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Darkman425
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One game I've wanted to see done in any capacity is Kaizou Choujin Shubibinman. That game has multiple branching paths and upgrades, so it'd be interesting what the fastest route could be. There's also simultaneous two player mode but I don't remember if they both share the same life bar or not.
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Darkman425
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Joined: 9/19/2021
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In an incredibly bitcrunched voice: "Yes vote!" The various intentional deaths to keep gathering orbs in a level were both incredibly clever as a strategy and pretty funny.
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Darkman425
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Recently there's been a lot of competitive play on the arcade version of Street Fighter: The Movie game. There's been so much wacky tech found for that game that it'd be interesting to see what playaround tech can be done. As much as I'd want to try it myself I'm not versed in either comedy or actually playing fighting games. Here's some of the amusing tech seen in a recent tournament: https://twitter.com/superloreboys/status/1516755017457291264
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Darkman425
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Taking a solid look at the incredibly nightmarish List of Ideas page and it would take quite a bit of work to make it all tidy and usable. The forum wishlist threads linked within should probably be at the forefront of what's seen first and probably what would stick around should the page stay. Someone wanting to see X game get done enough to make a wishlist post might just be enough to give someone motivation and that seems at least valuable enough to make a hub for those threads. If the game lists could stick around, they're better off in separate pages rather than crowding one big page. This is definitely egregious considering that some systems do have their own pages while others are crammed into the page. The lists themselves could be trimmed down from maybe cutting out games that already have proper publications or just games that actually are suggested in the wishlist threads, though the latter can still be horribly bloated regardless and also a headache to maintain cleanly.
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Darkman425
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There's a lot of fun and unexpected movement. Voting meh for moistness yes for excellent slinging!
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Darkman425
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Congrats on beating the RTA record by about 5 minutes. :P Also I forgot that I'm a Believer was an option for the final song. If only All Star was an option at the start of the game, if at all.
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Darkman425
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ROM hacks would fall under Moon tier judgement, where entertainment is the big factor. From what I watched, while I did like what I saw it didn't seem like there's any distinguishing glitches and such that would warrant using that particular hack over regular Super Mario World.
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Darkman425
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I managed to test out early item 2 use in Metal Man's stage and it can save roughly 89 frames, but only if the mole RNG is kind enough not to get in the jet's way. I couldn't do a direct transplant into my old run so I ended up testing it from a hard reset, which at least gave an acceptable RNG. Since the RNG manipulation is more rigid, the only convenient places to manipulate it is to take out a different number of enemies in Crash or Quick, or I think let Quick Man live just slightly longer to advance the RNG. Changing the RNG in Air isn't ideal since the approach is just right such that Air Man doesn't block buster shots, but it's still reasonable enough to be a possiblity.
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Darkman425
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Sorry I didn't notice this message earlier. I had time to check some of these possible improvements so this'll be a bit. General Using item 1 in Air Man's stage to get past the lightning lords, as well as avoiding extra hits on the way to them, saves at least 703 frames, though maybe 60-120 more frames could be saved if I took knockbacks in the correct direction when testing. Even with that, using crash bomber on Quick Man saves more time by virtue of Quick Man having much more defense and no way to despawn the lightning lords while keeping their clouds intact. I don’t have a clue if a 13 frame quirk exists for Wily Wars, to be honest. Double KOs and such go to the bosses, not the player. No menu anisotropy seems possible from my testing. Crash Deploying item 2 in the Met hall saves at least 33 frames, with probably some more with extra optimization. Metal Using the remaining item 2 energy to skip the pierobots saves at least 26 frames, possibly more with lag reduction by not being on the sled as much as possible. Extra possible improvement not pointed out anywhere: shooting can also let Mega Man walk at full speed immediately. This saves a few frames at the very start of Metal Man's stage where it has an otherwise tied advantage with jumping at the start. Bubble Anglers can indeed be killed quickly rather than taking a damage boost, but I also got to learn that their hurtbox lingers during their death explosion and has to be accounted for. Flash Using item 2 in the final hallway ended up 7 frames slower, likely due to the extra pause eating just enough of the possible time save. Heat Starting with the buster, there's just enough time without stopping to take out each prop top, and the tellies further ahead didn't really get in the way. This saves about 55 frames. Wood While an atomic fire charge can't be carried into the fight since touching a door releases the shot, I ended up with a better lag managed fight using atomic fire that saved 52 frames by just not jumping and instead eating a bunch of leaves. Doing the fight jumpless with air shooter also ended up slower than atomic fire by 11 frames by virtue of the extra projectiles creating just enough lag to be slower. Wily 2 Picopico spawns are immediate after the previous ones are taken out and not locked to frame rules. Wily 5 I didn't consider a pure counterclockwise order with the boss refights but it could save or lose time depending on what shot pattern Air Man decides on for his refight. Thanks, hard to manipulate RNG. Mega Man 3 Wily 1 Being in the water doesn't create lag frames, just slightly slower movement.
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Darkman425
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That would probably be the safest bet since I don't have a precise number to realistically give.
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Darkman425
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Here's an Aqua Rush screenshot taken in BizHawk: Here's an Aqua Rush screenshot taken in MAME 0.237: When playing the game the screen is at the correct 4:3 screen ratio in both emulators, so it might be just how the graphics are handled on the hardware itself.
