Posts for eternaljwh


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This supposed to not obsolete the other one?
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side notes: I haven't watched this movie.
adelikat wrote:
What gamer would think infinite jumps might be a part of the game. What game does that intentionally?
Ferret Warlord wrote:
Kirby. :P
He hit the lode on that one. Air(SMB hack), Kiwi Craze if I understood what I was seeing right, recent Castlevanias (Aria of Sorrow, Circle of the Moon) once you get enough powerups...admittedly short list. Specifically in jump area, a better example would be double-jumps in SMB2US. A better example would be the DW1 run that has absolutely no unwanted random encounters. The uninitiated won't know how often you run into monsters. Or that items in SMRPG aren't infinitely reusable (or how often you Get a Freebie!). I'm not sure why the full Top Gear run didn't obsolete the 1-track, is all My mistake, that's the Rad Racer full run I'm thinking of.
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I'm not sure where I got it either (occasional flip through SDA fora perhaps) but I think it's a good idea anyway. If you're familiar with a game, you'll have a better idea of what's expected on a playthrough/not, what's precise/not, and what's normally possible/not. To reuse Ad's Batman Begins run as example, the casual viewer would not know that Batman's not supposed to have unlimited multijumps if they don't look at the submission text and hadn't played it. I suppose this means the audience would be narrower, unlike say the recent Fire Emblem run where it's so blatantly obvious that they're playing with loaded dice. ---- Sorry I wandered off-topic.
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I liked seeing the B.O.B. TAS. Because it's an almost unfair-hard game, particularly in the vehicular levels. Admittedly I don't like rewatching it that much, but I'd rather have it than adelikat's recent Batman Begins TAS, as an example. (The run was great but I didn't like the game- it lagged badly and I didn't like the music) I liked the Shadowgate, Deja Vu, and Uninvited TASes and was aable to keep up with them reasonably well. (The main reason I prefer AVIs is I can rewind and frame-advance through anything I miss. The second is I can play my collection of them in the background without loading ROMs, switching emulators, etc.) *stops before he goes more offtopic onto state of later M&M runs* Anyway, isn't one of the points of having many judges achieving a greater spread of familiarity with games?
Derakon wrote:
Of course, this movie might always make Alden's Gruefood Delight. You just won't get an AVI of it.
From TASvideos, anyway.
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Ferret Warlord wrote:
Warping to the queen wouldn't do. It is possible, but she won't be active until all the other 46 metroids are destroyed and you enter her room the way you normally do. Not like glitching to the fight would matter: In order to finish the game, memory address D089, the variable that counts how many metroids are left, must read 0, so I'd have to take care of the other 46 anyway.
Hmm. The natural followup question is, is D089 the one displayed onscreen? If so, is there any way to kill a larval metroid without passing the "change counter from 1 to 9", so that you go to 0 that way, then escape w/select glitch to recharge missiles/end game?
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Whee, an hour of playing strategy with loaded dice. Flaws in results I see so far is Kyle not counter-killing a monster in bottom left in the chapter you pick up Dozla the berserker, and not counter-killing Caellach (I'm thinking this may not be possible?) Why doesn't Lord Eirika counter? Does it require special equipment? What does dancing do? Give the target another move? The ending roll of character epilogues was an amusing "Who the heck are these people and why are we hearing about them?" ("Ephraim who?")
