Posts for nanogyth

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Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
The one benefit I would say for publishing this is the far better visuals, but since there is already a full run of this version published I don't see why both glitched runs are necessary.
Only the fastest run is necessary. If the faster run was on the GBC then I think the GB version should be dropped. But as is, I think both have merit. Just being in color is a large plus to entertainment/watchability for many.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Nach wrote:
Under the above logic, we should have an unlimited amount of submissions, each using a different route through the game, since you know, they're different gameplay.
If they're entertaining, like BLJless M64, sure, why not? In this case it isn't an artificial restriction, but a matter of different glitches being available in the different versions of the game. Each is the fastest route for that version of the game.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Nach wrote:
I'm finding having glitched versions of both to be a tad silly. What does everyone else think?
Having a GB and GBC version with the same glitches would be silly. Different glitches make significantly different gameplay.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
This function will target just the text. That will keep the cloud/whale motion crisp. The .55 can be changed depending on how blinky you want the credits to be. 0.0 or 1.0 would maximize the blinking, 0.5 would minimize it.
Language: avisynth

function shake(clip clp){ diff = ng_diff(clp.SelectEvery(1,-1), clp) same = ng_same(clp.SelectEvery(1,-1), clp.SelectEvery(1,1)) mt_logic(same, diff, mode="and") } src=avisource("M:\TAS\Legend of Zelda, The - Link's Awakening (USA, Europe).avi").trim(0,29470) ReplaceFramesSimple(src, src.selectevery(4, 0,0,3,3), mappings=" [1211 1231] # blinking shadow [2158 2235] # chicken shadow [3589 3625] # shadow [5179 5270] # blinking key [5277 5392] # shake walk [5783 5812] # shake walk [9368 14589] # stars / chain [16417 16998] # stars") ReplaceFramesSimple(src.ng_deblink(.55, blinkmask=src.shake()), mappings=" [22272 28796] # credits") #stackhorizontal(src, last) selecteven()
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Any idea what went wrong?
It is a 2 bit greyscale game. That makes it hard for the function to match the way it should. I posted my recommendations and a test encode at http://tasvideos.org/forum/viewtopic.php?p=319844#319844
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
I'd blend the credits, they're pretty harsh without it. The rest looks ok using selectevery to blink it. Link to video
Language: avisynth

src=avisource("M:\TAS\Legend of Zelda, The - Link's Awakening (USA, Europe).avi").trim(0,29470) ReplaceFramesSimple(src, src.selectevery(4, 0,0,3,3), mappings=" [1211 1231] # blinking shadow [2158 2235] # chicken shadow [3589 3625] # shadow [5179 5270] # blinking key [5277 5392] # shake walk [5783 5812] # shake walk [9368 14589] # stars / chain [16417 16998] # stars") ReplaceFramesSimple(src.TASBlend().selectevery(1, 0,0), mappings=" [22272 28796] # credits") #stackhorizontal(src, last) selecteven()
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
hum, ng_deblink is having a real hard time with the grayscale at the end of Link's Awakening.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Link to video The blinking as the boss dies (1:25) gives ng_deblink trouble. It is blinking out, rather than blinking in, so the edges are matching the background. Nothing is moving, so selectevery works there. When getting the bomb bee (1:39), the blinking is only recognized when the sprites are a certain distance apart. As they get close together it is treated as motion instead of blinking.
Language: avisynth

