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fruitbane
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Not that I'm aware of. But it is known that some games use multiple resolutions. Order of the Griffon, for example, is normally in 256 mode but switches to 320 mode for menus. Art of Fighting switches between 256 and 320 mode to simulate the Neo Geo's scaling of the play field in and out.
fruitbane
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This is an excellent start. I think to be publication-worthy, you would need to be able to collect all gems and kill all enemies except where impossible (you are close, but not quite there, I think). You would also need more precision in your shots. You fire when you don't need to, and the published TASes never waste shots unless to manipulate an RNG. Still, very impressing outing.
fruitbane
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Hey, any progress on this? I'm excited to see what you come up with for a finished product.
Post subject: Problem with Galage in PCEjin
fruitbane
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I posted this up in the stickied dev topic some time ago. That was probably not the best place for it. Still, I'm considering doing a TAS with this game, but if I can't get it to work I canna do it. Here is the situation. I did a copypaste of the text from my earlier post. Happy to test and post more details as needed. I think I've found a bug in PCEjin with Galaga (88 and 90). When the game loads PCEjin notes that it can't load the CD, and when you start the game you cannot move the ship. It is frozen and shoots at a slow rate, though it will accept button II input to make the ship shoot faster. I tested the ROMs in Ootake and it doesn't exhibit this problem, so I'm inclined to think the problem is PCEjin and not the ROM. Edit: SVN194 is the particular release.
fruitbane
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As this is a fighter TAS, and as speed isn't the primary goal, entertainment and abuse must be the goal. I was not as amused as I would like, and while there was clearly some abuse of the AI, I don't think the engine itself was taken to the mat the way it deserved. I do hope you'll give it another try, but IMO this run is not quite submission-ready.
fruitbane
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Dash right for justice!
fruitbane
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X2poet, I think I've figured out why your Metal Slug TASes are relatively successful but your KOF TAS was not. You're very good at being efficient, and at planning effective strategy, but you're not as good at showing off and playing around. In Metal Slug that efficiency really pays off, because much of the entertainment value in run n' guns is in the bosses, enemies, and how everything dies. In your case, you turn these games into a slaughterhouse, taking out enemies left and right and quite effectively. I love your Metal Slug runs and I think they demonstrate a kind of efficient ruthlessness and planning that work very well in this genre. In your KOF run you were a bit too efficient and didn't abuse the AI enough. In a game like Metal Slug that doesn't really play much of a role, but in a fighting game efficiency is not as important as flat out abuse of AI programming and glitching. Please don't give up on KOF. Use it to develop your more artistic and experimental side. Rest assured that your Metal Slug TASes demonstrate clearly your mastery of hit boxes, planning, and efficiency, and thanks to your game selection, great entertainment as well. Good work, easy yes vote. And please, keep at the KOF TAS as well. Don't let our initial response turn you off.
fruitbane
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This run is hilarious. The Mortal Kombat games seem to be universally some of the worst programmed fighting games around and I love how well you take advantage of that.
fruitbane
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Let me put it this way, you had some very artistic moments, but a large portion of the video was just ho-hum. In the absence of game-breaking glitches, if you had done more things like baiting and testing the limits of hit detection that might have made this a yes vote for me. Like get the CPU stuck in a routine of attempting the same attack over and over and hit the CPU out of it with various attacks that demonstrate weird hit priorities and counters. You did some of that, and when you did it was fun to watch, but there wasn't nearly enough of it. The abuse of the game and the CPU AI routines needs to be more obvious and complete. The game must not so much be dominated as humiliated.
fruitbane
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This TAS is lacking something. Aside from occasionally demonstrating some bizarre AI weirdness, the rest of this comes off like a very tame combo video. I think more needs to be done for this to be worth accepting. We need more obvious game mechanics abuse and craziness.
fruitbane
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I did not find any justice. Where is the justice? All that running right and no justice makes me sad.
fruitbane
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This is a really good piece of work. I can't vote yes because some of the goals seem sub-optimal, but you do some very good work, and I think you can refine this to be not only better but acceptable by the very high standards here. I do feel you've picked up a huge challenge. Many SNES shooters are very hard to deal with due to the lag problems. Super EDF is no exception to this. I wish you much luck with this run and I hope you will not give up.
fruitbane
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I don't... bwuh? I can't wait for someone to actually tell me what I'm seeing.
fruitbane
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It's a fantastic game, that's true. I'm not sure how one would plan out a good TAS strategy for this. It might require some LUA scripting to test various possibilities. It would also require lots of luck manipulation to avoid building up units. Every level would go most quickly probably simply taking the enemy base.
fruitbane
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Yeah, I read that post. I don't feel like it's really much of an explanation, but perhaps I'm missing some context. OK, so the others are ports. They might eliminate some of the lag with sound effects, for example, allowing for some of the more excessive attacks to be used.
fruitbane
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Why this particular version and not the SNES or Genesis version? Just curious...
fruitbane
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On a physical HuCard copy of Bonk's Adventure, that weird bass bit doesn't really stand out at level end, so I think it's poor emulation code. If the Wii VC version does it all the time and PCEjin some of the time, it means PCEjin has better audio emulation than the Wii VC : )
fruitbane
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Anybody else been able to replicate this bug?
fruitbane
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When you don't see the shots, it's because he's killing enemies with the arm. The arm is a powerful weapon if you can get enemies in contact with it.
fruitbane
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I had to watch it in a browser with all ad and script blocking disabled and everything wide open, and I found the quality of the encode rather poor. I'll wait for one of our crack encoders here to get their hands on it. What I did watch was fast, but relatively free of any kind of fun flying to fill the slow bits.
fruitbane
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With this one I never even get video, just black screen.
fruitbane
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Good lord, Nico video is so obnoxious. I realize it's oft used in Japan, but there are so many better video services. I'm waiting for a decent encode to be posted somewhere viewable.
fruitbane
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Very skilled run. It was hard to watch, though, because the music sucked so much. Next time apply your skills to something with a better soundtrack, please. ; )
Post subject: Bug in PCEjin
fruitbane
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I think I've found a bug in PCEjin with Galaga (88 and 90). When the game loads PCEjin notes that it can't load the CD, and when you start the game you cannot move the ship. It is frozen and shoots at a slow rate, though it will accept button II input to make the ship shoot faster. I tested the ROMs in Ootake and it doesn't exhibit this problem, so I'm inclined to think the problem is PCEjin and not the ROM. Edit: SVN194 is the particular release.
Post subject: PCEjin - Faster than frame command input
fruitbane
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Does PCEjin support input at more than 30 fps? I don't know if any PCE games would poll for input more frequently than 30 fps, but if they did, would there be a way to do it with PCEjin?
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