Posts for zdude255


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What about RBA? It can be used for some medals but I don't think you intend to use it. Using it for some things but not others seems odd. (Although I would understand why) You should clarify the run's stance on RBA as well.
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Bloobiebla wrote:
That's very reassuring thanks hah, although I would understand why it would get rejected since it is a separate unneeded category. It was a personal desire to see how fast the run goal could possibly be accomplished but it would be awesome to have it online in some way when I finish. Also I think the level of optimization will only get better so we don't need to worry about it getting lazy or full of errors
The thing is, it isn't really unneeded if it shows the game in a much different way than the other movie. LttP, Super Metroid, and Umihara Kawase have other runs with different goals that were accepted. The only reason I could possibly see this rejected would be for unclear goals. What you should do now is decided exactly what is acceptable and what isn't in terms of glitching. Then follow those rules and note them in the submission to clearly define the category of run this is.
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I can definitely see a no warps run being accepted if the level of play is up to the site standards. If the main run ever gets replaced by one with the RBA trick, it will be a good alternative to the glitched run.
Post subject: Re: Mini-game TASes (forum exclusives)
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Catastrophe wrote:
Gunty's Lufia 2 TAS definitely belongs in this category. He basically TAS'ed a random dungeon generator and created an extremely improbable and fast movie.
Uh, besides the Ancient Cave Lufia II doesn't have any random dungeons. If you want an improbable movie, go watch the Dragon Warrior Monsters TAS. That's a very well done run through a game entirely made of random dungeons.
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The TAS is pretty entertaining throughout, but the problem is there are a zillion SMW hacks and we can't maintain movies for them all.
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http://dehacked.2y.net/microstorage.php/info/1043439990/Do-Re-Mi%20Fantasy%20-%20Milon%20no%20Dokidoki%20Daibouken%20%28J%29.smv Second WIP to level 3. Level 1 is optimized fairly well, need feedback on 2 & 3. Update: I saved 72 frames on level 2, but I still need feedback on 3. Those logs are tough to avoid. I'll post another WIP when all of world 1 is done.
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Well I finally gave in and made a test run of the first level. Feedback would be appreciated. I noticed a few things already, so I'm going to redo it soon. I may stop to find some RAM addresses as well. Oh, and there's that whole "tons of work crushing me before finals" thing too. http://dehacked.2y.net/microstorage.php/info/534313402/Do-Re-Mi%20Fantasy%20-%20Milon%20no%20Dokidoki%20Daibouken%20%28J%29.smv Some things I noticed: Running down slopes increases speed, likewise avoid running up slopes. That spot by the spring is difficult to optimize. If I land too soon I lose downward velocity, if I go too far I have to backtrack farther to push the spring. I'm not sure if bouncing off enemies is faster, but I don't think it's slower. The menus are laggy, it may not look like it sometimes, but they are optimal in the testrun. Also grabbing the extra clothes will be worth it, because once you have 9 lives, getting 100 notes gives you invincibility. (Starman style pretty much) I'm not sure if the TAS will get there, but I think it might because clothes are pretty common and they give 10 notes each once you have green clothes. That and I don't think I'm losing frames grabbing the ones in this level.
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The forest escape is pretty cool, but won't you be at a disadvantage without the ocarina?
Post subject: Milon's Big Adventure (ミロンのドキドキ大冒険)
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Sometimes listed as DoReMi Fantasy: Milon no DokiDoki Daibouken. Basically it's a prequel to Milon's Secret Castle on NES. This time though it's a linear platformer. Beware, it may look cute but it's actually pretty difficult. The story begins with a big demon thing attacking the land and capturing Milon's fairy friend. Milon decides to rescue her and his parents have no problem with this for some reason. Using the untranslated version won't make much of a difference TASwise though, because all the story will be skipped with Start. Milon can shoot bubbles, along with a few other abilities picked up along the way by collecting hidden stars in levels. These are mandatory, but they can be picked up during the first go of each run. Levels range from straightforward ones, a few mazelike ones, and a few autoscrollers, (ugh) but it's varied enough to remain interesting, and a TAS will breeze through a lot of them. Boss fights are quite hard and will be entertaining too. It's worth a playthrough on a boring weekend. Grab the translation patch and it'll explain pretty much everything. Search "doremi fantasy" on youtube for some level videos and such too. Go watch the current WIP.
