Posts for p0rtal_0f_rain


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You can take excessive damage to save time, but the thing is that as long as the Soylent Sodas are not there when you need them, that's where any TAS attempt can get jeopardized. Nothing else, go into one of the backalleys of the first stage and there should be a soylent soda that maximizes health. Even though it may kill a ton of frames, taking damages to save time might make a difference. And I already know about the multiple fists, but thanx for reminding!
The punch-spamming-while-jumping glitch works because the game creates multiple fists, up to 6 I believe. Each one is its own object that follows Arnie's position and then stack, causing lag and taking priority. A new object that is created has no room because of all the fists and so is thrown aside. This is why, say, the sitting hobos disappear when you glitch punch them--they die and create a walking hobo, but if there's no room to walk, they just...disappear. The important thing is that they stack--if you glitch six fists when you punch the boss hobo in the head, you'll actually do 30 damage instead of just 5 from one fist. This is obviously useful, but balancing it with preventing lag makes things tricky.
Let me also explain something fishy in the beginning of Mars. It's about the floating UFO's. If Arnie fires a gun above the windows at a certain point, that's where either the floating UFO's will appear as soon as bullets catch them or easily disappear glitch-wise. Review my FCM and you'll find that I only caught two instead of four. Possible glitches I did (simple turbo-firing) was the reason I only found two UFO's. But after such glitch, the doors to the next room/transit hub would open with ease.
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Damn it! I was almost done with the first quarter at 24-0 and then FCEUX crashed. =/ I'll have to downgrade FCE back to 0.98.25 and give it another shot.
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Even though the invisible team players cannot be seen on the gray areas of the field, they can be seen toward the top of the screen.
Post subject: Tecmo Bowl, utilizing significant glitches
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On the downside, you have to use the password 397BFFA5 to form an invisible team and take on Chicago. However, there will be a demonstration of glitches along the way, no doubt! If this did become a true TAS, my goals here would be: - Aim for maximum score (99) by the end of the 4th quarter - Use a level password (I hope) - Throw in a speed/entertainment tradeoff to run the clock down a little bit - Program error abuse: moderate to severe - Show as demonstration - Emulator: FCEUX 2.0.2 - ROM: Tecmo Bowl (U).nes During the input, there will be times when the invisible team on offense can get stuck after selecting a blank play. On the other hand, that team can punt-kick the ball or even get close enough for a field goal. Another thing, selecting a blank play can sometimes make the QB throw the ball to another player and sneak-run the ball to the end zone for a TD; before the ball is even hiked! LMAO... Therefore, that's what strategy is all about if you're taking on serious glitches! I don't know what most of you guys believe, but based on speed, the invisible team is fast! No, not faster than Link out of Zelda 2, but this team can get the job done, I feel the potential. =) I'll try to work on this today, I'll post a WIP soon.
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Adventures of Bayou Billy allowed players to use Zappers in their shoot-em-up games, is that better or worst than Hogan's Alley?!
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Don't forget about the racing area in Mars as that can be the main source of lag. If you can discover any glitching techniques that might knock the other cars and people off the screen, you might recover out of the lag and knock more time off. Impressive for 9 seconds! Just remember to thank me in the end. =)
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Uh-huh! This gets more interesting beyond Ecco 1 - I vote yes.
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I understand. Using a clean rom gives a better result which we all should know.
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Why did VideoAgent run snapshots off a corrupted ROM instead of a clean one?! That's wrong.
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Hmm, those screenshots don't look right once again. Bisqwit, can you please fix that videoagent bot of yours?! =)
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I'm counting on you! Let me know if nothing can beat 5:22 and I'll submit what I got. Big thanx =)
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Twisted Eye: any progress? Just curious. I still got my latest FCM movie where it's 5:22.87 but I'm not going to do anything with it until I see/do another optimized attempt. Thought I'd play it safe. =)
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I never seen a Robocop game this fast. I am deeply sure this would be a more decent game to TAS despite cheap-ass turtle-play on the first one. My vote is a yes.
