Posts for eternaljwh


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Post subject: Re: Thoughts so far regarding the glitchless route planning
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Kerio wrote:
  • T:2000 - we kill something, and we wait for the quest leader to notice us - a hasted Neferet the Green has speed 16, so we have at least 2 actions before she does something - and grant us access to the quest NOTE: using speed monster on her makes her angry in the process, so we probably have to find another way; we have one more action so we levelport to the quest goal, appearing next to the D1.
  • T:2001 - we kill the D1, then walk over his remains, autopickupping the Bell and the Eye (we already have BotD and candelabrum from before, so now we're good), we branchport to the VotD and then we levelport down to the VS level, randomly appearing on the vibrating square
Two things. One, can't you #chat to your Leader to make them notice you? Two, does levelporting actually allow landing on the VS? (I expect it does, as normal teleporting does not have an exception for it, unlike trap squares.)
Kerio wrote:
According to this schedule, we're on dlvl1 at the beginning of T:2014, but i don't have time now to lay down the route we came up for the planes - anyway, this for now tells us that we need the eyes of the overworld, at least a couple potions of speed, 22+ cursed potions of gain level, the candelabrum of invocation and the book of the dead before T:2000
Three, you need to be careful about burden with that potion stack. Even with maxed str/con you only have 1k weight to play with, which would be 50 potions. I don't recall what stats AirE would have. So, you might manipulate C!oGL to appear on several levels (in stacks if possible) and land on them (+autopickup) as you're going up. If you want to save hair-pulling then you manipulate their appearance on the way down or with spare time, or just deploy wished-up ones.
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...Aren't there way more dungeons than are mentioned in the submission text? Getting tired of incomplete explanatory submission texts. Liked the movie though. Also, Thief must be pretty successful, he's pretty rotund.
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It took me until the end of the movie to realize just what Lada they were referring to. Then I laughed. A good length movie for its variety. Voted yes, enjoyed. Why don't you kill more of the blue cars by ramming? You seem to avoid them far, far more than the red ones.
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NitroGenesis wrote:
mklip2001 wrote:
I found this marginally more interesting than the regular Skyroads movie, and it's definitely more difficult. I approve of publishing this alongside the regular game.
It's like the difference between SMB1 and SMB2j.
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I don't remember if Magic Carpet 2 was too new, but it ought to make for interesting TAS. edit: Daggerfall.
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Frames could be gained by paging through lists of souls/items(hold shoulder button while pressing up/down), occasionally-but only on two or so occasions, thanks to the scarcity of items in the run and the '5-recently-used' way the list sorts.
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Mister Epic wrote:
SD encode right here Archive page Video file (MKV, 69.2 MB)
Like misterepic's other encodes this one is problematic for me.
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Mister Epic wrote:
The hard job is done! Archive page Video file (MKV, 228.2 MB)
Like your Segacd terminator encode, the audio drifts away from the video fairly rapidly. However, in this case, the audio is faster than the video. (This also is unliked by mplayer. "No frame!" it cries.)
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when played in totem: Encode's video desynchronizes fairly rapidly with audio- audio lagging behind video. When attempting to play in mplayer, it plays the sound while spamming an error popup "No frame!"
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Nach wrote:
OmnipotentEntity wrote:
void main() {
  ;;;;;;;;;;;;;;;;return;
}
That is not valid C89/C99/C++. main must return an int.
I'd've sworn otherwise, I rather habitually void main for trivial programs. edit: I suppose it's probably not standards-compliant though.
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from what I remember of #nethack's bot, it could notify you instead of pm-ing, disallowed overly long to-channel commands, and had variants of command for in-channel and "PM/notify" me this information. (Which was a configurable option I think...) Difference between ?? and ?> (to channel) and ?< (to me).
mmbossman wrote:
.catboy/girl
by omission, these are sane features? I don't suppose someone could mention what those happened to be?
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Yeah, they're not deducted- that's not too relevant, though, since Skulltulas are supposedly finite-supply, and rupees are decidedly not. I'm sticking with that the three pre-bombchu items count- though I agree that for a TAS the SoA is utterly worthless, it's still an item. (See: Lens of Truth)- so if you wanted low%, you'd want to go with slingshot or whate'er to get 'chus, because that's only one upgrade to "things you can do" rather than three.
OmnipotentEntity wrote:
Does a 100% run include catching a 21-pound fish? What about catching the Hylian Loach?
don't you need for gold scale? By extra heart piece, do you mean the one that makes it so you can get 4/3 as many pieced-up hearts? I think Giant's Knife (and other intermediary upgrades) are irrelevant, because once you get the better thing, they are irrelevant.