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I love the main corridor theme.[gripe] Why have areas with no music, just annoying little animal sounds?[/gripe] Samus, Alphabet Hunter Watched the run, enjoyed it (will vote yes in a moment) have a few questions. Was amused around frame ~32000 how you killed what looked to be the same metroid three times in a loop. (Dratted level design that's not very distinct) At about 37800, can't you fall down the hole and fire up at the metroid instead, saving a death animation? This is the only one I saw that isn't obviously neatly-pulled-off or much-too-far-to-screen-transit. That damage-boost plus glitch did look pretty difficult to accomplish, each time you did it. What's the second item you grab whose tiles you don't allow to load? (right after ice beam, also in a Chozo statue hand, frame 13000) I know the first was Spider Ball, because then you started using it. in the corridor beginning at 58200, could you have killed any of those enemies for energy without wasting time (or, I suppose as importantly, missiles). At least the low health warning is tasteful in this game. Amused at the most visibly obvious bit of screwing-with-map around 60500, where you go right and then left and a block disappears. Around frame 66000 (I think, might be off...) why do you go through a warp and back? I'm guessing earthquake changed it and you had to reload to get that? Very good quick way into the second-to-last area at 70000. (Okay, I like this music too, because it's music.) Are the Queen's projectiles undodgeable? It looks kind of messy just getting hit by them...does she not eat you if you do? How many of the metroids you killed weren't in normal map boundaries? (Ones I'm guessing at: ~51500- but then I recognize several bits of map, just wrong tileset) What happens if you glitch directly to the Queen and kill her? (Can you?) I have the feeling that you only get to fly away in ship when Queen is dead and Metroids == 0... What's going on with the enemy at 63500? For brownie points: Well, the hatchling was already mentioned, as was getting in from bottom...No clue.
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Terry Pratchett's Discworld series Good Omens by Terry Pratchett and Neil Gaiman
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Well, you don't have to worry about quality of emulation or anything that goes on in the background of the emulating PC, which would account for many of those issues. There aren't any real options on the NES hardware, aside maybe from which cable channel you're outputting to, and I rather doubt that that'd cause a desynch. It's still just an idea.
Post subject: Playback/recording run-viewing controllers
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DRybes, here wrote:
In theory someone could create a hardware device and program interface that could read FCM (or other) files over a serial port and operate an accurate cycle to feed input into an NES controller port, thus effectively running a TAS on a console. In practice there are probably many more ways than all the ones mentioned so far in which such a setup could desync. Perhaps a bit irrelevant but I'm wondering if anyone else ever imagined that happening (ignoring for a moment all the complications that would arise).
This same idea has been kicking around my head for a few months: a device you could just plug into a NES/SNES/other console and have a speedrun/TAS play when you turned on the console. It was not directly pertinent to the topic it was in, I figured I'd make another topic to discuss them. You could also mod a controller to save off input as well as play back, though you can't accomplish basic emu features like savestates or advanced ones like frame advance/rerecording without intrusive system modification. ...actually, you could inelegantly achieve savestates/rerecording by resetting system or cycling power and playing back the movie to the point you saved, and then recording onward. As far as how to decide when to advance the input frame, I think that the vertical sync the NES outputs in its video signal would be one pick as an easy-to-patch-into signal. Obviously these concepts apply to other systems as well, NES would just be one starting point... A point raised in the thread brought from is nastiness arising from multiple versions of a game, and you would have difficulty in movies that require resetting of system. Thoughts?
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First reaction: Wow, Genesis music that actually goes up to Excellent, and gameplay that looks like a good combination of (insert shoot'm'up here) and Gauntlet. Second reaction: Ugh, the scrolling doesn't center you well. Why did you take damagealready answered-stars spread too much to keep maximum fire rate. I keep hearing what must be a 1-up sound, but no life counter? Do you go back to the beginning of a level if you die? More when I finish watching: below! (Dang, this game looks fun.) That huge 3-ball spell isn't homing? Very good manipulation then. Those enemies that pop out of the water make it look like Fred Edison's machine got turned back on after Day of the Tentacle. Level...uh...after dragon After the four statues, it just won't let you go downstairs until it scrolls enough, right? What decides when you get extra maximum health? Which level you're on? Cool, a flying level! Glass-floor level: Ah, lag starts rearing its ugly head. Though, when it does, you play whack-a-mole with it(metaphorically) and keep it down. And then the sages you saved earlier come up and zap the statues, talk to you, and pop the door for you. Cool fires behind the throne. More dialog, which I don't understand except for the occasional "yes" "no" and "Saria". Beat boss. More dialog. Ending credits where she's standing on cliffpoint. Whee. I think I'll watch it again for fun. Immediately. Maybe at half speed. Translations of the stage levels and the dialog would be appreciated, though.
