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Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I was about to say "maybe somone found out something clever", but then I saw the comment and... eh.
Active player (277)
Joined: 5/29/2004
Posts: 5712
xebra wrote:
JXQ finished the level on frame 37:01. The clock increments to 25 at frame 37:03. There are something like 20 jumps and 3 rolls in the level, almost all of which require precision down to a single frame, again almost all of which will penalize you by more than 2 frames (sometimes as many as 10 or 20) if you are off by just 1/60th of a second.
Maybe Aitamen is just that good!
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Bag of Magic Food wrote:
xebra wrote:
JXQ finished the level on frame 37:01. The clock increments to 25 at frame 37:03. There are something like 20 jumps and 3 rolls in the level, almost all of which require precision down to a single frame, again almost all of which will penalize you by more than 2 frames (sometimes as many as 10 or 20) if you are off by just 1/60th of a second.
Maybe Aitamen is just that good!
Impossible. We are talking about xebra here, nobody is better than him. All those 3 members are therefore clearly lying! Edit: Yoshi, I love new pages ^_^
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 5/3/2004
Posts: 1203
You are once again needlessly offensive. I did not base my evaluation of human limits on my own skill at the game, and made a point to make no such comparison. I based my opinions on my personal knowledge and experience, though. Also, JXQ clearly agrees with me, and he and I are without a doubt the most qualified to comment on this subject.
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Looks like I'd better defend myself here. I had intended to prove that 24 was indeed possible on console... and came up two or three frames short. I may still have the video lying around... Okay, I don't. Must've gone over it with further attempts. Damnit. I'll have some more attempts later today.
Joined: 5/3/2004
Posts: 1203
mike89 wrote:
Looks like I'd better defend myself here. I had intended to prove that 24 was indeed possible on console... and came up two or three frames short. I may still have the video lying around... Okay, I don't. Must've gone over it with further attempts. Damnit. I'll have some more attempts later today.
Videos where you are visible playing on an actual console, I hope ...
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
If you're gonna be that picky, I suggest you buy me a PAL copy of Sonic Mega Collection.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Mike89's record there is only 0:25, so how is showing that 0:24 is possible defending himself? 0:24 is probably possible on console (even if every jump needs to be frame-precise). It's a short level and enough tries should eventually result in success. But, "enough tries" in this case is a lot (at least 500, I would guess), and it's exceedingly unlikely that 3 people got it within 4 days of each other (2 of them on the same day) after years of nobody achieving it.
Joined: 1/23/2006
Posts: 352
Location: Germany
Eh, both of the later 0:24 people have numerous first places in their list (click on the name) with no really low places, in fact maggot is listed almost everywhere as #1. Yeah, like I'll believe that. Aitamen actually has a decent distribution of places.
Joined: 5/3/2004
Posts: 1203
nitsuja wrote:
Mike89's record there is only 0:25, so how is showing that 0:24 is possible defending himself? 0:24 is probably possible on console (even if every jump needs to be frame-precise). It's a short level and enough tries should eventually result in success. But, "enough tries" in this case is a lot (at least 500, I would guess), and it's exceedingly unlikely that 3 people got it within 4 days of each other (2 of them on the same day) after years of nobody achieving it.
It's not that short. If people can get within two frames of the TAS on GH1, why can't people get within 24 frames (or even 240) of the TAS on SMB1? (Which is probably a more competitive game, too.)
Joined: 5/3/2004
Posts: 1203
KDR_11k wrote:
Eh, both of the later 0:24 people have numerous first places in their list (click on the name) with no really low places, in fact maggot is listed almost everywhere as #1. Yeah, like I'll believe that. Aitamen actually has a decent distribution of places.
I'm not sure what the significance of that is. Most of my times (which haven't even been updated in ... two years?) are probably still first or second places. I'm Ghost on TSC. The real problem is simply that claiming to get 0'24" using the TAS strategy is obviously a lie.
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Well, upon further inspection, it does appear that there are only two frames of error, it seems I was misinformed on that count. My apologies. I've now received word from Rolken that the times will be suspended until proof is provided.
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Alright, here goes. Legitimate 25s 6f run (NOTE: This movie plays with Gens+, and is not (and can not) be modified in the same way a GMV can.) So that's eight frames off "perfection"... and it only took me ten minutes! I'd say 24 is possible in real time.
Former player
Joined: 9/29/2005
Posts: 460
mike89 wrote:
I'd say 24 is possible in real time.
Anything that can be done with the use of tools can theoretically be done "in real time". But that doesn't mean someone's gonna do it, or that 3 people will do it within a 4 day time span.
