Posts for Spikestuff
Spikestuff
They/Them
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Yo saomoore94, what's up? Creating a new account and everything, whilst you're still a Limited User. Anyways. You used a you used a bad ROM. But you did do one thing right. You used the correct version of Snes9x... Too bad you're still limited, so this is going to be has been rejected. How about you show us what you can do by uploading to your userfiles instead of creating an alt.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Arbitrary and Useless. (And Boring) No.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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GO BACK TO WHENCE YOU CAME Meh Vote!
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Post subject: [GG] Galaga '91
Spikestuff
They/Them
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This exists. https://www.youtube.com/watch?v=08sEedkZrU8 User movie #34402176951112868 Which also received an update (and an inclusion of doing the first boss). Link to video (Goto 0:43 for the new stuff.) User movie #35159806867056619
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Okay, now let's go on about the actual input. You're not optimal. Just the first stage Link to video You're using FCEUX I'm using BizHawk. FCEUX is 2 frames behind. Giving you a disadvantage. In the video, the 2 frames that cause this have been removed for an apples to apples comparison. It's a great first attempt (even though I'm entirely against this TAS due to the branch), but much more can be improved. Also a Light Spike so it can be at end of input: User movie #34395770204643749
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Re-quoting myself and editing a bit to update to this TAS.
Spikestuff wrote:
Hello, 2016 Spikestuff Hijacking this post. This TAS, and the other port (and other port) are all incomplete. Galaga, has a total of 8 Challenging Stages. Here, we only have 1. Why is it 8 you may ask, well both the Strategy Wiki and Namco, who actually ported the game onto Tekken on PS1, have shown that the maximum number of stages, is 8. The only one still unknown to me is the Atari 7800 port, but there is a chance this one is needing to be obsolete in the future too. Besides Galaga, we actually need to find out when Galaxian loops, as we don't have an answer available for that one.
Bonus. Also because you're a speedrunner I actually made a post about it on speedrun in Galaga. Here we expect a game loop. Not something arbitrary.
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Spikestuff
They/Them
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No I'm not. I'm trying to actually compare video vs video, but due to how you actually provide yours I cannot really do any comparisons to Soig's work. Because you cannot encode these segments correctly and like I've said, your options are part of the factor to some of this.
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Spikestuff
They/Them
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Your dumping is still very inconstant (for the ... same reasons) so it's still impossible to do any proper comparisons.
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Post subject: Got Some Junk In The Trunk
Spikestuff
They/Them
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02:08:08 *	arandomgameTASer (32b5aaae@gateway/web/cgi-irc/kiwiirc.com/ip.50.181.170.174) has joined
02:08:14 <Mothrayas>	so Warepire needs more space to be able to fit his humongous junk in the bedroom
02:08:30 <arandomgameTASer>	....
02:08:34 *	arandomgameTASer has quit (Client Quit)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Honest Answer: Bottom. Issue with both is that the black ball has not been corrected for it. Bottom is more realistic however still needs corrections.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Unknown394 wrote:
Okay, so you never actually dug into this hack. you press A rapidly (in this case, turbo) to skip a part of the opening cutscene.
Don't assume stuff when you don't know what I was on about. I was on about your work on the world, both of your works and I'm going to restate. The way you encoded yours was dumped poorly, and seems like the settings on your encode were not correct as you have slight advantages on points that should be equal as your transitions are too fast The fade in and out with Mario's head to be specific.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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A: Obsolete. VOD on Twitch with new WR (even though it still doesn't do that, since you actually have to be real good at timing see B). B: A TAStest exists which already does that and it's slower than RTA because load times are a thing and it going up against a PS2. The TAStest has obvious issues, as it's a test, it was mainly grabbing the potions not dealing with RNG (the TAS should be better with dealing with RNG) and it's copy paste input just to continuously get the same result, which has some actual terrible input within it.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Yeah... I can't do anything with this information when your dumping method is very inconsistent in playback Unknown. You gain time by some dump issue, then lose time up ahead for the same dump issue. Your transitions screens are too fast. So there's definitely something up with your settings on that front.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Given your area, if you're going to upload, upload it to Baidu.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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You already wrote that, and avoided responding to me about linking videos. You know, the other way we can watch you play. Instead of straight up giving the email address.
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Post subject: Re: i found new glitches to save more time
Spikestuff
They/Them
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yagamihikari wrote:
i can't discrubie you can watch my play
Then you link the videos.
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Spikestuff
They/Them
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The game is still 30fps. Making it 60fps is incorrect. Making the encode half the N64's speed (as you should) is also incorrect. I notified you by writing to you in a message.
Spikestuff wrote:
Using half the n64 frame rate instead of sticking straight on 30fps causes the dupe/lost frames
I also provided images. Frame by frame to show why this happened on different frame rates. Normal N64 Speed (Dupe frames, and the "missing" frame): http://imgur.com/a/d2dOB Half the N64's Speed (Missing/Dupe frames): http://imgur.com/a/U8UYQ True 30fps (No Missing/Dupe frames): http://imgur.com/a/asbLd This also solves the issue on what happened in the temp encode for Banjo Kazooie (for the video side). The frame rate used was Half the N64's speed which made it off.
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Spikestuff
They/Them
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Soig has put effort into the first three levels so far. He has completed with the remaining times of 603, 573 and 426 respectively. A 7 second ingame time improvement compared to what has been presented.
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Spikestuff
They/Them
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link_7777 wrote:
The one thing I see that definitely looks like it could be improved is the triple jump. You can see in the wip of day 1 that I posted that i am a little closer to the qualifying distance (may or may not be saving frames).
It doesn't save any frames (when I went to check).
