Posts for scrimpeh


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Link to video Way too much of a bop.
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Recently, I've been playing a bunch of custom Doom wads, and one of the things that stuck out most to me was the breadth and quality of custom soundtracks talented composers would make specifically for those wads. So here is just a small sampling of many of the fantastic MIDIs that dedicated composers made over the years. WAD or Map titles (where applicable) are put after each entry. Mark Klem - Hidden Anger (Memento Mori) Jeremy Doyle - Quarry (Icarus: Alien Vanguard) James Paddock - Sanctified (Plutonia 2) Petter Mårtensen - Temple of Judgment (Hell Revealed II) B.P.R.D - The Mucus Flow (The Mucus Flow) There's also the MIDI Pack for the Master Levels for Doom 2 by Peter Lawrence, which I cannot link a single track of, because so many of them are so good. i could link more.
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I've dabbled in NESdev before and been interested in the limits of raw PCM on a NES, and all I can say is, I am completely stunned. This is so completely ridiculous I cannot even comprehend it. Interleaving APU and PPU writes like this is not something I would've thought would be possible, but the result looks and sounds stunning. I am completely in awe. Hats off to you. Thanks also for the really long and detailed write up explaining every step of the way. Breaking down all of the programming steps really helps to understand what is going on.
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Stunning work. I have to admit it could get quite hard to follow everything that was going on with so many projectiles on screen and two players, but at the same time I couldn't believe how you get through all of this without getting hit. Absolute yes vote from me as well. This was a treat.
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Before the inevitable deluge of April Fool's submissions, I'll just say that this run was quite enjoyable. The optimization looked pretty good to my layman's eyes, with lines being taken optimally, and you didn't ever seem to waste any time. The speed tricks were especially cool. I didn't think I'd ever see a boss falling to its death outside of a Dark Souls game. Yes Vote!
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Link to video This is a thing (00:32).
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It's a bit unfortunate that you have to run past most enemies, letting them just hit you. Since all damage that you take slows you down, along with the creature having a pretty slow acceleration, it does hurt the flow of watching. Same goes for landing from a jump, and a lot of other animations you need to recover from. Without knowing anything about this game, could you have picked up a stronger weapon in Stage 3 to finish the slug boss faster? Or is the stick all that you get? Fwiw, the game was short enough and the TAS was interesting enough to hold my attention, so I'm giving it a yes.
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What a game. Been a while since I've seen a game with such amazingly atrocious writing. On the bright side, the TAS was quite entertaining. Yes vote.
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This was excellent. I'm so glad to finally see a submission for the memory corruption run. The gameplay was great. The optimization shows in every room, and I'll never get tired of seeing the zips. I still wish you could do the glitch earlier into the game, since it's so linear and you see so much from the full categories anyway, but either way, this run was fantastic. Great work!
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Well, this TAS served to remind me why I love this game so much. Thank you for making it. There's not much I can say about the gameplay. It seems optimal as far as I can tell, but then the actions you can do are very simple for the most part. Either way, I certainly enjoyed this a lot. Yes vote.
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Hi Glitchman, and welcome to the site! This was a fantastic run. I can always go for more Mario, and I'm glad to see the previous warpless run was improved. It's also cool to see a route change in the game. Great work! I hope you make more TASes in the future.
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Fantastic work! I can always go for more Mega Man, and this was great! Thanks for making this improvement. Definite yes vote.
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Fantastic! I was still holding out for a Haunted Castle TAS, and I'm so glad there finally is one. I never got far into TASing this game, but I remember it being a veritable pain, since you have to slow down for everything. You seemed to handle it very well overall. Just one question, can you not take more damage in Stage 1 to get past some enemies faster? You seem to have enough health overall. Anyhow, great work! Absolute yes vote from me. Also a huge thank you to CloakTheLurker for the encode!
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Hi and welcome to the site, Oopla, and congrats on your first TAS! I really liked watching this, The movement was very fluid and every room was dispatched efficiently. I didn't even know about the shortcut before this. That was very cool to see. It might help that I'm a huge Morphcat fanboy, but this TAS really was a treat for me. Great work! Yes vote, and keep it up!
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This was recorded on Windows XP Professional Service Pack 3, Version 2002.