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Darkman425
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I did a test of recording regular non-TAS inputs for the arcade game Aqua Rush (MAME name: aquarush). The game runs on Namco System 12 hardware, which is based on PlayStation specs. While running the game by itself has very noticeably frame rate drops, especially near the end of a run, the encode does have the game being played at the correct frame rate and did manage to keep the sync of my inputs. There was some strange audio desync in the name entry screen that was both present in and out of the encode for some reason that I can't explain, though MAME does mark the game as having imperfect graphics emulation. EDIT: I forgot to mention that the game does have resolution changes and the encode has the resolution stretched more horizontally than it's supposed to, though I probably could've avoided that by forcing the correct screen resolution in the encoding settings.
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Darkman425
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It was more of a general question rather than a specific trial regarding if using charge moves as soon as possible was always done, since sometimes other fighting game combo trials require delaying an action to complete. Though thinking about it, that's just kind of a dumb question on my part since that could apply to any move and you've already considered the optimal times to execute each input.
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Darkman425
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I checked this out and this run seems pretty solid. One very noticeable improvement that I know of is that both of the final boss forms can be sped up considerably by shoving the boss to the left corner and getting double stabs per boss pushback. This also prevents the boss from attacking and having to deal with the jump height RNG. I know of this from the RTA runs and from the Sega Ages Switch replays. I also don't know how much of an RNG challenge it would be to get gauntlets before as many bosses as possible could save time but it's worth looking into. The last idea I can think of is only buying the best boots and getting the sword upgrades. While not getting armor reduces the amount of potential damage boosting in a run it does simplify the money route.
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Darkman425
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I finally finished up the Quartet TAS and made an encode of the full run on another computer. Seems like Sega System 16 arcade hardware is sync stable from what I can tell. I might try out some of the other Sega System arcade hardware games to see how well they also work but probably not an entire TAS of them at the moment. User movie #637803766210882369 Link to video
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Darkman425
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I've been trying out the MAMEHawk core to see how well it works. I've had some stability issues where the emulator crashes when frame advancing and setting inputs in TAStudio quickly enough. While that is annoying I can avoid it by working a little bit slower. Otherwise I seem to have no desync problems with input files for quartet2a so far which is a good sign for Sega System 16 games. I have uploaded my inputs up to clearing stage 8 for people to check that it syncs for them with the latest MAMEHawk build. User movie #637800702066670658
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Darkman425
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From a quick check, the namco56 and namco58 I/O files are part of a larger file called namcoio.cpp, which is needed to run a number of older Namco arcade games. From what I can tell that file is already part of MAME proper. I can't quite help out why BizHawk can't seem to find those files, though.
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Darkman425
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I only learned about this recently but apparently you can spend some of the stars to roll for a random bonus any time during a stage, and one of these bonuses is granting invincibility and the spinning bolas for a bit. How useful could this be in terms of bypassing obstacles? You might be able to keep the red punch fist in the stage where you swap to the fire swing fist if the spinning bolas could also break that floor.
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Darkman425
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I tried my hand at subtitled commentary over in this user file: User movie #637797807642919169
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Darkman425
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I'm perfectly fine with two separate encodes with and without screen shake. It's like how Nuclear Throne has the option to turn off screen shake. While I don't mind it personally, I can understand why folks can't handle screen shake for various reasons and prefer not having that effect.
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Darkman425
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I knew the knuckle buster was doable in Top Man's stage but Top Man is already quick to beat with the buster and top spin is incredibly useful for Shadow Man's stage that delaying Top is likely slower for zipless. For the item 2 usage in Quick Man's stage that can save time as long as the RNG for that is favorable for the rest of the run, considering that it advances when enemies are defeated.
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Darkman425
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I'm doing research about the current game end glitch for Final Fantasy Legend 2 and I have a question about what would be an acceptable ending. The current RTA world record by catklaw that I found just prints the "The End" screen from after the post credits scene. The glitch that was used can also flip the flag for the final boss to be considered beaten and through other effects just requires going to the right NPC to trigger the credits properly. This of course takes a little more time to complete due to more actions to reach the credits roll but is what I consider a more proper ending. Would it be acceptable if I took the slower path for the sake of actually rolling the game's credits or would having the game print the "The End" screen be considered the faster acceptable ending? I also plan on using GBC mode since the Game Boy Player 1 runs games faster than Game Boy hardware. The different platforms would likely also affect the starting game RNG if it's anything similar to how it's initialized in The Final Fantasy Legend, the first game in the series. That may also affect what the resulting end time come to but is more likely to be accurate to hardware since Super Game Boy initial RAM addresses aren't set correctly for The Final Fantasy Legend in emulators and will probably also apply to Final Fantasy Legend 2.
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Darkman425
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As a note I've watched videos here for at least a decade before registering and I had no clue that there was a split of entertainment and technical ratings. Take that as you will. The whole technical rating is hard to really get a grasp for a viewer. Sometimes the tech isn't obvious and requires reading the submission notes to get. Not everyone's going to have time to read those notes so that makes it trickier to determine. If a technique isn't something visually obvious, exactly how would that affect the tech rating? Also there's the problem of asking the viewer what techniques make something more "technical" than others when there are situations where that can be a debatable point. I say it's best to leave technical ratings behind. If the a run got published on the site, that already implies that the tech behind the movie is good enough for the standards of the site already. You probably don't need to have the viewers put in the work that's been done already.
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Darkman425
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That was quite a bit of damage boosting. It's weird how nothing really does that much damage at all, even not taking out a single bar of life on contact. I guess it's to paper over the fact that the screen just gets filled with unavoidable enemies and the occasional boss placement where you're just expected to take a hit. I legitimately can't figure out how you're supposed to deal with the chapter 12 boss without getting hit.
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Darkman425
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That was a fun watch of an interesting but flawed movie tie-in, if nothing else for the visuals and weird bosses. I noticed that there's a 2nd player available. Does that change gameplay all that much?
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