Posts for moozooh


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upthorn wrote:
It all seems to be going pretty well Until Marble 3.
Hahahaha, that was rich, especially the boss. :D
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:
but also because of all those wonderful extensions.
"All those" is a very strong description. :) In reality, there are like 5-8 that really are a must, some of the others are only marginally useful, and most of them are generally useless. All the same with the open source IM client I'm using (since 2003), Miranda: hundreds of plugins that do everything, but only a handful of them indispensable.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Well, maybe it is worth splitting the thread to a separate topic (something like "Ingame clock vs. realtime clock"), but there's a lot of points to consider in this particular case, now that you've mentioned it. First of all, the ingame counter of Super Metroid stops for: • Ceres station exploding animation; • door transitions; • item acquisition message boxes; • pause screens (but ONLY after complete fadeout; thus, it is impossible to save any time by pausing); • certain part of an elevator ride (when Samus's sprite reaches an edge of the screen). It runs during the rest of the elevator rides, certain other uncontrollable sequences (involving the metroid hatchling particularly), crystal flashes, etc. What else is worth mentioning is lag. Three greatest sources of lag are: • sprite overload (triggered by usage of the murder beam or such things as Plasma shot on Crocomire); • Power Bomb explosion (creates a lag frame approximately once per every 3-8 frames depending on the CPU load); • particle-happy beam shots (such as Plasma+Wave+Ice). These circumstances leave us with four possible options. I. Go for ingame clock exclusively (Terimakasih's initial choice). Pro: • fastest action sequences (less restraints on certain items usage, more items available); • more items -> more variety; • lowest possible ingame time; • no concerns about using menu screen (that is, as much as needs be); • no concerns about minimizing lag; • easier to measure (since the game clock is a universal reference, and meaningful input is only accepted on the ingame-approved frames); • easier to plan. Contra: • longest in realtime; • more non-action sequences; • more visually redundant scenes (equipping/deequipping items); • more laggy scenes; • more likely higher amount of backtracking. II. Go for realtime clock exclusively. Pro: • lowest frame count; • less non-action sequences; • little to no laggy scenes; • little to no menu action; • more likely less backtracking. Contra: • slowest action sequences (more restraints on certain items usage, less items available); • less items -> less variety; • lag is a concern; • pausing is a concern; • optimizing screen scrolling is a concern (if your position at the moment of entering the door is shifted from the center of the screen, it will take much more time to catch up); • harder to measure; • harder to plan. III. Speed/entertainment tradeoff geared towards ingame clock (Saturn's and mine choice). Pro: • faster action sequences; • more variety; • lower ingame time; • some concerns about using menu screen; • some concerns about minimizing lag; • easier to measure. Contra: • slightly more backtracking; • slightly more non-action sequences. IV. Speed/entertainment tradeoff geared towards realtime clock (JXQ's and Hero of the day's choice). Pro: • lower frame count; • (slightly) less non-action sequences; • less menu action; • less laggy scenes; • slightly less backtracking. Contra: • (slightly) slower action; • (slightly) less variety; • harder to measure. To sum up everything said above: 1. It is impossible to aim only for realtime or ingame clock without sacrificing entertainment. There will always be a compromise. 2. Aiming for realtime clock gives more consistent, but less variative and overall slower action. 3. Aiming for ingame clock gives more waiting, but faster, more variative and easier to measure action. 4. The only viable choices are III and IV, and both have merit to them, so it's up to runner to choose their goal. I hope I've answered your question. [Edit by Bisqwit: Removed font size changing markup, because it used absolute sizing (size=9), which might be larger or smaller than the post text depending on browser and desktop settings, and I couldn't figure out which way it should be. Use relative sizing (%) if you need to.]
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Well, I guess Opera is a bit better for that particular purpose (browsing with images disabled), since it allows not loading them without harming the page markup (if the image sizes are defined in the tag), and loading the images separately without leaving the page. It also works with cache a lot better, which also might be useful to save traffic.
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:
20 seconds? I have a clear memory that it was approximately 1 second of in-game time that was saved. (And in movie length time using the murder beam was actually slower.)
Well, 20 was a somewhat wild guess (apparently wrong). Actually it's about ~6 seconds if dispatching the beam at the beginning of 2nd phase, and something like 3-4 if dispatching at its end (here's a demo; note that about 1/3 of my beams went through MB while it was being harmed by the murder beam effect). The difference lies in the fact that the beam "sticks" to the object it was shot at (or something like that), so if you dispatch it at the lying head of Mother Brain, it will stick to it, slowing down the 2nd phase but skipping the 3rd almost entirely. In an unassisted run, the difference is even greater, since those 6 seconds is the time saved against the optimal 2nd phase, which requires a considerable amount of charged shots, which all require timing. So in realtime playing, it is about 10+ seconds.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Let me be the first to vote yes on this one. An excellent improvement to make a great run even greater. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Re: Nobember,December,January 06-07
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Xkeeper wrote:
I wonder how many of those Opera hits were me.
