Posts for MESHUGGAH

MESHUGGAH
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I couldn't find any improvement for DarkRiolu27's latest movie. Very optimized route and positionings/timings. Good job DarkRiolu27! The only thing I will try today is the final wall clipping before falling water, will edit this post once I'm done testing it. edit: found nothing, great as it is :) For corrupt ending, change from S to L+R+S @ frame 2058 edit: based on true story
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MESHUGGAH
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Question, how does someone trigger the "ability roulette" where you can stop and pick stone? I inhaled the first 3 enemies at once in room 3 and I still get fire. Is it only works if I inhale the one eyed guy (4th enemy in room 3) and someone else in combination? I read gamefaqs but have no idea who is Rocky, definitely doesn't matches the one I see on Kirby Wikis. edit: my current inhale order: Monkey, Fire guy and Two eyes guy (same order as appearing in the room) edit2: - same with different order: Monkey, Two eyes guy, Fire guy - same with only Two Eyes guy and Fire guy - same with Flying guy (5th enemy) and One eyed guy edit3: thanks Chanoyu! Ok so I need a different strategy idea then :)
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MESHUGGAH
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9 saved overall.
Very nice! I downloaded "ka_viewer.lua" maybe from keyword. I'm currently trying some different minor X pos sacrifices in room 2 and trying to understand how does Kirby gets powerups from inhaling enemies (needed for room 3) Here's what I've tried without success: * room 2 start: sacrifice X pos before 1st red enemy while 2nd enemy "green slime on top of the hill" comes forward to us. --> Always slower or same time as your new movie, no matter if I sacrifice 1 frame at the end of room 1. (in Kirby's Adventure, sometimes you can sacrifice a single frame at the end of the level to get 1 lag frame fewer in the next room). * room 2 spitting star after jumping with different starting: 3 frames slower * room 3: get hit by monkey, kill 3rd enemy with invincibility --> many frames slower * room 3: inhale 3 enemies: no success to pull it off
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MESHUGGAH
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Is this TAS includes improvements from my usermoviefile? User movie #52196178845186531 edit: Oh, so the previous TAS was done by Lobsterzelda and was aware of my userfile, okay!
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MESHUGGAH
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Okay but where is the frame war edit: If someone can throw a Lua script at me for BizHawk (MUGG's Lua script doesn't works while TAStudio is opened) or FCEUX I might check the TAS out edit2: Without Lua script, I watched the movie looks very impressive, very optimized! I've tried a bunch of different tricks in room 1 and none of them saved time: - 1st enemy action (explode earlier (this TAS), explode later, jump) - different jumping sequence (lag manipulation) But I could save 1-2 frames right at the end, when inhaling (U) and exhale (B) at the end. I don't know how to optimize the end of the room (after exhaling, 2-3 frames of R, empty, more R and dash to end), so I will upload 2 different version: V2 exhale at frame 897 - 2 frames saved User movie #638734043701335756 V3 exhale at frame 893 - 1 frame saved User movie #638734044089430066 This TAS exhales at 899. Note that the optimizable part is combination of: - timing of inhale and exhale - Y pos manipulation with A - X pos manipulation - Lag manipulation edit: This means it's not a definitive comparison point. The movie won't sync after this, and note that in this game, sometimes a single frame save might not possible to carry over through the other rooms. I personally think this TAS should be accepted, as there is no definitive proof it's improvable with this. (You are free to use these userfiles, no need for authorship/credits) (also sorry for the wall of text)
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MESHUGGAH
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Link to video Emulator used: BizHawk 2.10
Alyosha wrote:
https://tasvideos.org/UserFiles/Info/638731980781426147 Here's a complete run that beats the game. The wart fight is sloppy still but that's fixable. Overall I lost ~ 30 frames to resyncing, still a ~6 second improvement overall.
