Posts for nitsuja


Post subject: Re: Looney Tunes
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Dark Fulgore wrote:
I'm making a TAS of this game...but I stoped at the first boss...I need a good strategy to kill him...somebody can help if interested??
Jumping on him does double damage compared to shooting him, so just bounce on his head and make sure his life goes down by 1 full heart each time.
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Somebody else started this, as well... let's see... Have you seen this thread already? That has another movie to compare against.
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That argument is 1 step away from justifying that it would be OK to publish a TAS of "watching paint dry". But I agree this is hardly capable of boring whoever watches it. And if a lot of people were familiar with this game (if it were a Zelda game, for instance), this would probably be a shoe-in for publishing.
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If the game supports the multitap, yes. Secret of Mana has 3 players and a run of that is in progress. (edit: 24 seconds late)
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AKA wrote:
EDIT: I take the speedometer signifies pixels per frame.
The number is 4096/3 times the number of screenfuls per second. To get pixels per frame, multiply by 240/1024/60. So if the number says 1560, that means you're moving at about 1.14 screenfuls per second, which is about 6.1 pixels per frame.
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chewan wrote:
Super fast bouncing around.
I never thought that was a particularly accurate description, yet so many of the Sonic movies get it.
chewan wrote:
I never knew about that glitch in Oil Ocean where you could skip to boss battle at the end of oil sea. Gotta try that one soon.
It's hard to do, even assuming you can get there alive going under the oil so many times in a row. But it works because the game suddenly changes the oil's level to be far above you, yet only determines that Sonic should die based on how far offscreen he is instead of how far under the oil he is. Since you can jump repeatedly in oil and the game doesn't kill you immediately because the camera takes time to move up, you can jump all the way up to the boss fight.
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flagitious: I don't know why I didn't consider this idea when you brought it up before. Well, the way you described the solution, I thought you meant that it should play back the entire movie and compare the resulting state of emulation, which would be much too slow. But what I now think you meant is really quite simple to do:
if(memcmp(Movie.InputBuffer, Savestate.InputBuffer, Savestate.InputBufferSize))
{
	return SNAPSHOT_INCONSISTENT;
}
So you can expect subsequent versions of Snes9x (at least) to not have this desync problem anymore. EDIT: And also that problem where the movie suddenly stops playing when you watch your progress a little too far.
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Dromiceius wrote:
PS. I had movies, but dehacked isn't accepting movies made with Snes9x 1.5. Boo-urns! :p
Neither will this site accept them, I think... Especially if you actually used Snes9x 1.502, which is not compatible with either 1.5 or 1.51, movie-wise. I would stick with 1.43 (or variants of it) until 1.51 comes out. See the posts here for more explanation.
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upthorn wrote:
Edit: so waiting for the capsule to double back a bit is faster than waiting for knuckles to turn around mid-glide.
Yes, but you can get it while it's still moving left without spindashing there. You have to stand all the way on the right then jump and move left in the air, and jump again at the very edge.
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upthorn wrote:
AKA wrote:
3. I hope thats the optimal time to hit the switch after Robotnik.
As much as I wish it weren't, that is the first possible frame to hit the switch.
However, you can save about 90 (out-of-level) frames by hitting it on that frame from a regular jump instead of a spindash jump, because that allows you to turn around instantly before gliding, allowing you to land early enough to spindash to the right before the Knuckles does the victory animation.
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Zurreco wrote:
Brevity is ... wit.
Isn't that from The Simpsons?
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Nibelung wrote:
But just one question: Why you don't made the Aquatic Ruin's boss glitch? (Make sonic stop in air) It's very easy to do. You just need to stay in one of the pillars, and make Tails do the final hit. Quietust don't do this because he's not controling Tails, but you was. :)
Oh, that's a funny glitch. Acts like a variation of the one I found in Wing Fortress, but not as permanent. Well, I never encountered that one, and had not much reason to hunt for glitches there where it clearly doesn't save time. I did find a way to go through the pillars in the boss fight to outside of the screen, but all that did was make Sonic die.
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I'm starting to think that the boringness of the special stages and repetitiveness of the super music will jeopardize the chances this run has of being published. Nobody has said that, but not many people have posted their opinions, and it's not uncommon for everyone to say "wait, this is boring" only after a run is done and submitted. (If only the bonus stages gave emeralds... those look a lot more fun.) EDIT: I should clarify that this is turning out to be interesting enough that I would actually like to see this done, although I think a Knuckles run that doesn't collect the emeralds would also make for a good movie.
