Posts for upthorn


Post subject: Dehacked, do you mean this thread?
upthorn
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morgoth wrote:
I cannot get the Ocarina of Time movie to playback correctly. I've checked the FAQ and everything seems to be fine. The only difference between the rom used to make the video and my rom is the CRC. The movie's is B71170EC and mine is AEA23B69, but it doesn't seem like something that would make a difference since they are both USA roms. Is that in fact the problem, or do I need to do something other than find the correct rom?
The US Version was revised twice after the initial release. You nead to use USA v1.0 (not 1.1 or 1.2) but there's also a whole host of emulator desync problems based on what video plugin you use.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I watched it, and it's fairly fun, as well as improving an already published run, so I'm voting yes.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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JXQ wrote:
Baxter, please add Bag to my list. Thanks.
Cold, man. Cold.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I've overhauled IdeaMagnate's table on http://tasvideos.org/DesiredEmulatorFeatures.html. (interestingly, I went there to make a table, myself, only to discover that he'd beatenme to the punch. Oh well, I think I made it better.)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Tinister wrote:
Well I only watched it once with the .avi, which I had to keep fiddling with to keep the sound synced (does that not get checked before it gets published? meh).
That's something which, with H264, varies based on CPU power. Slower CPUs get audio desyncs and faster ones don't.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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parrot14gree wrote:
Bag of Magic Food Invalid Session. Please resubmit the form.
Do you mean we should resubmit the smv file?
It's an error message that has occured in several of Bag of Magic Food's most recent posts. It has nothing to do with the movie.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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IdeaMagnate wrote:
This isn't quite dead yet. I have an initial version of the Alaska falling level done. I'm pretty sure I can improve it, but finding a fast enough bug exploit can take my robot anywhere from 30 minutes to >20 hours per jump. The gmv is here and a starting state is here. The next boss is going to be tricky too. Twisted Eye's times are proving difficult to beat.
Correct me if I'm wrong, but if you're trying to beat a glitchy run's times, isn't a less-glitchy run going about it a little wrong? Edit: or do you just mean the bosstimes, which weren't glitched badly in the first place?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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NecroVMX wrote:
It makes perfect sense for me to like zipping in one game and not in another, as it's entertaining in a game that is ALREADY purely based on speed, and not at all entertaining in a mega man game.
So is the reason you dislike zipping in mega man that it's ugly, or that it's fast? Because if the reason you dislike it is that it's ugly, consider that there is much, much uglier glitching in an S3K run that you voted yes on. And if the reason you dislike it is that it's fast, consider that this is a forum for tool assisted speedruns where it is encouraged to do whatever is necessary (outside of cheat codes) to decrease the amount of time necessary to complete the game.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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jaysmad wrote:
upthorn wrote:
jaysmad wrote:
upthorn wrote:
I just watched mrz's first world TAS, and it seems decently done, but I imagine it could benefit from abusing the hop glitch, and possibly others. mrz, Is it safe to assume that you've made extensive reference to http://tasvideos.org/SuperMarioWorldTricks.html?
WOW Thx upthorn! This is so AWESOME! This page actually makes me want to start TASing Mario for real.
I'm going to assume that's sarcasm
That was no sarcasm.
Ah. I assume sarcasm when I see "wow" and "awesome" in all caps. This may have something to do with talking to JXQ and Zurreco too much.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Definite yes vote, it's quite broken and looks pretty optimized. Definitely fun to watch the way you get around a few obstacles.
NecroVMX wrote:
"hurr hurr go to sda if you dont' like a run posted hereeee!!!!!11one"
Uh, no. You see, the prevailing attitude here (indeed, the attitude of this site's maintainer) is that part of the point of Tool Assistance is to break the game wide open using every possible helpful glitch. If you don't like Megaman glitching through walls, then you probably don't want to watch the megaman TASes on this site. Hence, you ought to go somewhere else, rather than try to change the way things work in this whole community, just for your benefit. Alternately, you could make a glitch-free TAS yourself (or at least one that respects wall boundaries), and submit it. Just make sure you're not trying to obsolete the glitched run, because a glitch-free run will be slower and less entertaining, in most cases.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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jaysmad wrote:
upthorn wrote:
I just watched mrz's first world TAS, and it seems decently done, but I imagine it could benefit from abusing the hop glitch, and possibly others. mrz, Is it safe to assume that you've made extensive reference to http://tasvideos.org/SuperMarioWorldTricks.html?
WOW Thx upthorn! This is so AWESOME! This page actually makes me want to start TASing Mario for real.
