Posts for xcpleprechaun

Experienced Forum User
Joined: 11/20/2009
Posts: 21
Maybe I missed it somewhere in the 15 pages of arguments, but is there an encode of this run besides the youtube video?
Experienced Forum User
Joined: 11/20/2009
Posts: 21
Watched it. Voted no because there was a lack of visual quality of the stenciling as well as entertainment value. Nice try though!
Experienced Forum User
Joined: 11/20/2009
Posts: 21
I would like to see an encode, but a possible objective would be to make the run as interesting or unexpected as you can. Have you watched the already published TAS of Brain Age? http://tasvideos.org/1734M.html
Experienced Forum User
Joined: 11/20/2009
Posts: 21
Nicely done :-)
Post subject: Stopping for a while
Experienced Forum User
Joined: 11/20/2009
Posts: 21
I really wanted to see this run completed, but I just don't have the time to work on it anymore. If someone else wants to pick it up, it shouldn't be a very long project since not many inputs are actually required and their implementation is quite simple. PLUS this would be the first Super Scope game TAS'd as far as I know. If someone else wants to pick it up, here are some things I found useful: 7E15C0 - Player Health 7E15A0 - Boss Health 7E14B8 - Gun Charge -At the title screen, press L and Select on a second controller to activate Advanced mode (you must have the Super Scope controller and a second normal controller active). -You can fire the gun before it's completely charged since there is a 3-frame delay. -Shooting off limbs/legs knock off huge chunks of boss health. -Fire your specials while the boss is stationary to get the most damage. -Firing a special does the same damage regardless of charge, but will reduce your charge to zero. -Machine gun is worthless unless there are a bunch of weak shots coming towards you that you must destroy if your health is too low. -Charged enemy fire requires a charge shot to destroy, but the amount of charge needed to destroy it may not be 100% -For precise/quick firing: (1)Determine when you need to fire your gun and make a save state, (2)Frame advance by 26 frames and determine the exact position of your shot and move the cursor to that position, (3)Reload the savestate and fire at that position
Experienced Forum User
Joined: 11/20/2009
Posts: 21
I'll see what I can come up with this weekend. Thanks for your input ^_^
Experienced Forum User
Joined: 11/20/2009
Posts: 21
Great! Let me know if it desyncs or if you have any problems with the ROM.
Experienced Forum User
Joined: 11/20/2009
Posts: 21
So I was able to find previous forum topics regarding someone thinking about doing a TAS of Battle Clash 5 years ago. Would it be safe to assume that it's no longer being worked on? I couldn't find any history of it being submitted for publication before. Some people argued that a point-and-shoot type game wouldn't be entertaining enough for a TAS. I would appreciate additional feedback before putting more effort into this TAS. I want to make sure that this is a game that people would want to published if I continue.
Experienced Forum User
Joined: 11/20/2009
Posts: 21
The game is pretty short. Each boss fight is about a minute and a half and there are 9 bosses. I wouldn't expect the entire run to be more than 15 minutes from beginning to end. Since my goal is best in-game time, I have to take damage. Otherwise, the only way to avoid damage is to shoot at the bullets as they approach me (each one individually). This would reset the gun charge and make the boss fights much longer since the gun takes about 5 frames to reset and full damage only occurs when the gauge is full. I've watched the Gradius TAS many times and I agree with you that doing some sky-writing with the cursor could provide subtle entertainment value. As for Plok, I am 100% unfamiliar with it. However, I would be happy to entertain some dialogue regarding optimization issues.
Experienced Forum User
Joined: 11/20/2009
Posts: 21
So I've completed the first boss in a similar fashion on Advanced mode. Again, microstorage isn't letting me upload files, so I'll post the .smv through bit.ly http://bit.ly/rnVClA I have made a LQ encode (.avi) in case people would rather view that here: http://bit.ly/oUUeZt Overall, I would like some feedback as to whether or not this game meets entertainment standards for a publication. I can try to add entertainment via moving the cursor around, but I would assume this would get repetitive. I would appreciate any feedback anyone is willing to give!
Experienced Forum User
Joined: 11/20/2009
Posts: 21
n/m, i'm moving this discussion to the SNES thread.
