Posts for moozooh


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Whoa Fractal, you really love this game enough to redo 1.5 hour run for 1.5 minute improvement? :o I wish it was worth it from the viewer* standpoint, but I don't think it is. (* — Except avid Pokemon fans, obviously.)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Heh, actually, I did everything in this WIP in about two nights. It's just that I haven't been working on it for two months, hence the slowdown.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Even though I hadn't finished my reallife work yet, I decided to whip up a short WIP yesterday, granted is was already underway by that moment (I was near the end of the diagonal room). It's only about 99 seconds long, but it shows one of the highlights of the run and some usual crazy optimization stuff. :) Enjoy: WIP #2: Bombs → Super Missiles. So far it's ~21.1 sec faster than JXQ's 100% run and ~22.2 sec faster than Hero's any% v1 by the ingame timer. Moments that might be interesting and other comments: • I redid Torizo room door entry, hence why it is included in the WIP; • 400—1000: guess what. :P Exit can be improved by 5 frames (Hero found a somewhat better strategy that helps in the next room); • 2200—2400: quite probably the most optimal way to refill now that there's no refill-happy Torizo fight. For the record, I tried to kill both wavers with one missile and succeeded, but it was about half a second slower than the current method; • 4800—4900: this door makes me feel a warm fuzziness of flawless accomplishment. The last shot was dopplered, I got absolutely perfect subpixel position (65535), and what's most important, I got to demonstrate my new secret way of increasing and storing acceleration (which will most likely help me set a new record for Ceres escape time when I get around to it); • 5840: I wish I could reach that refill. Unfortunately, I moved too fast so the waver didn't have a chance of getting further to the left before I killed it. Next WIP will likely show my route in Red Brinstar. I haven't decided if it will be the last public WIP yet, though. [EDIT] Alright, while we're at it, I decided to do some more today and continued the run to Red Brinstar. Not much by itself, but makes WIP 2 about as long as WIP 1. Updated WIP: WIP #2.1: Bombs → Red Brinstar. By its end, it's ~22.9 sec faster than Hero's v1. Comparison to JXQ's run is no longer applicable as we have different item set now. Comments: • 6550: Rio is frozen in place allowing for a lower jump. One of those obvious things everyone loves to overlook so much; • 6700—6900: this strategy came from Hero of the day. Even though I might not need this refill until the next etank, I still decided to include it because it's awesome; • 7750—7800: entering mockball at higher speed is slower than optimizing horizontal position in accordance to mockball's momentum variation pattern; • 8500: this shot actually serves a purpose since for some reason I decided to shoot instead of doing an additional pump. I'll likely remove it in the final version. [EDIT2] Link fixed. >_>
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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adelikat wrote:
Though I recommend the current published run to be eventually obsoleted by a 100% run.
Don't worry, the no-warp any% will indeed be rendered fully redundant after 100% is done (all the same levels done with lots more action + more levels done in this fashion), but until then, of course…
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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pcc wrote:
What do you mean by this? Currently the scale is ..., 25%, 50%, 100%, 200%, 400%, ... i.e. powers of 2. Do you mean there should be more choices? I don't particularly see the value of letting the user fine tune this.
Oh, sorry, I was a bit inattentive while examining that function. Well, I suppose it wouldn't hurt to have a bit finer scale (with 75% and 150%, for example), but it isn't necessary. What is necessary, though, is graphical indication of the current speed, be it constant or temporary. Also, I find input display pretty unreadable on light background. Some form of shading or outline for it would be appreciated. Btw, is it just me, or the status bar is totally empty? Isn't it supposed to… umm, show something? :P Also, thanks for taking my comments seriously. I appreciate it when a tool is easy to use, it helps concentrating on the task instead of the tool itself.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Boco wrote:
The best defense against flyers is actually Torrent towers (which I guess would be plasma? in this version), not Dart towers.
