Posts for Toothache

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Post subject: Desmume encodes and a single-screen option?
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Joined: 4/30/2009
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For DS games encoded from desmume, currently we get to see both screens. However, it is not always the case that all the game action happens on both screens, with the second screen taking the form of a map or other more trivial role. In these cases I'd like to make a suggestion: offer a seperate encode which shows one screen only (ie where the action is). I don't know about anyone else, but I generally like to watch game videos in fullscreen, and DS encodes which show both screens are somewhat too small even in fullscreen mode. On those games where the action switches between both screens (Sonic Rush for example), it might be possible to make a combined encode where the action flicks between one screen or the other, but that might be a bit disorienting. Is there any support for this idea?
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Chapter 3: http://www.youtube.com/watch?v=umrokpb_BAw Progress has been made! I had an annoying hurdle on the first turn, since Alan was getting a level up and having to deal with an archer. I could either manipulate the level up for him, or a crit on the archer, since he wasn't able to double with Javelin, but the RNs weren't possible to do both on that turn, at least not within the first 1000 RNs or so (by which point it would take far too long to manipulate). So in the end I settled for Alan getting his level up, and I brought in Lance to shift the archer out of the way, allowing Marcus and Alan a clearer path towards the boss. Lance took a Strength level up here, might be useful in a future chapter (test run makes use of Lance in Ch6 at least, and Ch7 would have some potential use for him as well). Rest of the chapter then revolves around pushing Alan and Marcus forward as far as possible, with the few soldiers moving towards the main group dealt with by Lot, Ward and Bors. Ward doesn't have a crit rate, so he is forced to double to kill the two soldiers he deals with. Later on Roy gets dropped early so he can seize, and gets to help clear up the enemies nearby. I manipulate a Speed/Luck level up to improve his avoid. Marcus takes out the boss, and the rest clean house before Roy seizes the throne. Apart from the use of Lance, and obviously a lot more criticals, this strategy generally follows the same tactic as used in the test run. Alan isn't that far behind in terms of exp gained by this point, he should still be well on course for promoting at the same point as in the test run, in Ch8.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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[EDIT by DarkKobold: Well thought out post. Moving it to Sites]
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Awesome job, was very impressed with this TAS. Yes vote here.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Wow, this was a definite surprise, and very awesome indeed. My favourite part has to be Stage 7, was just all dealt with so well. Obvious yes vote!
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I am also inclined to vote no on this. Plenty of room for improvement in the TAS itself, and the rom hack itself isn't that great imo either.
Post subject: FFdshow not appearing in Gens?
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Joined: 4/30/2009
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I'm trying to make an encode of good enough quality for publishing, and already I'm stumbling at the first hurdle. When I go to make an AVI dump, it tells me to select FFdshow as my compressor, but FFdshow does not appear on the Compressor list. Is there any way to fix this? Thanks in advance.
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It uses the (J) ROM because the TASer is Japanese, not because of faster text. Get your facts correct before posting DK :-)
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Final frame of input is usually the place where you stop a TAS, as long as it goes to the credits straight after. As for frame advancing, all it does is pause the game, so whatever is set to unpause the game will allow for normal speed again. Hope this helps!
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Anyone considered Tunnel B1 yet? I've been doing some speedrun attempts and there are a lot of tricks that can be abused to improve your time, its definitely viable for a good TAS imo.
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Won't be much different than the Resident Evil 3 TAS, which is 33% going through doors.
Experienced Forum User, Published Author, Active player (276)
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Blood Omen: Legacy of Kain Soul Reaver Both of these games have a lot of potential, especially Soul Reaver. Besides being a huge LoK fan myself, would be good to see these games done.
