Posts for shar


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feos wrote:
The verification movie syncs, but the actual movie dies at the spider in the first level, with both mine and yours onlineLicense.ini, with all the default options aside from the character. Should I be trying other options like screen resolution maybe?
Yeah, you might try 1280x960 and Restart Music -> OFF, this is what I played it on. But I think I also had spider desync at some point, and I tweaked some Hourglass parameters, I don't remember which ones exactly. This is my current hourglass.cfg
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feos wrote:
It's getting funnier. https://i.imgur.com/eIuOnXJ.png
Hit Win+R in WinXP, type msconfig, then go to BOOT.INI -> check /SAFEBOOT -> OK, reboot. Then you'll boot up in safe mode. After installing Guest Additions, uncheck it back to reboot to normal mode.
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feos wrote:
Would you look at this beauty https://i.imgur.com/BEeA1fN.png
Oh, I've just seen the picture. Your Guest Additions is 6.1.x, which doesn't support this thing on WinXP.
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feos wrote:
Yes.
Try downgrading VB to 5.2.x, the internet says it's caused by the removal of 3D acceleration support for WinXP in later VB versions, although if it's true I don't understand how it works on 6.0.8 and doesn't work on 6.0.0. Also, does your Guest Additions version number match the VB version?
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feos wrote:
That option is disabled for me, it tells me it needs 256MB of video memory, but I can only allocate 128MB in VB settings (which is what your dxdiag says too).
Is your WinXP 32 bit?
Experienced Forum User, Published Author, Player (150)
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Okay, so I created another virtual machine in VB 6.0.8 and I installed a different WinXP. I installed Guest Additions 6.0.8, during the installation I checked "Direct3D Support (Experimental)". After that I installed same vcredist and same DirectX 9.0c. 3D and 2D acceleration is checked in VB settings. Boshy runs fine!
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feos wrote:
Okay I don't have VBoxD3D9.dll in system32, and the hashes for existing files are different. My VB is 6.0.0. But I see d3d9.dll in dxdiag.
My VirtualBox is 6.0.8 r130520 (Qt5.6.2). Excuse me for late responses, I will try to set it up from scratch tomorrow.
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feos wrote:
I tried WinXP SP3 in both VMWare and VirtualBox, installed directx 9c, vcredist, guest additions, turned 2D and 3D acceleration on and off, game hash matches, but I can't get Boshy to output any video no matter what I try. There must be something that's not mentioned. Iji runs fine.
I see your problem, I get the same result if I disable 3D acceleration in VirtualBox. I can't think of anything else I installed, but I will definitely try to setup the system from scratch later. My only ideas is it might be in VirtualBox settings or in the different ways WinXP itself was installed (I think I installed SP1 first, then upgraded to SP2, then to SP3). Would you mind printing some version numbers and settings so I can compare? In VirtualBox, what is your display adapter called? How does it appear in the virtual machine? In the settings I have "VBoxVGA" selected, some checksums of its files in WinXP.
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feos wrote:
Depending on previous gameplay/completion is what we mean by starting from a saved game. Basic configuration of things that are present from clean start is acceptable, because it doesn't involve saving prior gameplay progress. And with this game it's technically unavoidable, because mouse isn't recorded.
OK, so it depends on the gameplay, if it was necessary or not.
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JSmith wrote:
shar wrote:
The main reason why Dark Boshy is used is because all other any% runs also use it. The only difference between other characters is bullets: their hitbox and the position where they spawn relative to the character. Speed, jump height and everything else is the same as other characters.
Aren't the character collision areas slightly different as well?
Yes, but it's a very slight difference. Seemingly big characters like Ryu still have a triangle hitbox of the same size.
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OmnipotentEntity wrote:
For clarity, what would be lost if starting from a save (and by extension Dark Boshy) were disallowed? Other than ease of direct comparison to RTA runs, (which require Dark Boshy to be used).
Not only big bullets "allow him to barely shoot some things that other characters wouldn't be able to", but also they allow to hit things earlier, because of the initial bullet position. That would make difference in bosses, and also would imply some minor timeloss in platforming, where you reload with savepoints. Switching characters mid-run is not possible because of mouse inputs. The whole run done with Nyan Cat would look very ridiculous: you can't see anything because of the trail, you can't get a sense of your hitbox (while with Dark Boshy hitbox = what you see), meowing sound would get annoying really quickly.
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feos wrote:
Simply picking a character before starting the movie would be fine in this case, as long as gameplay isn't started, it wouldn't count as save anchored. Example: http://tasvideos.org/Game/windows-iji.html
Okay, as I understand it, if I were to select any character unlocked by default manually, and then play the movie with it, it wouldn't be counted as "save anchored"? As soon as I select a different character, onlineLicense.ini is created, which is exactly what you counted in my run as a "save file" (the actual SaveFile1.ini is deleted before playing the movie). Why would that not be save anchored? You just created a save anchor - onlineLicense.ini. Also, I'm not sure which movie you mean't as the example: one them is counted as a save-anchoered, and the other one just select the settings.
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I forgot one important note regarding Dark Boshy. Save Hovering in World 11 is only possible with Dark Boshy and Nyan Cat, this depends only on the size and the position of bullets. Save Hovering saves about 1.5 minutes: it skips some going-around screens and Final Tower.
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CasualPokePlayer wrote:
So by fun, you mean effectively the easiest character to play as? Seems odd for a TAS, since you can just land precise shots anyways.