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Well there's also extreme luck. Our hero could simply find a lot of valuable items. This definitely would be in the tech demo section, but might be interesting. I'd have to see a WIP to judge. Maybe the demo could be building a really awesome house from random sources. If you can do so in under an hour or so, I'd be pretty impressive. The limitation to the Japanese version is probably a hinderence, but there's nothing we can do. Are there any important differences from the GCN version? EDIT: There's also the issue of the clock. To upgrade the house you gotta leave and come back the next day. And there's also the question of if it is even emulated by mupen and will work in a movie. This may still be impossible for technical reasons.
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Congrats on a nice improvement to a run that surprised everyone.
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It definitely improves the previous movie and has some nice antics when waiting. I'm not sure exactly how that scroll glitch works but I see you used it to skip some screens and sometimes entire stages. Excellent work.
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It will be much easier on the route planning to do a 100% run, and it makes a very entertaining movie too. This came up with Banjo-Kazooie also. And this one will take dedication like nothing else. The final runtime could very well be over 3-5 hours, although I haven't looked into any of the tricks. If any experienced TASer wants to grab this one once the compatibility issues get sorted out, PM me or something and I'll look for some RAM addresses.
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This game completely deserves a sequel/revamp. Nice improvement.
Post subject: Re: restarting form the beginning again
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I think that it's invalid to make measurements using in-game time if you use a clock stopping glitch.
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Tompa wrote:
"A few frame errors" how much could you be if you redo you think? If it's only like 10-20 frames. I say that you can just continue and redo the run later...
I agree, 1/3 of a second is not noticable over 10 minutes...
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Bisqwit wrote:
submitter wrote:
I make some mistakes at WORLD 4-2.
Anything why this shouldn't be speedily rejected?
Not that I can see. We have a highly optimized run of SMB on the site already. Another country doesn't even give it another run, much less one without any major differences that isn't as optimized.
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Realtime is noticable to the viewer, while in-game time only flashes by really quickly at the end. The site has set a precedent that a realtime run won't be replaced by an IGT run too, so don't worry about this trick obsoleting the run.
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His current time is about 6.5 seconds. I was setting memory addresses to zero until I found one that would make my time zero. I happened to have the savegame from his run, so it was kinda funny that it showed me breaking the record.
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Ah, I thought you were going to travel through it at some point later in the run. It looks good then if you just need to activate it.
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Sami wrote:
zdude255 wrote:
And that claudron is my way to the Treasure Trove Cove. Yes its possible do before CC or after it but I use before TTC.
Yeah that's not really my point though, the only point to activating that cauldron is if you're going to use it later on. If you do use it, you'll pass right by the eyes jiggy, which would save backtracking after CC by putting it off until later in the run.
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Finally found this for you. Current Level Time Unsigned Long A61690 This is definitely the level time. It is tracked by some weird scale and each tick on this is approximately 2.543 microseconds. (2.543e-6) Finally I was able to beat your 1-1 time by 6 seconds or so ;-) Not sure if this will help much, but it's here if you want it.
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Taking no damage in LttP is trivial for a TAS. We already have a full LttP run w/o the UD/LR glitch too.
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This whole argument is getting offtopic. I love the run so far, the one thing I'm wondering about is that you immediately backtrack after Clanker's Cavern to grab the Jiggy from the eyes in the lair. There's also a point where you activate the warp cauldron for later use. Wouldn't you pass by that point in the lair later on so you don't have to spend time backtracking after clankers? Or did I miss something?
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Does the timer run during the crash animation and such? Because that could speed up Lolo (1-hit win) and maybe a few others if it doesn't.