Posts for Andypro
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Experienced Forum User
Joined: 5/24/2004
Posts: 262
Thanks for the WIP, AndyMac & bkDj. Man, I forgot how awesome this game is. A drunk beaver doing all sorts of lewd things is really quite entertaining. I hope you can figure out how to avoid desyncs - I would love to see a TAS of this game published.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Yeah. I think we need someone good at probing memory during battles to determine how to luck manipulate attacks. Each of the really hard boss battles has at least one attack that is weak, so theoretically if we can find out how to manipulate the attacks, one could waltz through the game with very little leveling. Dark Force would take some time to beat, though. I wish you well in your other TASes, but hope you come back and try PS4 again someday. We'll all be waiting for that first PS4 TAS to be published. :)
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Here is the PS4 thread: http://tasvideos.org/forum/viewtopic.php?t=2478 Go try to drum up interest for this TAS again since it was recently released on Wii VC. I have been playing through it again and it's every bit as good as I remember.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Wow, nice superflip!! I was wondering why you got the extra 10 rupees in the forest. Now I know. I take it the new any% route doesn't require any spiritual stones because you can use the ToT door skip?
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I can see why this title wasn't ported for the US. Were those little boys using their penises for weapons in stage 2?!? Good run though. I enjoyed the first Kid Niki title so I watched this.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
An easy "yes" from me. Bloobiebla did an amazing job TASing this game and it was great to watch. I don't like the idea of an all medallions category, but I'm still voting yes for the fun factor and entertainment value.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I'm unable to play Bloobiebla's submission - it desyncs shortly after the first pause after acquiring the kokiri sword. Any ideas? I'm starting from the beginning with no savestates. Using: glN64 0.4.1 Jabo's Directsound 1.6 TAS Input 0.6 with mempak turned on RSP emulation WinXP Pro SP3 and latest mupen re-recording .8 EDIT: Sorry, I should have thought of reading through the submission thread first. Sorry for extra thread junk.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I just got 2.0.2, and I'm simply trying to load an fm2 movie and watch it. I load the game (double dragon 2 (U) [!].nes), which it still incorrectly identifies as a PAL rom even though it's a verified good (NTSC) dump. Secondly, I select the fm2 movie file under "Replay Movie" and choose "Browse" from the dropdown. After that, it doesn't load any of the movie info and just displays the rom checksum. I think a few things need to be ironed out with this new emu branch before more TASes are published. :/
Experienced Forum User
Joined: 5/24/2004
Posts: 262
adelikat wrote:
The latency is disabled. Though system config change did happen since that was locked XD. I think it wasn't resurrected because it either was no longer relevant or still buggy. Either way, removing it would have been the better choice, but we forgot about that somewhere along the way.
Well, the slider may have been a hack to begin with, but I think it's still relevant. I still have some slight sound crackling occuring, and I believe increasing the latency would fix it as it has in previous versions. Again, this likely points to something else being the problem, but the available slider would be nice.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Couple of questions: 1) FCEUX seems to detect the majority of my roms as PAL even though they are NTSC. Is this a problem with my roms or with the emulator's detection mechanism (the roms I'm using are quite old - probably 13 years). 2) The latency slider in the Config -> Sound dialog is locked with some note about a system config. I've tried restarting the emu, but the slider always remains locked. This doesn't appear to be documented. Thanks.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Thanks for this TAS. I was able to play it with no problems thanks to the perfect synchro feature. I love Erik Frykman's lead guitar sound in the US OST. I also love that you guys get the speed boots a lot since I can't get enough of the yummy bitey mid-grit super smooth sound of the guitar. :)
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Ah, ok. Not sure what else to suggest besides playing with your video settings (disable vsync or double buffering if you use them), since I've found video can affect sound performance in fceu. Otherwise, it could be anything - a conflict on your machine, something about the way sound works in BSD, or just a bug in the source. The devs would know better than me.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Hmm. What if you push the sound buffer size up closer to 100 (I assume that means 100 ms)? I have similar static depending on the latency I choose but it tends to completely disappear around 100.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I wanted to do some testing on the different fceu windows versions to figure out where the directdraw error in fullscreen mode bug started. To my surprise, none of the fceu versions exhibit this bug anymore. I haven't updated my video card drivers, so I'm not sure what caused the fix. Perhaps it was XP service pack 3 that had something that fixed it. The secondary bug that went along with this still exists, and I've provided the details below: FCEU video sync setting / sound distortion and echo bug Versions affected: 0.98.12 official -> current rerecording build Cause: Setting the video sync mode in either windowed or fullscreen mode to anything other than <none>. Description: As soon as a video sync mode other than <none> is chosen, the game sound/music starts distorting. The distortion ends up coming in "waves" which are delayed playbacks of portions of the music mixed in with the currently distorting sound. Every few seconds, the process "rights" itself and eliminates the echo(s), but then it instantly starts distorting again ad infinitum. Checking "disable hardware acceleration" on the video screen *does* seem to eliminate this bug, although it's not a great fix since doing that apparently forces either 8bpp or some scaler to be disabled which makes everything look blocky and ugly. As suggested on the video screen, I tried playing with the timing settings to no effect. I don't know if a repository was maintained for the original source, but I would like to have a look at the code for versions 0.98.10 (no problems) and 0.98.12 (problems begin). I might be able to find the change that caused the issue and one of the current devs could patch it.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Wouter Jansen wrote:
yes! Firefox can 'click & DL' now!
