Posts for morningpee


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I posted in the DeSmuME forums, maybe this is a known bug in that emulator version. Barring that, I will try to find the RNG so we can brute-force a sync from the first frame of gameplay.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Great to see you starting this.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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derula wrote:
I wonder if for runs like this, an edited encode could be made a part of the submission. Like in this case, after five minutes, there would be a cut with a note saying "15 minutes later..." and then it jumps to the final minute-or-so. Because I would yes-vote that edited encode, but not the complete video.
Something like this?
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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"TASVideos Pro" is the second on the list on Google's autocomplete when you type "TASVideos". Is there sense in making it more obvious this is a joke on this page?
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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There's a roadblock keeping me from TASing this game.
5z98qTHveupDQ5kL/veup wrote:
Allmost all frames saved in 200 lines mode are due to "landing recovery cancel" by pressing down arrow just before landing in level 1-17.
I think this is why his latest run is faster than my WIP, but I can't get his DSM to sync, so my perspective is limited. Can anyone please help me get his run to sync? I want to TAS this game but have been held up by this for awhile now.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Hey, anyone else think this one really deserves a star?
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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As you say, you definitely made 8-7 the most entertaining. Yes vote.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Someone used TASeditor/CoolKirby's glitch in an RTA. Discussion Edit: Changed the domain of my link from pay.reddit.com to reddit.com for Spikestuff
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Quick, someone make a rerecording version of VirtualBox and TAS Slugman
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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micro500 wrote:
Would anyone be interested in helping out via a distributed computing setup? It would involve you running a program in the background on your computer that would be processing codes. It would also communicate with a server to keep track of what has been done.
Sure
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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partyboy1a wrote:
No, I'm not talking about that... There is a small animation each time after the lines get cleared. If you clear the bottom lines, all lines above must wander down. In the NES version, this is done instantly. In the DS version, there is a small animation which shows the progress how the field changes. The field won't be changed if the top four lines are cleared. This should make the animation unnecessary because the field is already in the right state. I think this could save about one third or one half of a second for each four lines cleared. I think there must not be even a single block above the cleared lines to get this to work.
That's a good idea! I will test it tomorrow.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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partyboy1a wrote:
If you only clear the top four lines, it wouldn't be necessary for the other pieces to drop down, so this should save quite a fair amount of time.
This is true for NES Tetris and other Tetris games without hard drop, but clearing only the top four lines saves no time in Tetris DS. Am I understanding you correctly?
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Spikestuff wrote:
Try again shall we... xs is insane doing it again and again and ag-you get the picture. What is this the third Part 1? Or fourth? Eh... whatever.
Poor Yoshi... (10:37, 12:44)
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Okay
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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adelikat wrote:
This was a judging error in my opinion. A max score run doesn't go into the vault. If it was deemed an any% that's a potentially controversial decision that should have been discussed beforehand. What should be done after is leave it as it is currently, in moons. The more the idea of this being any% is discussed the more it is clear that this isn't a non-controversial non-subjective idea. And therefore, not ideal for the vault.
The run is improvable. Since this branch seems unentertaining and unvaultable, I don't see how an improvement will be publishable if the current publication remains in moons. I think I agree with feos, for the sake of consistency within this one game.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Mothrayas wrote:
I find it somewhat dubious. The little "copyright" blurb seems more like an easter egg if anything, and the game itself doesn't look like it ends.
Apart from the example of reaching 999999 (and then getting hit), the text "Copyright 1983" shows up if your sub dies and you have 0 lives left. Also, after you reach 999999 and get hit, your sub is uncontrollable, even though you have many lives remaining. I don't think the ending is an easter egg or a glitch.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Mothrayas wrote:
It is unfortunate how this run blows away the really extensive and fun setup of the previous Super Mario World arbitrary code execution runs. In my opinion, what made the previous runs so interesting is how many steps were required to make it possible. On the other hand...this is quite a bit faster than I'd even expect from an improvement. What's next? Breaking a game before the end of the title screen? EDIT: Also, I vote meh. Great improvement timewise, but as anything resembling gameplay is dwindled so much, it just becomes boring to watch.
Whenever I show someone a SMW ACE run, I show them the obsoleted run or the AGDQ expo. There's something about spawning so many cheep-cheeps that makes the obsoleted run more entertaining to me than the current one. So given what's already happened, I'm in favor of this movie obsoleting the current publication. Edit: If it's not a playaround or demonstration, I don't see why having a very short run for the "game end glitch" branch is a bad thing. There are many other ways to break games than simply jumping to the credits, and a TAS that tweaks the game but leaves in a significant amount of gameplay will always be more entertaining to me. Since that would be a separate branch, there is no conflict.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Thanks for your feedback, everyone.
eternaljwh wrote:
Still not sure what was meant by "killing the divers".
I meant killing the fish for that diver, but I see how I was unclear.
ObadiahtheSlim wrote:
Point of order: This game is completely unrelated to the 1990s TV series.
That's a good point. I'm not sure how I got the NBC show confused with this.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Post subject: Re: #4311: solarplex's N64 Superman in 1:19:31.67
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I think you made it as entertaining as it could be, by flying upside down after complete objectives, talking to NPCs from inside the floor, and falling over after defeating Dark Seid.
TASVideoAgent wrote:
Goals/Aims for Superman 64: • Surviving the creation of this TAS
I commend you, yes vote.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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boct1584 wrote:
The video is private.
Thanks, fixed.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Standing in the spikes at 3:47 was pretty cool. What about an “Esc” branch that uses clips, like this? Yes vote.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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Scepheo wrote:
jlun2 wrote:
Meh vote. You didn't fall upside down at the end. :/
On an interesting note, I did eventually manage to trigger the end sequence while being catapulted out the left of the screen, but this was somewhere between 10-20 frames slower.
Speed/entertainment tradeoff. That version sounds better.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Post subject: Re: new Seaquest WIP
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solarplex wrote:
what constitutes a level finish, grabbing enough divers?
Yes, you must return to the surface with 6 divers. If you resurface with fewer than 6, then you lose 1 diver, your oxygen refills, and the game advances 1 difficulty level. But this way, the game will not increase points per kill, and my goal is to reach 90 points per kill, so 6 is the magic number.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
Post subject: new Seaquest WIP
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I finished level 4, so I am halfway done. I am 1376 frames ahead of my last attempt and 1:28 ahead of the RTA so far. Link to video
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
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From IRC last night.
[10:07pm] ManoftheSea: I don't want to register just to make one post, but the recently submitted pacifist run of Sunset Riders has a kill at 15:30 in the submitted encode, on the top right of the screen.
He is right, an enemy was unnecessarily killed at that point. Not pacifist.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin