Posts for zdude255


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Joined: 6/26/2007
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I found what I believe to be the counter for the total in-game time. This should hopefully be more stable than the previous times. I guessed correctly that it tracks time in frames, and each frame is 1/60th of a sec. This is the time that is displayed on the pause screen as well. Game Time Unsigned Long Addr: 00A20638
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It would seem the in-game timer is not updated on frames with lag. This make the decision between the two very icky as you could have a very laggy run with perfect time, or a faster, smoother run with more IGT. I haven't confirmed this, but I may search some RAM addresses to try to observe the effects of lag.
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comicalflop wrote:
Every stage beats the previous TAS time, except for the last. Phooey.
Is this because of a difference of real time vs game time? Is each level faster on the framecount, or were you just not able to match the previous time? Now is the time to try again, it will be more difficult to fix later. Although with the separate levels, hex-editing seems possible, but probably painful anyhow.
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If completed, this would have to be a record for luck manipulation or something. Of course you still gotta make it interesting while everything falls into your lap easily.
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Joined: 6/26/2007
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comicalflop wrote:
Do I have to redo to implement this (which I hope to all god that I don't have to do, I just had hex help to complete stage 1-06 the way I wanted it to), or will recording in Jabo's 1.6 still make it watchable with this new one? If I don't have to redo and can keep using 1.6 then that's great, but if it's worth it to use this one, lemme know now.
There's a chance that it can still sync even if you use another graphics plugin. Some games are more picky than others, what you can do is try to replay it using the new plugin, and if it still syncs the same, continue using it. You can probably hex-edit the m64 to say the correct plugin too.
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I think that murderbeam should've been used to make the run more entertaining. However the difference in goals does make a significantly different run that I enjoyed watching even after watching the other three SM movies.
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comicalflop: Nice run, it looks good, are you ahead of Nitsuja's old WIP. I had hoped he would finish that run, but I'm glad that someone is still working on this game. It is an extremely TASworthy game too.
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mr_roberts_z wrote:
I used to play Rush 2 a lot, and a TAS of it would be cool, but I thought racing games weren't very good for TASing.
Well it wouldn't be the racing mode. Rush 2 has a practice mode to drive around the city freely and collect keys and Mtn Dew cans that unlock new cars. The goal of the run would be to collect all the keys as fast as possible, which requires a lot of tricky and unlikely stunts.
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I think a really interesting TAS would be a run that gets all the hidden keys in each course as quickly as possible via practice mode. It would be loaded with ridiculous tricks and short enough to be amazing. Any comments / other ideas?
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I really liked the boss fights and the glitches used to speed it up. The running could get a bit monotonous at times, but enough things died on the way to keep me satisfied. Voting "Yes"
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Anon wrote:
Halamantariel wrote:
DON'T MOVE!
Wow. Whoever designed that hack is a genius. ...would anyone happen to know where I can download the patch?
Second, I now NEED the ips for that.
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After reading some of the observations, it looks like everything was done with a purpose. I agree on some of the issues in Jabu's Belly. Either timing can be improved or entertainment should have been added. If this run does make it, I don't think it should obsolete the previous run because it is less gratifying to see items pop out of thin air than to have them collected. I have a feeling this may be obsoleted by Guano's new run in a bit, so the result of this submission may not matter in the long run. For this reason I'm gonna have to vote "Meh"
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Wouter Jansen wrote:
RT-55J wrote:
The "Votes" column ignores "Meh" votes. AFAIK, it has always been like that.
if it does, it does a lousy job at that. it does include the meh votes in the brackets, where it says 19 votes. when I read there are 19 votes, and 100% of them are yes votes, I would think it would be right that 19 votes are yes votes ~-~
Read it this way then, 100% of 19 people don't oppose publishing this run.
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Game graphics and music are solid. Run looks nice, plenty of fun during the few waiting periods. Looks great, voting "Yes"
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Joined: 6/26/2007
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WRs shattered alongside showmanship and headshots galore. Very Yes. Also, I wish the encoder will edit out all the loading screens. Yes you can skip them while playing it back, but having to do it every level is annoying.
