Posts for t3h_Icy

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Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
That's sweet!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Yay more community-splitters. I watched the run and I liked it, but it is really similar to the MM2 run. The hack is mostly an increase in difficult with nice new graphics. The run is highly optimal though, and it seems that woabclf spent some time on it, especially with finding that glitch 2 minutes in, in the 2nd quarter. I'll give it a "Meh" vote. It's a great run of a fairly nice hack, but if this goes through, then a plethora of other hacks should be published too.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
For the most part it's Japanese and could still be faster vs more optimal than the previous run and the old run needs to be updated. I voted yes, but I have a few questions, as I haven't completely kept up with OoT tricks. (I figure these are related, but just incase not, I'll ask all my questions): 1) How does Link regain the Master Sword, buys Arrows and is able to play some of the songs? 2) What is the purpose of letting go and catch the bugs? 3) How is the Poacher's Saw related to having all the Medallions so Zelda appears (or at least the Shadow/Spirit ones)? I've seen most of the tricks and I noticed myself a few improvements that could be made, but I'm really curious about the above 3 questions. Also, I think this run could be used as a "temporary published run" until the run everyone is waiting for is completed. It would at least be more representable than the current published run, though this being Japanese and breaking a few rules makes it debatable.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Well you have to figure out when a dragon will breathe fire for each dragon. Suppose that there's four dragons and each have three possible times when they use fire (I'm not sure how many each actually does) and one time when they won't, that's already 256 different possibilities, all to save a few frames. It may not necessarily be difficult, especially earlier levels, but it saps the fun out of TASing the game.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Realistically, only a few routes would need changing, but the thing is, what if doing a sub-optimal route for Round 4, causes monsters in Round 5 to work certain ways so the net-gain of saving frames is better? I really don't want to go through all that; it's not fun. However, I'm not "done" TASing Dig Dug. I'm still going to do a few things I wanted to in it, but nothing that's heading towards publication. I'm going to see what I can do with rocks and use the level warp code to beat some levels when monsters are at twice the speed, for interest. Still, I'm sure parts of the 2nd test run can be used for a publishable TAS of the game; I spent some time getting certain routes to work, but again, levels prior to particular ones may affect how following ones play out. I hate luck manipulation sometimes.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Well, I've come to a roadblock. X_X After inputting Randil's Round 1, it caused a desync for the rest of my run and I can't seem to get around it. After a lot of testing, I found that there was no luck manipulation as the same enemies would always turn into ghosts at the same times, and the monsters would go in the same directions. However, it turns out finishing levels at certain times causes the dragon critters to use their fire attack at different times, and finishing levels at different times compared to when you killed the 2nd last enemy can make the "speed up" tune end at different times. To make a fully-optimal run, losing frames intentionally may be faster to cause following levels to work in certain ways. And quite frankly, this killed my interest in finishing this TAS. However, for those that are still interested, I've uploaded my new run to my Youtube, which is still ~30 seconds faster than my original run. Some levels can still be faster, and even my perfectly optimal ones may be faster if the dragons use the fire attack at different times. This also, like my first run, ends at Round 12. I've also uploaded my FM2 file for anyone that may be interested in doing their own run. It's been fun making the TAS, but I'm going to have to pass it on now. =) Youtube video Microstorage file
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Seems that mine are mostly faster, but I think your Round 1 and possibly Round 2 are faster. The others are all approximately the same, or slower. Thanks for that Randil. =)
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Ooo, I'll take a closer look at that, but I'm pretty sure my routes are optimal. I'm also re-checking all of them once I get the last 4 finished. I'll take a peak at yours later tonight.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I finished Round 12, with a total of 10912 frames (3 minutes, 1.87 seconds), beating my test run significantly, which was 12704 frames (3 minutes, 31.73 seconds). My goal time is to finish the last 4 levels and getting under 4 minutes, which leaves me with 3487 frames. I'm not too sure if it's possible, but I'll continue doing what I have. Depending on how busy I am this week, this should be done pretty soon.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Update: Round 11 finished with 1697 frames saved in total. Looks like my the rounds up to my test run will break under 3 minutes. =D However, I forgot to finish rounds 13-16. Getting under 4 minutes may just barely be possible; I'll have to see how the levels play out.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I'll make one if you get Super Mario 3 under 10 minutes.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I generally like to keep my projects a secret/surprise, but this is juicy and I'm too impatient. =P I'm working on a fully-optimal run right now and hoping to get it published. I finished the first round and saved 1 and a quarter second exactly so far. =) This should be done sometime soon.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Sonicpacker's TASing knows no end. Keep it up, I love your TASes. =)
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
You're just about 2 and a half seconds off of getting it under an hour, but the run is amazing! Will you be my Valentine? :3
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Well I've run into a problem. Through glitching and tinkering around, I've managed to get to the end of the Mercury Lighthouse. The thing is though, there's a statue that requires you to use Ply, which can only be used by Mia or Issac/Garet with two Water Djinn, which is impossible to have without Mia. T_T I've also yet to find a way to get to the Psynergy Armor, which I'd like to grab (I like to collect everything). Would anyone be able to find out if the top of Mercury Lighthouse is in the same section at the main level in the code? If they're close to each other, it may be possible to Retreat glitch there, but otherwise, I'm at a halt.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Yes, it is possible to have max stats. Here's a password generator off of a site (and I have used it before and it does work). Now to determine the actual max stats, check out this guide from GameFAQs. It'll tell you how to calculate them. And just as a progress report: I'm at where you get Mia and I'm grinding at the moment, maxing out my gear and collecting items. Shortly I'll be able to start glitching.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I'm going to try a Mia-less quest (maybe I'm the first one! :D) and I'll let you guys know what happens. However, I am playing this for my own purposes of fun and stuff, so I won't specifically be looking for glitches. I'm only going to use the Retreat glitch once to skip getting Mia and I'll "report" on any quirky things I see such as dialogue, Djinn, etc. Hopefully something interesting happens.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Kirkq wrote:
That is a phenomenal note, I didn't think of that. It is very possible that 3 sturdy characters is better than 4 weak ones.