The 27 turrets in question were fully upgraded anti-air towers which do a lot more damage than plasma due to splash.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Twelvepack wrote:
http://www.youtube.com/watch?v=qg1ckCkm8YI Will it blend: iPhone
Wow, two pleasant surprises in one video! Will It Blend is funny again, and iPhone has an extremely durable screen (sustained five or six strikes before breaking). "iSmoke"… that's classic. xD
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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FODA wrote:
Also, I liked vector TD: http://www.candystand.com/play.do?id=18047
Hey, I like this one more than the rest. Got 3401189 on the first map. [EDIT] 3540816 on the second… Damn, only needed to clear three more waves.
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 have an idea. Upthorn and Nitsuja have been making custom mods of Gens for various purposes (having something to do with Sonic for the most part, though that's unrelated). So why not include all the additions and modifications into the main package? They may still be useful to other people, and will be always built in an up-to-date version of Gens, so there will be only one emulator to use for any purpose. You could make a separate menu ("Custom tools" or something like that) for accessing/toggling them. Is this feasible?
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:
I just can't figure out what to do in mission 4.
First of all, your turrets aren't powerful enough. One thing that is important about this game is that small amount of red turrets outperform almost any amount of purple, yellow and green turrets. Concentrate your upgrades on 2-3 turrets, so that while you upgrade one, the other(s) keep shooting. The first two waves of aerial units can almost completely be destroyed by lv1 vulcans from one side and your upgraded plasma turrets from another. Shortly after the second aerial wave, build 3-4 DCAs horizontally spread through the center of the map and upgrade at least two of them to lv3 (yellow), and the rest to lv2, then continue investing in plasma upgrades. This way even those aerial units that come from the plasma-upgraded side will be eradicated before they reach DCAs, and the other side's will get finished easily.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Umm, actually, wouldn't Mario fall into the pit if he goes through the wall? You only can go under a tile, not through a middle of a tile.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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AngerFist wrote:
The lion should not even be there in the first place. He is the king of the jungle, yet mankind are trying "tame" him for circus. Can you imagine what kind of shitty life that would be for the lion? And that motherfucking cop shot the lion 3 times! Where the hell was the tranquilizer gun?! At least have the proper equipment if you are going to try keeping a lion in a cage. We kill millions of animals each day, yet we get upset a lion almost succeeded killing that guy? Do you see the irony? Because the irony is glowing right in front of my face!
As much inhumane and unfair as they did with the lion, it was really the only viable thing to do in such situation. Though I agree with your sentiment, it wasn't lion's fault to begin with. There are people who manage to get friends with wild animals, but messing with them without having been fully prepared for that is just stupid, and this guy got punished for his stupidity.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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How does an emulator tell if a movie is or isn't a WIP? On a related note, I like FCEU's Play Movie dialogue the best. It would be nice to have an identical one here as well. I've just opened this emulator for the first time and have a lot to say on its usability: 1. There is no "Graphics" (or "Display", or at least something similar) menu. Settings that would go here: red/blue 3D toggle, maintain aspect ratio toggle, overlay switch, input display toggle, status bar toggle, frame counter toggle, fullscreen toggle, any filters or scalers added later. So far they just occupy other menus. It would be nice to be able to choose 1x, 2x, 3x and 4x resolution now, instead of starting with what looks like 4x by default. 2. More than a half of the "Video" menu items is superfluous and thus the menu is cluttered for no reason. For instance, you don't need to stop playback or recording if there is no movie loaded whatsoever — they should appear either in place of the respective items or be greyed out until then. "Reset and start recording" and setting the author's name should both go into the "Start recording" dialogue. There is no reason to have them separately. Also, the menu itself should rather be named "Movie". 