I'm going to assume that's sarcasm and defend my question with the following: 1) The tricks pages are often relatively unknown. 2) I expected to see constant hopping ala the currently published low exit SMW run, but from what I could tell, the hop glitch wasn't used at all in either your or mrz's movies.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Streets of Rage Remake would be awesome, if they could get the damage, and difficulty right, and clear out some of the bugs (like losing two lives when you fall in a pit)
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Highness wrote:
It would be great to have a feature to ignore addresses that you don't want to view at all in the search menu. For example, if I'm searching for a value that differs from the past value, and I get a heap of values/addresses that does the same, I want to hide some of the addresses to suit my needs better. Preferrably by selecting multipple of them and choose hide. Also, the reset should still hide the hidden values/addresses, and an additional unhide button would be a must. :)
I like that idea, I'll try and get it into Gens10.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Arrow wrote:
upthorn wrote:
About the Tank. The problem is not that the first shot isn't straight, it's that the tank isn't in a position where the first shot can land on the driver. This didn't seem to be possible to manipulate, but my testing was far from exhaustive.
Are you sure? I'm almost positive you can hit him with the first cannonball. Maybe hit it from farther back?
The problem, as I recall, was that the tank was too far back for the cannonball to fall on the driver. Since it doesn't move until after the first cannonball is off the screen, destroying it was faster. It's entirely possible that this can be manipulated not to happen, though.
Arrow wrote:
Regarding the Sky Battleship, it seems to me that since you probably only deal damage to it on certain frames anyway, you'd be able to dodge whatever projectiles you need to and still hit it without missing a beat using Air Head. I just don't see the 3 seconds you waste waiting for the Rocket Head possibly being gained over using the Air Head. I'll have to test this out.
Well, the idea was that, when I went back to do a fully optimized run, I'd try to manipulate the headcase into having Rocket Head at the start. I think I remembered incorrectly my reasoning behind needing rocket head at the boss fight. The laser passes through enemies (so you can hit all 3 turrets with one shot) and if you hit each spot the first possible frame (claw, turrets, jaw), rockethead is the only one which can move up and down fast enough to hit each of them the first frame they become vulnerable again. That doesn't actually speed much up, though since the same effect can be achieved by staggering them so the hits are over the course of about 16 frames, instead of 8.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Arrow wrote:
On Terminate Her Too, you only have to hit three of the Happy Campers to be able to reach the ledge before the tank (maybe even less for a TAS). Also, the tank should be manipulated so its first shot is a straight one (not bouncing).
I know about the happy campers, I just didn't even stop to think about it until a long time after I'd already stopped the run. About the Tank. The problem is not that the first shot isn't straight, it's that the tank isn't in a position where the first shot can land on the driver. This didn't seem to be possible to manipulate, but my testing was far from exhaustive.
Arrow wrote:
On Flying Game, there's no reason to wait for the Rocket Head. The Sky Battleship can't be defeated until the cloud cover passes, so your choice of head doesn't matter. Take the Air Head since it's first, and then switch to Rocket Head after the Battleship.
Since the level is autoscrolling, slow going, anyway, I wanted to kill all the enemies in it. Rocket head helps with that. Also, rocket head moves a lot faster than the other two (this is specifically impressive for the circle formation). Also, though the sky battleship can't be defeated until the cloud cover passes, this isn't because the sky battleship is invincible beforehand, it's just because of how many shots it takes to kill. Having rockethead helps a lot with that, because it's the only head which can shoot forwards while moving backwards (necessary at several points to hit sky battleship without getting hit by a projectile).
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I just watched mrz's first world TAS, and it seems decently done, but I imagine it could benefit from abusing the hop glitch, and possibly others. mrz, Is it safe to assume that you've made extensive reference to http://tasvideos.org/SuperMarioWorldTricks.html?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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emu, on the top right corner of posts you have made, next to the button, there should be a button. If you press this button, you can change the text in posts that you made earlier. This way, you can add more information to posts, instead of having to post multiple times in a row. Also, in responce to your question: When uploading a new movie to dehacked's microstorage, the old one can still be accessed at its old URL. If you really want it deleted, you can probably ask dehacked to remove it.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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For me it's pretty hard to tell when dynamite headdy is optimized, but Emu seems to know what he's talking about. What I noticed was that you seemed to throw your head unnecessarily quite a lot. I know it doesn't slow you down, but it makes the run look more sloppy. Only throw your head in order to hit an enemy, or manipulate luck.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Can this be delayed a bit? I haven't found any improvements, but I have a couple of little extras I'd like to finish up, and link from the submission before it gets published.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Fabian wrote:
I think it works perfectly the way it does. It's not like the console forums are so super-busy that having the extra 5 hack topics in them stifles traffic to the non-hacked game thread or make the forums so cluttered they're unreadable, etc.
