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AntyMew
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xnamkcor wrote:
feos wrote:
xnamkcor wrote:
I thought the policy was to play on hardest difficulty.
Tried reading the thread?
All I saw was someone saying you take more damage on hard. I did not realise we were allowed to decide a game was to challenging. It'd be understandable if "hard" resulted in a game breaking glitch, but just making it harder or longer to complete seems like sort of a silly excuse.
It's not an excuse, and it has nothing to do with being "too challenging." Check the guidelines:
Guidelines wrote:
Where a game has multiple difficulty levels, it is preferred to play on the hardest difficulty level (for more interesting gameplay) unless the only difference between difficulty levels is enemy/boss hit points, in which case the easiest difficulty levels are preferred in the interest of speed. If the difference in difficulty is inapplicable for your run, for example, you trigger the end game sequence right from the start, then selecting the hardest mode is unnecessary.
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AntyMew
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Samsara wrote:
It would be the same as no items, in that it'd pretty much just follow the same route as one of the published/obsoleted runs, but a lot slower and less entertaining to watch. I think the branches we have now are enough. I can't think of any other categories that would be different enough to warrant publication... That being said, I'll still watch pretty much any run of this game.
Julius all bosses maybe? EDIT: How did I even miss that movie... watching now o_o
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AntyMew
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TehSeven wrote:
Derakon wrote:
How on earth did they do the RNG manipulation for this? The actual gameplay demonstrated wasn't all that great, but getting Mom's Knife/Polyphemus right off the bat and having every level be XL with the boss door right next to the entrance is inconceivable without savestates or direct memory modification.
Well, it was made using SpiderMod, a tool which allows you to edit the floor and room layouts. I guess that may not seem legitimate, but technically this seed is indeed possible to get.
There's still a big difference though, since it could take anywhere from a few frames to several seconds to manipulate the RNG properly
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AntyMew
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Derakon wrote:
TehSeven wrote:
I've seen a few TASes made like this, such as this pretty awesome Binding of Isaac run Link to video
How on earth did they do the RNG manipulation for this? The actual gameplay demonstrated wasn't all that great, but getting Mom's Knife/Polyphemus right off the bat and having every level be XL with the boss door right next to the entrance is inconceivable without savestates or direct memory modification.
It's in the description:
Aggromidget Saur wrote:
I used SpiderMod and joined 14 clips together to make this run. The floors and item pools were edited.
So it's not even a legitimate TAS
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AntyMew
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I don't doubt that many rerecords in a 3D game, especially in Super Monkey Ball. I understand where you're coming from, I just get the feeling it's not worth worrying about too much when it isn't a flaw in the gameplay. And the pause really doesn't look nasty, at least entertainment-wise; if I weren't actively looking for it, I wouldn't have given it a second thought ^.^
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AntyMew
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Perhaps it's related to this? Also, honestly, two frames lost every once in a while isn't nearly as bad as you talk it up to be. :P You could easily go back and hex edit those two frames once the bug is fixed
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AntyMew
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Ford wrote:
Oh, is Flareon suboptimal?
I don't know. All I know is that switching characters wastes frames at the beginning.
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AntyMew
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Yay, something I said in IRC is here now! \o/ I don't even care that it's just because I happened to be there :U
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AntyMew
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In terms of entertainment, it's alright. It's a slow platformer, but its already short levels look better with sprinting and wall clipping. I'm a bit put off by the character choice (mostly because Flareon's walk cycle is adorable :3), and Flareon might actually break even because of its apparently higher attack, but w/e. And I also wish there was a short autoscroller room or something so you could play around and show off more of the awful physics :( I'm probably wasting my time complaining about a bootleg game, though. Obviously the people who made it didn't care much to make it TASable, nor playable :P Anyway, voting yes. Nice job :)
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AntyMew
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Aqfaq wrote:
AqfAq
Could I join instead? ;)
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AntyMew
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itsPersonnal wrote:
Idea came to me and I made this Link to video I haven't timed it compared to inbounds yet, it feels pretty fast but idk. If someone wants to time a console load for the last room here, it would be really easy to compare with this video.
Nice find! I definitely hope it's faster :o This strat looks so much better than waiting outside that one door
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AntyMew
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DrJones wrote:
This feels like an "All bosses" run in which you got bored half-way, and fits too nicely the description of arbitrary goal, so I vote NO.
The question is did you find it entertaining, not is it going to get published :P
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AntyMew
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Spikestuff wrote:
Anty-Lemon wrote:
My username started as Antylamon (from Digimon Tamers), but people kept mispronouncing it, so I decided to make their pronunciation right.
I BLOODY KNEW IT~! When I first saw your username it went like this. ""Anti lemon" No, that is showing as if it was written as a pronunciation for a character, "Antylamon" *squee* Digimon Tamers" Then I began questioning why your Avatar was Mew. And yes, I did squee.
