Posts for moozooh


Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Yeah, I have it in my MOD collection actually. I still prefer Brandon's soundtrack to the second game, as well as all his later works.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Oh man, that stage 2 music brings back so many good memories. Such an excellent game! Such a fast-paced TAS!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Oh god, not this again.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
For the record, I felt mostly the same about Spiderman 3 run in regards to its general pacing. This one, however, has a lot of odd breaks to disarm bombs, and everything is generally dealt with in exact same ways. I'd say it's a curse of every game with particular moves that happen to be better than others in 90% of in-game situations, depriving TASers from opportunities to show off their problem solving skills. Also, the moving/killing speed isn't gradually increased like in Metroid and later Castlevania games because everything is available from the get-go, thus providing less contrast between slow and fast. You can have the same result if you take a slow game and watch it at 1.5x speed. Does it become 1.5 times more entertaining? Doubt so.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Ah, okay then.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
At around 0:58 in the video where you wait for the electrical discharge to disappear, would it be a bit faster to start a swing or pull to gain speed beforehand? This game is seriously giving me a mental disorder. The design of Mysterio's level is mind-boggling, then there's the whole "MYSTERIO HAS MULTIPLIED!!!11" things, 23 robots to destroy (I don't remember robots in the movie), hundreds of bombs to disarm (I definitely don't remember so many bombs in the movie!), weird trance music that seems completely out of place, nonsensical and shameless placeholder ads ("MOVIE"), etc.. This game is all over the place. Did the developers do drugs? Boss fights were surprisingly lackluster, aside from Octavius fights that consisted of shooing him away with repeated kicks — that's absolutely hilarious! Yes vote, but it's indeed more repetitive than should have been.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I say go for consistency. If the rest of the run goes for in-game time, go for in-game time in this case also. Otherwise it can also be considered a speed/entertainment trade-off, but you'd have to make a case that it is more entertaining that way.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I think that was a pre-frame advance movie. 99% of those were easy to improve by just doing the same things in frame advance.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
scrimpeh wrote:
Yo. Is this game still being worked on, because I'm interested in improving the current run.
Yes, by three separate parties. Phil is missing in action. Cardboard and Bablo's version is stalled because Bablo is away and Cardboard doesn't want to continue without him. Last I heard about it, arukAdo was ready to begin his own version. If you want to contribute, he's your best bet.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
ObadiahtheSlim wrote:
The difference is that Contra wasn't designed to be allow a pacifist run. It completely changes the gameplay and adds to the TAS as the author takes interesting measures to avoid killing foes.
Can we please not get into the speculative arguments of what was intended or designed without ever having a way to substantiate that? By the same logic Castlevania wasn't designed for not using subweapons (because they're there) and not taking damage (because there's a health bar), and you can't argue that it doesn't change the gameplay, either.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
In the SM64 run, the glitching is obvious: speed is accumulated to the point where it allows going through solid obstacles. I, for the record, was against giving CT a star for the same reason Pointless Boy stated. Besides, SM64, OoT, and CT are all immensely popular enough games that don't really need special invitation, and starring their any%, which is also the most popular category, is largely a fan service.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Xarthok wrote:
51,8 in 9. Tunnel Terror, holy fuck
Probably a faster ledge climb after the first apple; the previous route had no backtracking, so I don't think it was possible to save so much time elsewhere.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
This… is a strange workaround. I think a more sane way to resolve the issue would be putting her into the staff usergroup and opening all features up for it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
And why exactly would that be needed?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
And what was the intension?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I actually tried it out just before submitting my previous post, and it did work. You're probably doing something wrong then.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Bug report: Darkpsy's profile says she has made 425 posts, while in actuality she has only made 22.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Haha, well, that was cryptic but I figured it out. VS system version is exactly the Tetris you're trying to load, produced by Tengen/Atari. Load the ROM, then in FCEUX's menu, go to NES → Insert Coin, then press Select.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
In Elma, there are glitches involving abnormal pressure applied to a suspension axis that will, assuming the angle is right, "eject" the wheel out of the obstacle (even though it never even entered its bounds) for a massive speed boost. Requires a lot of precision to control, as well as a sufficient kinetic energy to compress the suspension. After the wheel is shot out it obviously takes the entire bike together with it, usually making it impossible to land safely or avoid other obstacles on the way, but in a TAS that should be orders of magnitude easier than in realtime runs. Stuff like Warm Up will still likely not get improved more than a couple milliseconds, though, and I assure you even that will take a lot of time and understanding of the game's physics. These guys spent so many years playing it for a good reason.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Wait, why specify a playback size that high?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Re: Scanlines (maybe better than just stretching)
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
creaothceann wrote:
EDIT: Converting a 320x200 RGB source to 320x1200 and encoding that with ZMBV could be the best solution. The user's gfx card could stretch that without speed penalty.
While I do think that scanlines are a nice alternative to the usual stretching algorithms used in media players (if only because they look closer to how it's actually supposed to be displayed), ZMBV is clearly an excessive measure. There is barely any speed penalty for hardware-accelerated stretching, and all popular systems and stand-alone devices can take advantage of this. In any case, won't upscaling → adding scanlines → downscaling be a saner option?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
While I don't find the low% concept particularly applicable to Castlevania, I found this run to have its merits. It does seem boring if you never consider how hard the game is to play with restrictions like this; it suddenly makes a lot more sense afterwards — it's unlikely you'll ever see an unassisted run that attempts the same kind of challenge and comes even close to the final time. And I was actually surprised how lenient the hitbox was towards projectiles. I do feel the movie should undergo another revision in foreseeable future in case it gets published. It's clearly not up to the same standard the any% is, although it's not obviously unoptimized.
Mukki wrote:
That aside, I am surprised by some of the overpoweringly negative criticism.
This.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
That's cool.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
If you take a look at the current WR table for Elma you'll notice that the total time dropped another half a minute lower than what's shown in EMDQ. However, I think physics calculation is different between Elma and ACross, hence why the WR tables are not fully compatible. In fact, in Elma game physics behave slightly differently if you slow the game down or speed it up, or even manipulate VSync in some way (I don't remember what exactly because last I read about it it was seven years ago). I don't know how ACross behaves when sufficient compression is applied to either suspension, but if it's any similar to Elma, it's of course a goldmine for all kinds of abuse that can't be done precisely in real-time.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Now you're just causing trouble, Deign! You're posting links to pages linking to pages containing links to illegal content, you must be doing this on purpose! On a more serious note, since Nach is still judging — for some reason I still don't understand — and the current discussion has nothing to deal with it anyway and shouldn't even be conducted in public (don't forget that we don't use ROMs even though we have ROM names as a required field in submission forms), nothing fruitful is going to come out of this. I'm locking this thread for the time being.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.