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Adelikat, you forgot the first 'r' in electrospecter in the filename. The subtitled version is correct though. Level 4 Snagging the door might be faster in a corner boosting manner, as a hypothesis. Level 6 Amused that you got a cheap pre-fight shot at Arma. And by the silly entry into the Grewon fight. Level 5 This music seems like it's trying to be Castlevania music crossed with the MM7 Ghouls'n'Ghosts Shade Man music. (T?)Water Gargoyle should've had multiple swim animations for the directions like Air did, minor ding on the game for that. Level 3(revisit) Legendary(time) Gargoyle. Wouldn't Ground be faster? Or even Air to cut a quicker path? Final Level After the bell-ring, it looks to me like you'd have a faster time with air or ground, again. Miscellaneous Does the normal form have unlimited hover time? Time crest = half-damage? Huh? Odd. And the ending claims it allows you to go into the past, and it doesn't let you? Meh. The back-upwards motion(frame ~71750 for one example) in Air Gargoyle form looks fast, faster than the forward flight. Is it sustainable? Did you test it as a form of general movement? "Flier"? Come ON, Capcom. You can give that boss a better name...though that one also seems to be of Castlevania vintage. and "Hippogriff"? ...argh, mangling mythological creatures! Did you consider buying either the warp-to-map and warp-to-level beginning potions in any quantities? It does look like your route is quite good at not needing them/being able to use them, but it's something to think about. This game has good visuals (if laggy) and fair-to-good music. I kinda wish I had the cartGame Pak. Overall a great run.
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Yeah, all the guaranteed hit A-abilities are low damage (single to low double digits, depending on stats) But you also get 100% hitrate on sleeping or stopped enemies- doesn't work for Capture or Parley or similar moves, though, because they have their own to-hit formula. It's been a while... I don't know if AI is manipulable. A lot of what it did was obvious (heal/esuna party for WhM, nuke as many as possible for BlM/other AoE users), but that doesn't necessarily mean anything... If you can manipulate to hit on any % though, you'd get great advantage of using those double-damage low accuracy moves. A possible strategy is using Blue Mage's Night to put everyone to sleep to avoid extraneous (yours and enemies') turns, as well as up your hit rate to 100% (for one attack, since it'll wake them up- you might Stop them to prevent this wakeup, perhaps with Juggler's Ring, then you don't have to spend turns re-sleeping).
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http://tasvideos.org/SuperMario64Tricks.html Looks like it still needs updating, but it appears to have a little of what you need.
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Warp wrote:
If I find FF7 for the Playstation somewhere I might buy it and play it with pSX (I'm not a very big fan of pirating games newer than a certain critical age...). Btw, does anyone know for sure that it will work directly from the game CD with a regular PC CD drive, using the current version of pSX?
Did you know it was released for PC too?
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Yeah, L scrolls left, R scrolls right (and iirc pressing both does neither).
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Without abusing savestates, I'm sure. Any other conditions?
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Emulator Resources wrote:
The official homepage of Mupen64 is http://mupen64.emulation64.com/, but its official download is not recommended for use on this site.
I think you're not using the version expected around here. . .and zOMG got to the post button first.
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One of the few AVIs that I got rid of after watching. (I didn't like the music, for one) The multi-jump was neat but it got old quick. Though, I was reminded in the section where you used it to go straight up of Whomp'em. The abuse of the stealth system amused a bit, at least when it was obvious you were dodging them (police). I see I've got voting privileges now, and this would probably get a "meh", but why vote? It's already published.
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Would that be TAS TAS Revolution like in that other topic? If not, I haven't a clue.
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I guess that'd be why for a little, some of the newer subs were saying "Submission does not exist." Otherwise, didn't notice, neatly done...
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Dasrik wrote:
symbolic X wrote:
Gentlemen, can we all just get along? ;-)
Gentlemen gentlemen, fights are honorable at best.
XD, good, someone else watched it. (I posted that link in the "crappy Youtube" thread...)
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moozooh wrote:
Enhasa wrote:
Everyone enjoys Altered Beast TAS!
You wish. TASes of games like Altered Beast, Golden Axe, and Splatterhouse are seriously underappreciated.
I liked them. Though I found the Genesis music of Golden Axe rather painful since I'd been playing the arcade version in a basement cabinet locally.
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Or going down pipes with surviving piranha plants at all.
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I dunno. I think that using different weapons is a good thing.