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Put it this way, don't use any glitch that you know can be abused like that in a no warps run. In any case, we're not going to obsolete a no warps run by one which does use warps. Edit: I personally agree with you about negative precedence and losing awesomeness. I don't like it. Until we have other rules in place though, I will be supporting whatever rules and precedence we do have.
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You can use any glitch in a "non-glitched" run that can't be abused to force a very quick game finale.
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feos wrote:
Am I right that FASTEST NON-GLITCHED branch was just terminated forever?
Not necessarily. If you can find a way to make a fastest non glitch branch which doesn't seem redundant with a fastest non warped branch, then we'll add it. I'm not sure you'll be able to do so though.
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I really have to say that this game is a poor man's Prince of Persia. Gameplay isn't all that interesting, voting no. Although I do like it when games which feature the Capcom code are played...
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Post subject: Evilness Prevails!
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<natt> are the differences in game mechanics and levels sufficiently interesting to have a second run published alongside the first? <Nach> natt: Well, that's up to the audience, but I'm thinking not <natt> OBJECTION <natt> nothing is ever up to the audience <natt> everything is always up to the rejecter <Nach> you're right <Nach> I just wanted to hide my evilness <Nach> as we all know only what I say counts ^_^ <Guga_> Gotta 'ject them all!
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mklip2001 wrote:
Just to double-check: if this movie were played at NTSC speed, which is 6/5 times as fast as PAL, would the the movie length instead come out to 9:15? In that case, this would be roughly a 30-second improvement over klmz's run. I'm definitely looking forward to checking this out.
Please see the discussion thread linked to from my previous post about the previous movie where it discusses this already. They designed the PAL version to seem about the same speed as its NTSC counterparts, so there's less frames involved in doing stuff, although walking is overall slightly slower in PAL. If you cheat by running the PAL version faster, then yes, it saves 20-30 seconds over an NTSC run, but then all the character movements are was way faster than on NTSC.
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The submission file has been replaced with one which has the PAL flag properly set, and runs at 50Hz. The movie this is trying to obsolete is [948] NES Shadow of the Ninja (Japan) "1 player" by klmz in 09:48.32.
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Mothrayas wrote:
Wow, this is probably my favorite SDR playaround to date. And that's saying something, because SDR has made many amazing playarounds before.
Please remember that when it comes award season.
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I thought this movie started off a bit bland, but then it became downright awesome. The glitches and variable cross fights were absolutely insane! Three things I really missed though. No Ryu/Ken/Akuma vs. Ryu/Ken/Akuma. No Rock & Roll vs. Rock & Roll. It really is crazy to see 4 beats or 4 Rush Drills on the screen at once. We didn't get to witness the might of Onslaught unleashed. Other than that it was really good though. I will say thought your initials in the end should be TAS ;)
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Post subject: Version update!
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What's new:
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Post subject: Version update!
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What's new:
  • Fixed some minor bugs in the backend.
  • Fixed some minor bugs in the browser based uploader.
  • Significantly improved hashing speed in browser based uploader.
  • Fixed progress bar and progress percentage with huge files in browser based uploader.
  • Removed upload limit from browser based uploader.
Note: You may want to force refresh the page to ensure you get the new JavaScipt.
Note: New JavaScript was tested with files as large as 32GB, so issues in that area should now be gone.
The backend still limits files to 3.5GB, but that will be changing in the future.
In general due to the slow hashing speed in JavaScript, I recommend the command line uploader - TVCMan, especially for huge files. However with the new speed improvements, The JavaScript isn't as horrible as it used to be.
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Post subject: For my beloved Derakon
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<Derakon> Man, this is admin abuse of powers. <Derakon> Down with Nach! <Nach> Derakon: Doun*
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Post subject: Public Service Announcement
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FYI: The video tag on the forum supports Nico Nico Douga videos.
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Okay, I took an idea from ais523. The search page now redirects. The attacks are still occurring, but either the IPs are all spoofed, so they're not seeing the redirect, or the attack software isn't programmed to properly handle redirects.
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Post subject: Forum search disabled
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It seems a DoS attack was launched against us via the forum search feature. Constant attacks from many different IP addresses with a user agent from Firefox 14. For the time being, I have disabled forum search.
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The time that appears in the title of a run is based on the amount of frames that occurred in the run. You want that number minimized. In the description of the run, we also mention in game time that appears for each fight. We view the former as what to strive for, as it exists for every game. But in some games, we also have runs that try to break "world records" that are based on the latter.
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No manipulation to get the bunny hood to move faster?
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For those of you following this topic: The limit on uploads is 3.5GB as is stated in the documentation. TVCMan has no limit on what it can support (unless you consider 2^63-1 a limit). The site backend, and the browser based uploader both have a 3.5GB limit hard coded in. The browser based uploader had a bug in its MD5 calculations for files >=2GB in size, effectively making the form not work for anything in that range. Thankfully, thanks to help from Ilari, this has been fixed. I tested with a 3GB file, and it worked, so things should be fine now. Is the 3.5GB limit high enough? Should I raise it higher? I'd like to hear the opinion of various encoders on this.
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Truncated wrote:
Ilari knew how to input commands between frames. To me (and I'm guessing to a lot of other TASers) the concept of subframe input is a bit alien. He also told me that pressing Keypad2 instead of ArrowDown is faster, since ArrowDown is an extended scancode. So one keypress can be slower than another keypress. Stuff like this should be on one of the JPC-rr pages I think, since it is so different from other systems which TASers here are used to.
Systems rarely have 1 video frame = 1 input frame. They're usually out of sync. Just most of our emulators are mistakenly designed that input changes with video frames.
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I'll see what I can do. Thanks for the report.
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moozooh wrote:
Were there no other reasons you had in mind? Not even route planning?
I don't see route planning to be TAS worthy in this game. It's like TASing one of those puzzle games were you already know the optimal solution, and just need to enter it as fast as possible.
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moozooh wrote:
I'd prefer something other than a stupid passive-aggressive response, thank you.
Your arguments are correct. You shot down my only reason to accept this game.
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Yes of course you're right moozooh, let's just reject it and be done with it.
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At first glance, this game offers nothing in terms of TASing, so I'd say reject reject reject! However, it's not humanly possible to play at this speed, and it's extremely obvious from watching the video, that some tools are needed. I don't think this is the best TAS, I've ever seen. But for <20 seconds, I find it acceptable. Any longer though, it'd have to be rejected for utter lack of entertainment.
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boct1584 wrote:
Is there any way I can check if my connection supports IPv6? I know I have support for it installed, which I double-checked after not being able to connect.
http://ipv6-test.com/
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