Posts for AntyMew

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AntyMew
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Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
Kurabupengin wrote:
The issue is that i have no idea how to do any of those things. D:
These pages are very useful for figuring out how to use RAM Search There are many pages for Lua scripting, most of them linked on this page
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
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Posts: 425
There's already a Citra thread in the DS Emulators section Fantastic news, though! :o
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
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Joined: 10/22/2014
Posts: 425
feos wrote:
GoddessMaria15 wrote:
I'm very sorry for the delay, everyone! I was having internet trouble and needed to redo something, but I am working on them now.
Progress?
She came to irc yesterday saying she was having problems with an hd encode. The error message said something about fonts, iirc. I directed her towards tasencodingpackage2 since she was using an old package, but I don't know if it helped or not
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
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Posts: 425
I'll try encoding this one. Wish me luck! :U
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AntyMew
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Posts: 425
MUGG wrote:
Why is it that this run gets only 172 hits on the credits but SDM's Adventure TAS got 190?
Some of the credits are missing because they could potentially be spoilers for character unlocks
Just a Mew! 〜 It/She ΘΔ 〜
AntyMew
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Why do you want to make a run of the windows version? Iirc it's a port with no added content. It probably has different load times, but that wouldn't be nearly enough to publish it side-by-side with the PSx version Anyway, Hourglass is unfortunately very limited in terms of game support. It basically only runs simple games which don't have any mouse input. Even then, if a game doesn't need mouse input, if it ever decides to check the mouse hourglass won't work. You probably need to wait for Hourglass Ressurection
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AntyMew
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Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
AntyMew
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Encoder, Experienced Forum User, Published Author, Player (35)
Joined: 10/22/2014
Posts: 425
The tile generation glitching was entertaining enough for a while, but at some point it got boring. Meh vote :/ Encoding...
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AntyMew
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Posts: 425
Kurabupengin wrote:
Horaaaaay he's back!
Fog? It was RGamma who decided to publish this after fsvgm :P
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AntyMew
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What he said ^ Userspace is the best :D
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AntyMew
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I'm not sure it matters anyways considering it is eligible for the 2015 awards
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AntyMew
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<Mothrayas> have I fucked up anything major yet? <adelikat> just ur face <Mothrayas> oh, yes I have
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AntyMew
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creaothceann wrote:
Anty-Lemon wrote:
Imo other games look better with 60fps deblink as well, like SM. While arm pumping does look worse, replacing fake transparency with actual transparency when Samus is taking damage or on the elevator looks much better.
I think the right word for this would be translucency. Transparency would be when Samus is completely invisible. (Yeah I used it like that, too.) /OT
No, it's transparency. http://en.wikipedia.org/wiki/File:Opacity_Translucency_Transparency.svg Translucency means light is scattered through it (2), transparency means light is not scattered through it (3)
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AntyMew
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feos wrote:
Note 3: Not only games rely on alternate frame flickering, some systems use it to compensate for sprite limit, making all objects per scanline that overcome it blink every frame, and even "worse" - TASers abuse it too, some runs would look weird without accounting for alternate frame flickering. So my personal choice would be "default to full fps+deblink unless you're sure it's not needed".
Agreed. Imo other games look better with 60fps deblink as well, like SM. While arm pumping does look worse, replacing fake transparency with actual transparency when Samus is taking damage or on the elevator looks much better. On the other hand S3K's bosses look somewhat worse when taking damage because they are changing their color palette every other frame instead of disappearing every other frame Either way, it's a great compromise, and I look forward to seeing 60fps encodes (other than Yoshi's Island) on tvc :D (Once Firefox updates... grumble grumble)
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AntyMew
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Nice run! I found the game interesting in particular; I don't think I've seen any other game quite like it (Encoding. I might as well, considering I already have the rom from encoding the previous Quattro TAS :P)
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AntyMew
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If you want to keep the missed shots that badly, why not make a pattern to it, like shooting perfectly timed with the music? It isn't impressive to shoot at random times; any rta runner could do that.
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AntyMew
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GoddessMaria15 wrote:
Encoding this now!