About a half. (The other half was me.)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Haha, that's really good. :D Although I guess it would be much easier for you to post WIPs as .gmv files, uploading them here.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Deep Loner wrote:
But I am concerned that, after what will probably be hundreds of hours of hard work, someone will come along and "improve" the run simply by using a ROM with an easier difficulty level. I would like to complete my run on the US ROM on the hardest difficulty (taking no damage) and also avoid this scenario if at all possible.
Yeah, I'm already seeing armies of runners eager to obsolete your movie by doing that. :) For the record, the original run still haven't been improved, and it's more than two years old by now (which kinda shows the groundlessness of your concerns). If you make sure your run is unimprovable otherwise, no-one would accept a new run made on an easier difficulty. However, if a new run will be faster not only due to taking damage, obsoletion will most likely be imminent in such case.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Deep Loner wrote:
Also, are Dan, Lezard, and MangaManiac59 still working on this game?
I wouldn't count on that, it's been quite a while. Well, my first question is (I don't remember if and how Dan did it): does taking damage during play save really a considerable amount of time? If it does, it would be better to do that, since taking damage to save time gives more variety and is faster by definition. If it doesn't, then of course, go with the hardest difficulty. I suppose you're fully familiar with the tools? If you are, then good luck. It's always good to see outdated runs improved.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Here you go, my first Contra playing session in ten years. Would've been better if my FCEU didn't lag as much. The funny stuff comes starting from the waterfall level.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Lol, I couldn't even decipher the lyrics while listening to it. Engrish, indeed.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Well, that was rather interesting (except that a bit too choppy in 20 FPS). I really like the fact that all the runs sync pretty well both visually and time-wise. Also, "Engrish song"? :D
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 guess by keeping them in sync he means doing the same actions in all games, which is certainly a nice thing to do (unless that means not using spindash in every Sonic except the first). Also, could anyone rehost the video on some other free webspace? I can't use Rapidshare due to the specifics of my LAN.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Kuwaga wrote:
So yeah, upthorn thinks it's a bad idea to continue the run. Maybe he's right and I should go back into my hole and hide again. XD I'm not interested in completing the run if nobody wants to see it.
Even if the project itself isn't really poor (although it is indeed true that you'll encounter numerous problems trying to keep everything in sync and not waste way too much time), your logic still is: 1) Upthorn has politely presented rational reasons on what would be the problems of such a project — you interpreted it as if he think it's a bad idea and doesn't want you to continue; 2) if Upthorn doesn't want to see this (which isn't true, btw), it means no-one wants to see this? Upthorn = everyone? If you're so weak against polite and rational criticism, I don't see you succeeding with any projects on this site, because everything everyone says may be interpreted as a sign saying to stop doing anything and "go back to your hole".
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Truncated wrote:
Small complaint: Not that I don't like a quick judging process, but 3 hours is not enough for people to be able to give feedback. Even in clear cases as this (I assume from watching some WIPs, I haven't seen the full run yet), I think they should be given a couple of days at a minimum. People could be discouraged from giving useful input if the outcome is already decided.
For the record, there were 9 yes votes at the moment of acceptance. Besides, this is an improvement to a starred run (and a great one at that), so it is better not to procrastinate with 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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Super Yes vote, as promised. :) While I'm confident that it could be done sub-22 minutes, it's still a very high quality run that fully deserves to be published. Many different tests and calculations were involved to ensure that some of the tricks, shortcuts and microoptimizations work, which led to producing two unfinished test versions of this run.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Maximus, You are very good.™
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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jaysmad wrote:
Does this work in any other games? I mean the both ways glitch...
Most notable Battle of Olympus, Tiny Toons (both on NES)… Probably something else that I don't remember.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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SMB had nothing to do with this discovery, since the new run was using unconventional methods of going through and finishing the game. This particular discovery means that a ROM change expands the possibilities for the better, like with Rygar (or some other PAL run on the site).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Isn't it the video we were discussing here some time ago?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Looks very nice, and brings some pleasant memories as well. The only thing that bugs me, though, is the fact that it could have aimed for fastest time as well as for 100% kills (I guess it is possible to have 100% kills if boosting all the time?).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Oh, okay then. I'd also suggest charging the spark on your way left to have greater speed on the way right.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Ha, that's interesting. But on the other hand, won't that prevent you from sparking across the room you start your .smv in?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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AKA wrote:
For f**k sake remove the phrase "thats really hard to do" as its deeply unfair on other 2p movies without that description and it casts a unneccesscary shadow over some of the other 1p runs.
AKA, that's an obvious pun on the previous movie's description. Funny that you haven't noticed that before, since it was like that for almost two years or so.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.