Yayyyyy :3 (My avvie is a Mew because Mews are the cutest)
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AntyMew
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Does anyone know why the graphics bug out during transitions? It doesn't happen in no$gba for some reason, so it probably isn't because everyone who TAS'd game ever downloaded a bad dump or something. The sound is awful in no$ instead, but that's probably because it doesn't support KSSU's surround sound option, which is selected by default.
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AntyMew
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My username started as Antylamon (from Digimon Tamers), but people kept mispronouncing it, so I decided to make their pronunciation right. :P
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AntyMew
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DaBlackBoi1 wrote:
He was in the perfect spot already, I tried being on the border, but that is slower because I need to pick up speed again.s
Oh, that's not what I meant. In a best-case scenario, you will be at maximum velocity and 1 subpixel behind the border the frame before the game allows you to continue. For example, if you run at 3 pixels per second frame (lmao), and you are 2 pixels behind the border just before it goes down, it would be optimal to go 1 pixel to the right before you start waiting. Though that's heavily simplified because I doubt this game does not have subpixels. It might not even save a frame, but I figured I'd point it out since it's an optimization common to many games
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AntyMew
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It feels so weird looking through this thread and adding 7-10 years to the ages... everyone is so much older now o_o Though it must be even weirder to the people who have actually been here that long, haha 18
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AntyMew
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A couple questions: When you're waiting for enemies to spawn, is it best to time the stomp so that they spawn on the last frame of the attack, or do you need two hits to kill them? And at 0:33 is it possible to adjust Mr. Incredible's position a couple pixels so he could be as far to the right as possible while still hitting the border at the same frame as before, or was he at the perfect spot already? (Sorry if it's hard to understand what I'm saying; I haven't tried to verbalize it before) Other than those possible improvements, it looks good so far :)
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AntyMew
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thatguy wrote:
There's no sense of personal achievement in watching somebody else's work, as impressive as that work may be.
That's what being proud of someone is :P Though missing the climax and ending of the game is pretty annoying either way, at least after having so much text put into the story.
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AntyMew
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Aktan wrote:
Anty-Lemon wrote:
Firefox works fine for me :/
Are you sure? I've done some research and it seems it may work if you enable "media.mediasource.enabled" and "media.mediasource.ignore_codecs" (more info http://www.ghacks.net/2014/07/25/enable-mse-h2-64-support-youtube-firefox-right-now/), but for me on Windows 7, it doesn't work. Can you post a screenshot with stats on to show it?
Oh, wait, you mean the 1280/720p60 options. Yeah, they don't show up. I was talking about the 2x speed videos, and I still can't figure out whether or not it's just a placebo.
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AntyMew
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exileut wrote:
I have only tested 4 browsers so far: http://imgur.com/a/PjkEs It appears Chrome 38 and Internet Explorer 11 support 60 FPS in HTML5 mode. Firefox and Opera do not support 60 FPS with the HTML5 player. And of course the flash player is limited to 30 FPS on all browsers. Tested on Windows 8.1 64bit Edit: Added Safari for Windows test! Edit2: 2560x1440 60 FPS is not supported. There is also no option for 2560x1440 30FPS since 60FPS overwrites all 30FPS versions of a video.
Firefox works fine for me :/
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AntyMew
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Kurabupengin wrote:
It bugs me the fact that you didn't used the American version, or even the Japanese version! The text is considerably faster in that version.
I agree with you, but only for the entertainment value instead of the speed. Most of the text is seems to be annoyingly blatant tutorials, and changing it to Japanese imo would make it less obvious that they are tutorials.
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AntyMew
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@hegyak: The verification movie desynced for me on 4.0-3089 in Chapter 3 as well. On the latest version of Dolphin it desyncs just after you go to the garage for the first time, which is a shame. :/ Anyway, as Ubercapitalist said, the INI you put on OneDrive only contains Beat All Cups, Unlock AX Cup Tracks, and All Vehicles Unlocked. All of the others are missing from the INI, including the Music cheat.
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AntyMew
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From what I can tell, the inputs line up once Advanced Bus-Level Timing (Emulation Settings) is turned off. The problem seems to be the RNG. So my two wild guesses are that the game has input-based RNG and that's what is desyncing, or we're using the wrong ROM version.
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AntyMew
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Sorry if I'm acting out of line since this is my first post, but... "Where a game has multiple difficulty levels, it is preferred to play on the hardest difficulty level (for more interesting gameplay) unless the only difference between difficulty levels is enemy/boss hit points, in which case the easiest difficulty levels are preferred in the interest of speed. If the difference in difficulty is inapplicable for your run, for example, you trigger the end game sequence right from the start, then selecting the hardest mode is unnecessary. " From the guidelines I believe solarplex is under the impression that there are more differences than just hit points in this game, but all you've stated so far is the HP and damage differences. So which is it? :?
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