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I found* a big time saver: When you exit a tunnel vertically, such as at frame 14740 in your movie, there is 1 frame where you can jump directly out of the exit, if you entered the tunnel in just the right way. That means instead of going straight up, you can leave it at an angle and perform a glide out of that. In that one location alone it saves 400+ frames because it means you don't have to wait for that platform to come back down to get onto it. It could save time in other places by allowing you to immediately stop and spindash at the exit. EDIT: Here is a demo movie, which is your last WIP until that part. *EDIT2: I swear I did not see Mr. Pwnage's post above. However, he didn't mention that in both of upthorn's movies, he never became precisely level with the ground for even 1 frame.
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AKA, I think it would help if you were able to directly see Sonic's speed value at all times, so that you don't have to constantly test how far he moves after each action. Here (mirror) is a version of Gens that will do that for you. It displays (X speed, Y speed) in the messages area. (And yes, you can change the savestate behavior in the options to not have 1-9 directly load.)
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I don't understand why this topic keeps coming up. If you discount everything that's posted in the "Off topic" forum, most of his posts (80%+, it looks like) are directly saying something relevant about the topic at hand. And the ones that are completely off-topic tend to be near or in response to already-off-topic posts (which there are a lot of in the N64 games forum, for example).
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That sort of thing doesn't work too well in an actual game that checks input at 60Hz, as too many presses happen on the same frame as another press, making it detect a much slower rate.
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OmnipotentEntity wrote:
It doesn't work for me either way.
There must be something configured wrong. Well, here is a rapidshare link to the file. It's only a test of level 1 (probably the least entertaining level because it has a 2-flies-onscreen limit) that I did earlier for Snes9x. I thought I ought to post it because it certainly demonstrates "mov[ing] the cursor ridiculously and not look[ing] anything like mouse movement", although I wasn't trying for that at the time and it would be possible to make it look much more ridiculous. I haven't been able to get BoltR's movie.
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So you're making 2 different runs, and right now you're doing the no-emerald one?
AKA wrote:
What do you mean by microstorage?
DeHackEd's microstorage. The address is http://dehacked.2y.net/microstorage.php. It's specifically made to host emulator movie files, such as GMV, without wait times/advertising/etc and it shows some info about the movie before downloading it. For example, I put the movie file you posted above here. The only confusing part is that the URL name ends in .gmv (or whatever the movie type is) even though it's really a download page instead of a direct link, so some people might accidentally download the page's HTML and try to play that as a movie. But I think people are used to it enough here to not do that.
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Yes, it would help to put it up somewhere even if it's the same as before, as the Downloads page tries to link to it. Include the source code, too, if you can.
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Does anybody still have the last version of this? The download link has expired.
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GMV is allowed at microstorage now; no need to keep using Rapidshare. AKA: Do you think this will be published? It looks like you're aiming to obsolete your rejected run instead of (as many requested) JXQ's run.
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tmont wrote:
I noticed this a while ago, but was too lazy to mention it. Why exactly is this game listed as "Legend of Zelda 2..." when its title (in the US) is "Zelda II..."?
I think it's done that way for consistency, so that games in the same series are next to each other alphabetically in the movie listings that people browse through. Several other games aren't listed by their full names, either.
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IdeaMagnate wrote:
For example, the only reason the Monopoly movie is fun to watch is because of the extremely unlikely manipulation involved.
The current Monopoly movie actually isn't tagged as a concept demo. This one is more of a concept demo than that, because its goal is basically to be the "shortest TAS ever", not to entertain with what goes on during the movie (which Monopoly can do at least to some small extent.) If there's any entertainment to be had from this movie, it's entirely in the idea of what it does. Since the effort required to publish this would probably be quite small compared to publishing any movie of normal length, I don't see what the problem would be with putting this up as a demo the next time some other movies are getting published, with the understanding that any shorter game-beating movie can obsolete it and that similarly-short movies won't be published for any other reason. EDIT: Voting Meh, though I can understand how someone familiar with the game might actually be entertained by this.
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I think there's plenty of action to be found in N64 games. Not in very many of them, to be honest, but even Mario 64 on its own probably has enough potential to justify N64 TASing. (And, at least auto-scrollers had been largely abandoned by the time N64 games were being made...)