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How we branching it is the question?
Do we follow the RTA community naming "N. Tropy" as "defeat N. Tropy" when translated to the site, or does "N. Trance" get a branch instead?
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> Spike: 46885
> MrTASer: 46885
Can you like... pay attention to your truncation.
Using your newer input and correcting it again.
Also this newer movement questions anytime there's a ladder and you have to go down, so there's that.
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Fun fact, majority of the jumps the author makes are purely for cosmetic reasons and not speed... except that last jump... which has a light spike to adjust for it.
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Can you like not use my stuff without my permission.
Especially if you're going to horrendously misrepresentate it, and state something that I wasn't actually able to test which in this case is TASing which is the most important thing.
So this was unable to actually boot into the game at least on my end, which is why I didn't make a comment in the first place.
All I was able to do was actually figure out how to quick load a title, figure out it pulls my input, and also able to dump within libTAS as well.
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We have a retroactive problem in keeping Dolphin TASes properly maintained and archived.
So besides issues with actually trying to get this to sync today with the correct build, the author left out another bit information regarding sync which is that the memory card shouldn't be inserted... unfortunately it doesn't matter cause Leon doesn't reach the house in the appropriate time leading to the TAS to desync.
The only two members that were able to sync it never provided their files, and we're left wondering on what to do, with trying to get this synced again on the version that the author used.
There's also the specs of what the author and two members machines, but this is personally a theory I have that I'm thinking out loud about.
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Before anyone incorrectly points to this submission here and state it's slower than it. It's actually faster by 71 frames (to earliest end input, no proper checking).
I will unfortunately point out to you memeboi470 that the biggest issue for your TAS is that it's using a Beta ROM, v1.1/Rev A is an unreleased ROM by Midway. Only v1.0 is the official release.
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So any% is pretty much very comparable to N. Tropy.
Just that there are two major differences which are as follows:
N. Trance is the final boss in this category, not N. Tropy.
This also in its game definition as a "normal ending" as it would prompt a question going "The End?" whereas defeating N. Tropy is a "good/true ending".
Defeating Tropy also gives off a loop sort of deal in its cutscene, basically making the events of the game itself make sense.
Since it's a misunderstanding by Uka Uka where he believes that N. Tropy succeeded in capturing the Bandicoots.
12 Gem Shards are ignored, meaning that 3 levels (ignoring Tropy) are avoided.
For anyone at home Gem Shards appear in 12 of the 21 levels which would then unlock the final 3 levels, before facing the true boss N. Tropy,
Majority of the route would stay consistently the same with minor deviations to the N. Tropy TAS.
To emphasize how close the deviancy is. This TAS is roughly 2 minutes shorter then opting to get the Gem Shards to unlock the future levels, and the true boss.
In my opinion, this is a well made TAS showcasing true speed, but the slight difference is what I would argue would place this as a playground TAS and not a publishable one, especially when the ending to N. Trance is still available in N. Tropy.
The site technically has a precedent where doing majority of the game, is played, but not all requirements are done, but it's a very loose one in an argumentative way.
This also ends up being my fault personally, by suggesting this submission thanks to the introduction of playground and the site rule changes which should slightly challenge where this would end up, unless it's obvious to the Judges.
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This does not work with BizHawk due to the custom ffmpeg not actually doing stereo mode but regardless here's VBoy done with proper 3D.
Set your mode to Side By Side.
This ffmpeg script is made for BizHawk 2.9 or Newer:-vf colorlevels=romax=0.655:gomax=0.655:bomax=0.655,scale=iw*6:ih*6:sws_flags=neighbor,scale=-1:1080:flags=lanczos,scale=iw/2:ih:flags=lanczos -crf 18 -pix_fmt yuv420p -metadata:s:v:0 stereo_mode=1 -max_muxing_queue_size 1024 -b:a 384k -f mkv
For those wanting 720p:
-vf colorlevels=romax=0.655:gomax=0.655:bomax=0.655,scale=iw*4:ih*4:sws_flags=neighbor,scale=-1:720:flags=lanczos,scale=iw/2:ih:flags=lanczos -crf 18 -pix_fmt yuv420p -metadata:s:v:0 stereo_mode=1 -max_muxing_queue_size 1024 -b:a 384k -f mkvThis ffmpeg script is made for BizHawk 2.8 or Older:-vf colorlevels=romax=0.615:gomax=0.615:bomax=0.615,scale=iw*6:ih*6:sws_flags=neighbor,scale=-1:1080:flags=lanczos,scale=iw/2:ih:flags=lanczos -crf 18 -pix_fmt yuv420p -metadata:s:v:0 stereo_mode=1 -max_muxing_queue_size 1024 -b:a 384k -f mkv
For those wanting 720p:
-vf colorlevels=romax=0.615:gomax=0.615:bomax=0.615,scale=iw*4:ih*4:sws_flags=neighbor,scale=-1:720:flags=lanczos,scale=iw/2:ih:flags=lanczos -crf 18 -pix_fmt yuv420p -metadata:s:v:0 stereo_mode=1 -max_muxing_queue_size 1024 -b:a 384k -f mkv
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Does the same thing. pantarheon compensated for YouTube's bullshit with yt3d.