Let's put it this way. Currently, where on the forum would you petition for a hack to be accepted to the site? If anywhere, it would have to be in the forum for console games that the hack belongs to (EG: GBA, Genesis, SNES), right? But if you want to attract administrator attention to the fact that you're asking for the hack to be accepted, you have to use valuable subject space to indicate that it's a hack you'd like to see published. Whereas if there were a hacks forum, all you would have to do is post a thread about the hack, and because it's in the hacks forum, administrators will already be aware that it's a hack, and can safely assume that you want a TAS of it published on the site.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Fabian wrote:
upthorn wrote:
Fabian wrote:
Hack is not a console category. SDW is a SNES game, for example. I disagree with moving hacks from all the different consoles into one forum just because they're hacks. Seems completely counterintuitive to me.
Well, the hack forum could have a subforum for each console. Alternately, each console forum could have a subforum for hacks. (this option makes more sense to me)
So what is it you're proposing?
I propose that we address the problem that there is no place on these forums to discuss hacks. Included with this proposal are three possible implementations. I would like to encourage discussion and idea contribution.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Fabian wrote:
Hack is not a console category. SDW is a SNES game, for example. I disagree with moving hacks from all the different consoles into one forum just because they're hacks. Seems completely counterintuitive to me.
Well, the hack forum could have a subforum for each console. Alternately, each console forum could have a subforum for hacks. (this option makes more sense to me)
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Suggestion: forum for hacks
upthorn
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Recently, there has been a boom in hack discussion, which has brought to my attention that every console category on the front page has a forum, except for hacks/concept demos. There seems to be more than enough interest to justify a forum for hacks. This would not only be a good place to discuss and/or TAS hacks, but also to petition Bisqwit for their site-acceptance. Concept demos also don't have a forum, but since there is still a general lack of understanding about what a concept demo is, compounded by a general lack of interest in concept demos, I'm not sure if a forum would be justified.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Well, as you can see from my movie there, the hard mode doesn't affect the amount of damage from falling off the screen. And I have some difficulty imagining a situation in which taking damage any other way would speed things up.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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emu wrote:
Nice run, upthorn I liked the mad mech stages most of all. Some things I noticed: - in scene 2-2(Toys in the Hood), after fighting Catherine Derigueur, the way splits up. Going the lower path saves more than 100 frames, if You go left into the secret path afer the long fall
Are you sure about that? my fight with the dragon is far from optimized, and I recall using the small head being very, very slow
emu wrote:
- I think there might be some places were taking damage could save time (jumping into the Pit in down under, skippinkg the wheels in terminate her too(?))
I entered the hard mode code (hard mode codes are one of the exceptions to the no cheat code rule), so any hit from an object is instant death. Jumping into the pit in down under might help in one or two places, though.
emu wrote:
- I'm not sure, but I think score calculation is triggered, when there are no more pieces of the boss, so maybe it saves time to focus on the last chunk (or whatever these things are :) ) which is released
As far as I can tell piece collection can't speed up the score screen
emu wrote:
- like I already mentioned, after a Boss battle, positioning Headdy on the right spot prevents him from going there, which might waste time
That's something I never noticed or thought about.
emu wrote:
- since I'm especially interested in the luck manipulation of the game, I would like to know, if there would have been no way to manipulate Trouble Bruin in Stair Wars to always ram You instead of cutting pieces out of the tower
I did that long before Gens had a RAM viewer, so I'm sure that it can be manipulated better.
emu wrote:
- in the flying scenes, the laser is not a steady stream. Maybe (hopefully not), You have to shoot at the right moment to hit bosses after the invincibility time instead of holding the B-button (mainly while in backward movements)
The laser only fires every 4th frame. it doesn't matter if I hold it down or not. But the part of that boss where I am holding it down is where I got bored and switched to real time.
Trask wrote:
I wonder if it's possible to enter the secret code to do the bonus boss fight after the credits without actually doing the bonus stages. Would be pretty awesome to just randomly punch numbers in and get it right. :)
It would be interesting if that is possible, but I suspect that you would, at least, have to enter each bonus stage, and lose. As each digit comes from the random number generator when you beat the stage.
How fleeting are all human passions compared with the massive continuity of ducks.