Posts for moozooh


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Umm… yeah, I see some extreme variety in this run: approximately two different attacks throughout all the battles except the last one, where you use the third one exclusively. The movie is well optimized, but I don't see anything interesting or surprising in it; it isn't even remotely as interesting as simply playing this game or watching some SSBM flicks by SuperDoodleMan. So I vote meh.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Very entertaining if tabbing through the bonus stages. Lava Reef totally made my day.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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HAHAHAHA NICE ONE ANGREFIST !! !!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: new wip (now in brand new .avi flavor!)
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So as I already told Saturn, I found another, more elegant solution to shooting just as I finished typing that post: I just release L one frame later if there's a need. Well, as I promised, here's a new WIP which finishes the Crateria part and goes up to Brinstar. I was 82 (!) frames ahead of Saturn before the kago refill sequence, but ended up being only 44 frames faster at the elevator, so I'm considering redoing it (I just didn't want you all, especially Saturn and Drewseph, to wait for so long). I'm planning to be at least a full second faster at this point in the improved version. Also, I've already reached Saturn's rerecord count here. :) Also, by a request, here's the WIP in the AVI form: — Ceres segment (5 MB); — Crateria segment (16 MB). Main points of interest for those who care: • frame 4000 — shooting the door without stopping; • frames 6500—6600 — killing the pirate and getting the refill without slowdown (technically, it's as fast as Saturn's version; I just fiddled around with not getting full acceleration and got this. Sadly, it can't be done any faster); • frame 6750 — getting a perfect boost to avoid jumping on a ledge (ended up only 3 frames faster, though); • frame 7500 — a boost Saturn somehow forgot to do (gave me ~20 frames); • frames 9000—9150 — the horrible abomination of the segment: refilling on a kago. >_< Any comments are welcome.
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 are a memeber. please give some creds. ©
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Syreeta wrote:
So you're saying that with emulation, a game's odds COULD be put in a player's favour (ie. something like changing the enemies' AI or causing basic enemies from not appearing at all), but it's something that people who make TASes here don't do as it's against the rules of this site or not possible?
"Changing" enemies' AI and other parts of the read-only code is impossible. However, if (by the game's design) all that is required to abuse their behaviour algorithms is player's input, it is strongly encouraged to do so.
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'd also estimate at least 95% of the programming errors to be found and/or later reproduced to a certain extent on the console versions of the games. Some of the glitches require just too much precision to be reproduced on a console, but they're usually well explained by looking at the memory content of the game or by disassembling it. However, I can name at least one game, whose console glitches don't work [correctly] on the less accurate emulators, but that example is kinda the opposite of what Syreeta is saying. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Tombad wrote:
All in all, good work.
And also nice!
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 thought about it when planning my possible upcoming 14% run, and no, it definitely wasn't faster to go with Speed Booster instead of Ice Beam. Not only some bosses (especially Ridley and Mother Brain) would be about 1.5x slower, but killing metroids without Ice Beam will definitely be a torture to the viewer. However, I also tried skipping the Gravity Suit (the least mandatory item in the low% set), and was only a single bit out of success. Inability to skip it was 100% confirmed with both math and empirical tests, but I was really close to skipping it. So the low% route stays pretty much the same.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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comicalflop wrote:
Now I have to get the AVI of this to replace the 15:48... The things that were mentioned in the 15:48, namely the point of the subtitle at the beginning telling viewers to skip ahead which I thought was unnescessary, as well as not using the patch to solidify the magna beams... was that changed?
Since you have to get the AVI anyway, and see the answer yourself, could you please cut the amount of redundancy in your posts? I should say, they are very redundant. Probably to the Warp's level of redundancy, with the only exception that Warp doesn't post as much as you do. Have I said you're often being redundant? Oh, it seems I have. Now I'm going to get myself a glass of cola… By the way, to answer your question, the subtitles don't say anything about skips, and the magnet beam was solidified. But as you had to get the AVI and see it yourself, my answer was automatically rendered redundant. Oh my, what a pity.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Nice run, yes 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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Well, I can assure you that every published Super Metroid run is beatable by several minutes (except JXQ's 100% run, which could be beaten only by 35—55 seconds), and eventually will be improved. Saturn is working on a new any%, JXQ will soon improve his 100%, and I may be going to improve the low% once I'm done with SMR. :) Current SMW 11-exit run is really perfect (at least to my knowledge), and the NES Megaman games (except for maybe 1 & 2) are only improvable by numerous frames, but that's not my area of expertise.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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99. That one was a mistake.
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:
moozooh wrote:
Well, actually, Bisqwit was talking of something like 3 seconds, not 4 frames…
Yep, 4 frames would be a more realistic estimate though :) I was giving the "if the world was perfect and the moon was brighter" type estimates.
Glad to see this statement disproven, and hooray for the man's victory over the machine! :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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AnotherGamer wrote:
I think the fact that I was able to beat it in a single day despite never playing it before says something about its difficulty.
Well, it really is very easy. Much easier than the Genesis version, IMO.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Also, what's the deal of creating a new topic for each little movie? Every game has its own topic.
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:
More than 4 seconds actually.