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Spikestuff
They/Them
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jlun2 wrote:
Samsara wrote:
Instead of a full encode, which is going to look mostly the same as the published run, I think we just need to see the battles that don't use Super Combo. If everyone agrees that it's a significant and entertaining difference to janus's Super Combo usage, then we can publish this run.
Does the run itself as a whole count as entertaining if people only watch the boss battles and skip most of it?
Obvious Answer: No.
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Post subject: A list of just Fighting Games?
Spikestuff
They/Them
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Mainly because I'm dubbed the one who just does Fighter TASes I'll do a list of my fighters. I'll come back to this thread later and do another post of my non-fighter TASes. The Fighters - Current Only. 8. [3157] PSX Tekken by Spikestuff in 01:40.00 Ranking this and 7th was a bit hard. I didn't like how I did either of them and I don't think I'll ever go back to this one. The first Tekken is the most annoying out of all of them, which is why this is probably receiving negative bias out of everything. There was only 1 character (Gun Jack) that had a 1 hit KO which was majority of the time unreliable on this Ultra Hard difficulty. Anna was solely chosen because of my experimentation and discovery of what she can do on Tekken 3, Hunting Swan, a move that was thankfully in the first game and was much safer to execute than Dark Greeting. This and the obsoleted one which isn't on this list would never be something I enjoyed making as I hated actually making this. This is probably one of my least favourite TASes I will ever produce. 7. [3105] N64 Fighters Destiny by Spikestuff in 01:43.07 This TAS has many problems with it, and it isn't one I ever like looking back at. It's just there. 6. [3240] GBA Guilty Gear X: Advance Edition by Spikestuff in 04:12.41 An average TAS with the worst Soundtrack. 5. [3167] N64 Fighter Destiny 2 by Spikestuff in 01:39.97 Finding the pause buffing near the end of fights was a great safety net, I was actually ecstatic that I had to redo this game. I hated how I produced it originally as of the minor things I had to wait and time but having it done the way it is in the end will always be my happy little accomplishment. Also, finding out the IGT clock is actually broken was great fun (FOCUSING ON IGT IS BULLSHIT AND IT CAN DIE IN A FIRE). 4. [2988] PSX Tekken 2 by NhatNM & Spikestuff in 01:42.00 This is what I always come back to just to watch. Tekken 2 is dependent on one thing. Your actions and nothing more. It's Tekken 1 & Advanced however the charm that I think comes out is that your movement needs to be more planned especially with a character that is the easiest to counter attack even though he is the fastest, he's always coming at you with great risk. Serious thanks to N?K to this aswell, he was much more dedicated on this project compared to me, so drowning doing over and over. 3. [3192] PSX Soul Blade by Spikestuff in 03:08.86 Controlling the uncontrollable of that, also known as counterattacking. Compared to Yoshimitsu's straight up KO and a 30fps game where I have less windows. 2. [2943] PSX Tekken 3 by Spikestuff in 02:21.17 This would be number one. However, due to the fact that I was able to make a faster (and my opinion, can be turned into a more entertaining TAS since less downtime). The history behind it is what I will always love about it. It went from something that was unknown, which was manipulating the AI that was found by complete accident. Then it was done on psxjin with the amazing inaccuracies that came with it, however dealing out the fastest ingame fighter produced. Which ended on Octoshock which showed that emulation has come a long way since the beginning these fixes caused me to actually be curious about each character. 1. [3112] WSWAN Guilty Gear Petit 2 by Spikestuff in 02:30.88 This one was oddly fun to make (and being able to fine tune at submission) I think it's mainly just that I had no control during my charge that kept me curious on will I get hit? I did learn that you can control what characters you'd have to fight (avoiding to fight Faust was the biggest timesave).
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Unless it's a test to see how well you can TAS because it's great for nailing the basics on how to TAS, but it's never recommended to start with Super Mario Bros. in a serious way. Mario, Zelda, Kirby and Metroid are the most technical games that stand out there on TASVideos. It's always a challenge to improve on them, but even that's impossible. A lot of people do actually start with SMB and they always submit what they did, it never ended well. If you do however get a Mario TAS done. Don't submit it to the submissions upload it to the WIP area instead: http://tasvideos.org/userfiles/my#uploadfile Anyways welcome to TASVideos, please pick up a different game once you learn the basics.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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People really need to learn how to end input: User movie #34264942243851572 Don't worry. You don't have to cancel. A judge will replace the file which also fixes your time.
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Spikestuff
They/Them
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Okay, I'll go through two of Samsara's points.
Samsara wrote:
1. Spike's been having a lot of PC/internet issues lately.
During the process of this TAS, my computer actually had hard crashes which forced me to do hard power downs and forced me to restart the encodes (week 1 & 2). My internet somehow got progressively worse on this machine somehow, I was able to compare with my older machine to verify and it was definitely this one crapping out. The icing on the cake is that this computer had to be refreshed as it was entering the point of no return.
Samsara wrote:
2. Subtitles are heavily involved over the course of this hour-and-a-half long run, some of which are fairly long/complex.
The worst part during the progress is that the subtitles actually got corrupted, forcing me to restart it from scratch. Anyways, it has been published. So enjoy. Edit: And to address feos' point who didn't delete even though I told him on irc.
feos wrote:
3. You should really give the improved subtitle exporter in bizhawk a shot. And if it fails, report it for me to fix.
BizHawk's SNES core doesn't have subtitle desync like every other core. But yes, please fix it. So many spaces left over... so many... want .ass.
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Spikestuff
They/Them
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A picture proof is a picture proof. Heck both of you have the date on two separate pieces of papers.
WebNations/Sabih wrote:
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