Posts for evknucklehead

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Joined: 3/3/2010
Posts: 87
Spikestuff wrote:
This does raise a flag on the other two stories and the possibilities of them being suboptimal as well.
I figured he was trying to pull a speed/entertainment tradeoff here.
    A glitch exists where picking up an object from the edge of the tiles by the Nile as you are falling into the river allows you to "jump" over the Nile river to the far side where no enemies can get you. As this story is very Run Right for Justice based, I chose to sacrifice time slightly to demonstrate that this "Nile Jump" glitch can be performed in any of the story's six stages.
True, there's not much entertainment gained, but you have to admit, carrying a bad guy who is carrying Moses on the last stage is pretty surprising. I have yet to see the entire run, though, so I haven't decided how to vote.
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Out of curiosity, is there anything that can be done during the downtime that won't interfere with the completion but could be used to give some sort of entertainment value? As it stands, and as others have said, the run as it is seems tailor-made for the vault. "No" to entertainment as is from me.
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Cancelled and rejected submissions get a random reaction from the Grue. Sometimes the reaction is surprisingly appropriate depending on how the rest of the response thread goes, but it's always random.
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Posts: 87
feos wrote:
evknucklehead: it doesn't happen with this build? https://ci.appveyor.com/api/buildjobs/816gnrg7ealkgco1/artifacts/Dist%2FBizHawk-Developer.zip
I just got around to trying it, and it does trigger for me with that build as well. Also, for some reason Firefox is not liking appveyor. Had to copy the link into Edge to get the file.
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Here's the "More Info" link from Windows Defender: https://www.microsoft.com/security/portal/threat/encyclopedia/entry.aspx?name=Trojan%3aWin32%2fVarpes.M!cl&threatid=2147708972&enterprise=0 Here's the SHA256 hash for the file that was in the archive and is triggering the detection in Windows Defender: A07911CF74F03989DC428C610AB723D282EF25ECB997D15E181059D579C8DC04 I'd give the MD5 hash, but I don't have a tool for that on hand. I've had something similar happen a while ago with a build of SNES9x. In that case the AV I had at the time triggered on the LUA dll that was in that particular build. Edit: Apparently phpBB doesn't like to parse links with exclamation points in them, so you may need to copy and paste the link instead of clicking it.
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For some reason Windows Defender is throwing a fit with the ffmpeg binary included with 1.11.7. I'm sure it's probably a false positive, but just to be sure, which build is it supposed to be?
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Anyone working on an encode? I could, but my system's not really set up for it (haven't found a decent video editor that doesn't cost anything, feel free to pm me suggestions), and I don't think it's worth it to track down the game just so I can watch for <2 minutes.
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The gameplay did seem fairly polished, which should qualify it for the vault, but it fell far too short on the entertainment scale for me to vote anything but "No". A Hard mode version which prevents the screen wrapping might be worth a yes vote, but I'd have to see such a run first.
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It's too bad the disc I have is the Rev 2 version, so there are things that would probably keep it from syncing for me (such as the revised door timings they added to prevent a soft-lock). Awesome run, though. Glad you could at least get the segments spliced together. Yes vote, obviously.
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I particularly like what you did with the downtime while waiting for screen transitions, particularly the fist-bump and the dance in the elevator. Kept me watching, even through the repetitive fights, just to see what you guys would make them do next.
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Not a bad run, but I can't help wonder if there are some things that can be done to shave more time from it (like balancing inputs vs. how long it takes to accept an answer, or minimizing the time of the audience cheering, which seemed to vary as well) and possibly up the entertainment value, as I'm not sure this would fit with the vault's requirements if you were to submit this one.
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Interesting how you used a pirate's shot to help clear that annoying tunnel that alternates single bomb and shootable blocks. Has someone else used that in a run before and I just never noticed it?
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I know I'm late posting this, but Sethbling beat you to it and in a shorter time: https://www.youtube.com/watch?v=qgPVNYkECYM
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Looks like the provided YouTube encode is marked as private. This makes it hard for people who don't have access to the game to evaluate the movie. Naturally, I won't be voting until after this is remedied.
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TorKa wrote:
this video is candidate to play for TASBot in Summer Games Done Quick
First they have to figure out how to use TASBot with a Wii, which is much trickier than using it with any other system they've done so far. Might be easier if the game supported GameCube controllers, but this one does not. As for my opinion on the run itself, there were a few shots that made me wonder if a more precise hit would have resulted in a shorter animation and time for the hole. This detracted from my enjoyment slightly, but overall it's a fairly solid run. Also, the swearing on the loading screens in the texture pack turned me off a bit, resulting in a Meh from me. The normal texture version also gets a meh, since it doesn't have the joke value of the alternate.
