Posts for scrimpeh

Post subject: Re: Windows 10, weird problem with TAStudio
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YushiroGowa wrote:
So I'm using Windows 10 and working on a TAS of River City Ransom EX, and I noticed something horribly wrong; the panel that shows benchmarking, recording tools etc. is like cut off except for a small fraction of it. I dont know what's happening. Help please thank you.
If you're talking about UI problems, you might want to include a screenshot of your problem to help people visualize what the issue is.
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https://www.youtube.com/watch?v=F9vqpIki2KQ Movie OST // Wow, this was taken down fast. Alternative Link to video
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This looked like a pretty neat game. Short enough run not to get boring, and it looked well done to my eye. Yes vote.
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Oh hey, there we go. I keep being impressed how old movies for games such as Contra are still being improved over and over again. Great work on the run, yes vote!
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Hey, why was this cancelled? It looks like this improves [1783] NES Contra (Japan) "2 players" by zyr2288 in 08:51.73.
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Good run voted doo doo do do doo do do doo do/10
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What else did you think would happen?
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Masterjun wrote:
scrimpeh wrote:
Forgive me asking, but if there's additional input required to reach a definite ending state after the credits, shouldn't that be counted toward the completion time as well?
Relevant thread.
Oh, thanks lad. I wasn't aware of the thread or the amendment to the rules. This clears things up for me.
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Forgive me asking, but if there's additional input required to reach a definite ending state after the credits, shouldn't that be counted toward the completion time as well? After all, there's still execution involved in getting into the hut. The reference game that comes to mind for this to me is Earthbound, where after the credits, there is an additional section of input before the game truly ends. All TASes that reach the ending by defeating Giygas have included that bit.
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Oh man. I am so glad to finally see Celeste on TASVideos. I never would've expected it to happen this soon, or that the input from the TAS tool could be converted to libtas like that. The run itself was exceptional, but that was to be expected. Personally, I'm not too concerned about the B-Sides. It's an unexpected way to beat the game, although it's known in the game's speedrunning scene. Hopefully, there will be an all-chapters TAS soon as well to get the complete Celeste experience. I'm voting Yes, and I'm incredibly glad to finally have the run on the site. Now all I need to be happy is Super Meat Boy.
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GoddessMaria wrote:
Weird. It worked fine for me using default settings from newly downloading 0.9.9 and the ROM. --- Encode: Link to video Nice stuff so far, Kriole! Looks smoother now than the last one! I do have one question, though. Would using the knife/dagger special (Alucard special in Julius Mode) to enter loading zones be faster any?
Thanks for the encode, GoddessMaria! I don't have a Dawn of Sorrow ROM handy right now, so the youtube link is much appreciated. I'm looking forward to the new DoS run. Personally, I'm in favor of using all darkness glitches, as it's a neat trick, and doesn't impact the viewing experience as bad as some of the other glitches out there.
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This game has just the right amount of jank for my tastes. Nice improvement, yes vote.
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Challenger wrote:
I'm not familiar with GB Castlevania games, but the glitch could work with other games or the movement works different?
Legends is the only GB game that allows you turn around in midair. You can get the same effect in Belmont's Revenge by using damage knockback, but screen wrapping is still exclusive to Legends. (Technically, there is potential for a similar trick in Belmont's Revenge, but in vertical rooms only. You'd need to somehow reach the top or bottom of the screen without scrolling the camera. I don't know any feasible way to activate it, however.)
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While messing around with the game, I found some interesting things. I don't plan on making an improvement to Sir VG's run any time soon, so I'm posting them here for posterity. You can climb ropes slightly faster by repeatedly jumping to and from them. It only works on the right side. There's some subpixels involved governing how many frames you're in midair. It's also possible to screenwrap using the ropes in any room, which allows you to go to the screen below. If there's no valid room below you, you go to some glitched area where it is possible to crash the game. Maybe these come in useful to someone.
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Nice rerecord count. Will watch and then comment. /Edit: Yeah this was pretty dope. Some of the weaving between enemies was just nuts. Yes vote.
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Excellent work, and the amount of effort that was put into the submission itself is nothing short of impressive. Yes vote.
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Very much like the NES run, this was a highly entertaining watch. The spinning noise was distracting at first, but, once agian, I eventually got used to it. Voting yes once more.
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klmz wrote:
Yes vote. Could pausing affect boss cycles?
I've tried pausing on the Crystal Castle boss, but it doesn't seem affected by it, unfortunately.
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Mad props for putting together an audio commentary for the run. It was very informative and made the run very interesting to follow. The gameplay itself was pretty smooth as well. Overall, it's a yes vote for entertainment.
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Oi, thanks lads. Appreciate the response.
Challenger wrote:
Also I'm surprised to see pausing on a GB Konami game, since I thought that only could works with some NES Konami games.
It was your Castlevania pacifist WIP that inspired me to try this. I was bashing my head against the wall trying to find a way to make the cycle skip work. Just before I resigned myself to just waiting for the cycle, it occured to me I could try pausing in this game as well, so this one's all thanks to you.
Nach wrote:
In Dracula Castle 1, when you get hit by an orb, you lose the morning star chain whip, and become downgraded. You re-upgrade it a moment later, but I'm wondering if there's any advantage to perhaps upgrading it earlier in the level, and then losing it here when you're sort of forced to take damage.
I wanted to do this initially, but then I realized I had to take damage from the second orb as well, which would downgrade my whip twice, as the spitter fires it in an inconvenient moment. I have to kill the first orb, because otherwise it would get in the way when I tried to jump over, and the only way I can do that is with the cross, leaving me with no choice but also take damage from the second orb. (Also, no, the holy water doesn't help here. I tried)
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Oh, this was a great watch. I'm really looking forward to the new submission now.
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This was very entertaining. It's mad how many enemies the game throws at you when you're not taking them out. Voting yes.
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Oh, now we're talking. That Graham fight was hilarious. Great job! Yes vote.
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Hey, I enjoyed it.