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I vote yes because this ROM has better graphics than the NES version. That and I love this game! I'm glad I found a TAS of this game, which wasn't too bad or too good, just right. =)
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Oh, no! As soon as missile is in line with MG and the moment you stop the movie here: The missile should cruise from there (with no further input), hit MG, and finish the game. Shown there was frame 113,984 of 113,995. Edit: Nevermind, I thought that missile would hit MG if it kept going straight, but I noticed you had to hit "up" within the last frames. I thought we can really defeat MG from the side instead of the front! That gun pod... =/
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Anything for Metal Gear! Yes! My only concern was the final boss. After you fired your last rocket and got through the blockers, the movie stopped as soon as MG blew up. You could've stopped your movie input immediately after you hit your very last left (airway to MG's eye) to get a slightly better result, or did you already try that?
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If I can recall, Zeromus had a few changes on him during battle. Kefka only appeared as a "God" version in his final battle. And the Dark King out of FF Mystic quest had four characteristics on him. Big difference the way I see it.
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Who's better, Kefka or Zeromus? [300]
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Gentlemen, can we all just get along? ;-)
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I'd like to see a movie of this! I never heard of this game out of all the SNES games I played.
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I did try shooting in mid-air at Todd, but it did not hit him. Either that or even at the peak of my jump (or even a damage boost that would put me slightly higher), it wouldn't hit the guy. I did cover Todd when he was about to kick down a locker box. That I knew.
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...and resurrected! Damn, lol... Ding-ding, alright everyone, settle down, class is in session. Don't worry about the pledge of allegiance, we'll get to that later. Today, class, we will study about Highland High School which is indeed the first stage that Beavis and Butthead will see on their broken TV at home. http://dehacked.2y.net/microstorage.php/info/1199980615/Beavis%20and%20Butt-head%20%28U%29%20%5B%21%5D.smv It simply starts with running and of course thinking ahead of yourself. You have to determine the best frame to execute such weapon where it will take down an enemy as soon as it appears on screen. My Highland demo (link above) has a few of those points. In the shower area (after the first gym), there is no telling which route was faster to take as soon as they show up at the first door, I believe. I just went through the door to make sure there wasn't much lag. Finally, the boss fight. After you first hit the boss, it flashes 9 times before it appears visible again. If you do want to score a hit immediately after the boss stops flashing, try to swing your red glove after the 6th flash. There is a good chance we can optimize this run, but it will take more brains! Class dismissed.
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Another + One thing that caught my attention the most was the character switching while walking.
Post subject: Important thought(s) of TAS'ing a PSX ISO
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Regardless of any emulator that would contain re-records and other tool-assists, my biggest concern is any ISO that would load up data "on-time". My example is that let's say I did create a TAS of Twisted Metal 4. I did wait a certain time to get through the loading screens and continue my input into such emulator movie, and that I did sync things right. But when I go back and replay the emulator movie, there was a little delay in a loading screen and it threw my emulator movie into desync. It's not that we already have a PSX emulator with the tool-assists we need, but this is one thing that totally questioned me about the behavior of loading data. And here, when I say, "data", I mean the stages, the characters, the FMV's, the skits, that's what I believe. The moral of my theory here is that all of our computers are built differently. Some can bog down and make players and viewers wait longer for things to load up. Seriously, if the emulator movie is still playing and the ISO is still loading data, that's when everything can easily desync. My last thought is that if we do want to create an emulator movie, we can try to get the emulator to create "stops and resume points" during loading screens. In other words, if we complete a certain segment, we can put a stopping point as soon as we get to a loading screen and place a resume point immediately after a stage/event is fully loaded. The key here is try not to include loading screens as frames during emulator movie playback. Otherwise, I can't think of anything better. On the other hand, wait 20 to 30 seconds during straight emulator movie recording before resuming play. That will make sure the computer loads everything and have no excuse to desync the movie, it's still going through.
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I ran the movie on 1.43 and it totally desynched during the very beginning when Cecil was stealing a crystal.
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