Off-Topic: I've been considering replaying Golden Sun lately, and a 3-character party throughout the game sounds like a lot of fun! I have a couple questions about that though. 1) Since there are 28 Djinn and 21 possible available slots, what happens? Do you cap out on the Djinns you can pick up, or do they get put on the right hand side where Mia would be, or what? 2) Are all sections of the game, including dialogue and the like possible without glitching out the game? 3) How do you actually skip getting Mia? >_> Because with what was mentioned about the game competition for the Lure Cap, it sounds like it may have been intentional that you could skip Mia. I tend to rush to get Mia before grinding, because I get annoyed with myself that I could be leveling her as well. Playing without Mia, would mean I could grind earlier, experience a new challenge, and tinker with glitches. =)
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Well that was silly. =P Repetitive of course, but neat that it's been done now.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
A couple of notes: This is one of those games where input doesn't get checked unless a button is held for 2 Frames or more (similar to Punch-Out). Also, there is no lag, except between levels (1 frame), and at the start, but this is a weird game where if you press Start on the first 2 frames, and then the 5th and 6th, you can get right into the game faster and skip lag. If this was done in a competitive way, I'd recommend basing speed off of when the TAS gets the frame of lag between levels since while usage of rocks may allow input to stop sooner, the level may end slower than if finished otherwise (due to the rock's delay in killing enemies).
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
That's why I'm not publishing it; I'm certain it could be faster in ways, and that sort of contradicts the standards here. Though I think a fully-optimized TAS of this game would be interesting to see. If you're interested in re-working your TAS, I wouldn't mind helping out. I have more treats to come (not Dig Dug though). ;D EDIT: I'm also interested in how a High Score run would look.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
For fun and something to channel some creativity into, I made a full game run of Dig Dug. =D It completes Rounds 1 through 12 (where 13 and beyond loop) in 03:31.73; which is about 18ish seconds per Round on average. While the physics of moving, attacking, etc are of frame-perfect speed, I'm uncertain if manipulating luck or redoing routes could make it faster. Thus, I'm just putting it on my Youtube rather than submitting. However, if the game seems worthy of being published and my run looks fine (I think it looks pretty good anyway), I'll consider submitting it. Anyway, a few things I did to make it. Normally when attacking an enemy, you have to either hold A or B, or rapidly tap them. Since you can only tap them so fast to the point where it would just turn into holding, I rapidly alternate between the two which allows maximum killing speed. I also used rocks in a few stages, though I'm not sure if the time saved in killing multiple enemies is still faster, since killing the last enemy with a rock causes a bit of a delay at the end. I also at one point show off how to have the walking music go when staying in place (by holding opposite directions simultaneously). So, what do you guys think?
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
So after talking with Bablo, I'm almost certainly going to go with: Flash-Quick-Bubble-Heat-Air-Metal-Wood-Crash A few tricks that could be considered glitches though. 1) Using the Air Shooter to break through Wood Man's shield. 2) Resetting acceleration and speed by pausing. 3) Moving backwards to make some enemies disappear. 4) Up+Down on ladders. 5) Dying so your Y-axis position is higher against bosses.
Post subject: Mega Man 2 Glitchless
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I'm considering doing a glitch-free run of Mega Man 2, but I need to check a few things and a little discussion about it would be helpful. The most important question is would this be interesting to players? Mega Man 2 loses some action and eye candy without all the zipping and odd quirks, so the movie will be longer and the pace won't be quite the same speed, but I'd compare this to the runs of Mega Man 3 through 6, since they are all low on glitches (compared to Mega Man 2) and still are very interesting to watch. Thoughts? Another important topic to consider is what "glitchless" means. The obvious glitches that come to mind are zipping, skipping most of Wood Man's stage, fighting Bubble Man from the ceiling, skipping the Mecha Dragon, and many others. While I can't think of any glitches that are really "debatable", should something come up, it might need to be discussed to decide whether it counts or not. Lastly, the route. A lot of the current route is based on how zipping works. Without it, I'm thinking of this route: Metal-Flash-Bubble-Heat-Wood-Air-Crash-Quick The thing is though, that the Items can still help a lot in speeding through parts of the levels. I can't really see Item 3 significantly helping Metal Man's stage at all, so I have Metal-Flash. Bubble Man's stage shouldn't be much faster at all with Items, but Heat Man's stage could be significantly faster if Air is beaten beforehand. The boss fight against Air Man wouldn't be much slower if using Mega Buster, and Item 2 could help save some time in various stages. Here's an alternative route: Air-Heat-Metal-Flash-Bubble-(some order of the last three with Crash before Quick) Basically, it's Items throughout the stages vs having boss weaknesses. I'm thinking that the second route would be faster, but I'm not entirely sure. I'll start this run soon if there is enough interest and I become certain about route planning.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I don't mean to be rude in asking, but when should we be expecting a fully optimal run?
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