Posts for fruitbane


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Post subject: Gradius II - anyone?
fruitbane
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It occurs to me that we have a fantastic run of the NES Gradius on this site. There's a PCE version that could supplant it if someone wanted to basically recreate the run. But beyond that, there's a PCE SCD version of Gradius II. It's plagued by lag in some areas, but TAS-quality shooting/projectile management could probably keep that to a minimum. There's a lot going on so there's lots of showoff opportunities.
fruitbane
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I think it would be pretty epic, and from your forum handle, you're just the person to do it.
fruitbane
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I'm using 2541 with the Japanese version. Let me look into 2544. 2541 was the latest when I went to download, but maybe I missed something. OK, it appears that on the Google code page the latest binary is 2541. The SourceForge page is all source, no binaries, so I'm not sure where to look from here.
fruitbane
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If they are to add re-recording and LUA support, one of the emulator gurus here should probably get involved with the project to make sure the implementation is one which meets the needs of this community. There are a number of games on DC and Naomi hardware which would make for great TASes.
fruitbane
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I agree, the speed differential is really obnoxious. The only remedy I can think of would be to use two characters closer in speed, but then you'd lose that occasional speed advantage of the ninja zipping ahead to the door. I think single player would be best for a pure speed run. 2 player run could be more of a showoff/fun run, assuming you can find some interesting 2-player tricks.
fruitbane
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UPDATE: I can't get this to sync. If I use an older burned disc I have it pops into the options screen and desyncs there. If I use a more recent ISO (cue/bin) it goes into the opening cinematic instead of skipping it. What Yabause version are you using and do I need certain settings configured? I won't be able to review this until this weekend, but I think the game choice is excellent. It's a varied title with a lot going on and a lot to look at.
fruitbane
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Seriously fine work. I loved this arcade game. It's probably one of the better designed isometric action games, even without the Michael Jackson stuff. I swear, DK, you are the king of multi-player TASes. Have you considered taking on one of the PCE's 5-player sports games and poking around for crazy glitches?
fruitbane
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Excellent TAS. Having played the game normally, I can also say great lag management. I'm not sure how Data East managed to program this game such that it's so prone to lag. I can only imagine that their hit detection routines were horrible.
Post subject: Question about HD encodes: Why?
fruitbane
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This may seem obvious to some, but not to me. Why do we do HD encodes at high resolutions for games with very low resolutions? If some kind of filter is applied I understand (like PSX, Sat, and N64 encodes), but if there's no filtering of the output the pixels just get larger. To me, it seems like an encode at the closest resolution equal to or higher than the original output would be best. Maybe someone can offer me a perspective on this that will open my eyes a little.
fruitbane
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True wrote:
mklip2001 wrote:
Second stage: * Waiting times are fairly boring. When there's nothing to shoot, there could be better dancing.
And expectations like this are why TASes suck today.
As long as shot accuracy is strong and the boss fights are optimal, with lag and waiting time eliminated as much as possible, I don't think a lack of artful dancing alone should shoot down a TAS, but artful dancing and dodging is much easier to do than some of the other optimizations and can go a long way to making a TAS more watch-able. I've seen a number of excellent TASes that may not be able to be improved at all that I still found rather boring.
fruitbane
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It is true that we have a lot of international participants who may have concerns about their English skills, but they need to put forth some kind of replies, even if they are simple ones. Perhaps we should identify folks in the forums who have various language skills by adding a "primary language" and "other languages known" bit to the user profiles. That way when someone submits a new TAS they have a way of identifying others who can give them advice, or at least help them express their own concerns and understand the comments of others.
fruitbane
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Notice how, during the several days this has been sitting here in this queue, that Soig has not posted a single comment in response to these substantive inquiries. There seems to be a flood of these wannabe TASers who are willing submit but not to actually do the grueling work of getting feedback and constructing a solid TAS. At least I have the balls to admit that, at present, I'm simply not motivated enough to put together something submission-worthy.
fruitbane
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soig, please give us more information about how you determined whether the S weapon or the standard weapon would be faster for a given boss. It sounds a little like you haven't investigated much to determine if your strategy really is optimal. I have to say that the art of the TAS is very mature and, these days, requires an incredible amount of effort and research. I've attempted to start 2 different TAS projects and each one has stalled due to the overwhelming amount of patience and dedication required. I wonder if you are giving enough attention to your own submissions. It would be better to post your Work-In-Progress videos in the forums to get feedback before submission to make sure you are on the right path.
fruitbane
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DK, I love that you're paying attention to some of these PCE titles. It's an area where this site definitely has room to grow.
fruitbane
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It always amazes me just how broken the MK games are. Entertaining run. I love how many errors it exposes in the game.
fruitbane
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Yeah, I did notice you managed a few. Good work in all. I imagine it was quick hectic trying to coordinate 5 sets of input.
fruitbane
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You don't mention luck manipulation. Some enemies will randomly drop stat power-ups (like the axe, which permanently increases attack power). If you didn't do any luck manipulation with enemy drops you missed an opportunity to increase character abilities. I do not know, however, how practically manipulable such drops are.
fruitbane
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I think it is impressive to have all 5 characters moving around the screen, but I was a little disappointed how most of the time half the characters are unused. When they're all in play it's pretty cool, but too many of them effectively spend so much time "on the bench". Also, I noticed what appeared to be a distinct lack of magic use. I think more magic use could really make this more interesting assuming it can fit without slowing things down.
fruitbane
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The Turbo CD version is also fantastic.
fruitbane
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Watched the input file in PCEjin. Fantastic run. I love how you used careful height maintenance to avoid unnecessary jumps. I had no idea Bonk could be abused this way.
fruitbane
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I find myself wholly unable to vote on this. Totally glitched pwning of the game? Certainly! Entertaining? Uh... Actually, no. I can tell so little about that's going on that it's actually kind of a letdown. Since this is clearly a winner of a TAS I won't let my personal lack of entertainment cloud the voting, so I'll abstain. It is certainly a piece of accomplished TASing, that's for sure.
fruitbane
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So, why is Marge's score so low? Does she do less damage or move more slowly?
fruitbane
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Thanks for the updates, guys.
fruitbane
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OK, what this run really needs is an alternate encode (not to replace the primary encode) that includes a faint superimposed map that shows the path our twitchy Alucard blazes through the castle.
fruitbane
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This is highly optimized, that much is clear, but the fact that that single technique is so effective makes the entire run begin to drag down. I do like the exchanging of blocked blows during down time, but it's just not enough for me. It's a "meh", but more due to the details of the game than the skill of the TAS.
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