Noooo T_T Btw, even though nitsuja provided a JP/EU-synced version of the previous movie, Flygon instead used the US file and did this for the JP/EU music encodes:
NesVideoAgent wrote:
<h3>Music</h3> This was made with the US version of the game, but if you prefer the music from the Japanese version, you can tell Gens to run the US game but use the music from the Japanese game. The way of doing this depends on whether you are using ISO+MP3 or BIN+CUE. If you are using MP3s, simply replace the MP3 files with the ones from the Japanese version. If you are using BIN+CUE, you can edit the CUE file of the (J) version to use the (U) version for track 01 (data) and use the (J) version starting at track 02 (audio). It should look like this, except with the filenames matching the ones you have: <p>
  FILE "Sonic CD (U).iso" BINARY
TRACK 01 MODE1/2352
INDEX 01 00:00:00
FILE "Sonic CD (J).iso" BINARY
TRACK 02 AUDIO
PREGAP 00:02:00
INDEX 01 12:14:49
TRACK 03 AUDIO
INDEX 00 12:18:63
INDEX 01 12:20:63
TRACK 04 AUDIO
...and so on...
One thing those won't work for, though, is the ending music. For that, you'll have to use the actual Japanese version of the game, not only the Japanese audio tracks. You'll also have to use a <a>different version of the movie file</a> for it to sync and version 1.00 of the Japanese MegaCD BIOS. Be warned that Quartz Quadrant has slightly slower in-game times than in the US version (differences during lag frames) even though the movie is about 10 seconds shorter (mostly due to shorter level end music).
I'm not sure if it would be better to do this or use the JP/EU-synced movie instead, though
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AntyMew
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feos wrote:
Forgot to add this question to the OP. Whoever already posted, please answer too: Describe what difference do you see between full fps encodes and deblinked ones.
Full fps encode at 30 fps or 60 fps?
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AntyMew
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This is not a single frame difference, it is a single in-game frame difference. Without this tradeoff, there would be a second of pause time in roughly every other room. I don't know about you, but watching a run which pauses that often would be significantly less entertaining. Besides:
This is not a goal choice per se. This tag should not be used for non-speed-oriented runs such as maximum score runs or playarounds. Instead, it should be used for movies that primarily aim for fastest time but make some (small) time sacrifices for the sake of entertaining the audience, avoiding repetition, or avoiding doing something that would be uninteresting. It may also be to collect an item or show off a part of the game that increases entertainment value.
The pauses save time because pausing does not count towards in-game time, which this TAS aims to minimize.
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AntyMew
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Could someone edit this movie's (and 1234M's) categories to include "Contains speed/entertainment tradeoffs?" Doors have a 2 frame rule, and since this run aims for in-game time, biospark uses the frame rule to his advantage. He postpones exiting a cutscene by a frame whenever the frame rule doesn't line up with when Samus reaches the door's loading zone. However, pauses also do not count towards in-game time, so they could also be used to shift from even to odd in any room. While pauses are used throughout the run to manipulate the RNG, they are not used in various other places where it would save one in-game frame (the second room, for instance). This was not used in biospark's first 100% tas of this game, nor dragonfangs' 0% tases, so there were no intentional tradeoffs in those runs Imho this is also another good reason not to aim for in-game time in the future, even though I'd love to see an 0:54
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AntyMew
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Marty McFly traveled to the future in the year 1985, he arrived in 2015 :U
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AntyMew
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Samlaptop wrote:
Ah ha! I finally figured out what the problem was now! I just did a small encode and I didn't save my hdlogo as a PNG in photoshop So now I have a valid PNG file, it seems to be working fine and is encoding frames as well now. I will make my own HD encode of the TAS. Yay!
Called it! That counts as not having an hd logo, right? :P
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AntyMew
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grassini wrote:
what the fuck is this thread...i'm just glad i got a TAS published here and that SA2:B has a TAS as well.I guess WST may like petite women,even if they're not underage,but still who are you guys to judge WST anyway?As long as no crime gets committed,she can masturbate as much as she wants. THERE ARE NO CRIMETHOUGHTS,PEOPLE.
While I admire you not judging him for that perception, WST clearly meant it in a non-erotic way, which is the reason he's pissed >.>
Urban Dictionary wrote:
Contrary to popular belief, "loli" is NOT an abbreviation for "lolicon". A loli is a young girl, which is usually depicted as extremely cute. There are several usages of this word. 1. In an adult comic/video/game/etc, a loli is perceived as a very young girl, but she is always over the age of 18. 2. In other contexts, such as an ecchi or non-erotic situation, a loli is perceived as a young girl who is extremely cute, but does not need to be over 18. Ta*ga is so cute and small... She's such a cute loli!
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