Posts for goofydylan8


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Experienced Forum User, Published Author, Experienced player (509)
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I keep clicking on the General tab when it changes colors thinking "Maybe there is a real discussion going on. Maybe they are discussing some new rule or idea." Then I get here and... Nope, more Retarded Horse Box.
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Dwedit wrote:
I think it should obsolete all the other runs. Even though I really like that 4-player run, this just beats it.
Thanks. I am not sure about the 4-player run because even if the 4-player didn't exist as a speedrun it still is just a technical feat of beating a 4-player NES game.
feos wrote:
Obsolete 1 & 2. 4 player obsoletion is yet to come if Dylan would have interest.
I just started a game that I am 99% will be rejected for bad game choice but it is fun and pretty quick going, but once I finish that I am either starting 4-player or Lone Ranger. Regardless the 4-player run is on my list of goals, I will just need to learn a little lua beforehand so that I won't have to have "Ram Watch" with 60 addresses open in a window (Which is especially bad since I can't find out a way to change the size of the Ram Watch window so to see all of those addresses you have to scroll up and down.)
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hopper: Thanks. I tried to keep it as entertaining as possible without hurting the time. ObadiahtheSlim: Thanks. I hadn't actually played it before this and had just seen the other runs. It is definitely a different game that I would imagine could get pretty damn difficult at points in real time. mklip2001: I had the ram values about 3 days before submitting but work didn't start until after it was submitted. The quick work is definitely a combination of TAS Editor being extremely quick to edit and having way more free time than I could have imagined. Final semester of senior year of college is by far the simplest semester I have ever had and there is only so much time a day I can spend applying for jobs. Glad you enjoyed it, that is what I was thinking too. Most definitely. This is most likely the only 4-player run that would be entertaining at all for the NES so obsoleting it would not be a good idea. Though that may be my next movie if I can't find a new idea soon.
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I agree with the change. One of my favorite runs is the Super Mario Kart for the ridiculousness shown and I didn't even know it existed for most of the time I have been on the site because it wasn't on the SNES page and I never thought that it would be in the "Hacks" section instead. Also, rog, with the positive feedback this is getting I would un-cancel my run if I were you since they will most likely use it as the post that shows the rule change and publish it normally.
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feos wrote:
2.1.6 obsoletes notepad++. And the current view of taseditor's code makes it easily portable to anywhere. As I was said.
Wait... do you mean it would be easily ported across systems or across emulators because if there is a way for me to get TAS Editor working other emulators than that would be amazing.
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Brandon wrote:
One day, perhaps there will be perfect TAS editing tools that beat Notepad++ in every way, all embedded in the emulator. Until that day, people like myself are going to use Notepad++ to edit their text formatted files whenever it appears to be the most convenient option. There's no reason to over limit the user.
TAS Editor in fceux currently is that TAS editing tool so the real push should be to try to port that to other emulators.
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feos wrote:
Making HD.
Thanks for the encode
Post subject: Movie Rating
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I have been looking for my next movie idea and have seen that a lot of movies out there have very few ratings, especially in relation to how many people visit and post on the site. In response to this I had a thought. Would it be possible/would people be interested in listing the number of movies rated by each user more prominently? What I mean by this is to have the number of movies rated be listed in the same way that your player rank and number of posts is listed on next to your name on a post. Some reasons why I think it would be a good idea: -For those who don't actually TAS but contribute to the site as a whole by providing ratings can have evidence of that input, just like someone who posts or TASes a lot would. -It would add an incentive to rating movies because people who like having large numbers or high rank would want to rate more movies. -Those two combined would lead to movies getting way more ratings than they currently do, allowing for a more accurate representation of how entertaining each movie is overall. -Finally, more people viewing and rating each run would allow some of the less popular runs to get some exposure and maybe inspire someone to submit a better version which would improve the site as well. I acknowledge I am a part of the problem as I haven't rated any movies. I intend to change this soon and go on a rating spree but it was just a thought I had. (Also I was about to go to sleep when I thought to post this so I apologize if my points aren't made perfectly.) (edit by adelikat: Fixed topic title)
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I can't format apparently so if someone is able to fix that so that it is a table it would be amazing. If I have misread and tables can't be put into submission texts than just remove it. I just thought it would look nice.
