Posts for BadPotato

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Post subject: Re: #2269: nineko's Arcade OverTop in 05:14.9
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NesVideoAgent wrote:
Game objectives * Emulator used: FBA-RR v0.0.3.01 (alpha version) built on Jun 2 2009 * Plays all the level and gets to the finish line as fast as possible (mainly in-game time) * Contains one speed/entertainment tradeoff: I write "TOM" in the high score table instead of "AAA" * Manipulates luck * Uses a bug, though only once * Car selected: ASUN Dominator * Total in-game time: 3'16"72
as long as there no onjective about the time.. I wont see your run as a "speedrun", but simply as a "superplay" ok so I view the unassassited run in mame and this one in fba-rr and here is what I think. The unnassisted is a pain in the ass to view... even with a good computer configuration and best setting the emulator seem to allow only 12fps and I got the sound scrapped out. Been unable to see the unassisted run with decent quality make it totaly boring!! (test by yourself, IMO there no way to enjoy this) So, actually until someone link here a real unnassisted run that was recorded at least with decent fps(don't need to beat it for the time, while the time isn't the purpose)... this run should probably get a favorable vote from me, simply because the music quality entertain me. In fact, I almost consider as a good jukebox game. But seriously, I think you could easily improve your run.... also, I know that the other vehicule are much harder to control than this one.
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one question: how can we toggle to show input while playback?
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no one interested by lunar silver star/Eternal blue?
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thanks... anyway for now I just see that a non-TAS is in progress
Post subject: Re: Almost Theory of Critical Hits :p
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antd wrote:
I need to make some sort of script to automate the critical hit prediction. It still takes a while to look at the RAM and decide when the next critical hit is possible...
when 2E38 or 2E32 are generated? Sometime these RNG aren't generated in same time than you confirm your action... you might need a similar program like memory watch that would tell what are the foward value for the next bunch of frame, for better confort while TASing.
Post subject: Golden Sun
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I'm should give a little test soon, but I mainly just looking around, The both game are cool... and lost age have probably the most longuer password ever!! The game seem to don't have any glitch or anything to skip major plot, so getting all the Djiin, should be an interresthing purpose for the run.. I think. These two game seem to have a similar playing time, so I think that a dualrun would be possible. Anyone would like to see a run of this?
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godamn SDR you give too much importance for these these negative comment. just as they said, they're looking foward on some non-existent pefection for something relative to entertainement... seriously does this is enought pointless? In any case, you don't have to TAS for these people, so you got all my respect here.
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ough, ok that make sense... my test was almost a waste :/
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FractalFusion wrote:
If I'm not mistaken, the PC WA TASers aimed for lowest total turn time. I did a N64 TAS of the first few levels years ago: http://www.youtube.com/watch?v=CTCba-weXhw The loading time on the PSX version surprises me.
one question: how did you manage to explose the second grenade first, in the training #1. I was loonking to make some test on psx version.. and I don't remember such feature
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hm.. ok look like that this is to earlier for a dualrun of both suikoden. Most time pcsx-rr sucks.... and it would probably be better to completly TAS some route before trying this such project. So anyway... for now I'll just try to finish my old suikodenII run, while I keep adjust the "best route" everytime, when getting desynch: new wip: ==> http://omploader.org/vMXNnZA/S2-2river_rune.zip (the game is now sooo long to playback that I put a save state on slot 008 from the previous wip) actual team to defeat the pest rats (5200hp) hero nanami zamza rina yoshino luc I aim to finish him quickly with some lighting rune..... I was also thinking to debugging suikoden1... the game should be less complexe than the second one to understand how work the RNG. I'll give a shot. edith : ==> http://www.gamewinners.com/playstation/Suikoden2.htm look like that collect the 5 squirrel should help to get an even better ending sequence, alright I' add this for the run, while I'm aiming for the 'best ending'. :)
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Great run, sometime looked improvable, so probably easily to obselete but still well played and I think that such run is a big help for a new run... yes : about his gameplay, I see no reason to reject this.