Post subject: Battle Clash
Experienced Forum User
Joined: 11/20/2009
Posts: 21
(This is my first attempt at a TAS) Here is a WIP of Battle Clash (it's only up to beating the first boss). I've tried uploading it to microstorage but that is not working for me for some reason. http://bit.ly/mTLGK8 The ROM is "Battle Clash (U) [!].smc" and I'm using Snes9X v1.52-rr (svn184) for Windows. You must have the Super Scope input enabled as this is a Super Scope game. To my knowledge, this would be the first publication of a Super Scope game if I were to continue working on it. My concerns are as follows: 1)The bosses can be boring, so to add entertainment value should I just move the cursor around between shots? 2) Luck manipulation of the bosses is beyond my expertise, but I assume that there may be a way to manipulate their movement so they are on-screen when timing is optimal to attack them? I would need some help with this. 3) I have the RAM address of the player life (7E15C0), boss life (7E15A0), and the gun charge (7E14B8). The x- and y-positions of the camera/screen/enemy are not really needed (in my opinion) as there are very few inputs necessary to fire the gun/bomb at the right position/frame. Are there any others that might be helpful? 4) Should I play using Advanced Mode? There are some differences between normal and advanced mode: 1. Bosses attack more often and do more damage. 2. Bosses move around a lot more, usually off-screen. 3. There is no dialogue before and after each fight. 4. Stage select is enabled, whereas in normal mode you just fight boss after boss. I'll entertain the idea of Advanced mode, but "Normal mode" is more like the story mode of the game...thoughts as to which I should use?
Experienced Forum User
Joined: 11/20/2009
Posts: 21
There are some differences between normal and advanced mode: 1. Bosses attack more often and do more damage. 2. Bosses move around a lot more, usually off-screen. 3. There is no dialogue before and after each fight. 4. Stage select is enabled, whereas in normal mode you just fight boss after boss. I'll entertain the idea of Advanced mode, but "normal mode" is more like the story mode of the game...thoughts as to which I should use?
Experienced Forum User
Joined: 11/20/2009
Posts: 21
Here is a WIP of Battle Clash as I've done so far. I've tried uploading it to microstorage but that is not working for me for some reason. http://bit.ly/mTLGK8 The ROM is "Battle Clash (U) [!].smc" and I'm using Snes9X v1.52-rr (svn184) for Windows. You must have the Super Scope input enabled as this is a Super Scope game. To my knowledge, this would be the first publication of a Super Scope game if I were to continue working on it. My concerns are as follows: 1)The bosses can be boring, so to add entertainment value should I just move the cursor around between shots? 2) Luck manipulation of the bosses is beyond my expertise. This has the potential of being my first publication, so in terms of Luck manipulation (like having the bosses remain on-screen when I fire the gun) I would need some help. 3) I have the RAM address of the player life, boss life, and the gun charge. The x- and y-positions of the camera/screen/enemy are not really needed as there are very few inputs necessary to fire the gun/bomb at the right position/frame. Are there any others that might be helpful?
Experienced Forum User
Joined: 11/20/2009
Posts: 21
When trying to upload the .smv (72KB), I get the following error: "Error: unrecognized format." I'm using Snes9X v1.52-rr (svn184) for Windows for the recordings. I can play/rerecord the file fine and it loads up in TASEditor with no problem.
Experienced Forum User
Joined: 11/20/2009
Posts: 21
How do I attach a WIP?
Experienced Forum User
Joined: 11/20/2009
Posts: 21
Ok, I'll try a few levels and post a WIP when I can.
Post subject: TAS of Battle Clash (U) for SNES using Super Scope
Experienced Forum User
Joined: 11/20/2009
Posts: 21
I'm planning on starting a run of Battle Clash for the SNES since I have not found it to be on TAS already nor in any WIPs. This will be my first TAS, so any guidance would be helpful. First off: is there any reason that this game should not be TAS'd?
Post subject: Check before posting
Experienced Forum User
Joined: 11/20/2009
Posts: 21
Check to make sure your submission beats the current published run. http://tasvideos.org/2494S.html I would suggest you read the related forums if you would like comments or reviews of your works in progress. This is practically mandatory before attempting to publish an improvement to a well-established run. Finally, if you haven't already, check out these tutorials made by Adelikat. http://tasvideos.org/TASTutorial.html Good luck on your future runs!
Experienced Forum User
Joined: 11/20/2009
Posts: 21
It was a major path difference. He finishes on the second day and never gets the goron mask. Just watch it and see for yourself. I was quite amazed!
Post subject: Faster time posted on SDA
Experienced Forum User
Joined: 11/20/2009
Posts: 21
As an avid viewer of both SDA and TAS, SDA recently published a run that beats this one: http://speeddemosarchive.com/ZeldaMajorasMask.html I think it'd be worth while trying out this run again using some of the tricks used in that run. If anything, it's worth a view. P.S. I loved your video!