Heh. I noticed that too. I also noticed that bkDJ's server can fully saturate my 15Mbps connection - nice!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Bloobiebla wrote:
Submitting the run depends on whether the category is acceptable in the end, but it'd be awesome.
I'd strongly urge you to submit whatever you end up with. The TAS quality thus far has been outstanding. I personally don't agree at all with the "all temples/no skips" category, but I will definitely be casting a "yes" vote for this TAS. There are too few OoT tases on the site, and obviously focusing on entertainment value, which seems to be a recently stressed aspect of tases, makes it a huge win imo. Keep it up!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Hi devs, Thanks for all the improvements you guys have been making. I'd like to restate one of the bugs in the first post and also confirm it: *When I select a Fullscreen custom video mode, like 1024x768 4x,3y. And switch to fullscreen mode, FCEU is crashing if a game is loaded or the "DirectDraw: Error creating secondary surface" error message if no game loaded. This has been happening in every version dating back to the official versions. It's definitely at least marginally related to hardware config; I never saw this error on my old machine. I'm running an nVidia GeForce 7900GT on Win XP Pro SP2&3, and have whatever the latest DX9 is: 9c I think. If any of you get a chance, try looking through whatever section of the code that would be in. Thanks much.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Bloobiebla: where is your current run? Any chance we'll be seeing another WIP soon? :)
Experienced Forum User
Joined: 5/24/2004
Posts: 262
I'm going to go ahead and nominate this TAS for a star. Absolutely amazing work, top-notch play, really cool glitches, fun to watch the whole way through, and an insane 5 minute improvement over the published run. I actually said "wow" out loud several times while watching. :)
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Bloobiebla: Excellent work. I noticed one spot where you may have lost frames I think. At the bottom of Jabu Jabu when you had ruto and were waiting for the elevator, you ended up killing the enemy in the water. This therefore launched the "enemy death gameplay freeze" for a few frames thus delaying the elevator. Do you want to include a save game file with your next WIP? I forgot to make one at the end and it's getting pretty long. Again, great work. I loved all the superflips, superslides, and king zora skip.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Thanks for the new version, upthorn. Whoever added the "no longer have to manually change controller settings to match movie settings" is my hero. I've been using Gens version test9c forever and it only dawned on me recently that I should probably update. :)
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Dwedit wrote:
Why did you get the red rupee?
Because it's very pretty.
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Bloobiebla: Fantastic WIP, thank you for posting it. I think you have an excellent feel for TASing this title. Good luck and keep up the great work!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
SonicX3: Welcome to the forums! I'm so pleased you're attempting a run of this game. I think you'll find that as you use the tools for TASing it will become easier and more natural for you. A 100% of this game is pretty ambitious, but I'm very happy that you're going to try it. I'm not too much help when it comes to actual route planning and such, but as you release WIPs of your work, I will definitely watch them and offer any comments or tips that I can. Good luck!!
Experienced Forum User
Joined: 5/24/2004
Posts: 262
Solon wrote:
I don't think a PSIV TAS is really feasible; it is brutally hard. Unless some of the Tech/Skill combos can one-hit bosses, there'd be a LOT of level grinding needed, which would make a TAS pretty boring.
You should check out the last WIP in the PSIV thread. He got pretty near the end of the game, and it was a fun watch. There wasn't too much leveling, and imo watching characters level is a heck of a lot more fun than watching characters walk around without fighting for 68 minutes ^_^
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