Posts for moozooh


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Baxter wrote:
Gelactic Gravity Golf
Haha, level 25 was awesome, I got over 3.6 millions on it alone! [EDIT] Damn, 16+ millions on level 32, with over 1300000 freefall score! This game rocks. [EDIT2] 14+ millions on 33, and ended with 61+ millions total.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Out of curiosity, what was the solution you found?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Wait, how is tech rating even relevant here? I used it to make a totally different point, which never emphasized the rating's reliability, nor a way for it to regulate anything.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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laughing_gas wrote:
There's always snes9x 1.43v10, which IMO is one of the most reliable of all emulators, not just snes.
That's right of course, but it's less accurate compared to the aforementioned emulators, and it's well noticeable in the game. And it also has that awful messed up scanline below the statusbar in Super Metroid.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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That's sad to hear. :\ I believe you should rather delay Super Metroid for later and continue working on less desync-prone projects (or at least emulators), until desync issues are solved. Seriously, though, why does it have to be like that? It looks like every good SNES emulator we currently have around has to have some severe issue. ZSNES has totally unusable interface and desyncs on flat ground, Snes9x 1.51 randomly desyncs and has issues with sound, bsnes has no TAS tools built in whatsoever (not to mention its hardware burden). Almost like if the current trend in SNES emulation is "break the movie support and fail to fix it".
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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ZeXr0 wrote:
By the way, the model are not of a great quality. Like the model of Tom Hanks... http://www.zbrushcentral.com/zbc/showthread.php?t=048910 That's a little more quality.
You still don't get the idea. The video isn't about the quality, it's about getting a decent and commercially usable result out of a single photo, with nearly no handwork involved, which can drastically diminish future production time and costs.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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That makes sense only if the successor movie will definitely be finished, which can't be predicted reliably until the fact of submission. At the same time, a submitted improvement already has high enough chances to be published, especially if it has been known to be in production (most of the sub-par movies come either anonymously or without any prior notifications, so that no-one is able to judge the quality beforehand). Marking a movie suboptimal likely isn't a very wise thing to do, mainly because nearly all movies contain known improvements, and some of those improvements become known even before the actual submission, and it isn't well definable at what point to consider a movie improvable. For example, it's known that by the moment of writing this paragraph, JXQ's Super Metroid TAS contains over 30 seconds of confirmed improvements throughout, yet it has a very high tech rating and isn't going to be improved any time soon. Should one mark it as suboptimal? What about Genisto's SMB3 which by now also has known improvements and the new run is known to be in production (but who knows when and if Nitsuja is going to finish and submit it)? The same goes for Sonic 2 and S3&K runs, 96-exit SMW run, LoZ, Megaman 2 and so on. What to do with them? It's difficult to draw a line between "clearly suboptimal" and "good enough", especially with floating optimization standards coming from unavoidable ignorance and a bit less unavoidable game favoritism. For me, having a substandard movie on the site doesn't indicate that the site doesn't keep its standards, rather the opposite: it indicates that the standards are rising and only those successor movies that comply to them would be able to pass. Besides, it allows for higher dynamic range in tech rating.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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ZeXr0 wrote:
On new keyboard, there's right-click button.
Boco wrote:
You can also try using the "context menu" button on your keyboard. It's between control and alt (assuming you're in the US and aren't on a Mac).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Cpadolf wrote:
Using my new strategy for recharging missiles in the diagonal room I improved 2 frames over moozooh. With this strategy it's possibly improvable by more though.
<NesVideoAgent> New reply by Cpadolf (SNES: Super Metroid): http://tasvideos.org/forum/p/137869 <moozooh> :D <moozooh> Cpadolf is my dad. Damn, I really thought it was impossible to hit that geemer and grab the refill in time! Thanks for teaching me the folly of my ways, hehe. Actually, it seems that with just a bit more experience, you'll excel all of us in no time. :0
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I made some tests recently, that showed that an AVI with 450—500 kbps for video, coupled with very heavy duty encoding settings, looks considerably well in all the difficult scenes. If no-one volunteers, I'll make one (assuming I'll also be able to make a logo beforehand, haha).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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If you want to see a TAS of a bullet hell game, watch the current Perfect Cherry Blossom WR score replay by "HASEGA". It's not a TAS literally, but it's about as close as you will ever get. For the record, some time ago I tried to actually TAS Perfect Cherry Blossom (massive artificial slowdown, no rerecords obviously) and, although I managed to pull off some inane grazing, I failed rather quickly — died on one of Yuyuko's later spellcards. The replay is really pathetic, though, as I rush into barrages employing no scoring strategies at all, don't abuse supernatural borders, die and counterbomb a lot (!) and do other stupid things that don't look even remotely as awesome as the replay linked above. (Actually, my accomplishments on Lunatic are about the same as Maur's. :P)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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He said he will pick it up soon, though.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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This run does justice to one of the finest games ever. I think I've watched the first WIPs more times than actually played it. :) One of my favorite runs here, period.
comicalflop wrote:
I'm not sure if it's 100% optimal, but pretty close.
