Encoder, Experienced Forum User, Published Author, Player
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For starters, someone could try identifying which revisions are affected. Unless there's always been desync problems with this game, that'd be the easiest way to pinpoint the issue
Encoder, Experienced Forum User, Published Author, Player
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The problem is that speed is all they'd have to rely on. Hunting isn't about outrunning deer, it's about surprising them. I find it very hard to imagine a 12'6" man surprising anyone.
Unfortunately for our giants, humans quite simply don't have any speed in the first place. There are some really fast humans out there, but Usain Bolt can't even outrun a house cat. He could barely outrun an elephant. The average human can't get anywhere near his speed, and being any slower than that would be a severe disservice.
As for ranged weapons, they need to be invented before a species evolves to rely on them.
Encoder, Experienced Forum User, Published Author, Player
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https://www.quora.com/Why-havent-humans-evolved-to-be-giants
tl;dr: Being bigger would be far from efficient in terms of cost/benefit
Dinosaurs could be big because they ate other slow dinosaurs, or they ate leaves on really tall trees. Giant humans, nor anything resembling a human, wouldn't nearly be tall enough to eat anything out of reach from other herbivores, and they'd be hard-pressed to catch any potential prey because they'd be freaking slow. There needs to be big and slow prey before big and slow predators can be efficient.
Encoder, Experienced Forum User, Published Author, Player
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Oh my god why are you still using 4.0.2
Though no harm done, considering I still have the custom textures for Puni glitch fix. If bbox fix desyncs again that might be trouble.
Encoder, Experienced Forum User, Published Author, Player
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CryZe92 wrote:
PSA: This Save State is cheated and contains a NOP (No Operation) instead of the function call that does the precise collision calculation. This is basically the same as Chest Storage (except that Chest Storage causes a BNE Jump from 800a38dc to 800a38ec), but it's cheated in by modifying the Assembly. Most likely from modifying wiiztec's Cheat Code that allows you to walk through walls.
Image of the Cheated Instructions: http://puu.sh/kjkwn.png
Encoder, Experienced Forum User, Published Author, Player
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Patashu wrote:
Note that this TAS is not submittable because it uses savestates to fix desyncs, so don't ask him to :)
Couldn't this actually be publishable? Iirc Perfect Dark was close to being accepted, but it was rejected since it relied on using the TASer's savestates. In this case the savestates can be replicated by anyone
Encoder, Experienced Forum User, Published Author, Player
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Bobo the King wrote:
I wasn't able to incorporate emu.speedmode with Bizhawk. I think that function has been obsoleted. I was able to use client.speedmode, but could not set the speed any higher than I could otherwise-- it did not act like emulateframeinvisible. Am I missing something?
client.speedmode sets the speed of the emulator, i.e. what happens when you press plus or minus. The release notes don't say when it was added, so I'll assume it has been around since 1.0.0
emu.speedmode was added in 1.0.5. Maybe it just doesn't work with cores added since then?
Encoder, Experienced Forum User, Published Author, Player
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xy2_ wrote:
How would you go about making this script work with touchscreen inputs in DeSmuME?
My guess is, unless the script is heavily accommodated for a specific game by the TASer, the touchscreen would add an extra googol years or so to the search
Encoder, Experienced Forum User, Published Author, Player
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£e Nécroyeur wrote:
dekutony & solarplex's DS Club Penguin: Elite Penguin Force: Herbert's Revenge in 27:40.1
Submitted at: 2015-06-12 02:21:56
megajohnman
Joined: 2015-06-13 08:18:16
Last online: 2015-06-13 09:37:55
Total posts: 1
This sort of ruse has occurred with other users in the past, with the frauds being promptly revealed as such (as it should be). In this case, I was the only user who cared to mention it.
Certainly I could have waited 2 months before my first post about it, but why tolerate for so long that which was immediately apparent to me? This is just a confirmation for those less inclined to act on instinct. I won't ask for an apology; the life lesson is the important thing.
local function getframeadvancefunction()
if FCEU or bizstring then
return emu.frameadvance
elseif gens then
return gens.emulateframeinvisible
else
print("Unrecognized emulator.")
end
end
Desmume has emulateframeinvisible as well.
Psxjin, FCEU(X), Snes9x, MAME, Mupen, Bizhawk, and possibly others have emu.speedmode (not to be confused with Bizhawk's client.speedmode). Using emu.speedmode("maximum") will cause frameadvance to act similarly to emulateframeinvisible.
Encoder, Experienced Forum User, Published Author, Player
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kirbymastah wrote:
The problem is it wouldn't really be very impressive. Even TAS can't do much about getting around both games going in opposite directions about 1/3 of the time.
Er, that's my point. Samus can go in opposite directions if she is facing opposite directions and left+right is held. Jumping is another problem, but the creative solutions to that are what TASes are for :)
If just walking in opposite directions was difficult, of course there would be little chance for a decent TAS
Encoder, Experienced Forum User, Published Author, Player
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kirbymastah wrote:
ohey that's my video
It wouldn't work very well for fusion+zero mission, since they aren't straightforward level-based platformers like mario & megaman (i.e. not left-to-right). Also fusion is longer than zero mission and has a lot of extra text. This video was just something for-fun I did, but it wouldn't really be worth doing an actual TAS of and wouldn't look that impressive.
Fusion and ZM have a left+right quirk which makes Samus move in the direction she's facing, which would make a TAS of it look more optimized compared to RTA than usual
Encoder, Experienced Forum User, Published Author, Player
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Why does everyone hate lua so much? :(
Anyway, in terms of fitness, implementing the distance from the end of the level seems like a decent idea imo. As in using a pathfinding algorithm, not a straight line
Encoder, Experienced Forum User, Published Author, Player
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Posts: 425
jlun2 wrote:
How come anti virus software keeps picking up certain dlls from BizHawk? I know its not a virus, but is there any reason why dlls keep getting targeted?
Because your antivirus doesn't recognize them and fails safe
Encoder, Experienced Forum User, Published Author, Player
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Beed28 wrote:
I kinda forgotten what codec I used. But I tried another one and it worked fine. Just have to experiment, I guess. Some codecs though seem to crash BizHawk when I try using them to capture, which is frustrating.
But now I have a new dilemma. I want to change the video size (like HD), but regardless of the method I use, it ends up being "lossy" afterwards. Anything I'm not getting?
EDIT: Regarding codecs, it seems to hate Lagarith Lossless Codec, so that one is out of the question.
EDIT 2: Okay, I don't know how, but I seem to have permanently broken the ability to use the AVI writer. BizHawk crashes every single time I try to record with it now, regardless of the codec. And it turns out that Avidemux hates anything captured with the FFmpeg writer. I am having such a fun time. >_<
Personally I've never had any trouble whatsoever with Bizhawk and Lagarith
Encoder, Experienced Forum User, Published Author, Player
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Posts: 425
Kinnin11 wrote:
So, i've been running KSSU for a while, and it seems a certain glitch in MKU isn't either known or used. It's pretty useful and saves around 10s throughout it(only for IGT). We call it a megajump and if you see it you should instantly understand how it works.
https://www.youtube.com/watch?v=5-m250oOJBw
you basically interrupt a lunging slice with knight call and jump, you can also run first to make the jump even longer.
It's known. Someone mentioned it in the SDA forums, but I forget exactly which thread.
Thanks for mentioning it, though :)