Posts for zidanax


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Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Hoandjzj wrote:
But... wait... cancelled already?! .__.
Please read the edit at the end of the submission notes.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Location: Oregon
Hello Hotarubi. Thank you very much for posting the Bloodpool Act 2 trick. I was trying to do the same thing when I was making my TAS but for some reason I didn't quite manage it. After watching your SMV I was able to do it easily just by watching your TAS, without even watching your memory or inputs! I will also compare the rest of my TAS to your TAS to look for other timesavers for my TAS. Since you are a Japanese TASer, I would like to ask if you also made the following TAS: http://www.nicovideo.jp/watch/sm3944699. If you didn't, then do you have a way to contact the person who did? I would like an SMV of their TAS if possible because that makes comparing TASes easier.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
I tried standing still more often, but it actually made things worse. So I tried jumping more often and shaved off 75 more frames. http://www.mediafire.com/?8yqzzz1yoe1y9z3
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Location: Oregon
Sorry, but I think that given that particular pattern that's the best I'll be able to do. Hitting the Arctic Wyvern 5 times when it swoops in is difficult enough. As for trying to hit the Arctic Wyvern 10 times when it drops straight down, I couldn't quite manage it. After some comparison with the US version, I found that the Arctic Wyvern starts flying away about 10 frames sooner in the Japanese version, which is enough to prevent getting in a 10th hit. As for trying to get a different pattern out of the Arctic Wyvern, Messing around with when I killed Kalia didn't make a difference.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
1,2,3:Yes, that delay on Flame Wheel was intentional in order to get a different pattern on Kalia. But I've gone ahead and tried the other pattern and I ended up with 10 less frames overall by the end of the Kalia fight, and time saved in the Arctic Wyvern fight. 4. You're right, it is possible to get all 4 spheres in 2 hits. I had been experimenting but couldn't manage to get the top two spheres in one hit. I must've forgotten to jump boost. Now that I've remembered to jump boost, I can hit both. 5. No luck trying to get Zeppelin Wolf to show up on the 1st level. When I mess around, I just end up with it either showing up on the floor twice in a row before showing up elsewhere, or showing up on the 2nd level. Here's my revised version, 178 frames saved: http://www.mediafire.com/?5yo1egc2sgaxved
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
OK, I finished Death Heim. http://www.mediafire.com/?dyn1wdgd6a8izwn Take a look and see what you think.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Completed Northwall Act 2: http://www.megaupload.com/?d=S44OUM6Y When I messed around with score and amount of life before starting the Marahna Act 2 boss, it didn't have any effect.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Sorry for the delay, here's Northwall Act 1: http://www.megaupload.com/?d=AR56STSW A few changes in tactics here and there. Managed to save a few seconds overall.
Experienced Forum User, Published Author, Player (215)
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The trouble with trying to take the right side is that in the Japanese version those white spikes are instant death. I tried taking that route anyway (by means of dodging spikes) but I still got the same luck on the boss.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Location: Oregon
And here's Marana Act 1: http://www.mediafire.com/?211pe898vth4n2q And Marana Act 2: http://www.mediafire.com/?ne8qmd4w3c03n2g Unfrotunately, I didn't get as good luck on the boss as the nicovideo run. I tried waiting before entering the boss room but that required too much waiting. I also tried changing my strategy a bit to kill the first two brown monsters like the nicovideo run does, but that doesn't help either. So this level is actually somewhat slower.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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OK, I've done Aitos Act 2. http://www.mediafire.com/?zhpu5qq93ys2fa8
Experienced Forum User, Published Author, Player (215)
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OK, I've gone ahead and done Aitos Act 1. http://www.mediafire.com/?htsp0xewnwffsf8
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Delaying the final hit on the Bloodpool Act 2 boss does affect the behavior of the flames, however with both of the delays I tried it didn't make the behavior the same as before. In both cases, I didn't get as good results, although I didn't mess around as much with lag reduction this time. One of those delay amounts was the max I could pull off without having the Bloodpool Act 2 boss teleport. In theory I could try a bunch of different delay amounts and then do a bunch of messing around with each to try to minimize lag, but I think I would go insane trying to do that. Besides, I'm thinking that I'll eventually do a second version of this TAS because it sounds like SNES9x might receive some accuracy improvements (byuu is interested in helping to improve the S-SMP core). I don't know if any of the planned improvements will affect lag, but in case they do: If I'm going to spend a lot of time trying to reduce lag, I'd prefer to do it with an emulator that's closer to the amount of lag present on a real SNES.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Actually, Dunnius, I hadn't thought about killing the enemies just before the Bloodpool Act 2 boss. Not a bad idea if you have to wait for a better spawning pattern anyway. So I went ahead and tried killing the statue just before the boss in Bloodpool Act 2. I ended up having to also kill the skeleton guy just before that in order to avoid getting hit. The benefit is that since I can now take one hit without dying I can just use the boss spawning pattern I'm initially given (which requires taking one hit) instead of waiting for another one. That saves about 100 frames in Bloodpool Act 2. Unfortunately, the flame enemies in Cassandra Act 1 act randomly, and this time the results are much laggier. After much experimenting, I chose a different route to try to minimize lag, but nevertheless I lost 49 frames overall in Cassandra Act 1. Miraculously, I was able to just hex edit in Cassandra Act 2, so that's the same as before. Overall, I saved 51 frames over the previous WIP. http://www.mediafire.com/?2txx1jbwhucyizx