Joined: 5/3/2004
Posts: 1203
mike89 wrote:
Alright, here goes. Legitimate 25s 6f run (NOTE: This movie plays with Gens+, and is not (and can not) be modified in the same way a GMV can.) So that's eight frames off "perfection"... and it only took me ten minutes! I'd say 24 is possible in real time.
For many it would be fairly trivial to make a Gens+ movie matching JXQ's (assuming Gens+ and the rerecording Gens don't have significant emulation differences.) I'm not sure what you mean to prove with your video. I suspect you believe that there is no way to provide input to Gens+ one frame at a time, which is not the case. And though I personally don't know a way to convert a Gens movie to a Gens+ movie, I have no doubt that can be done, too. I also have no doubt a half-decent programmer could add rerecording to Gens+ with little trouble.
Former player
Joined: 11/13/2005
Posts: 1587
Didn't upthorn add rerecording to Gens+?
SXL
Joined: 2/7/2005
Posts: 571
no, he gave up, because the sms emulation wasn't good enough to bear the work ; if it's for genesis/megadrive only, (current rerecording) gens is enough for now.
I never sleep, 'cause sleep is the cousin of death - NAS
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
xebra wrote:
I'm not sure what you mean to prove with your video.
I'm trying to prove that, if you're such a damn good Sonic 1 player, and I can get that close in a matter of minutes, 24 should be trivial to you. I see you don't want to try as that would involve you proving yourself wrong.
Joined: 5/3/2004
Posts: 1203
Henninger got you, Hawking!
Post subject: Freezing Problem-Urgent help needed with Sonic 1 TAS
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
OK I thought I might as well bring this up in the general section since one urgent problem at a very bad time, but this could very easily happen to anyone for any game. Don't worry I have a backup of it, here's how it goes. I don't know if anyone has seen it, but in my Sonic 1 run the game freezes in a place in which it never did before, but I have savestates after it so I can still view stuff after it. I've noticed somewhere out of the the blue that every but mysteriously get help and causes the game to completely freeze, but with the input still going. Here's the code showing what the problem looks like. It seems as thought some 0's have mysteriously snuck. This isn't the best time for this to have happened considering I'm 3 stages away from greatness (OK maybe not). Take a look at this blowing up to its origninal size may he http://tagworld.com/pictureX/PictureDetail.aspx?id=0176af9b-c750-4b47-9031-414366d438fd&un=pictureX This highlighted code is what I think is causing the problem is there a way round this. This is from the end of Star Light one EDIT: Sry, I was typing too fast.
Post subject: Re: Freezing Problem-Urgent help needed with Sonic 1 TAS
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
AKA wrote:
This highlighted code is what I think is causing the problem is there a way round this. This is from the end of Star Light one
Try changing each 00 to an FF, or deleting them. Or, if it desyncs when you do either of those because those are frames inside the level that somehow became zeros, you could replace them with the input they should have (re-record exactly the same input on a copy, then copy those 16 bytes).
Joined: 7/26/2006
Posts: 1215
What happens if you try to get rid of all the zeros between 000290a6 and 000290b7? so that 000290b7 and forwards would continue after 000290a6 without anything. edit: I think that's what nitsuja meant by deleting them. oh well. edit2: replacing them with FF's works.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I have replaced it now with what was there before, have a look now.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
In the process of improving my old run, and I came across a way to put Sonic in the wall of Labyrinth 1, with (so far) no practical application. Zipping to the left runs him into a switch, crushing him. You can also fall below the floor and into a long pit. Zipping to the right is demonstrated here, but tests in debug mode show that the spikes to my right aren't zippable, and the wall to the right of that is only to a point, then halts progress. It's also possible to glitch into the area below those spikes. This leads to either being stuck, ejected into the normal area, or falling on the ceiling spikes and dying. It's also possible to jump up into the upside-down T shaped piece of land near the beginning of the underwater area, and zip right from there, but this is pretty much the same as zipping right from the initial position. Bummer. If anyone has any ideas though, that'd be great. GMV = here.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I messed around with that glitch and that wall after the the spikes is impassable because I did an optimal jump while zipping from the far left of the stage and below is the same story as well. EDIT: Is it possible to activate the debug mode while doing the level select becuase it doesn't seem to work for me. EDIT_2: Here's my best attempt, I used the speedometer to atain the maximum speed and distance throughout, there is something about that end wall that makes it impossible to bypass. http://dehacked.2y.net/microstorage.php/info/3054/Labyrinth%201%20Zip.gmv
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