Posts for link_7777


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Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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PikachuMan wrote:
If we're going to do a TAS of this and Gyromite with R.O.B., we need a CRT TV connected to the computer with either a VGA to Composite adapter. on an HDMI to Composite adapter. With that said I'll have to vote no.
There is already a TAS of Gyromite. I don't think a TAS with a real R.O.B. is very viable. Technically it should be possible if you build in some margin and everything happened to work as expected during playback, but there are a lot of factors. Also this category would be very long with a real R.O.B. (though perhaps 99 phases would be shorter). If you were interested in making more of an attempt to play the game as intended I would suggest a "virtual R.O.B." category where you would send the correct commands, but just show the R.O.B. activities as an animation (imagine if R.O.B. was also tool assisted and performed activities quickly and accurately). This category would also be a bit long with a "virtual R.O.B.", I would argue that in a lot of ways the R.O.B.-less category in this submission is a more interesting TAS.
Experienced Forum User, Published Author, Experienced player (852)
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Nice improvement, ton of crazy looking strats
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
good run of a bad port, yes vote from me
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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This looks like a bad port from gameboy, lol. good movie though, yes vote
Experienced Forum User, Published Author, Experienced player (852)
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I enjoyed it, well done
Experienced Forum User, Published Author, Experienced player (852)
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I stand by my yes vote. I think it is clear from the volumes of feedback that moons isn't in the cards, but I think the concept of the game is really cool. It is definitely a shooter where it feels like you're able to freely roam around in space. I don't think this feeling translates well through a movie though, so it seems obvious why it lacks popularity. The visuals of just hanging out in space with the stars doesn't really communicate the pace of the run. I doubt anyone would take the time to make it, but an encode that shows a side by side with the mini map would give you a much better idea of how the run is progressing. Definitely vault-worthy in my opinion though
Experienced Forum User, Published Author, Experienced player (852)
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Seems like a good improvement, yes vote
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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Looks like Tecate swapped ports (had SNES adapter on 1) and then did a screen wrap and magically ended up with all of the power ups. https://forums.nesdev.com/viewtopic.php?f=2&t=18513 Check it out starting at 4:30 https://www.twitch.tv/videos/383635109 Thoughts?
Experienced Forum User, Published Author, Experienced player (852)
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Yes from me. Been hoping for an FFVII tas for years. Probably good that it was after the new midgar skip. Took me quite a while to actually watch the whole thing, but it sure is grand. Looked well done to me.
Experienced Forum User, Published Author, Experienced player (852)
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Spikestuff wrote:
A Light Spike of 11348 frames. >Game Starts in 7 frames >Input is 24 frames This isn't going to roll well if we're seeing this out of the gate especially if the game is "fairly easy", unless this is related to the randomness into the map spawn then we're really going to have a fun time.
I presume 'fairly easy' was a reference to controlling the speed and direction and routing things out and was meant to point out the difficulty of the battle and not to call the game easy. Seemed like a good movie to me, though It probably would make more sense if you could see what was happening on the mini-map in the select menu as you progress. I imagine you would be pretty lost if you'd never played the game before much as you'd be pretty lost playing the game without having read the manual. I voted yes, but my only other comment was that it is preferable to use the NESHawk core instead of QuickNES for accuracy reasons.
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I didn't study the details, but my understanding was that if you get high enough above the top of the screen the internal checkpoint variable will be advanced. Not sure if it works everywhere or just some places. Once you've done that you can just death abuse to be warped forward. This definitely saves time in some places, so you should do it anywhere it saves time probably.
Experienced Forum User, Published Author, Experienced player (852)
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Yeah, the wrong warp thing was discovered by Yogidamonk back when this game was in Big 20
Experienced Forum User, Published Author, Experienced player (852)
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Very well done, love the improvements!
Experienced Forum User, Published Author, Experienced player (852)
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Love some Bonk. Definitely some cool strats, chaining jumps to keep speed, loved the quick climbs while juggling ememies. Boss quick kills of course. So much good stuff in this run, easy yes.
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I've changed my mind on this over time. If you pick this game up and plan a 1-stage goal I think the most obvious goal would be lvl 20 HI, but now I think that instinct is incorrect. The way the levels and cutscenes are set up they sort of feel progressive, but since the stages keep going after the last one I think that means you could consider any one of them an "ending" of sorts. I think if you just have the 1-stage movie by itself and you're arguing categories I think there are a lot of valid arguments, but I think the 0-20 movie makes things a little easier. The 0-20 is excellent and shows the full game completion. I'd argue that if you're going to publish a 1-stage movie beside the 0-20 movie it should be the shortest one, the fastest way to get to any "ending" Definitely use the NESHawk version not the QuickNES one though.
Experienced Forum User, Published Author, Experienced player (852)
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I was hoping someone would create this movie eventually. I did an RTA of the original lvl 20 glitch at one point, but i was rejected for not startling at lvl 0. Really cool to see dr. mario smashed all the way through with glitches
Experienced Forum User, Published Author, Experienced player (852)
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No. If you're aiming for speed like the current tas does then shorter is generally better as long as you qualify. If you're aiming for score it is possible to get as high as 21m 01, there is a video on YouTube or someone doing it with a turbo controller. I was able to reproduce it, but I found it to be very frame specific
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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Nice improvement over the previous submission
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
Looks like micro500 will be joining Warepire, ViGadeomes, and myself
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
Yeah, I'm jumping in on Warepire's team. Should be fun
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
Since it is NES this time I'll throw my hat in the ring
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
Posts: 267
Thanks for the comparison Spikestuff. Did you save any frames by getting a shorter jump? The currently published movie was a collaboration with DrD2k9, so I didn't do extreme checking on every event, but it will probably be difficult to save too much. One big problem will be the clay pigeon spawns, any change means you'll probably have to rework those events and you could easily lose or gain a few frames based on the spawn luck
Experienced Forum User, Published Author, Experienced player (852)
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definitely some great stuff, also wtf is going on after the death warp? lol
Experienced Forum User, Published Author, Experienced player (852)
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Really enjoyed the run
Experienced Forum User, Published Author, Experienced player (852)
Joined: 11/15/2010
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Looking at MESHUGGAH's wip it looks like I gain and lose a few frames early on emulation differences. I end up losing about 18 frames in Autopia, but I tried his strat for the first car frame for frame and couldn't get it to work. Taking the bop from the cone is a good half of that. I looked through rest of Autopia, but it was hard to tell how much of the rest was emulation difference and how much was better lag management. Spending a bunch more time on might yield a few frames, but it is hard to say what it would do to question luck and thunder mountain sync. Looking at the pirate stage it looks like he did a freeze early on the first screen that I didn't do and saved 30-40 frames in lag, he lost some by doing an extra freeze later instead of manipulating water drops though. He also loses around 40 frames underground because he doesn't have enough stars to freeze (a change in the Autopia route could fix that). He didn't do the last screen of the pirate section so there is no comparison to be made there. In all I'd say there are 30ish frames to be saved by adding a freeze in the first pirate screen, so I'll definitely add that to the improvements section. I'm not sure it is worth reworking everything, especially if the rest of the run didn't sync. I had been comparing to Aglar's run all along, but I saw the MESHUGGAH wip late and hadn't actually compared to it yet.
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