Posts for CoolKirby

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rog wrote:
If the only difference were shorter text, with identical gameplay, then obviously that would be judged as being the same. If however the actual gameplay is faster, even if only by 10 seconds, i would consider that a mistake made in the original tas, especially now that the language rule has been changed.
The difference he was speaking of is text speed. Gameplay would be unchanged as far as I know.
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rog wrote:
CoolKirby wrote:
jlun2 wrote:
MUGG wrote:
About the language, I think we should use the English version because 10 seconds difference is too insignificant.
In before an optimized (u) run gets obsoleted by a (j) run because of that 10 seconds saved. ;)
I seriously doubt such a run would be accepted, and many users will probably protest and accuse the poster of plagiarism.
If the 10 seconds is from faster gameplay, i don't see why it would be rejected.
He's talking about the same exact run, just with 10 seconds of less text time due to the more compact Japanese text. However, not only would the gameplay be the exact same (and easily hexable to work on a U.S. version), but 10 seconds is too small of a difference to justify switching ROMs.
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jlun2 wrote:
MUGG wrote:
About the language, I think we should use the English version because 10 seconds difference is too insignificant.
In before an optimized (u) run gets obsoleted by a (j) run because of that 10 seconds saved. ;)
I seriously doubt such a run would be accepted, and many users will probably protest and accuse the poster of plagiarism.
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rog wrote:
The issue appears to be video dumping. As far as i can tell, it dumps only once per VI, even though there can be frames where no VI occurs. I've been successful in getting a/v to to sync by recording the vi/frame counter and adding extra frames to the encode whereever VIs fall behind relative to the frame counter.
This is the problem I had when I dumped my Paper Mario TTYD Prologue encode, and I was able to add frames of black screen during screen transitions and frames of white screen during the Prologue intro with the spinning letters. This method was not frame-perfect, but it looked like it synced to me. The dumped audio was in no way the problem though; the video only seemed to dump the VIs. Even the title screen audio was off. Oh wait, I won't have to re-sync my run on 3.0-378 to use natt's Awesome New Dump Mode, will I?
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Good job. Now all you have to do is ask a judge or admin to replace the submission dtm for you, and he (or she?) will gladly do it.
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MUGG wrote:
About the language, I think we should use the English version because 10 seconds difference is too insignificant.
I agree. Since we don't need to clip through ceilings with Yoshi (a Japanese version-only trick), we might as well choose a version more people are familiar with and is more likely to be accepted as the second(?) GameCube TAS.
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How does Dolphin start a new recording from a savestate anyway? Also, if the run doesn't depend on a savestate, then someone should be able to fix it for you.
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I can wait. I would want to see it with correct colors anyway. Plus, there's no reason you should have to upload two large and nearly identical encodes.
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Spider-Waffle wrote:
Well if the game says rupees that's some bad engrish
Regardless of how accurate the term is, the "rupee" is the currency in every Zelda game as far as I know (except at least two of the CD-i games). So when people are talking about "rupees", they are using the term Ocarina of Time uses to refer to this game's currency (For example, the message: "You got a Blue Rupee! That's 5 Rupees!").
bkDJ wrote:
Also the juxtaposition of Slowking's recent posts and that Navi avatar amuses me :)
I found it funny that the Navi avatar was commanding Link to listen in the corner of the post where Slowking asked why Spider-Waffle wasn't listening.
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Looks like I missed a lot of the conversation in IRC while I was on my slow school computer (also the reason I didn't post more than I did, as it keeps logging me out again every few seconds). Thanks for posting the conversation here.
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Oh, I must have misunderstood your post. You said you had no idea how to BLJ, so I was happy to explain it to you.
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rog wrote:
It stayed up through quite a bit of spam. It did get really slow, but it didn't go down that i saw.
It didn't go down for me either. I just thought it might. It does seem to be running faster now than it was before the thread's creation.
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So if I tried a different browser, it might have been faster? Most times I tried refreshing the page, I got a Network Error or 500 error. How big was that owl picture that he posted so many times? And that browser-corrupting picture was a 50MB PNG? How is it even possible for a PNG that size to be 50 MB big?
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What were the results then? On my end, it looked like every new page I tried to load took about 3-4 minutes to appear. I thought the site might go down again. But now it's running just fine. In fact the cookies that keep me logged in to the forum are actually keeping me logged in instead of expiring after a few seconds (just on my class computer; every other computer I've tried doesn't have this problem). EDIT: Never mind, it just logged me out again. I think it's this school's network's fault, though, and not the site's.
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Was that what was causing the site to be so slow when I tried to load that thread? Also, why would he do a thing like that?
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The quote and edit buttons appeared to be missing when I was checking my comment in your "Reply to this thread!" thread (which has mysteriously disappeared), but that may have been because turska posted a large picture that somehow became the background for my post (possibly due to your changes?).
Post subject: What happened to the thread "Reply to this thread?"
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I posted a comment in response to rog's in that thread, agreeing with him that the site was being really slow. I just refreshed the page to see my comment and it was totally gone. It's possible that thread was slowing down the site, but I don't see why the thread itself was bad, since Nach created it, and he wouldn't spam this site. I'm just confused...
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ALAKTORN wrote:
I tried TASing SM64 but gave up when I had no f* idea on how to BLJ
To do a BLJ, keep holding Z as you do a regular long jump (on a stairwell, for example), then immediately hold back on the Control Stick, and when Mario touches the ground, mash A while still holding Z and the Control Stick backward. If you're doing it in real-time, you need to mash A as fast as you can. In a TAS, though, this becomes somewhat easier, as you can change your angle, do pause BLJs, side BLJs, etc.
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John11 wrote:
Yes! Dolphin with Homebrew Channel with DosBox running Nesticle! Make it happen people =)
It would make a good April Fool's Day submission. (And now that I said that, someone will probably do it.)
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Thanks for posting those links, rog! I'll have time to watch this on YouTube tomorrow, but it's always exciting to see a GameCube submission in the Workbench.
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c-square wrote:
Even though link goes through the trouble of obtaining all eight instruments, the flying whale still leaves our poor hero in the middle of the ocean, where he soon dies from lack of food and fresh water.
And Link's smiling, too. Why is he smiling if he's stuck in the middle of the ocean?
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Having a "Dolphin-AVSync" version sounds very promising. This will save GameCube/Wii encoders and publishers a lot of time and effort and also provide an "official" method of encoding with Dolphin. Hopefully, I can use this for making quick temporary encodes of my own runs and WIPs.
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natt wrote:
Can't quite place dup frames exactly where they "should" occur.
Doesn't this affect A/V sync in the encode? Or does the hacked emulator just put the duplicate frames in the wrong places, or replace them with black screens? I would go with 720p too. The encode of rog's first submission of this game went up to 720p, and it still looked like a 1080p encode. My screen is only 720p though, so I don't usually watch encodes in 1080p anyway.
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I was entertained throughout this run. I also like Nach's idea of making a playaround. I think this run should be accepted though, so I vote Yes.
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adelikat wrote:
To summarize zeromus, he committed a fix that makes BizHawk use less CPU while idle :P Unfortunately this fix did not make it into the release today however.
Ah, thank you for explaining. It's hard to understand him sometimes.