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DarkKobold wrote:
This post is actually quite disrespectful to the authors of the emulator. This isn't the workbench. It is NOT part of tasvideos, and should be treated as such.
I voted no for the name change because they can do whatever they want. But in my opinion if that is the case that they are doing this for themselves and not for this community then, due to the very incomplete state that it is in in relation to some other emulators, I think it shouldn't be listed as the preferred emulator for so many systems and should not have its position as first emulator listed on emulators forum section. Either it is "The emulator of the community" where it should be getting preferential treatment even though it is not nearly complete and they should consider the opinions of the community, or if it is not then it shouldn't be listed as the first forum topic on emulators and listed as a preferred emulator yet. Again, just my opinion. I would be pissed if someone tried to regulate a project I was doing for fun or myself so they don't have to change the name.
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Randil wrote:
Personally, I support that this should obsolete the 1 player run - it's faster, there's more happening on screen with two players, and there are some nice new time savers that can be used. Although I like the game, I don't think it should have 3 categories (I definitely think this run should be published). I'm afraid I didn't spot any potential improvements in the WIP. Never the less, I look forward to the finished product, keep up the good work!
Thanks for your support. Ram values, strategies, and tricks were all borrowed from your run so it was a lot of help. The only problem I had with the obsoleting the 1 player was how similar this one is going to be to a 2 Player. It is obviously not exact but the strategy as a whole is more similar to the 4 Player. EDIT Also you not spotting improvements makes me feel more confident about the quality of my run, so no news is good news in this case.
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CoolKirby wrote:
YoungJ1997lol wrote:
Wagh! that's almost impossible. who could be up to that challenge?
Why don't you do it, and prove that it's possible?
Isn't it not "almost impossible" but flat out impossible because you can't back track? In 1-1 there is a coin block you wouldn't be able to get if you take the pipe (which is required to get the free floating coins). And even if you only wanted to collect free floating coins in 2-1 if you go in the pipe to collect the coins you wouldn't be able to collect the ones up in the clouds.
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Double Post! Here is my updated WIP which is now right around 70% of the way done which just means I have to get to and do the High School level. Right now I am ahead of the 1 Player run by 00:49.77 seconds and ahead of the 4 Player run by 01:46.78. The predicted ahead by numbers have decreased to being around 70 seconds ahead of the 1 Player run, which is still over a minute of improvement. The predicted improvement for the 4 Player run will be around 153 seconds. While conclusively proving that the 2 Player version will be the fastest version of this TAS this is also making it clear that the 4 Player version could be improved (1 Player can too but the improvements appear to be much less and it sounds as if this run may obsolete that one? I am not sure.) Currently non-lag improvement over the 4 Player run is 00:14.17 seconds with a predicted 20-21 second improvement. This agrees with the information I listed in the previous post so it seems to be pretty accurate. I recognize that lag in this game is very much determined by your input so it is just an estimate, but it is a good starting point. Plus I am pretty sure lag may be able to be reduced through better positioning which would allow for more enemies being destroyed. I would like to hear your opinions of the boss fights. Including lag they are all faster than the 4 Player bosses. Ignoring lag they are faster in around half the bosses (I will have exact numbers when I submit) which is impressive since the 4 Player can fire 4 times in the amount of time the 2 Player can fire twice. They are slightly slower than the 1 Player run but that is, as I said, due to the 1 Player bosses having between 1/2 and 1/3 of the life that is present in 2-4 Players. As always opinions are welcome. Movie could be finished this weekend but that entirely depends on how frustrating the high school is.
