Posts for scrimpeh

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InfamousKnight wrote:
Eh, I think they should have waited until melonds was integrated before releasing.
Why?
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Holy crap, this is amazing. Probably the most innovative thing I've seen related to TASing in a long while. Huge props to you for making this. I do wonder how well this works with some of the actions required in the base game, like shooting, boosting from func_pushables or riding trains. Great work at any rate.
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Absolutely incomprehensible. I love it. Edit: I also want to give my thanks for the subtitle commentary. It helps illuminate a lot of what is going on.
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Warp wrote:
adelikat wrote:
Spent all day working on a difficult section and finally got to the end. Found out I wasn’t even recording.
Well, there's another idea: Perhaps some kind of "always record" persistent setting, which keeps some kind of buffer of the last hour or so of recording (configurable, of course). A bit like how the PS4 is always recording your gameplay, and keeps the last 10 minutes of so. Thus if something particular happens you can save those last 10 minutes of video capture. (Nvidia, and probably AMD, also support this kind of thing on the PC side.)
openMSX records by default, allowing you to save your replay to file after the fact. I think that could be implemented in other emulators.
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Is this the hardware jerk thread? Mobo: Gigabyte B450M DS3H-CF CPU: AMD Ryzen 5 2600 GPU: NVidia GTX 950, MSI Build, 2GB of GDDR5 RAM RAM: 16 GB DDR4 SSD: Samsung SSD 970 EVO @ 500TB HDD: Western Digital 5400rpm @ 4TB OS: Windows 10 Quite a lot has changed since #9893. I'm still on my old monitor though. I have a second monitor now, but I rarely use it. I've installed BizHawk on my SSD, and I'm satisfied with the performance. It's been a while since I tried using an emulator that is actually demanding on the hardware though (Dolphin, Desmume), so I can't make any really precise judgements.
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I had to say, I didn't see you going straight through the final boss coming. That part got a laugh out of me. Otherwise, yeah, the glitch is neat, but there's no setup, and all that's left is precise platforming. I'm kinda reminded of Street Fighter 2010 and the level exit glitch. I'd like to see the run on the site, as the fastest completion of Battle Kid, but on the other hand, I'd hate to see this obsolete the published movie. Maybe both should be published. Yes vote at any rate.
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Dude nice. Watching when I get the chance
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The one you like best.
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Groovy!
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Yeah, this was pretty sweet. I don't remember fully how this compares to the old run or the SNES run, but the shortcuts stood out and overall, the run never got dull. Yes vote.
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Link to video This is my jam.
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Yo, I fixed the mistake at the end of stage 4. It doesn't actually end up saving any time because there's a frame rule on boss door, but I would still like to replace it for cleanliness. User movie #59674275528655457 Only the screen in which the mistake happens and the final boss are different. The final boss has different RNG in his second phase, but the fight is identical to the old run timewise. Cheers.
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If F-Zero GX wasn't enough for you, get ready for WipEout 64. I came across this TAS on youtube by WMJ, setting a lap record for every track in the game. Link to video I feel like a full game TAS would be pretty neat.
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Like every beginner, I started by making highly unoptimized TASes of Super Mario Bros. games, since those were what I knew -- mostly SMB1, SMB3 Allstars and Super Mario World. Most of these TASes have disappeared due to age, but the video for this one still exists: Link to video I also tried TASing Rayman Advance soon after, but stalled at some point. My first submission to the site eventually was #2828: scrimpeh's NES Castlevania "no subweapons, no damage" in 13:18.44, which was rejected for poor entertainment value and optimization. I wonder how well I could optimize the run if I tried today.
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[Visions of unlicensed NES games] Link to video thanks mothrayas
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Alyosha wrote:
@EZGames69: I don't really have anything to add beyond what I've written previously.
Isn't it feasible for a program to react to input in significant ways while the screen is turned off? The option also seems fine as long as BizHawk supports varying-length frames, which I don't think it does. Without this, how are movies timed accurately?
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Yeah, okay, I didn't know the game was gonna get that weird. Yes vote here.
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Other than the lag, are there any differences between GB and GBC Adventure? Otherwise, you should consider improving arukAdo's old movie.
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This was an extremely entertaining run. Are you considering submitting this to the site? Running dauntlessly through all of the bullet fire while perfectly shooting every enemy never gets old for me. Just man, this game gets ridiculously cheesy toward the end. Hopefully one day I get to see a MOHAA TAS. Good work!
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I generally like very unusual, clever or unexpected shortcuts or routing choices. Anything that requires some ingenuity and planning to pull off, or anything that subverts what the level designers were intending. Damage boosts to reach higher ledges are my go-to favorite example. Other than that, I generally appreciate any TAS where the movement naturally flows together well, like one action naturally leads into another, and they're all synchronized to happen at exactly the right time. Just beautiful.
Post subject: Re: #6470: Chutacoacko Playz's SNES Kirby Super Star "fastest softlock" in 00:32.28
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TASVideoAgent wrote:
Emulator used: Snes9x v1.55 (why)
Well... why?
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I've been waiting for this pretty much since I joined the site. Thank you so much.
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My opinion is that if you can reach the boss by some means, you should fight it. See Julius in Aria of Sorrow.