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Dwedit wrote:
Why do you need to do the stuff with Epona and Romani ranch?
To get the 3rd bottle needed to carry all of the eggs in Pirate's Fortress in one trip. Finishing Pirate's fort is next followed by GBT. Do you see doing Stone Tower in the same cycle or will it have it's own cycle? Also, I'm wondering why you use Zora for that one jump prior to the Forest Boss. EDIT: Also, is it possible to wait outside Central Clock Town until midnight to avoid the cutscene, or is this different in the first cycle? (Or would it not be faster anyhow) I doubt the run would be rejected for minor save issues. It can easily be made from the rom and there's no chance of you having rigged the save. It may be possible to hex-edit the file too. Just add a few more frames of blank input for what I assume is the lag caused by writing the initial memory.
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petrie911 wrote:
Oh, you can. Actually, check this out http://youtube.com/watch?v=Sf1u2EzGD_U And that's not even optimal...
Tasty! I still can't wait for this run though.
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Deign wrote:
RT-55J wrote:
I still think that "Do not go up the infinite staircase until you have 70 stars" would be a better idea.
This is too arbritrary I'm afraid. Besides, I'm not sure about anyone else, but I'm sort of getting tired of seeing the TAS's use the BLJ trick to warp into the different worlds. It's novelty has definately worn off and it doesn't do much for me anymore.
This is why I think a glitchless any% run would be the best third category. A BLJ-less run that abuses other glitches seems kinda arbitrary. Glitchless any% will depend a lot on route planning. It'll have to actually fulfill route requirements for regular play. Any% also makes sure slow/boring stars/worlds are skipped out of route planning.
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Clearly unoptimal, you even miss your first fireball on the BTT stage, leading me to believe that even the WR for normal play is faster there. No
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Here's a link to a movie where I test how fast Oedo gives Ryo. I also use the glitch to get inside w/o the chain pipe. http://dehacked.2y.net/microstorage.php/info/1521933903/Ryo%20Test.m64
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karterfreak wrote:
Well, i could put my old shitty run that has oedo castle finished up, but it isnt worth anything because it has alot of mistakes in it before getting to oedo castle, so i dont see the reason to. Either way, im at the front of oedo castle in my improved version, so wait a few days and i should have oedo castle done, and maybe the first impact fight too.
I have a feeling glitching into Oedo w/o the Chain Pipe is faster than regular walking. It's definitely entertaining too. You still gotta go get the Pipe first cause it's required for the castle though.
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Fair enough, but I'm gonna do it if I don't see a test run that completes Oedo Castle soon.
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Posts: 147
Another distinction would be a 100% run, that gets all the switches along the way. That would certainly get it accepted. Just don't make it boring and have the same power for most of the run. Kirby is all about getting all the different powers for varied gameplay. The KSS run suffers from this. Be willing to accept that it may just not be a great game for an interesting TAS.
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I think the test run is solid, but the game is a rather bland one where you dash past a dozen of the same generic enemy. The graphics are quite blocky too. Nothing strikes me as special about the run unless you have some crazy glitch that's not in the test there. I would much prefer you finish Klonoa. I watched the WIP and it's really good.
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Fair enough AKA. I think I'm going to take a crack at it. I would like to see karterfreak's initial test, but microstorage seems to be acting up. Already started route planning. The SDA run makes a mistake getting the map from the first teahouse. The dragon will give it to you later automatically if you don't have it. You still need to pop in for sec so that you can warp back to it later when you upgrade the weapons. There is another issue that's bugging me: Ryo. You need at least 1130 Ryo to beat the game. You start with 100, so somewhere along the way you need to collect over 200 5ryo coins. There's a room in Oedo castle that has 120 ryo (24 coins) that can be redone continuously for profit. I have been able to somewhat manipulate enemy ryo drops too. It may be better in the long run to collect them as I pass by enemies. This is probably more entertaining even if the time is the same. It makes this whole mess a much riskier venture though. Gonna figure out the Ryo/sec for that first Oedo Castle room and see how much time is acceptable for a 5-ryo drop.