1) = 181 frames, given naive assumption of 1 fewer jump (saving always 2 frames rather than given 1-2) per crystal you don't need to pick up later- this is merely the upper bound of what you could save, since you grab some in autoscrollers. reviewing the golem fight, it looks like each segment takes 10 hits from explosions before dying, this would mean ideally you'd only need 8 hits from axes (4 refight)- and with an ideal arc, you'd hit all the segments with one throw each- but again, from what you said, it sounds like an axe won't do 5 damage to all the segments even if it hits all of them. that would revise savings to be up to 169 nonlag frames from the change, subtracting off the 12 more used crystals on axe throws. Thoughts?
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