Of course it isn't, a lot of time could be saved by using less laggy weapons, for example, or doing it in 1-p mode. But it wouldn't have made this run as entertaining, would it? This game allows for so much variety, not showing it in its full glory would be a crime. I'm glad it's been made as entertaining as possible.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Warp wrote:
Publishing edited TAS videos kind of nullifies all the effort put into convincing the public that the videos are indeed legit emulator captures, not edited ones. There's always the danger that some moron will post in some popular forum a link to the edited video and start badmouthing TASing using that video which "has clearly been edited to achieve an impossibly short time" as proof.
I guess he'll be still regarded as a moron in that case, since all those who know how the ingame timer works know that none of the frames where it runs have been cut out. :) It's not an "official" publication, and link to the official one has been provided. No reasons for panic here, I believe.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Cpadolf wrote:
Since it was not in your list of improvements I thought it would be worth mentioning, and if you wish to look into it I'll upload the smv, I think the improvement is in the second jump in the room after the missiles.
Indeed, I felt like I was losing a frame there but couldn't do anything about it. You rock, though, I didn't expect you to find improvements in my WIP this soon. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Stumbled upon the recently published movie #342 while browsing Archive.org, followed the link in the intro, lurked for a month or so, registered.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Saturn wrote:
Can you define a bit more precise what the "end of the Torizo escape" is? I understand the walljump from the door to land on the main ground faster in the room with the many bats after Torizo.
I completely forgot that I could land earlier (on the second frame after the transition) in the next room and run off the ledge with around 3 px/f overall speed. It saved 5 frames the way hero did it.
Saturn wrote:
This is actually a pretty obvious refill that is a must take in any run, even in yours. Since you have to wait for the bombs to break your way through, there is more than enough time to get this refill without any time loss. And you will save some frames in any case from skiping another refill for that later. In runs that aim for Phantoon first, only a Missile refill makes sense here. It's very well possible to manipulate one, as I did it in my old WIP just fine. When you have to sacrifice 20 frames to get a Missile refill later you should definitely get it during the bombing there.
Well, I also have some other idea that might work for that particular room that might interfere with refilling depending on how I'll do it. Another opportunity to refill is to slow down and lose 1-2 frames near the super missile pack and get a refill from the waver that I kill there.
Saturn wrote:
One last question, how is your progress by now? Already reached Kraid? :-P
Nope, the last thing I did was to start optimizing the 2nd room of Brinstar. I see numerous different ways to move through it, and have to test them all (saved 4 frames there compared to JXQ's run so far, but that's likely not the limit as I have only tested about half the opportunities).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Re: Tasvideos blocked! But why? Read on to find out!
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Cardboard wrote:
Wait, what copyrighted material has JXQ been sharing?
He's been sharing antisocial behaviour, it's illegal.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Saturn wrote:
Well this is not a fair comparison then. It's obvious and not hard at all to tie even a perfect optimized movie if you can compare to it every frame. Moozoohs WIPs automatically lose their impressiveness when a person realizes they are partly based on your own work, hero. Thats exactly the reason I keep my WIPs private. I think it's boring to copy things from each other, as we individuals can't show our own unique ideas that way. It sure is a good thing to improve the general SM standard especially when one of us has this unique moozooh-patience, but that way you spoil your uniqueness and hard work unnecessarily.
Well, for the sake of comparison, I should say that I had most of the diagonal room already done before hero actually restarted his work on any% (and thus gave me access to the new WIP), and he knew it as well. That being said, he improved the end of my Torizo escape, but since I was already way past that, I didn't bother to return and fix it. Unfortunately, it isn't possible to refill in the diagonal room in any different way and still be comparably fast, I say that because I've tested many different ways (including getting the last missiles already in Brinstar) with my current one being the fastest — I have no idea how to improve it, since at least one missile refill has to be gotten there, and it costs at least 22-23 frames regardless of the particular enemy you're planning to get it from. After that room, there was not a single new strategy up until red Brinstar — all the same moves as in the older runs, just most are better optimized. This is also true for my WIP, since the only new trick that was used was acceleration storing, which saved approximately… two frames in the entire WIP. :D The only thing I hadn't thought of before I saw it was refilling on the last Rio in the Dachora room. I included it mainly because it looked cool, but if I won't be able to have a missile refill from it (since I'm losing about 20 frames waiting for a refill two rooms later), or will find a way to make that room faster it would be interfering with, I will exclude this trick from v2. I realize it was hero who's come up with this method, and it serves a good purpose for his route, but nearly none for mine — and if I won't be able to find a good purpose, it will detract uniqueness from either of our runs for no reason, which is something I would like to avoid.