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MESHUGGAH
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Yes it involves a lot of backtracking in this state of experiments done and researched by Retro Game Mechanics Explained. The video covers multiple tricks so I guess it might help a little bit with this TAS objective (any%) and more with other objective in case the conditions met (e.g. abusing warping in warpless, don't know the rules). I know nearly nothing about this game and TAS apart from playing on console as a kid. edit: I see there are many 3 different SMB2 TASes https://tasvideos.org/2G "warps" "warpless" "warps, princess only" edit2: Alyosha posted it in the SMB2 thread, I guess the conversation should be held there, sorry for posting in the wrong place :( I also see Alyosha just made a new post in the SMB2 thread so I guess it would have been a better place to write. https://tasvideos.org/Forum/Topics/26?CurrentPage=27&Highlight=534038#534038 But I don't want to double post this information until it's proven to be able to save time for any of the TASes. (edited out FDS, thanks Noxxa)
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MESHUGGAH
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Is this TAS uses the shenanigans explained in this video? Link to video I made a YouTube comment with the chapters. Here's also the list: 0:00 Introduction to room transition mechanics 0:41 How room transitions work 1:18 Level layout and transition objects 1:36 The level exit table explained 4:12 Examples of door and vine transitions 5:05 Positioning mechanics in transitions 9:14 Using glitches to warp between levels 11:58 Skipping Birdo in level 1-1 13:19 Manipulating transitions in level 1-2 15:40 Boss skipping and the desync mechanism 16:15 How level variables are managed 17:23 End of level algorithm flowchart 21:14 Full flowchart 22:30 Alternative wrong warp methods and conclusion 23:30 Shoutouts and level format decoding
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MESHUGGAH
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I'm thinking on checking out this TAS in terms of improving in the following days. Currently my notes in my mind are: - keyword does lot of clips in his no abilities TAS edit: and I'm interested in pause clip having any beneficial effects for us - https://tasvideos.org/9286S - MUGG's lua script for BizHawk 2.9 edit: lag counter is unreliable in TAStudio, both for playback and frame advance, need to check out Masterjun's old lua for the 1st GEG movie (I assume 2.9 is the latest BizHawk) - https://pastebin.com/aAUh2Wtf - check out keyword's resync movie for comparison times - https://tasvideos.org/UserFiles/Info/638624734825493529 - start from this thread's fceux movie (to optimize resync as well) - rewatch that youtube video I saw people doing the damage cancellling/damage boost trick on Switch Nintendo World Championship trial (which might only work on spikes which we don't have in any%) - https://www.youtube.com/watch?v=t4r3FMEU4bQ Firefall Rush, ending the stage with a damage boost from spike, probably doesn't works with enemies, 0:22 in the video - edit: the youtube video I've watched that prompt me to revisit Kirby was Abyssoft's video (my 2nd favourite TAS youtuber after Bismuth): https://www.youtube.com/watch?v=j3Lf_73rB-w Is there anything I missed? unrelated note: on Switch NES Kirby's Adventure and on Switch NWC Kirby the game crashes (looks like they couldn't find a way to identify and make sure to disable this strategy by rewinding back to safe place) - https://youtu.be/OZi6O3x99Q4?t=204 WIP so far: - keyword's resync very good up to level 1 2nd screen - try 2nd screen different routes for lag reductioning (eat less or shoot twice or dmg boost and compare them)
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MESHUGGAH
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I was expecting something way different discussion judging by the title, lol.
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MESHUGGAH
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keyword wrote:
tried to resync this on bizhawk 2.8 but couldn't get the credits to show. best / most interesting thing i could get was the title screen using some arcane inputs: https://tasvideos.org/UserFiles/Info/638623087674909796 wondering if there's any path left here or if it's just not possible in neshawk.
- IIRC you need the correct subpixel positions at the moment of final B press. My version (previously released TAS) used a lua script to get those subpixel values. - Using extra inputs: as far as I know, you can't trigger it with extra input. You can delay the evident crash or freeze it (non lag frames after crash) but you can't manipulate it to trigger end screen. I don't have tools installed/collected to verify stuffs. Are those position values equal to between the two emulators (fceux 2.2.3 and your selected version of BizHawk)?
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MESHUGGAH
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Yes vote! Looks like it's a Sokoban game with traps and questions and then it goes "bullet-hell" or at least "move from danger zone" gameplay. And there's hell and anime girls.
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MESHUGGAH
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Samsara wrote:
So you'll follow those rules, but you disregard the rules against hate speech by keeping that ableist slur in your forum signature? This isn't the first time you've been warned about using that word, either. Remove it.
changed it. edit: of course my personal opinion is I think these "ban words" rules are ridiculous.
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MESHUGGAH
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I saw a few interesting notes about this on various not allowed to link sites, so here's one quoted:
VSC scanlines wrote:
Often these games may be stable enough to run on both NTSC and PAL systems. These are the ideal specs that Atari adhered to: 100% standard compatible NTSC games display 262 lines per frame at 60Hz 100% standard compatible PAL games display 312 lines at 50Hz Games in both versions will be off about the same (NTSC will be ~10% faster and PAL ~7% slower). Most companies developed games in NTSC and later converted them to PAL. Since programmers were mainly concerned with having a stable image and acceptable colors, no time was spent on adjusting gameplay so that it ran identical to the NTSC version. What this means for players is, in most cases, playing a PAL version of a game compared to an NTSC version gives the PAL player an advantage, both in time and difficulty (due to PAL games running slower). In addition, the PAL version will offer a larger playfield.