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Derakon wrote:
Congrats on the publication, goofydylan! I kinda wish the movie description could allude to the ghoul realm inhabitants' UV allergy (the invading force is consistently referred to as the "black light"), but oh well.
Thanks. I can't find a sentence to seamlessly put it in but you have a spot it could be put it I will change it in a second.
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NitroGenesis wrote:
DarkKobold wrote:
I'd vote for you as Rookie of 2012!
You can't. He was nominated for a rookie last year because Kickle Cubicle was published in 2011.
Those 21 hours 11 minutes and 24 seconds of sweet published work in 2011 were glorious memories that no one better try to take away from me by claiming the past year was my "Rookie" year damn it!
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Thanks everyone for the positive feedback. This is strange, normally I have to defend my movie here. That is what I get for a long submission text.
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Felipe wrote:
Sorry to say this but: actually these are WIP, you will submit in TASvideos? If so, sorry to say it but this does not seem to have the real quality of a TAS. I would recommend not using the technique of Knuckles, to make an immediate brake, only brake with normally. I think that it would look better. Knuckles in Sonic 2 has not the same advantages as in Sonic 3 & Knuckles, even crawl on the ground is disadvantageous. I would use this only in the sprites that do not affect Knuckles with the delays and really is faster than braking. Furthermore, I note that you do not use many re-recordings, if you want it I can take a little the work in areas where you would unravel.
skychase wrote:
This test run is more like a base to improve or give ideas for better TASers future runs. Everybody who wants to make a real good no-ring run is more than welcome. (Seriously I wanted to bring back Mike89's project to life after seeing Felipe's perfect run, that was awesome ^^)
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Update again. Currently I just finished the third house which is almost a quarter of the way through and I am currently 00:23.22 seconds ahead of the 1 Player run and 00:37.67 seconds ahead of the 4 Player run. If the exact pace is maintained for the rest of the movie the final result should be about 93 seconds faster than the 1 Player run. That is of course an estimate and could be larger or smaller but I feel it is about right. Currently I beat the 1 Player run by at least 30 frames in each room (some rooms as large as 526 frames) excluding the exterior walking scenes which is unavoidable since the second player has to walk further than 1 player would. I tried to keep things as entertaining as possible without sacrificing frames. Also for some reason when I export from fm3 to fm2 file if I do it with 2-player the run desyncs and it only works if Four Score emulation is chosen even though there is no input for the third or fourth player so as a result the 3rd and 4th player input is in the file but they are just blank. If there is a way to fix that I would love to hear it because it makes the input file unnecessarily large and just doesn't look as good if you look at the complete input. I am open to suggestions and would love to hear what you think about the progress so far. EDIT No new WIP yet (but I am actually progressing pretty well) but I just calculated this so I thought I would post. I knew I was using more optimal movements than the 4 player run but I wanted to quantify it so I tried to find the improvements if you ignore lag. Up to the junkyard I am 00:39.98 seconds ahead of the 4 Player run. Using the lag counter I found that up to this point in the run the 4 Player run has 00:41.17 seconds of lag (this includes the fading in and out of black between levels so it is higher than in game lag but whatever) and my current 2 Player run has 00:07.40 seconds of lag. This means that the 4 Player run has an extra 00:33.77 seconds of lag at this point than my run does, which means that my run has an extra 00:06.22 seconds of real improvement over the 4 Player run even with the 4 Player run able to have 2 characters continuously moving forward so the screen can move more continuously. I know this is not a 100% accurate metric but this gives more encouragement to the 4 Player run because not even attempting to reduce lag the run could potentially be improved by a predicted 21 seconds.
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AnS wrote:
Do note that I'm not questioning the difficulty of the whole thing. I'm saying that pure speedrun of such game seems like Meh to me, unless it shows some stunt like 4P handling, which I think you're quite capable of doing.