Saturn wrote:
For me it would be much more interesting to see what everybody of us can come up with by himself. Being forced to search for own strategies instead of copying them can also allow to find even more tricks that would be overlooked otherwise. Just my opinion.
I do understand what you mean by that, since both hero and I did that in the past and were shown how unfruitful it can be even by each other. It can't really be called a mistake, it's absolutely normal to be trying to find a reference in an uncharted territory and follow it. It only makes sense to do everything on your own only after you already know what is required in order to achieve maximum effect. So this time, whether we had each other's WIPs or not, we actually searched for the new tricks and their applications and found them regardless (granted that most of them were completely generic and didn't require any kind of special knowledge). I also thought of more of them after releasing my own WIP (as it usually happens; I'll update the list with these ideas soon), and discussed some improvements with hero for his run as well. So all in all, the comparison was fair.
Cpadolf wrote:
Does the elevators act differently depending on what frame you enter the elevator room?
Yes, they accept input only once per two frames or so, and this is highly annoying. But I actually lost a frame twice in this manner on the first two elevators, didn't I?.. Well, I'll look into it later, I guess.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I find Vector TD to be far superior. And Xeno Tactic is inferior to both (it has less enemy variety, less tower variety, less other game elements, and is generally easier).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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P.JBoy wrote:
moozooh, I find it hard to believe these are test runs.
I call it a test run because I'm not sure that all my strategic choices are/will be correct, and also because I let a couple frames slip in some cases (which I then put up on my improvement page). I'm going to make the full run on Snes9x 1.5 (I've seen Hero's WIP on it… it looks so much more beautiful), and strive for Rockman quality in it.
P.JBoy wrote:
Do you think it's worth putting up the acceleration storage trick on the SM tricks page?
Actually, I've been planning to add a new chapter about manipulating momentum, with a full momentum values table (since they are fixed and bound to the form Samus is traveling in). This trick, along with some others directly related to it, are to go there. I also think about splitting SuperMetroidTricks into two pages, with the second called SuperMetroidTechData (which will contain primarily RAM tables, code snippets, timed events, enemy health, damage values, momentum values and patterns, and other numeric data).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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hero of the day wrote:
This acceleration storage trick, is it the same thing I do in my ceres wip? The shudder step before entering the door? If that is what you guys are talking about, then yes I already knew about it.
The principle is the same, but the application differs somewhat. I use it to store more acceleration than what would have been possible otherwise, while in your Ceres WIP what you do is achievable using conventional means; hence why JXQ's subpixel stats are better in most of the rooms, while they theoretically shouldn't (which makes me believe there's much more to this trick than what you did there).
hero of the day wrote:
Anywho, great job moozooh. It looks alot like my current wip :)
Sure, we use the same route after all. :) Btw, I would like to discuss a couple things regarding it with you, so come online soon.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Tonski wrote:
Those are probably the fastest WIP's I've ever seen. I still think you should stop releasing any more WIP's, you know the more you release them the more people know about your run and the less surprising it's going to be when watching the final run. At least I'm seeing it this way, only a thought. :) The excitement would make people wait the run much more.
Thanks. So far they are, indeed, the fastest even I have ever seen. :D And I do plan on stopping the public releases of the test run, but I'm not sure when. The next WIP should already give an idea on what route I am going to take (that is, being a spoiler), but I'm not yet sure how far I am willing to take it. If you have any opinion on that matter, I'm ready to hear it.
Tonski wrote:
I personally today used frame advance/2% speed for the first time in my life and got under the first super missile gates without mockball. It was quite nice to watch what I personally did. Some day this year I might start a serious TAS using that frame advance, as this recent semi-TAS of mine at www.youtube.com/TonskiTAS is only played at 24% speed or so.
Indeed, it's very pleasing to see your own work, especially if it is a yet unrivaled accomplishment. I enjoy watching these WIPs about as much as I enjoyed JXQ's 100% TAS 1.5 years ago, and I'll make sure to do better in v2. It's quite amusing to realize I've already gained 50 seconds over the run I'm improving, and I haven't even reached 4 minute mark yet… It has to be obsoleted, it's too outdated. Btw, Cpadolf is making some good progress at TASing SM. Wanna compete with him?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Highness wrote:
WOW!! Nice WIP mate. Keep it up.
Thanks, kept (see above — WIP is updated).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Bisqwit wrote:
In which situations could it be applied? I don't want it to become a loophole for accepting all kinds of "translations" that happen to hack the game in unknown ways.
Do it on per-approve basis as is currently done with uhh… everything else here.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.