But in a modern day scenario all that can pretty much be removed, bar the levels.
On the topic of levels, if you noticed that I already compensated for it, but for those that don't know.
The next BizHawk release (2.9) you need to change Levels(0, 1, 255, 0, 157) to Levels(0, 1, 255, 0, 167).
As for logos it's just the same thing, just halve the width before doing StackHorizontal.
Alternatively, cause I just remembered subtitles exists, lmao.
Change:
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If the author is having issues on what's being stated, please tell us what your native language is.
The author changed the branch without any consideration to what was stated prior, so to explain this issues of this being now classified as a "playaround".
So to expand on this:
A playaround in this game would work on showcasing more than one character (Maron) being played by "human", either by having mid-break fights with a second TAS controlled character (see Marvel v Capcom) or by having a character that is able to become other ones (See Mortal Kombat and Tekken 3).
The lack of variety in my opinion weakens the overall "playaround" aspect out of it.
The author's submission description is now a contradiction of itself by listing out the time In-Game Time taken; 04'04"52
The TAS was made for speed first, and fanciness second. In which I already pointed out the issues behind that as well.
Every fight, bar the bonus ones is done in average of 10.8 seconds (Round 1's - 10.875 // Round 2's - 10.75), the longest round goes to 8-2 where you should've had your special gauge built in order to deal with the Devil (a clone character).
The Exhibition Round is where everything goes wrong for this TAS in my opinion, if you were going to showcase your skill, the character Testrun should not be given a chance to breathe.
The site states "Did you like watching this movie?"
When it was listed out as a non-playaround branch my opinion would've been "Meh".
But now that it's has the branch my opinion is currently a "No".
There needs to be much more variety in what's being done than what's actually showcased here to be a playaround, and that variety should be done on the hardest difficulty and that goes for either category.
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Gonna immediately step in and tackle Darkman425's points and to start with by saying that default damage is honestly better than increasing/decreasing the output as it's a better showing of skill and damage output... bar the one fighting TAS that does otherwise.
I'll heavily agree that either the maximum difficulty or the lowest difficulty should've been considered to be more in line with other fighting TASes that min/max it. Personally would've liked to see Hardest.
And lastly, as this is a speed fighting TAS I personally think it should've done what other speed fighting TASes that are able to do when given the option which is to change the Stage counts down to 1.
BlueMania X, welcome to TASVideos.
As mentioned by myself and Darkman425 there is a questionable decision by not going into the Option Mode...
I also found out that 2.3.0 has an emulation advantage over 2.8, so on your next attempt please update your emulator.
The concept is good, but it leaves me with questions about this for you to decide, and homebrew solutions from it:
Is Maron the fastest?
It's a roster with those 8 characters, generally yeah favorites can be fastest, but personally I want to know if they are the fastest in terms of best damage outputs.
Tekken 3 for example had a debate on whether Paul or Yoshimitsu was the fastest, to keep long story short. Yoshimitsu per round was faster by 15 frames adding up to 165 total.
What is the best combo?
Using strictly the In-Game timer Stage 1's fights were 12 and 7 seconds respectfully, which can be tossed up to the gauge system being built...
However, in Stage 2's your play up was different 11 and 10 seconds. Argumentatively that arrow shot you did looked unnecessary compared to just hitting Sakamoto in the first Round which may have saved a second, but also your second round was slower in comparison's to Stage 1's...
And that question continues further into it you go, as you mixup your input.
It's almost like you're going for a Playaround, but only showcasing a single character is harder to go for in fighting games where you can be challenged mid fight. Which this game does flash "Press Start" over Player 2's character.
This is a good start for a newcomer, but for a fighting game, you need to have data and information to show what you're doing, and have a good enough argument for a character (at least in speed).
This TAS needs a decision from the author whether it's being done for entertainment, or speed, and going by how quickly these fights are handed out, you're targeting speed.
I'm interested where you can take this game in the future.
But I'm more interested to know if Maron is actually the best suited character for speed/damage output.
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At face value, bowling with a lot of screwing around. So playaround sort of deal going on here, and not true speed.
But at curiosity value in terms of what your fastest frame was, it was frame 4 (ignoring 13, frame 8 is your slowest).
This makes me ask three questions.
1. Where would this one end up, if a "vanilla" style bowling was submitted which would use theoretically the same "bowling" movement?
2. Would a "vanilla" styled bowling actually be acceptable on the site? It's not like the other rejected titles related to bowling as this is its own thing in a sense.
3. How consistent is the web-slinging that you could copy + paste input forward into other frames (terms of speed)?
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Only one more title to go, and Sprash will finally be together on TASVideos.
This was well done, and actually implements some of the important movements, and tricks (yes I watched the reveal to this).
I'm voting Yes, and I want to take this one.
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