Oh, that makes sense. I really do intend to make a 4P, but as I said I need 2 screens, which I will be getting this summer as a Graduation/getting a job gift to myself, as 4P TAS Editor takes up like 80% of my monitor and I still need room for RAM addresses (I need to learn lua because these can be compacted) and I like having the emulator large enough to see details. And I managed to improve the boss fight by around 10 frames and in my opinion made the entertainment better but I am not going to post WIP at least until the next building is finished as it would be overkill.
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AnS wrote:
I'd say, go for 4P run. Since you use TAS Editor, 4P shouldn't be more difficult than 2P. And 4P is the only outstanding feature of this othervise mediocre game.
I'm going to continue 2P for now as it will most likely end up being the fastest of the options by 2 minutes or so (terrible estimate but it will be something "substantial" to the effect of multiple minutes). Also, the 4P TAS deserves even more credit than it currently receives because it is way harder than a 2P one. The immense lag means you have to control all four characters at the same time or the game will cause your input to desync when you add input for a different character. Also since there are four characters it is extremely difficult to keep track how far you are ahead of the original movie since different positioning on the screen can lead to different times to hit the bones. I started and got about halfway through the the first of two rooms in the first building and it took my about twice to three times as long as it took me to finish the entire first building in the two player. Plus I think I was like 5 frames ahead, but I would have to to do a frame comparison of the screen, front character and one of the characters in the back to know for sure. I really want to do a 4P run eventually but it will have to wait until I get a desktop with a second monitor. I need a second monitor to display the input so that I can have the video blown up a bit and still display the around 60 pieces of RAM that has to be watched at all time to be optimal.
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DarkKobold wrote:
I'd think it would obsolete the 1 player, just because the 4 player is such a unique TAS for the NES. I don't think any other 4 player NES game is worth a TAS.
That's what I was figuring as well, basically the "any%" situation. The only problem I saw with it was that the 2p is going to look a lot more like a faster 4p than it will look like like a faster 1p. But this is a decision for the judges (when it is submitted because I have only finished the first boss).
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So I was just re-watching the old runs and it was clear that if the lag wasn't ridiculous the 4 player run would be way faster due to the quicker bone collection and that only the bosses would be slower (since they have like double life). I was reading through the submissions and it said that the majority of the lag occurs when 6 or more items are on screen, so I thought why not try with 2 players instead of 4? It gives the best of both worlds since lag is close to non-existant (at least far less prevalent) and you can collect all of the bones quickly. As such here is my first WIP. I have no idea what this would replace when finished but at least one of the runs would have to be. In this WIP I just finish the first boss and I am 00:08.85 seconds ahead of the 1 player run and 00:06.33 seconds ahead of the 4 player run. That is an 11% improvement over the 4 player run and a 14% improvement over the one player. I need someone with more experience to look at this to tell me if I am doing well or not because I don't want to waste time, submit and immediately get told it sucks. Final note: on the boss. I know I can make the entertainment before a little better but all attempts so far was screwing up luck, but I am 99% sure I can get this done in the same amount of time and have a better entertainment. Also I beat the 4p boss battle by about 25 frames but I am around 70 frames slower than the 1p boss battle. The 4p and the 2p boss both have 23 hp and the 1p boss only has 11 hp which is why there is the difference in lengths.
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mklip2001 wrote:
Alright, I got to watch this. ...