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Slight error in the subtitles:
subtitle 272650 115 322 336 FFFFAAAA In addition to knowing Teleport, Abra can subtitle 272650 110 337 336 FFFFAAAA conveniently also be traded for Lickitung.
You trade the Abra for a Mr. Mime, not Lickitung. The Lickitung trade comes later with a Slowbro.
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While this is technically a different glitch from the Published "Doko Kashira Door" route, the core functionality of the glitch is the same, and this run takes over twice as long as the published run. I personally don't see a way for this to obsolete anything, nor do I see enough difference to give this its own category. Valiant effort, though.
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Zarmakuizz wrote:
Now we're waiting for the game with credits being put before the Start screen…
Look no further than FFVI. The credits run as part of the demo loop, so technically you get to the credits without a single input. They also play as part of the intro sequence before you actually gain control of anything more than text boxes, but both usually get skipped in runs that actually try to play the game. I know, of course, that this isn't considered "beating the game", as the true ending of the game is the epilogue sequence after the character segments. Same with games that have a Credits option in their menu. For these reasons, runs just showing the credits before gameplay starts are almost always rejected as "not completing the game". Just look at any of the submissions that fit under this second category. (too lazy to list them myself...)
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Always looks a bit odd on the front page when a movie obsoletes more than one previous movie. Took me a minute to realize the two entries pointed to two different obsoleted movies.
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You're right, those boss battles can probably be improved. On level 8, for example, can't you fit the ship in where it hits the top part of the boss and not have to travel down the corridor to turn around? Some of the general level movement seems a bit sloppy too, such as not lining up for your next path right away when it looks like you should be able to. I could tell some of those were to trigger enemy movements, but others I saw no obvious reason for a course correction.
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Anyone else having trouble getting this to sync? I'm not sure what I'm doing wrong, but it keeps desyncing at the start of the first battle.
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Nice and quick, but I'm not sure about some of those settings. 1 round seems a bit cheap, in particular. Personally, I'd prefer a run that has more variety than just ringouts. You can put together some impressive combos in SCII, which we only get a glimpse of here. All that aside, it had its entertaining moments, enough to warrant a yes from me, though I'd still like more.
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Just finished watching the live run during AGDQ, and they brought up a couple interesting things that need testing and could greatly affect the route. First, they mentioned that when the Power and Defensive rings are equipped, the boost stays until either Nasir's level changes or the equip screen is brought up. I'll definitely need to look into that one. Second, they mentioned that the final form of the final boss is immune to all but the Moon Blade. If true, this means the Moon Blade will need to stay on the route no matter what. All in all, it was a pretty good run, finishing in just over 1:30:00. Not as fast as the published TAS, and not the runner's personal best, but still a decent time. Edit: They also mentioned the published TAS a few times during the run. So nice to see that live runners and TASers are recognizing each others' efforts.
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I've done a bit of experimenting with the RAM watch, and come up with more details on some of the addresses you had questions on, and some clarifications on what you've already identified. I'm not quite ready to upload everything yet, but I've already worked out the first 20 or so bytes of Nasir's character table and the related elements of the Escorted NPC table used by Giles inside the Gold Cave and Thor in Elf Field. (Interestingly, Thor uses a different address while you're in Voloh, presumably one of the general purpose NPC blocks.) I also figured out that the ROM I had been using for a while was overdumped, but still syncs with movies made for the good dumps. All the RAM Watch addresses also appear to work properly, but I switched over to the good dump just to be on the safe side from now on. While not really important to a TAS, there also seem to be conflicting reports out there regarding the amount of gold you get from chests that would have contained items you got elsewhere. Several people reported that they're always worth 350 gold, but my testing and experience show that they're worth 10x your current level. Makes me wonder if the people who reported the 350 all the time also played with cheats on to get them to level 35 early, or got so lost in the Gold Cave that they managed to kill over 20000 skeletons...
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OmnipotentEntity wrote:
And because iirc, enemies are only regenerated between screen transitions (screwing up the possibility of having a tight grinding loop and forcing a ~1200 frame delay each iteration for the two screen transitions), and because even dealing pitty damage a TAS can take care of bosses very quickly.
Big gap for me on this one. Been wrapped up in other things, including a 3-week road trip with my grandfather back in April. Enemies will regenerate if they've been killed or left the screen far enough to despawn, and their spawn point is far enough off screen. There's a loop in the upper level not far from the cave that leads to Giles that I frequently use for grinding in real time runs. I forget the exact numbers right now, but there's about 6-8 enemies that respawn each time through. Edit: There's also a loop I sometimes take in the northern room of the Dwarf Cave, should more grinding be needed before Eardon, as well as one in the Ice Cave preparing for Thimale. None of them are super-efficient, but they're possible. Perhaps I'll work on figuring out spawn locations on each map next, though that will take a while to nail down. At least there are only two or three enemy types per area to deal with.