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Ok, I've put this off for months, so I'm just posting to say I am back working on this. Working from the latest Ch1, here's Chapter 2: http://www.youtube.com/watch?v=UImftSGFMNU Major differences here between previous Ch2 is skipping the shops, not getting the Armorslayer, and using more characters to clear the first group of enemies. Since I'm convinced Alan is the better of the two social knights to raise, I prioritise giving him exp, but Lance comes to help here yet again - first to give Alan the Javelin, and second to stand on the fort avoiding healing on turn 3. Marcus takes Lot's Hand Axe and clears up the few enemies moving towards Dieck's group, giving Marcus a few more exp and Axe wexp, while Roy is ferried across the mountains to the boss, finishing again with a double critical. Skipping the shopping for Javelins here, I can get Hand Axes AND Javelins in Ch4, solving my ranged weapon needs in one visit. The shop itself is a bit out of the way, but it will be faster than making two trips in Ch2 and 9 for javelins and hand axes respectively. As for the Armorslayer, from the test run we discovered we can avoid it altogether and just take Oujay's in Ch8. Test run is not finished yet, but we can at least do the first 3 chapters for the final run, until we know how many 1-2 range weapons we need we are still stuck until that is finished.
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I like how you are so fast that the screen struggles to keep up. Easy yes vote here.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Crazy good, and no-damage to boot! Yes vote from me
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Mothrayas wrote:
RAM values CCF60-CCF63 keep track of the in game clock; the one on the pause screen and Mission Clear screen, at least. Funny note, once CCF63 surpasses 128 (which would need 256*256*256*128=2147483648 frames (which is roughly 9942 hours / 414 days)) the timer glitches out on the subscreen, using random icons instead of numbers and sometimes placing glitch blocks all over the screen.
This would make for a funny April Fools submission
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Best way to get the story is to play the game, imo. I don't think we need to accommodate fans of the game who want to recapture the story. In many RPG TAS you can follow the story as it goes simply by reading as the speedrun progresses; of course, it does go a little faster than normal in many cases but there is a slowdown feature in most emulators if you can't read that fast.
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I find myself alternating between TAS (as a single word) and spelling the letters out.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Just finished, and a great job too! A yes vote from me. Its weird how half the game is split into routing all enemies for the first half, and basically killing the bosses for the second. SRPGs were never known for complete balance though. (If only I knew the first thing about scripting I could apply some of this knowledge to Fire Emblem TASing...)
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Well I expected great things here, and this didn't disappoint. Great job SL, yes vote from me :-)
Experienced Forum User, Published Author, Active player (276)
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I was more entertained than I thought I would be in watching this, but I'm still not sure whether this should be published. I'm going to refrain from voting, since I cannot decide.
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I don't like the OP's idea, but I am intrigued by the idea of a bounty system. Encouraging people to go back and look over and possibly improve on the oldest submissions is obviously better, since in the majority of cases new tricks are found, especially with a fresh pair of eyes working on it. I might also be correct in assuming the submission process is more rigorous these days, so submissions which were accepted previously and are still on the site now would not be accepted if they were submitted today (the B.O.B. submission being a good example). I disagree with just grueing them just as a matter of time, but encouraging people to obsolete the current submissions is obviously the way to go, as I see it. The standards will naturally improve over time, so having a bounty system and encouraging people to revisit previously submitted games and find new improvements keeps the site fresher and more up-to-date.
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Never actually played this game, but I did enjoy the SDA 100% run before watching this, and glad to say this TAS didn't disappoint. Lots of surprising short cuts, yes vote here
Experienced Forum User, Published Author, Active player (276)
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I would also like to request an encode :-)
Post subject: California Games
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I enjoyed this game when I first had it, and think it would make a great TAS. Since all of the events are timed, there's no need to aim for a fastest time here, but a good TAS would be to try and demonstrate as many tricks in the various events as possible. Footbag has crazy potential with the various tricks that can be done, especially doing it without the bag landing on the ground, and the cycling has great potential with the various somersaults and flips. I know there are other versions, but I think the Genesis version would be the better looking TAS, even though it lacks the glitchyness of the NES version or the extra event in the Master System version. I might start working on this shortly, I want to get my secret April Fools project out the way first (it wont take more than a week or two at the rate I am going) and I want something I can get my teeth into before I have the confidence to pick up FE6 again.
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