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Location: Oregon
And here it is up to the end of Cassandra Act 2: http://www.mediafire.com/?tu45dh5b0k7dd5x
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Been working on it off and on. Here's my progress up to the end of Cassandra Act 1: http://www.mediafire.com/?5mmaswbs801bfvz
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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OK, here's my progress up to the end of Bloodpool Act 1. Although the level layout isn't very different, I think enemies have slightly larger hitboxes from the American version, which affects how I handle some stuff. http://www.mediafire.com/?sj7x6jq6f2cfrzg
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Given that Snes9x 1.53 recently came out, I'm going to try using that instead. It seems that 1.52 and 1.53 are both laggier than 1.51, but after some comparison with bsnes I think that that's maybe how it's supposed to be (hard to be exactly sure given that SSNES seems to only count 180 frames at a time). The extra lag is not while controlling God but rather during things like room transitions where I'm not in control anyway. Unfortunately, this extra lag means that simply comparing the overall time of this improvement to the overall time of the nicovideo run may give a false impression of not much time saved. Still, given that 1.53 has more accurate emulation, I'm going to use it. Even if someone ends up adding TASing capability to bsnes or something, the effort put into a 1.53 run wouldn't be in vain because a lot of the time making this TAS so far has been spent figuring out the best way to go through stages, seeing if I can improve on what the nicovideo author did. That kind of stuff would carry over to whatever emulator I use, allowing me to redo the TAS quickly.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
It will be the Japanese Special Mode--people can watch the already-submitted TAS if they want to see the US version levels TASed.
Post subject: Snes9x 1.52 key repeat rate
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Location: Oregon
For some reason, when I hold down the frame advance key in 1.52, it advances frames more slowly than in 1.51 or 1.43. I have already checked the Windows control panel (I'm running XP here) to make sure the key repeat rate is as high as possible. Is there any way to increase it in 1.52? EDIT: I should mention that I'm using the latest win32 binary on google code. When I try 1.52-fix4 instead, the repeat rate is just fine for some reason. Was it intentionally changed so that the frame advance rate isn't as high when the key is held down as it was before?
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
I suppose I could go ahead and do that. I've got experience with running the levels, and doing Professional mode might actually be easier. First, you don't have access to Stardust, so you don't have to worry about manipulating it. That was one of the most painful parts of doing the levels in the normal mode. Second, you always start levels with max life, so you can just get hit wherever it would save time. EDIT: I'll go ahead and make the verification movie (i.e., the one that makes it so you can enter Professional mode on start). Also, I'm going to try using 1.52 since I don't anticipate having to use Lua this time (I have had problems getting Lua to work in 1.52). EDIT: I made a SRAM generator movie for 1.52: http://www.mediafire.com/?7gzvhqtm1qa2nvc I'm using mediafire because it seems that microstorage doesn't support 1.52 SMVs yet.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
I suppose it isn't a big deal, but is there a particular reason you made this run with 1.43 instead of 1.51 or even 1.52? Was it to make it easier to compare your times to the times in the old run? EDIT: nevermind, I failed to notice that the previous run was made in ZSNES. Neverthless I'm curious why you used 1.43
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
Posts: 373
Location: Oregon
Input may have been working well in PCSX, but music certainly wasn't.PSXjin has much better sound emulation than PCSX. Frankly, it was annoying to listen to Breath of Fire 3's music be butchered by PCSX. In any case, usage of PSXjin is not very different. You would adjust pretty quickly. I strongly suggest you use it.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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Location: Oregon
I've been watching the WIPs and just saw the last part of this run, so I'll go ahead and vote yes. I have played the game, and I did in fact enjoy this TAS. I know that there's been a lot of work put into the planning for this TAS and many revisions, as is usual for Janus's TASes.
Experienced Forum User, Published Author, Player (215)
Joined: 2/12/2006
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OK, so I've been doing reverse engineering stuff on and off, but it's a long way from being presentable to others. At the moment I'm not feeling very motivated to do that so I went ahead and did a second WIP that picks up less chests. Once again, I didn't sweat some of the small stuff, e.g. menus aren't necessarily gone through as quickly as possible. I saved more time than I expected. Almost 25 minutes! http://dehacked.2y.net/microstorage.php/info/895159746/Lufia%20%26%20The%20Fortress%20of%20Doom%20%28USA%29%28test2%29.smv Some other things: I noticed that I wasn't using Drain on the ghost boss in the Red Tower. I didn't bother picking up the Might Helmets this time. I tried using Courage and Protect more often. There's one less Green Core fight than before. There's some more adjustment to be done to what items to pick up, but it's a lot closer to final. I've got some ideas for route changes to try later. As for the luck manipulation, it's about the same as last time (i.e., there's definitely room for improvement). Probably other things I'm forgetting.
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