avisource("M:\TAS\EMU\vba\avi\Megaman Xtreme 2 (USA, Europe).avi") src=trim(55565,62425) ReplaceFramesSimple(src.ng_deblink(1.0), src.selectevery(8,1,1,2,2,4,4,7,7), mappings=" [5186 5323] # 1/8, 1/4") yt=ReplaceFramesSimple(src.selectevery(4,0,0,3,3), mappings=" [5324 5461] # 1/2") stackhorizontal(src.TASBlend(), yt.selecteven())
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
zid- was nice enough to make some corrections to the transcript. https://dl.dropbox.com/u/86767934/ultima3-tas-nanogyth_corrected.srt
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Published has a particular meaning here. What you are referring to would be called a WIP (work in progress). You can post it in the relevant forum thread. Once you're up to date with strats and complete the run you can submit it for judging.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
http://www.mediafire.com/?ldeqx3ugbrbxdag The time stamps include 2 seconds for encoder_logo.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Twisted Eye wrote:
However, you did miss something else: whenever you power-on the game or press reset, if you hold down the B button, the game skips almost immediately to the game select screen
OH!!! suraimu mentioned that in the other thread. I thought they were talking about the cutscene with Lord British, which is skipped after you've seen it once on a save. B on frame 11 after a start/reset jumps to save select. ;;
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Captions are in, but they need some work.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Unfortunately, I couldn't really get into this run. I haven't ever played the game before, and I couldn't figure out what the characters were trying to do at most points (especially when the dungeons went all black).
Lit dungeon crawls versus the blind ascend/descend abuse might be a worthwhile speed/entertainment tradeoff. Sitting through the first cutscene might be better than a double shot of the boring (but faster) intro. I'm glad people like the Ambrosia music. That is the part of the movie that I find the most labored. I was pleasantly surprised by all of the support this movie has gotten, I feared it would be panned as just a boring non-ff rpg. I'm planning to make a subtitle commentary track, so if anyone has any questions, please let me know. I didn't think of using DOS at all. I played the NES version in the eighties and I know the NES tools better. The horses seem to be purely cosmetic in the NES version. Terrain lag is always the same as walking. Screenshots:
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
FCEUX 2.1.6-interim svn0 is feos' build. It syncs on the copy of 2.1.5 I have as well.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
I am working on this and it seems to be going pretty well. A few of the rng things are frame based. Trans to a variety of places on the world map. (256 frame cycle) Descend/ascend to any empty square on a dungeon floor. Force all the low level enemies to be undead. (4xp instead of 3) Whether the undead spell "misses" is based on the sprites animation. Spamming B advanced the RNG for most other things. Pirate ships with a single crew member. Pirates in Exodus Castle Moat. 8 hitting the floors with poison. Horse doesn't speed up movement. I read somewhere it reduces food consumption, but that shouldn't be a problem in this run. Does anyone else have experience with the time lord freezing the mobs in Exodus Castle? __ 1. Cave of Fire - Mark of Force, Mark of Fire, looting treasure 2. Yew - Pray 3. Fights vs. undead to get 400xp/2500gold total 4. Castle - Level up 5. Pirate 6. Ambrosia * Shrines - cards, 50int * DODGE MAN-O-WAR!?! 7. Sosaria - trans to NW corner, moongate (0->2->7) 8. Cave of Moon - Time Lord 9. Castle Exodus - moongate (7->5) when pirate is in moat * Dodge first dragon, others are frozen * Poison floor, rest, poison floor * Pray - love, sun, moon, death * Run away * WIN !
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
Ultima Exodus thread Full run, very suboptimal, testing rng Link to video
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
I really liked the conducting during the final boss.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
ConvertToRGB32 It needs an alpha channel to do the layering.
Post subject: non anti-aliased fonts
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
I haven't found anything that works, so I rolled my own. a2.png
Language: avisynth

bc=blankclip(color=$008888) my_str=""" hello world? well isn't that grand??? world hello""" layer(bc,showstr(my_str)) function ng_sv(clip clp1, clip clp2){ w1=clp1.width h1=clp1.height w2=clp2.width h2=clp2.height clp1 = (w1 < w2) ? stackhorizontal(clp1,blankclip(1,w2-w1,h1,color=$00000000)) : clp1 clp2 = (w1 > w2) ? stackhorizontal(clp2,blankclip(1,w1-w2,h2,color=$00000000)) : clp2 stackvertical(clp1,clp2) } function showstr(string str){ #chr(13)=\n #there is a newline and carriage return nl=findstr(str,chr(13)) (nl > 0) ? ng_sv(showline(leftstr(str, nl-1)),showstr(midstr(str,nl+2))) : showline(str) } function showline(string str){ (strlen(str) >1) ? stackhorizontal(showchr(str),showline(midstr(str,2))) : showchr(str) } function showchr(string str){ imagesource("a2.png",pixel_type="RGB32") char_w=width /32 char_h=height /3 or=ord(str) or = (or < 32 || or > 128) ? 32 : or a=(or %32) *char_w b=(or /32 -1) *char_h crop(a,b, char_w,char_h) }
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
ng_deblink has a parameter for how soft/sharp you want the blink. ng_deblink(1.0) for flickering. ng_deblink(0.5) for transparency. ng_deblink() defaults to .667, like TASBlend. But don't use anything as an all-round tool. If there isn't blinking then SelectEven looks best, so use that whenever possible. Applying TASBlend to a whole movie is lazy and often looks worse than it needs to.
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
alden wrote:
I found north and south interesting mostly because it slaughters horses.
It didn't slaughter the horses, it freed them to take a swim in the river. I found it entertaining for a 2 minute story. p.s. How is Clue not on the list of games too boring to TAS?
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
natt's recommendations for ytstretch
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
I got a copyright hit because DJ nasty copied the song, sigh. http://www.youtube.com/watch?v=ABogqJL8C_c
Experienced Forum User, Published Author, Player (65)
Joined: 4/21/2011
Posts: 232
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