Thanks for the feedback mklip2001. You have really helped make this run better. Alright here is my reply: Dual Boss - Yeah, only 8 frames so it isn't very noticeable. Plus the fact that they are more aggressive might make the fight more interesting. Guardian of cave before Lethe - Thanks. I think the best part of my redoing the run is the boss fights are (excluding the dual boss) they are all faster or at least more interesting which really gives it a superplay feel. Lethe's palace of mirrors - Yes, that was a very good idea. I still have to fall for a couple frames for each tornado but the average vertical velocity is much higher as I spend almost no time only traveling up 1 pixel per frame whereas before I spent almost half the time going that speed. The Doppleganger fight was like the opposite of the dual boss fight. Whereas in that fight I struggled and couldn't manipulate to working correctly, on this one my jumping worked so I got an extra shot off early on and then he never changed without me having to change my position. The submission text is going to have a lot (I need to start writing that) and due to the questioning I actually have detailed explanations for anything people would need to know. Naga's Path and Loosekeep - Even if I didn't change anything except using tornado more this run would still have been far better than the original version. It's actually arbitrary, but if there is entertainment without me even having to try than that is just great. Yes, that one was slightly different because it really only would have benefited from one tornado but you still have to move a ton so it worked out not switching was quickest but just barely. Goza's Stage - Thanks. It does look better to have the glides be long, and it saves time. The "sticky landing" is the same jumping rules in that when you are jumping or falling your x-velocity slows down so each jump and fall slows you down for an amount of time whereas gliding is equal to walking speed. The weapon switching portion is actually way more interesting that it looks in the video. When you shoot the tornadoes and the blue balls that allow you to jump on spikes they stay present for a while even when they are out of the screen. Only two tornadoes and two "shot weapons" (blue balls, original spikes and the buster move) are able to present at the same time. This means that if you have to use a large ascent but in a quick time you can't actually just use tornadoes or just use blue balls as you would have to wait for a long time in between firing. This is why the brick portions are so stupid. There is only able to be 1 buster on screen at a time for a lot of the blocks and busters are considered on screen until the block and fire that results disappears. There is a chance this means your new order could save about 5 frames because I would be a little bit further forward when the last block is destroyed but this may have to be the only possible improvement I don't implement because I am not ready to redo the last 20,000 frames to save 5. Goza's fight was fun. Other than the epilepsy inducing screen the lag isn't bad other than the one spot where I land is as fast as could possibly be imagined. Breager's stage - The vertical dodging arrows is hardly possible is TAS Time. It is basically a lag frame for every 2 or 3 normal frames and if you shoot the tornadoes a pixel above where they are or hold jump for a frame more you hit the arrows. That section took me about as long as the rest of this stage. Yes I do. For some reason those 4 spikes right when you fall don't hurt you and act like a normal platform. Yes, it is necessary. It is a bit of a combination of to avoid and the "only two tornadoes" rule I mentioned earlier. I was hoping to take damage on the rust spikes and then not have to move all the way to the right at the beginning but those spikes are instant death so it wasn't an option. For sure. Flaws with that battle: You can only have one shot on screen at a time. They force you to use a suboptimal weapon (technically it is the strongest but it only allows one on screen so another weapon could finish in about 1/2 to 2/3 of the time).The large circles that he shoots at you destroy your shot so if you hit one it wastes your one shot that is on screen. It has a ton of lag compared to any other level. The only "safe zone on screen" is far to the left so your shots take forever to hit him. Also the "safe zone" doesn't actually work because if you are in the safe zone he is no longer on screen so your shots don't hurt him. His hit zone is minuscule in comparison to his total size, almost all other bosses can be hit anywhere. Finally the lag increases even more so when you move so that moving for 5 frames adds 5 lag frames. Basically the only benefit of this fight is that you can float forever. Thanks again for the feedback. I am going to start the submission text now and submit it hopefully tonight. As a side note between the original and this run there are 544 less frames of lag, so even if I didn't manage lag better there still would have been a 3759 frame improvement.
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NitroGenesis wrote:
goofydylan8 wrote:
In total it is 4303 frames ahead of my original run placing it almost 15 seconds under 48 minutes.
wut
Nice catch... In my defense I finished work on the final boss and then posted at almost 3 AM so I was a bit tired. It has been fixed.
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Final WIP is here. In total it is 4303 frames ahead of my original run placing it almost 15 seconds under 28 minutes. Let me know if you have any last corrections, otherwise I will be submitting this version.
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