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Spider-Waffle wrote:
morph jump out of icebeam
"out of icebeam"?
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Well, as noted, there's already the exception of fighting games (and shooters sometimes)- see UMK3 submission in workbench as an example, because the "fastest completion" is quite repetitive and boring. {insert argument about what TAS stands for, invocation of logo banners} I don't think such runs are a bad idea, but I don't think they're exactly easy to make, either. I don't think we really need a separate section, though a tag for them might be nice- also, making the "sift movies by tags" list/page easier/better would be good, on the side.
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I'm tempted to also say star- the brutalities are probably the sticking point for that though.
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fruitbane wrote:
Indeed, Maria breaks this game hardcore. I always found it way too easy to beat with her.
It...really looks it. And...jeez, Konami, how many more games d'you think you can get out of the spritesets you have? And I ne'er knew that CotM took its menu music from this. I enjoyed it, I suppose, though I'd've sworn in one of the Drac X threads it said that walking was the good movement for Richter- I'm sure I'm wrong, though, or you'd've been walking. Weak yes- it looks too easy in ways that...look too easy.
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Waited for it, watched it, enjoyed it, and I think I used up all my interesting quality comments in the WIP thread- or I'm just too braindead tonight. I am curious how you got the very-fast running at frame ~101000 Also liked how you teased with the fly helmet at the end and then killed Smorgasboard (...I mean Plethora, memory bubble) with your board instead. Yesvote.
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6-B: It looks like you're on the (moving-wrong-way) birds a bit longer than you should be here. 8-A: It looked like you could grab the wall a little later to get more height right after you get the Jump orb. Otherwise looks good.
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Wockes wrote:
art style that made it look different than other Mario games,
Oh? I'm seeing things that look like SMB1(some bricks, Bowser), 2(the shell(?), waterfalls), 3, Land2(pipes, Mario), Land3:Wario Land (some enemies and I think the rock-type background), SMWorld (Goomba)... (Oh, and Metroid, but anybody can see that one.) But yes, the assemblage does produce a different feel than any.
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If the list we have running is accurate, then FBA-rr does not yet support the arcade Moonwalker. Pity.
Post subject: Re: Site symbol - keep the Megaman helmet?
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adelikat wrote:
In my mind Bisqwit's Helmet avatar will always be tied directly to TASvideos. It has been integrated into the site such as the default pic for publications wtih no screenshot.
I'd say either leave it or, if it can be done in a lightweight fashion, something random of such encoder logos. Weighted towards leaving it though- it performs its function admirably, and others might not do as well. Are there any other bits where it's officially used, or just the default screenshot? (Obviously we don't mess with his avatar(s) on his posts.)
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derail:Brutalities are sort of meh when the focus is on fatalities- they seem like Ultra combos from KI, where the Ultimates were more Fatality-ish (though, in that, I rather thought they were more on an equal footing- probably because that game is built around having combos.) The run:I...wow. The very first match had me laughing, and I continued to want more each fight. Though I'm not particularly familiar with MKs (so wasn't entirely sure what was up with smoke, saibot, rain, ermac...) I agree with many: fatality on NW Rd 1 was a shocker and a great moment. *continues watchi-WHAT THE HECK WAS THAT O_O ...Okay. Second round much more so. Sort of slowed down in the second half, but still quite enough for a YES! Question: Which 3-cell (vs) codes are used when, and what do they do? Is this why there's a fatality option each round with Nightwolf?
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BadPotato wrote:
no one interested by lunar silver star/Eternal blue?
Possibly...
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hmm...need to be a block farther right than the edge of wall when it decides to pull the "LINK IS FALLING!!!" screen. Hugging the right hand wall would zero your x-speed. You want to avoid that bottom corner with all your TASy goodness of keeping max speed so you can move those 16px before screen transit, so you end up on the wall instead of spawning in the "open space" region as usual. Least that's how I'm interpreting that vid/his comment. Hope it helps.
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*squint* Wouldn't happen to be somehow taking the health and deciding "That's our fighter"? Dizzy counter? What else is changing...score? 15,500 could be ...11111 if the score is stored that way (*500scale). Not sure here. Probably not, as increasing by 500 (his next link) doesn't yield Shang Tsung, which would be the expected result for +1. So, questions I see: Do we have address for score yet? What's the granularity on the score? Rick in particular: Did you try the "always play as" code for values increased by multiples of 8 or 16? What're the valid values for that code? 0-6, with 7-8 being glitchy Goro/S.T.? Cage is the value=0 character I'm guessing?
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