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MESHUGGAH
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BizHawk 2.8 + DrD2k9's usermovie test Syncs on: 2bee7f226d506c217163bad4ab1768c0 *Ghost Manor (1983)(Xonox)(NTSC)[o].bin 40d8ed6a5106245aa79f05642a961485 *Ghost Manor (1983) (Xonox) (PAL) [!].a26 3b10106836565e5db28c7823c0898fbb *Ghost Manor (1983) (Xonox) (PAL) [a1][!].a26 Doesn't syncs on: 0eecb5f58f55de9db4eedb3a0f6b74a8 *Ghost Manor (1983) (Xonox).a26 Also I had no idea that an A2600 TAS can sync on both NTSC and PAL ROM.
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MESHUGGAH
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In level 5 the TAS gets the flower (fire) upgrade and only uses it once where it saves time, at level 7 start. I'm think it loses time. Will watch it again later. Watched it, don't have other improvement ideas.
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MESHUGGAH
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For your information, rota is an order of names and jobs to do. Sometimes the tasks or the persons rotates. I don't have a suggestion for another word in your sentence apart from removing it (not required, I was just interested in the word choice). You might want to use the word permutation. The numbers for each stage in this game permutates over time (and due to maybe other unknown factors).
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MESHUGGAH
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Yes vote! Two stupid questions I have: 1. 2 players because you pressed buttons on the 2nd player pad? 2. Did you really meant to write rota? First time I've saw this word and realized it's not an acrynom. acronym
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MESHUGGAH
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MESHUGGAH wrote:
To be sure, I've just googled NES SMB3 Super Orb Bros and it seems the SMB3 legends call this one of the greatest ROM hack to exist.
I'd like to see sources backing up the statement. In particular, I'm wondering who these "SMB3 legends" are.
I've literally googled what I wrote and presed Video: https://www.google.com/search?q=nes+smb3+super+mario+orb and I've meant particularly Grand POOBear and Mitchflowerpower. Not to belittle anyone else relevant to SMB3 like TASers, but I've just made a quick google search and found these two on first page. Here's their own videos for this ROM hack: Link to video Link to video
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MESHUGGAH
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Looking forward the next Driar TAS as well! Game versions - Original release 2012 February driar.se - lidnariq's bugfix and improvements (SGROM to NROM) 2012 November The latter is also the version included within the multi-cartridgeAction 53 Function 16 Volume ONE Streemerz Bundle http://forums.nesdev.com/download/file.php?id=503 So I would choose the latter one as suggesting the preferred version. edit: Note that it might not sync on the multi-cart version, as Streemerz TASes also don't sync there
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MESHUGGAH
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I wanted to test a few things especially Level 3 hitting koopa and trying to hold on its shell to see if it's possible to save time to use the shell as a temporary platform to save 1 jump. edit: thanks for the info - not working because no ability to grab shells However this submission simply states Super Mario Flash 1.1. edit: and judgement note says 2.5 modified maybe not - This video by the creator calls a newer (than this TAS) version as 6 https://www.youtube.com/watch?v=ME3tWXt5v0U - And a newer one as 7 https://www.youtube.com/watch?v=Y8f-76CseSw - When I tried to download this version, I only found even more latest version as E, downloadable here https://supermariflashportal.freeforums.net/ edit: info says SMF1 ver 3.0 2007 ver E.8.0 So... what's up with these versions?
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MESHUGGAH
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Yes vote. Quality ROM hack, entertaining to see challenging "mini" levels. Pets the dog. It was like watching a custom Super Mario Maker (edit) level. The offering of these challenge ROM hacks (the combination of custom level layouts and usage of powerups and enemies to overcome challenges within the original game engine) might be less than enough for some viewers, but it also has custom visuals and an acceptable ending, looking like a better game than your average NES bootlegs. What I mean I would vote Yes for a lot of these custom ROM hacks as long as they are able to demonstrate something unique compared to the already existing TASes of the same game (NES SMB3 in this case). To be sure, I've just googled NES SMB3 Super Orb Bros and it seems the SMB3 legends call this one of the greatest ROM hack to exist.
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MESHUGGAH
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Thank you for the elaborated informations! It makes this TAS even more impressive to me!
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MESHUGGAH
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Thanks for the infos, sounds like a badly programmed port.
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I don't know what I watched as a first time viewer of the gameplay but voted yes cause it's damn short and very fast, also looked funny. Gameplay: A little girl starts from the cemetery to a castle, shoots some arrows, gets in a invisible maze up and down and goes to the stairs with a skeleton.
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