Posts for warmCabin


1 2
5 6 7 8 9 10
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Sorry, I thought I should move it to the submission text. I sent Maru an updated file as well. Those 14,763 frames are the credits!
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
I've finished my zipless TAS! I'll be premiering it on Wednesday night at 8 PM EST. Be sure to stop by if you have any questions! https://www.twitch.tv/warmCabin
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Masterjun wrote:
Malleoz wrote:
It seems like I'm just colliding with the wall, but I'm actually triggering the loading zone in doing so.
Whoops! Must have missed that post in the 11 hours it took me to write mine. I can see that more clearly during the Pedal Meadows instance when the screen fades to black. So, you can enter loading zones in the air? I know in Paper Mario 64 you have to be on the ground so it can make you walk.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Malleoz wrote:
I don't remember where I mention it in the audio commentary, but pushing against walls at a slight diagonal gives Mario a slight speed increase. As a result, if there are any walls that aren't far out of my way, it's usually fastest to push up against them.
I heard that, but in the Rogueport part especially, it seems like you were stuck against it and not moving for a little bit.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Alright, I have to ask. What happens at 5:50 in the encode, there? You brush against the wall when going into Professor Frankly's area. Same thing at 16:54
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Quick update on zipless: RTA route aglasscage route: +58 frames cabin route: +104 frames That's what 5 months of optimization can do! I'm continuing with my route, for obvious reasons. I've found a route through the Wily stages that collects no refills and saves 30 frames overall.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
What's up with the thumbnail?
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
MrTickles wrote:
How did you zip in Woodman's stage without even teleporting in?
Just to clarify, here's a screenshot with a map script running. Blue means solid ground. The bats need a ceiling to fly onto, otherwise they fly offscreen and disappear forever; that's why there's a roof here.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
theripper999 wrote:
Is that lua script posted somewhere publicly viewable?
It sure is! It's called mm2ghost. I call 'em ghosts, not clones. My script lets you record and play back these ghosts; the HUD with the energy bars and frame counter and stuff was all done by Pirohiko in a video editor I believe.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Alyosha wrote:
FCEUX is very likely to be wrong. You can directly load the converted .bk2 file into Mesen too to see if it works there, it's worth a try.
I'll be sure to try that. I'm having internet issues right now, so I can barely post here, let alone download a big program!
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
HappyLee wrote:
The difference happens right after the "Ready" screen, after suicide. Please help me confirm this so I can keep working on the comparison video (or I get too confused).
I just tested it. You can indeed press start 4 frames sooner at the ready screen, there. Good catch! It's enough to beat the 4 frame entry rule, but not enough to beat the 8 frame exit rule. Unless we can shave a single frame off the boss fight, which I don't believe is possible. The rest of the run syncs!
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
jlun2 wrote:
Would it be fine to check if the previous run also desyncs on BizHawk? It was done on FCEUX as well, and console verified.
The old run syncs perfectly to the very end. It's possible that I screwed something up converting the new movie to bk2, but I dunno...
jlun2 wrote:
Also why was Wily 3 slower again? Am I correct on intrepreting as "Wily 4 68 frame gain only works if 232 frames were lost in Wily 3?
Yup, that's right. They used Item 2 in Wily 1 instead. It saved a couple weapon switches and refills throughout the run, which was worth it in the end.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Regarding the console verification thing: the run obviously syncs on FCEUX, but it desynced when I converted it to run on BizHawk. It desyncs at the third dog in Wood with NESHawk, and desyncs almost instantly with QuickNES. None of us have the hardware to test it for real, so we can't say which emulator is the most accurate as of right now.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
WOO! Very wise use of glitches, there, guys! I figure I should phost my ghost... Link to video Pirohiko already used this to make an excellent comparison video, so watch my original if you want to see it in fullscreen on your 1120p monitor or something! I'm not an author of this movie, but I noticed some stuff along the way, "curious youngster" that I am :p The most obnoxious of all was probably the entry into the Metal fight. Shin walked straight in and got a single lag frame; I found that if you jump in, you lose that lag frame and the conveyor belt pushes you to the same position, so no desync! Except there was a desync...all the way in Wood... Shin spent like a week getting the movie to work again.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
You should continue that 4 player movie! Is your plan to have player 1 make a beeline for the exit, player 2 make a beeline for the key, player 3 make a beeline for the bonus skull thingy, player 4...shenanigans? Or something like that?
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
So is it actually faster on libTAS, or does the mere knowledge that it was made with a more capable tool make the movie inherently better?
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
You look like you're having a lot of fun jumping around during the big ending fanfare. Yes vote!
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
You know, I once got a copyright flag for including the Dolphin Shoals music...in my Mario Kart 8 highlight reel. So I can't say I blame you!
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
It's real good!
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
I think Elite Beat Agents uses actual pop songs, which YouTube can sniff out like a bloodhound.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
This is a good TAS. I and the others working on the various Rockman 2 NES TASes have stolen a couple of little optimizations from you! The Item 3 jump before the big disappearing block section in Heat comes to mind. That said, I would like to propose a different route to you. I'm working on a zipless TAS for the NES version (it's a self-imposed restriction rather than a bugfix), and this is the route I'm using: QMBFHACW Compared to your route: My Quick fight is slower, but my Flash fight is faster. They cancel out exactly. My Quick, Metal, and Bubble stages are slower because I don't have Item 2 or Time Stopper. But, my Heat fight is way way faster with the Bubble Lead. My route should be faster by about 2 or 3 seconds. I have no idea how the instant switching affects any of this. I assume both routes would benefit roughly equally from it? Just wanted to post it here. I was also considering: QBFHAMCW AQMBHFCW (the realtime route) Here's a nifty comparison of the 3.
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
I use a set of lua scripts, which you can download for yourself if you're curious. Sorry, I should've posted this here sooner! https://github.com/warmCabin/mm2ghost
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
5 second time save in Air! It works for both zipless and any%. Link to video
Experienced Forum User, Published Author, Player (248)
Joined: 3/15/2018
Posts: 229
Location: United States
Here's a comparison of all three routes I'm considering. The two new ones are LOTADs, but they ended up extremely close--barely half a second apart! I need to fully optimize each one before I decide which one to continue.
1 2
5 6 7 8 9 10