Hmm, right, I haven't counted the time it takes the doors to unlock at first. That's even better, 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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Hey, not everyone — I was always saying it was possible. :P Saturn, what the hell did you just do with Draygon? Other than having two seconds easily knocked off JXQ's fight, you just badly pwned the damn fish. :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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Aladdin was in fact my first SNES game, and also the only one for about a month or so, so I trekked it back and forth something like 50 times before I was able to play other SNES games. It's funny how I knew it like a back of my hand back then, and hardly remember today. Jeez, what a dumb game, anyway. :D Nevertheless, this is a very nice run, and a very nice improvement as well. Yes 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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Votes yes on the grounds that there will be an improvement from either you, AKA, FODA or anyone else somewhere in the future. Still, a very nice run. Most of the time I didn't notice a difference except in a few places. Good work.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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JXQ wrote:
I also didn't know that there were backwards letters in the character set! Boo-yah!
Those were cyrillic. :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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Ok, I'll explain everything in detail. I'll start with indepth running mechanics. Samus's normal ("walking") speed is 2.75 fr/px. Pressing dash makes Samus accelerate at a linear rate of 0.0625 px/fr^2 (= her speed increases by 1/16 pixels per frame every frame), stopping at 2 px/fr (I'll call this "part" of her speed her velocity). That means her full speed without any additional factors is 4.75 px/fr. To achieve it from standing still, you need to press forward+dash for 33 frames, travelling a distance of ~105 pixels (less than 7 full tiles). Situation begins to look really weird when Samus starts moving her arm cannon. Every time its direction changes, her position shifts forward by one pixel. For instance, if you press L on frame n and release on n+1, Samus's arm will normally change its direction on frame n+2 due to the input lag of one frame and the animation lag of one more frame:
n   | you press L (aim down)
n+1 | +1 px boost
n+2 | +1 px boost, Samus lowers her arm
n+3 | her arm returns to initial position
Alternating the arm direction, Samus reaches her maximum pre-booster speed of 5.75 px/fr (still not Sonic the Hedgehog, but still nice). Shooting Samus's cannon has the same effect as aiming up or down, with one notable exception: it doesn't return to the initial position until you change it to something different. Therefore, you have only one pixel of boost when you release the button. And sometimes, it is preferrable to have only one pixel of additional boost. Now, a bit more explanation (or "Why do I have to shoot the cannon"). The above math fails miserably every time Samus runs up or down the slope, since one very important factor kicks in: the incline angle. I don't know exactly how to calculate everything since I can't measure the angles without using SMILE (actually, I wouldn't bother doing that anyway), but I know for sure that: - running either uphill or downhill, Samus moves slower (technically, she isn't really moving slower, but rather is travelling more distance); - depending on the incline angle and your horizontal speed, you have a certain chance of experiencing a collision error. This is the biggest problem in TASing this game. If the error occurs while Samus is running uphill, she'll get into the ground, then immediately ejected, and as a result come to a full stop. This is a very rare thing, though. When the error happens while Samus is running downhill, she loses her grip with the ground which sends her flying at the speed equal to her velocity (maximum of 2 px/fr without speedbooster) combined with her momentum (usually 2 px/fr; it builds up to that speed after 11 frames of pressing forward from standing still). It doesn't happen if Samus isn't exceeding certain speed limits, which is why you never see it in conventional play, unless you're both changing the arm's direction on the slope and you're unlucky enough. Due to Drewseph's [rather cruel] level design, the game is full of considerably steep slopes right from the beginning, so in the TAS it happens all the fucking time, which was why I had to move the running precision to subpixel level to avoid unwanted collision errors without losing much time. However, since I don't know the indepth calculations well enough, I can't predict when and how will I lose the grip the next time, so it's all a matter of trial and error. You can run down a certain slope fine, but fall off of it if your initial position has an offset of 1/64 px. Yeah, that bad. That's also the reason why I'm close to 9k of rerecords even though I have Saturn's WIP as a reference and I haven't even crossed the mark of 2 ingame minutes. That's why the progress is rather slow nowadays: I have to manipulate certain refills without losing more than 1-2 frames compared to Saturn, and it seems that changing the room state by entering it later affects the randomness inside, but I won't know that before I pass through several screens of that room. So I'm doing, like, 500—1000 rerecords every day, but the run don't move forward timewise. :) Also, to answer Tub's question: shooting the air to have a boost doesn't really add to nor detract from the complexity of the run, it's just a method to fine-tune the subpixel position without being slower. I think I'll settle with not doing it unless absolutely necessary, since I myself don't like those "missed" shots too much.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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JXQ wrote:
I guess next time I'll stick a big orange flag in the ground that reads "SARCASM" and sound off a few air horns.
Aha! So you knew the answer. Now I demand a lot of creds from you!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: I need some input on this one.
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Slow but confidently. :) Another WIP to be released soon (don't expect anything extraordinary there, though; I'm in the middle of a rather difficult refill sequence at the moment). There's a serious speed/entertainment question that I wanted to ask. Due to the specifics of Samus's movement, it is sometimes advisable to make a horizontal beam shot instead of doing an arm pump (you'd understand why if you were more informed on the micromanagement in this game). Most of the time, it would save me less than a single frame. In any case, the difference in speed is hardly noticeable but it still helps in certain situations. However, it may have a negative impact on the entertainment (periodically shooting the air in a TAS is hardly understandable unless it is done for luck manipulation means). Thus, the options are: 1) use it every time I need to, which could save me 50—100 frames in the end; 2) use it only in absolute necessity. So, what does everyone think of 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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So umm, what was the "concept" of that battle? It looked rather ordinary.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.