And this is why I was hoping we could've ditched hourglass a decade ago. Anyhow, this is a game I'm actually fairly partial to. Obviously the movement is quite simple, and even in six minutes, it kinda begins to drag on, but it's not too bad. I only wish there were more skips. Is it impossible to stand on the edge of the spikes at 4:52 in the encode? Anyhow, I enjoyed this enough to vote yes. Keep it up, and huge props for actually having the patience to deal with hourglass.
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This was a very nice run. I liked the movement a lot and couldn't spot any obvious improvements. Yes vote.
Post subject: Ringboost Visualizer Lua Script
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So I went and did the thing I probably should've done 7 years ago and actually mapped out all of the ringboosts you get for a ring. Since the positions don't normally change between rings, you can just create a heatmap and show it in-game, which is what I've done. This allows to quickly get a visual reference for where you need to be to activate good ringboosts. It also finally clears up where exactly good ringboosts are and aren't. I've written a Lua script that lets you overlay the heatmap over any ring of your choice. You can check it out here (GitHub link). This is the current heatmap. Black shows high-value negative ring boosts, white shows high-value positive ringboosts. Red shows ringboosts that are above the speed cap of 48 / -48. You can clearly see the radial pattern. You could still extend it further to the sides if you wanted. Here is the raw data. (CSV format, About 5 MiB, currently)
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BigBoct wrote:
1. The Metroids are immune to Power Bombs in this hack, so you need the Ice Beam, which is at Mama Turtle, which is gated by a metal door linked to the Red Space Pirates in the room below Mt. Everest, which can only be destroyed by the Screw Attack. 2. No, there's not. Ridley's death unlocks that metal door.
Ah, I see. Thank you for clearing that up!
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Well, this is Super Metroid Impossible. I have to say, being this early, the hack honestly doesn't hold up very well to me. Most of the rooms are almost completey unchanged, save for the extra spikes, so the TAS can go through many areas just the same way as in the base game. That means that there is not really that much novelty left. Sure, you have to hellrun, but other routes through the main game have that too. The gameplay and optimization looked mostly fine to my layman's eyes. I was especially surprised to see how smooth most of suitless Maridia went. There were some parts that were questionable, but there's probably a good reason I'm not aware of. For example: - Why position yourself so far to the right when picking up the Charge Beam in Upper Red Brinstar? - Why did you position yourself so far to the right when the Golden Torizo fight ends? - Is it really necessary to pick up the screw attack? - Is there really no way to pick up the Wave Beam earlier? Overall, I liked the movement and gameplay enough to vote yes for Entertainment. Staying on 0 HP for so long an especially cool and unexpected part. Keep it up!
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This was fantastic. There is something that never gets old to me about the game stumbling and going "You Win" after something seemingly innocuous happens. Yes vote for sure.
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I don't know the previous TAS of this game, but this was very fast and entertaining, and the new zip glitch stood out. Yes vote. Great work.
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I can only second LogansGamingRoom, I am completely astounded by all of these discoveries. This route and the steps required to perform it are completely crazy.
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Wow! This was completely unexpected. What a fantastic improvement and what a crazy run. Total Yes Vote. Walls are for losers.
Post subject: MSX Vampire Killer Stair Glitch
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AgentWyvern discovered something very interesting. This game also has a stair glitch. (Twitch Clip) Link to video From what I can tell, this is caused purely by walking up and down the stairs through a screen transition and stopping on the right steps. If you do it right, Simon will walk over the end and climb up the staircase into the air. Whether or not this works depends on the length of the staircase above and below the screen transition. I've gotten this in other places, but so far, I don't know any application for it. Update: It's caused by exiting a staircase after walking on it for exactly 512 frames (= 32 steps). You can walk up and down any staircase then. The important RAM variable to watch is 0xC42B. This means it's quite slow to activate, but it might still save time somewhere, considering how out of the way some of the stuff in this game is. A door skip would be the holy grail, but I haven't tried routing anything yet.
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Wow, you work fast! It's rare these days that a submission actually makes me drop everything else to watch it, but this one did. Absolutely fantastic work once again. Some of the new glitching is outrageous. I can't say I entirely understood what happened in Twinkle Palace, but damn did it look crazy. Other than that, the execution looks excellent once again, and I'm so glad the wait for the zombie caravan could be eliminated. Great work once again! Yes vote.