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Good job with this movie.
Though, I don't know how I feel about the goal. It obviously takes away a bunch of entertainment when you see cool rooms just being skipped.
Personally I think I'd prefer a "100%, no Esc" run or something, because there are a lot of routes that are possible.
You also have to make sure that you optimize your position around the platform or enemy.
I saw a few movement errors and I suspect that ~3s can be saved just from them.
Voting Meh.
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
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Location: Germany
Subpixels are important because they are not obvious.
Say you are comparing your TAS to another TAS, there you can see that you are maybe faster because you are further to the right (when comparing the screen, so the pixels). But the problem with subpixels is that you can't see a difference on the screen.
Say you have a clock that only shows minutes and hours. You can't see the seconds so you don't know if the minute will advance in the next second, in 5 seconds or in 50 seconds.
But since we have tools such as RAM Watch we can see these subpixels and use them to optimize the TAS.
TASeditor wrote:
Let's say the speed value is 120, you have 256 subpixels and the starting subpixel is 0. This means every frame the subpixel value increases by 120 each frame (0, 120, 240, 104). Where does the 104 value come from? The subpixel value only goes from 0 to 255, so if the value is greater than 255, it starts counting from 0 on again.
You could have compared that to the clock again:
Say the "speed" value is 25 and you start at 0 seconds, the seconds will go 25, 50, 15, 40, 5...
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Experienced Forum User, Published Author, Site Developer, Skilled player
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Location: Germany
So, apparently this vote has nothing to say and Nach isn't going to change it unless I provide something I didn't understand.
<Nach> Masterjun: the issue with that image is that it isn't clearly better than what we have and ensured it fits into the scheme of things
<Nach> Masterjun: our stars and moons are happy
<Nach> the one you just sent me is blank looking
...
<Nach> Mothrayas: well, I'm not against changes, although Zeupar has taken point on icon overhaul already. I don't want to be a middleman here, and I don't want to have a war between people fighting between icons every day
<Nach> So please talk between yourselves
<Nach> When you have a conclusion, send me, and I'll replace
I don't know what else to do to change it. I made new suggestions, I made a thread, I made a poll.
I'm just not gonna care anymore.
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
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Location: Germany
I assume you mean approaching the block from the left.
So the clip works because with Yoshi your hitbox is different than usual (it's bigger) and there is one single y-position (or maybe 2 or more, I don't know actually) where you can't hit the block and go through it.
As the block pushes you to the left when you hit it inside the block you have to be careful to not get stopped.
I did a bit of testing over 1 year ago and I figured out that there are two x-positions that stop you when your calculated next x-position (speed+current position) it equal to them.
In general I could figure out that to avoid getting stopped, if x is the position you have when touching the block from the left, with
49 speed your x-position has to be in the range of (x-1).e0 - x.f0
51 speed your x-position has to be in the range of (x-1).a0 - x.f0
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Experienced Forum User, Published Author, Site Developer, Skilled player
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WatI would suggest using this.
My new suggestion would be using the original SMW sprite (like it is with Moons only mirrored),
or adding a small smile (at least I think the original one is supposed to look like it's smiling) so that it looks like this.
MOD EDIT: Poll added (poll question and options exactly as specified by Masterjun). Polls are fun. -Mothrayas
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
Joined: 10/12/2010
Posts: 1183
Location: Germany
If you want to use debugging features with lsnes I'd suggest using lsnes rr2 (the beta).
It's the version with a lot of features such as Trace log without using Lua (Tools > Trace Log) where you also can set breakpoints or the Disassembler which could be very useful.
You could also check out lua.pdf for a lot of things you can do with Lua.
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
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Location: Germany
In my opinion, we have to meet these two types of ending:
perspective of the viewer: not just a black screen with no music
perspective of the game: not just forcing the game to display an ending picture but have some other game routine running
The first one is easily met by having the dialogue and the credits at the end. When you continue the game you can also see that the goal of the game was reached, as all the crew members were successfully rescued. (Don't tell me that the goal was to unlock flip mode...)
The second one is also met, because we just changed the gamestate so that the game really thought that it has to end, then displayed all the text and the credits.
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Experienced Forum User, Published Author, Site Developer, Skilled player
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The comments are still there.
This is basically as if you had a game with 2 save files, the first one is cleared and the second one is a save with the game finished. Then you start the run:
Start the first file, reset, continue the second file, beat the end boss, credits.
Would that be legit? You started from a clear save file and got to the credits.
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I already posted a comment there but I'm saying it again here:
He didn't start from a clear save. VVVVVV doesn't delete your save if you select "New Game", it just overwrites it when it needs to.
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I already posted a comment there but I'm saying it again here:
He didn't start from a clear save. VVVVVV doesn't delete your save if you select "New Game", it just overwrites it when it needs to.
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
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Location: Germany
kaizoman666 wrote:
Can I just point out the fact that the movie is incredibly unoptimized
This makes sure that this movie isn't going to be accepted.
I do want another reason for the rejection though, because if this will be the only one, I could just make an optimized version, which would just delay the real reason.
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
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WHAT?! TASVideos Pro was just a JOKE?! I was totally fooled by that.
But I think that if someone seriously wanted to introduce something new he'd wait to at least one or two days after April 1st, to avoid discussions.
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Experienced Forum User, Published Author, Site Developer, Skilled player
(1974)
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Location: Germany
I just wanna say that I once had the same problem that buttons weren't releasing or being pressed until I pressed them several times.
Though, I can't remember the details and I don't seem to be able to recreate that problem as it was somehow fixed when I restarted the emulator.
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