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7. A pet to escort/help you 8. Dig to an another level/bonus? 9. Random teleporting scroll 10. Food system... die from illness? :/ 11. Item shop 12. A dark/light system in corridor 13. boost potion 14. jumping platform 15. pipe edith:
Blublu wrote:
The features should be kept pretty simple, or at least implementable, for us. We can't program an advanced AI that will anticipate your action according to the rules of chess, for example. That's not to say we're *completely* inept.
I don't think such AI would be required... thought, complexe feature are alway interesthing in a maze :)
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nethack is hard, mainly because savestate is not allowed(when you manage to load a previous save to fix some error: it's cheat!).. so when we're about turn 74537037th and we want to kill the goblin group(or anything easy) behind the door and we decide to just push "up" for 3 sec (without pay attention) to clear the path... the next thing that you learn is that your kitten has been polymerphed in some angry elemental and your wizard lvl15 is dead. You have to start from the beginning, because you were enought idiot to underestimate one of the easier enemy in the game. Thought this is probably why this game is so cool and looked somewhat realistic. As I said Nethack is hard about his gameplay and that's why most player just stop it, without have tryed any puzzle like the sakoban level. So making a similar roguelike(with different class, item and stuff) with a better concentration of puzzle level, would be awesome.
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By comparing with other RPG first submission, all I can say is that this one seem to have definitly enought good stuff to got a yes vote.
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Difference between blackman and lanczos seem very low, but he may be the best one.
Bisqwit(from his old post) wrote:
Still untested are hermite, hamming, hanning, blackman, gaussian, quadratic, catrom, mitchell, bessel and sinc scalings. (From Imagemagick.) There seems to be some analysis of these algorithms at: - http://efflare.com/docs/CFX_ImageCR3/reference/advanced/resamplingalgorithms.html - http://www.dylanbeattie.net/magick/filters/result.html I'm using blur setting equivalent to 1.0.
Doing our own test comparaison on many different kind of game from every console with all these resize filter and write an article about this would be very cool.
Warp wrote:
As they say, it's not the size that matters, it's how you use it. ;)
If it is, how far we can upscale Excitebike and keep bellow the 4mb/minute? Maybe you can even produce a decent HD and possibly apply the High Definition links idea(with FLAC audio?).
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comparaison with pcsx sound? I should think this one is better.
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Never playd the game and even the one on psx and I liked it. At first I wasn't sure if the characther was someone friendly with Earthworm Jim... but look like that no. simply a little "ok game" and this was a good run
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Ouch, big size and looks worse. This one should be good only for the antiliasing videos, so probably not a nice one for these game. Anyway, the 12.6mo video with point resize and YV12 is about 596x448, that's definitly awesome... I almost have a fullscreen on my eeepc now ^_^" edith: fix some vocabulary error
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I just tested by myself on his run(from the wip) and that's very weird... after the battle, the top building and the helicopter explose and we got a "black screen of death" ... Does the original PCSX project could ever play thought this game despite been unable to save before disc swap?
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I made some test last week and PointResize on sucks on some of my encode(2D psx games): the corner is very poxelized... BicubicResize have not this problem.. just try:
BicubicResize(width*2,height*2)
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the stair synch correctly :)
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I've watch the run and enjoy it. So, almost 75% of the game was from your lua script with brute force and other stuff? I would love have more detail about how this work.
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I've just try to make one with the gimp... .mkv (29ko)
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instruction are there: ==> http://sites.google.com/site/messiaen64/themissingstars thought, we don't start with luigi, mario he use it first. It seem that we have to collect some star first or something to unlock him, or ??
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it took me a while to figure out how to synch this... sometime even with 60fps from frame 0 to ~1600, I keep desynch later. Thought after some random test we can make it works and the rest runs perfectly. Like most roguelike, add luck manipulation made the game very fast... nothing special or interesting here. However, skip beldo talk at floor 31 was an enought good find to have a yes vote from me :)
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