Posts for jmosx36


jmosx36
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I saw your progress in the thread, Yes vote from me
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Omnigamer wrote:
-I'm really curious if having the 2nd character is actually faster. It seems like there are very few points where it's actually beneficial to have them providing cover fire versus how much additional lag they might add.
The cost (lag)/profit (frames saved) balance is more balanced to profit with 2 players. With: Simon Greedwell, Hank Hatfield, The Smith Bros and El Greco. I needed both players in Sir Richard Rose, one for shoot the boss and the other for kill the enemies. (They can kill the first player and if he only defends himself he is dislocated and can not shoot the boss, his bullets would only reach the barrier)
Omnigamer wrote:
-Also on the subject of 2P, why not mix in Bob instead of having both pistol characters? While the pistol users might be better on average throughout, having the option of shotgun for specific bosses may allow further improvement.
Avoid lag, shoot more frecuently and save 1 frame at start (selecting characters)
Omnigamer wrote:
-I'm not sure if it's possible in the SNES version, but the arcade version has a bug on Paco Loco where you can skip the small dynamite cutscene (12:18 in the video)
Nope, it's not possible
Omnigamer wrote:
-Is there any particular reason you bother to shoot during the minigames at all? It seems like a time/entertainment tradeoff, although I'd say the entertainment of it is dubious. You can avoid the point count-up by just not shooting anything.
"nymx wrote:
However, I did laugh a few times in some places. The speed at which people died in the bonus rounds was particularly humorous to me. Additionally, the interaction of two players during down time was a tiny bit creative and kept me watching.
That's why i shot every enemy And yes, I can avoid the point count-up by just not shooting anything.
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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nymx wrote:
Ok...I have to say that your abilities for TASing are getting better. I'm still reluctant to call this TAS super optimized, since the rerecord count is still low agianst the length of your movie.
I recommend you see this topic Also, for example in the stage 2 there's only a cavalcade i don't need so much effort to complete the level, most of the records are concentrated in the boss fights and stage 6
nymx wrote:
Some questions: 1. This game doesn't seem to be heavy on lag, but I'm certain that lag does exist. Was there an effort to eliminate as much lag as possible? 2. Bonus rounds: I normally see games where skipping segments for points is necessary to save time. I take it that the bonus rounds cannot be skipped by either take a death or missing a certain amount of shots?
1. Always there's lag, but i killed the enemies as fast as possible to reduce possible lag. You can compare this game in lsnes and snes9x, there's a very notable lag difference 2. Bonus rounds aren't skippable, but every player have to get 25 kills to reduce the point counter time
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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mklip2001 wrote:
I'm not real familiar with the different versions of Sunset Riders: how is the SNES one different from the Genesis run? It seems like the SNES times are much longer. I looked a bit through an old submission for this game, but it didn't give a lot of detail about the differences.
Link to video The SNES version is censored
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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PikachuMan wrote:
I found a trick in Red Canyon II that allows you to get into the Red Canyon I area. This trick has some potential to save time, but unfortunately this needs another bizarre trick to get back on the track.
Link to video Something like this bizarre trick? With this trick i made 22''18 in Mute City 1
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Link to video Better luck manipulation of the boss fight and a shortest transition of the fight end
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Link to video I know i can optimize the boss fight a bit more, this is for show the route with the green bullets
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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The right balcony not works to make this route Link to video I will restart the TAS, only with green bullets
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Link to video Nothing so much interesting to say Link to video This run looks enough to be accepted here?
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Ballistic beach depends of the luck, because every time changes the target positions. I DON'T KNOW HOW CHAIN EVENT IS POSSIBLE IN 20.80, in my real wii i only reached 20.81 several times. And i cannot trust on this ranking, those wr don't seems legitimate to me
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Schnretzl wrote:
A few notes regarding things which have been discussed in this thread:
    -Bullets do 1 damage each, regardless of player. I tested this with at least the first 3 characters, I can't remember if I tested it with Cormano. -Bosses and objects guarding bosses receive no more than 1 damage per frame, regardless of how many bullets hit on that frame. I haven't tested it too extensively, but it seems this may actually be capped at 1 damage every other frame (i.e. if bullets hit on 2 consecutive frames, only the first actually does damage). This indicates that a 2 player run would actually provide little room for optimization over a 1 player run, except perhaps against the twins. -I think there was something else but I can't remember it right now.
Green bullets are not so efficient, at least for the bosses
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Link to video The luck manipulation in this run is going more oriented to the actions of the second player I have to free the girl to reduce the transition time of killing the boss. Link to video Does someone have a suggestion? I'm really thinking i'm not optimizing this run
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Challenger wrote:
How much damage does each level gun between Steve and Billy vs Bob and Cormano?
The bullets of steve and billy move faster than those of bob and cormano, besides the bullets of bob and cormano they are scattered and it is not so possible to concentrate all the damage in the boss like steve and billy. It also saves 1 frame at the start
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Link to video I need your opinion or your suggestions to optimize this run I'm starting to belive the damage counter is bug
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Link to video RNG manipulation for the boss to make the boss look out to be able to shoot him Killed before he touches the ground The only thing optimizable in this level is the boss fight
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Link to video I have this WIP of Sunset Riders Do you have any question about improvements? I need your opinion
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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feos wrote:
The most obvious thing is driving in the middle or in the outer side of a curve instead of trying to cut the overall distance you travel. For every turn, you should aim to move on the innermost side as close to the grass/ground as possible, until you start losing speed (green line). If the turn is too sharp and you can't keep near the innermost side all the time, at least touch it while turning as much as you can (orange line). If you just move in the middle or on the outermost side, you simply travel more distance, losing time (red line). I tried to do this all the time in my test movies, and I clearly see you're not doing it here. Maybe it doesn't matter due to limitations of this game? I might check that.
Link to video
feos wrote:
Also when you brake to allow your car to turn more sharply, you're losing speed, so for every turn that you can't clear as orange, you have to find balance between braking and releasing the X button.
Sometimes only relasing the X button is not enough to not touch the grass in a turn
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Yo también entré con el video de lamborghini0894 cuando lo ví en 2011 y aún hoy sigo con smw (pero apenas hoy comienzo a optimizar)
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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buy why the snes9x core? Is not the bsnes most accurate?
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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I have a question Does this game for SNES will be accepted on this site? It's because there is a submission for genesis
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Really i want to use a lua script to TAS Super Mario World, this version of bizhawk runs on my pc, but is so much slowly. That lua runs in Snes9x, but in the bizhawk i can't use that lua with snes9x core, but in the higan core i can use it (with 10 fps of framerate or less). With my pc is harder to use this emulator like the dolphin (lsnes will still be my next option)
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
Post subject: Emulator choice
jmosx36
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If you ask why I chose this emulator, it is for 2 reasons: the first one is because I have an old PC and the second one is because with the lsnes and the higan I can not disable the audio channels separately Edit: But i will use the lsnes in the future, the snes9x is only to change other music to youtube
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
jmosx36
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Thanks, but i found this link with all my needed files http://bin.smwcentral.net/u/19823/smwplayer_smwutils.lua.rar
Currently making a route for Super Bomberman 5 200% TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)