3. Menus should be revamped and regrouped. "File" menu should contain a list of the recently used ROMs and "Properties" item to display ROM properties (and movie properties as well, if possible — would be a very useful function. The information to display in this case: movie author, amount of frames and realtime length, rerecords, recording start condition, stored ROM name and checksum). "Free Rom" should be "Close ROM". "State" and "Video"/"Movie" menus should be closer to "File" because their functions are more related to each other. "Pause" and "Screenshot" should go to "File" menu. "Input" should rather be renamed to "Config", and it should contain what it does now (except "Show button states") and have "Customize hotkeys" option in addition to that. The resulting root menu items are: File, State, Movie, Config, (Tools — added later as/if the development continues up to that point), Options, Graphics, Sound. 4. There is no need to have frame advance as a menu item — no-one will use it there, anyway. Speedup/slowdown should change the speed in fixed increments instead, be it percent scale (10%, 25%, 33%, 50%, 66%, 75%, 100%, 150%, 200%, 300%, 400%, etc.), or fps scale (5, 10, 20, 30, 40, 50, 60, 90, 120, 180, 240, etc.), or any other you can come up with. Fastforward button should default to something like 400% (ootherwise it should be customized). Obviously, the emulator still needs other useful tools, such as RAM search/watch, rewind, basicbot, debugger/tracer, etc., but that is to be discussed later. Otherwise, good job.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Blublu wrote:
Sheeis. I can't even beat level 2. The towers simply don't do enough damage.
Upgrade them. >_>
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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You won't get an answer here, that's against the rules.
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, how are you supposed to kill the Dark thing, nothing seems to hurt them ...
Level 4 or 5 plasma turrets. Stages 3 and 4 are completed easily using like 1/4 of the map with two red plasma turrets in a maze of lv1 vulcan turrets with DCAs made as needed. Stage 5 needs 3+ red plasma turrets positioned optimally and about 6-8 lv3 DCAs (or 3-4 lv4 DCAs and a couple of low level plasma turrets around).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Jesus, lv6 is absolutely impossible. Everything else seems like a breeze compared to it. Has anyone cleared it at all? Nice game, though, thanks for informing.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Hah, good job!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Actually, I think at least half of the compatibility problems can more-or-less be solved by making the movie format more extensible since the beginning. There's no need to update the format specs every half a year — for example, about 90% of FCM and SMV content from 1.5-2 years ago can be played back even now despite numerous emulator version/movie features revision, and it's not the limit. I don't know much about it, but I think it wouldn't hurt if you add more space into the specs for future functions now (instead of breaking everything later).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Randil wrote:
I put this run on my Youtube account too, if anyone wants to take a look: http://www.youtube.com/watch?v=3kUTEIwj3bk
"NES Blues Brothers (USA) in 05:42 by Randil"? Huh?
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 right. Giving lurkers a "free" vote will decrease a chance of them posting and explaining their opinion. And an explained opinion has much more value than a single vote.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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AnS wrote:
I noticed that sometimes it's useful to switch the order of increasing X coordinate. Let's say, when it increases like this - 1-2-1-2-1-2... - you may bump into enemy at 5th frame, but when it increases like 2-1-2-1-2-1, you'll miss it.
What you did was subpixel optimization. The character moves at 1.5 px/f which causes the 1-2-1-2 pattern. By offsetting his position by 0.5 px, you cause the pattern to change (how did you do it, btw?). I didn't think it would be useful for a game as simple in terms of movement as this, but thanks for proving me wrong. :) And of course, voting yes.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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klmz wrote:
I think the thrown squirrel can catch up simply using death....
As said many times in the original series, "we're chipmunks, not squirrels!"
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Blublu wrote:
No one is "redefining" anything. It's just too bad that there aren't two different English words for free (cost nothing) and free (not constrained).
The point was that free != open-source.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Woah, that was one of the most masterful speedruns I've ever seen. Easily on par with recent QdQ projects. Even having played the game I was hardly able to decipher your actions (but at least it was 26 fps, not 16 as in the N64 version). Damn cool. Btw, why is this topic not in "speedrun competitions" forum?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.