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The run that blew my mind? Too damn many.
- Super Metroid in general. I was amazed by how precise and perfect the movements were compared to regular speedruns. And the rest is history.
- Super Mario Kart by cstrakm. To this day an amazing run for me.
- Cave Story by nitsuja is a modern example, simply because of how amazing the game is for a TAS.
I'll add more as I remember them.
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Watched the encode, and I must say I was fairly impressed. Granted, often, you did have to slow down, but hte sheer amount of projectiles and enemies the game throws at you was staggering. A really impressive sight to watch if I may say so myself. Voting yes for... whatever the voting still is good for these days.
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As far as title screens are concerned, you simply have to pay attention to what frame you're on when you press spacebar. If e.g. frame 200 is too early, reverse, use some 'blank input' and try on frame 202. Thankfully, practically no MSX game utilizes the full keyboard, so you should always be able to find some 'blank' key to use which has no effect on the game.
The exception to this is random number generation, which in fairly many games utilizes the full keyboard. This normally works in your favor, however, as you can manipulate luck without wasting time. (Examples: Contra, Arsene Lupin, Vampire Killer).
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The creature soul has one of the rarest droprates in the game to my knowledge. To the point where I never actually picked it up in any of my playthroughs.
I think you should be approaching it when you're stronger so the fight takes less long. I've also just now come to see your WIP, and I must say, really great work so far. Keep it going.
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To overwrite input in openMSX, you actually have to provide 'new' input. If you let the reverse play out, I will do just that.
Coupled with the input delay MSX games exhibit, it's unfortunately a bit messy to work with (.omr files will have lots of 'trash input', which was just used to overwrite the replay), but a dedicated 'empty input' key would be kind of redundant, I think.
Fortunately, most games are too crude for this to really make a difference.
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They are upscaled to a bigger than HD resolution and encoded using x264 and AAC. Sometimes, tasblend is used in games with 30hz flicker.
There is a comprehensive Encoding Guide covering all the steps used in making an HD encode for youtube.
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I think the run only syncs with "Enable Advanced Bus Timing Emulation" checked under Emulation settings. I have been getting desyncs so either, but I've been using 0.9.7 until now. The run made it a lot farther with the option enabled.
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I don't ever care for event updates, so I stayed clear off most of it so far. All that matters to me is that we got destroyed by another team in ETF2L yesterday. Feels bad, man.
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That is fascinating. Who knows what could be done using this glitch. ...well, I think it's pretty easy to determine by just looking up what addresses are stored in zero page, but still, this could be awesome.
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A free Source modification with the aim to remake Half-Life. The first half has been released last week, find more out about it here.
I imagine very many speed tricks in the old Half-Life won't work any longer, though I would like to see what BM:S has to offer in their place and how fast the first speedrun will end up.
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Let the spirit of odd Castlevania goal choices live on. Great run, I love how tightly optimized it is now. The greatest surprise for me was Stage 11, the strategy for keeping the hunchbacks in check was wondeful. I don't remember whehter you already used it in your first run, but it was new to me. Yes vote on this one.