"The easiest character to play as" changes every world. For example, in World 1 you can just Save Hover with Ryu and skip a big chunk of it. Also, I can imagine sometimes it would be beneficial to have small bullets to fit through stuff. But, once again, the main reason is that everybody uses the character for any%, it may or may not be an arbitrary decision by the community.
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CasualPokePlayer wrote:
So by fun, you mean effectively the easiest character to play as?
The bullets are also more visible: compare it with normal Boshy's bullets.
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feos wrote:
Do bullets deal the same damage regardless? Is their amount on the screen at once the same too?
Yes, same damage, same 5 bullet screen limit.
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feos wrote:
Is it explained why that character is used, what difference does it have? I couldn't find.
I briefly explained it in "Speedrunning" section
It was a community agreement to speedrun any% with a special character, Dark Boshy, as it is considered the most fun way to play, mostly because of his large bullets.
The main reason why Dark Boshy is used is because all other any% runs also use it. The only difference between other characters is bullets: their hitbox and the position where they spawn relative to the character. Speed, jump height and everything else is the same as other characters.
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Αsumeh wrote:
Exceeds in spectacularity! Obvious yes vote from me. :D Just a concern, though: Would it be possible to end input at the point where you enter Solgryn's third phase figuring since you already finished him off in the second phase? I've seen it happen on EZ-mode (though with a different ending), but I'm thinking that it's possible here too. (Or is that not allowed?) Would also like to see a run of You're Gonna Rage-mode if possible.
Thank you for the response! In Phase 3 you have to avoid a lot of stuff like Biollante that covers 90% of the screen. And to finish the game you have to enter Gradius ship, which is not possible while standing still, you have to jump. I'm not sure how EZ-mode can make that possible. About a rage-mode speedrun: while bosses have double HP which will lead to showing more of them, in platforming the only major difference is World 4, which is not possible to skip in Rage-mode. The rest of the stuff will be similar to any% run. 100% would be very interesting: there is a lot of content to show.
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nymx wrote:
I've revisited this submission and I have a concern. First off...the run is in fact completing the game. (Credits show for obvious verification) My concern is, it appears that Dark Boshy shouldn't be a selection from a clean game. According to https://iwbtb.fandom.com/wiki/Default_Characters, Dark Boshy is a character that can only be selected from an unlocked state. What this means, is that a verification run needs to be provided to confirm the existing save state that this game is starting from. Using this character is not forbidden, but it certain doesn't seem possible from the a fresh of start this game. Do you have a verification movie to support the save file that is needed to produce a movie by someone else?
Yes, I included the verification movie that unlocks Dark Boshy in the submission (it's in the archive with other stuff). The only thing is that you can't select an unlocked character unless you use mouse, which is not supported by Hourglass. So, you have to play the movie and then select the character manually.
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Definitynotagrue wrote:
I enjoyed the video and will vote Yes, but I have a question about your comments. In the Ganon section of the stage by stage comments, you mentioned that the developer of the game "...left a left a developer key (the number 1 on the main board) that puts [Ganon] in a certain attack." The way you worded this sounds like a debug code that you activate by pressing 1 on the keyboard (I'm not sure what you mean by "main board."). It also sounds like you might have just pressed a button to manipulate luck somehow. Am I wrong about either of these?
Ganon has a variety of attacks, and the fight is just picking a random one every time (much like in Missingno.) When Solgryn tested a particular attack, he just made a button to start that attack immediately, so he doesn't have to wait for it to show up randomly. He forgot to remove it before the release: every time you press 1 you'll put Ganon in "your face will die" attack. By "main board" I mean "not numpad". This glitch is also allowed in RTA runs. I agree that it can be interpreted as a debug code, but in TAS the same result can be achieved just by getting a good attack, like "join me and be the greatest": he stays in place for long enough.
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It's on! http://tasvideos.org/6843S.html Hopefully syncing it on other machines is possible.
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The TAS is out! Link to video I will try to submit it soon to TASVideos, still worried that it might now be possible to be verified.[/video]
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There's been a little improvement (credits to BBF for that), now the time is 22:22.22. Tomorrow I will publish the movie and the video.
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The TAS is finished with a beautiful time of 22:24.44 (22:32.84 using RTA timing). I've already done some minor cosmetic changes and at the moment I'm encoding it. When the video is ready I will publish it on YouTube. However, submitting it to TASVideos will take some more time, at least because I have to create a verification movie: I need to get an onlineLicence.ini file with Dark Boshy, which obviously doesn't come with the game itself. Also some work needs to be done on stage-by-stage commentary as well as documenting tricks and glitches used. Hopefully the TAS can be accepted in the future.
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Update: entering World 10 at 17m 43s, which is more than four minutes ahead of MopeyJo. Looks like the final time will be low 22, maybe a 21. ~25s saved on two bosses: Skeleton King and Shang Tsung. These along with Hello Kitty and Ganon, are the bosses which can accept at most one damage per frame, thus double shot doesn't work on them, which makes them harder. World 7 consists of two parts, the first one being straightforward. The second half starts with two RNG-based screens and a long cycle-based screen after them. I saved much time here, but there is a possibility to save additional 2.4s by arriving at a better time for the cycle. It requires not reloading and passing all the bullets multiple times which is ridiculously lucky. I've spent 10000 rerecords over the span of 20 days here and the best attempt I've got is 10 frames away from getting the cycle. In World 8 there are three autoscrollers and I managed to skip the first one (also the shortest one), which saved ~10s. I tried hard to skip other two, but couldn't do anything, except a minor timesave at the last one. Found a few other timesaves, though. Timesave in World 9 comes from platform boosting, clean fire room, different Koopa bounce strat and faster block puzzle rooms along with general platforming optimizations.