Posts for CoolKirby

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I hope NitroGenesis can send us the vbm soon. I'm going on vacation in two days and I might not have time to work on it while I'm gone.
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Looks great and it's a good improvement to the published movie. Also, the warp glitch in Act 1 is interesting. Voting Yes.
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I actually didn't finish watching Hoandjzj's run, since it was cancelled when I was about a third of the way through it. I've never played this hack before, but it looks very interesting and fun and a lot like Metroid Zero Mission (which it should). I also really enjoyed the movie, especially traveling through the lava and using the speed booster to go really fast up slopes and through large rooms. It didn't have one part which wasn't entertaining, unlike the MockingBird Station run. Therefore, I believe this submission should obsolete that run. And yes vote, of course.
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FODA wrote:
Oh, crazy me, it has never been published, has it?
Nope. I think there have been 6 other submissions of this game (including yours), but all were rejected or cancelled.
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y479021776, when you make another submission of the same game, you should cancel one of the two to make the judges' lives easier. If you think this one has a better chance of being accepted, then you should cancel the first one. Also, the name of the game is still Road Fighter (not "JPN Road Fighter"), since the ROM name is the same as the first submission's and it is obviously the same game.
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Voting No for bad game choice.
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I guess I'll wait for the vbm then. So a vbm would sync on both versions? I thought they had different GB/SGB/GBC cores.
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Which VBA would we be using, VBA24-alpha or VBA24-VBAM? I ask because jlun2 used 24-alpha for his improvement while you used 24-VBAM for your last submission. I need to start practicing this glitch (haven't done that yet). Where did you save anyway, NitroGenesis?
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AngerFist wrote:
I have no idea who that is but that certainly does not look like samus.
It's Samus with a green-colored suit (which I don't think is actually in a Metroid game). I liked the old Samus fight, but I like this new one better. Good job improving the entertainment value.
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NitroGenesis wrote:
I'm just burned out after TASing this game so much.
I know what you mean. ;)
NitroGenesis wrote:
I suppose I could work on it if you guys really want me too :)
Well, how far are you? Maybe if you posted your WIP, jlun2 or someone else could pick up where you left off.
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NitroGenesis wrote:
I don't feel like improving this NOW
Why not? Isn't it done?
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Any word from NitroGenesis as to how the improvement is going?
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That makes sense. I read through the whole Chapter 1 page of the worksheet and it looks like a brilliant route. Though, I have two more questions about the route: First, (Miles), what was the Gate Handle trick that qwerty1605 found in the SDA forum? Second, (anyone), would it be slower to get a Turtley Leaf (like the SDA run and vatipaa's runs do) than to manipulate 3 FP from the Sun Stone Fuzzies (line 78)?
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Miles wrote:
In the (real-time speedrun) route I made I don't go into any unnecessary fights and still end up at level 8 beforehand.
Wow, that's a really helpful worksheet! I can't believe I didn't search for an SDA forum topic on this game before. The "improvement" topic has a lot of useful information (including this worksheet, of course). I'm still reading it, but I noticed that you (Miles) said that to "Waste turns by swapping partners" is faster. Could you explain this?
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diggidoyo wrote:
While recording, idle skipping must be off to make the emulator deterministic. But while playing back the recording, you can check idle skipping, and it will still sync just fine. This should speed up the playback by about 15fps.
This might work fine for Wii TASes, but I TASed the first 5 minutes of a GameCube game and, playing back the recording with Idle Skipping on, it desynced halfway through. I played it back again with Idle Skipping off and it synced perfectly. I was using r7323 (if it matters), since GC games supposedly desync the least on that revision.
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I think I'll TAS this game. I've already started planning the route. Though I have some questions that hopefully someone can answer: First of all, I've never used the Mystery item, although Miles says it's "insanely slow". Would it really be worth it to use that to manipulate a Thunder Rage to use on Red Bones, or should I stick with Miles' idea and use a Fire Flower and Power Smash? Second, the speedrunner on SDA says that he needs to be at Level 8 or higher by Riverside Station to instantly kill the Goombas there. I noticed the speedrunner went into battle with some Crazy Dayzees but ran away. To get the Star Points needed, should I manipulate an Amazy Dayzee so I don't need to battle other enemies on the way to Riverside Station? Finally, I noticed the speedrun on SDA does Frankie's trouble and gets a Gold Card. Why does the speedrunner do this if he never needs to play the Tube Parlor Game? It seems like it just wastes time.
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Well, I hope it really solves the read-only problem, since tall and I won't be able to test it.
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MUGG wrote:
http://dolphin-emulator.com/download.html
It's not up there yet. The latest version on that page is r7671. We need a 32-bit r7674 to test the read-only fix.
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tall wrote:
AngerFist wrote:
Everyone test this revision please: http://code.google.com/p/dolphin-emu/source/detail?r=7674 It's supposed to fix read-only option.
I'm a scrub, can some one post a (Windows 32-bit) build of this?
I second this. And could it be precompiled, if possible?
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Wow, that's a really glitched-out tournament! This would definitely make a great addition to the site's glitched MK TASes. And thanks for the submission text; it helped me understand what was happening in most stages. Yes vote!
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Sonikkustar wrote:
I think we all need to thank CoolKirby for bringing this game into our attention. Without him, we would have never had these increasingly awesome runs in the first place. As for the run, Its great! I like the new routes used here since the previous publication. Also, The spring boots glitch is hillarious to look at. So heres a hefty big Yes Vote from me. Great job from all three of you!
Thank you! Like I said in my original submission text, I made my movie to see just how fast I could complete the game, and never imagined it would get this much attention (or be improved by this much). It's really exciting to see this game getting finished faster and faster, and I applaud the hard work of jlun2 and NitroGenesis to achieve that goal. And, again, I appreciate all the credit and thanks I've been given for TASing a game that I love. As for the submission, great job abusing the boost after the glitch! (I'm guessing that's when the actual "jump" happens.) The new routes in Kelpazoic Jungle and Undersea Desert show that you really know how to use the glitch well, and the new Dutch Under route looks cleaner and therefore better. I hope NitroGenesis keeps the same great boss entertainment strategies this run has (though I'm sure he will). Voting Yes even though the improvement probably will be published instead. If NitroGenesis wouldn't have been able to improve this, then this would most definitely be published.
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Toad King wrote:
I can work on this. Didn't know about this issue because somebody else implemented the read only option. What should the exact behavior be when a savestate is made/loaded in read-only mode?
Great! Could you maybe make a modified r7323 with the fix? I'm switching to that revision since it supposedly has fewest desyncs when recording GC TASes.
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So "DTM ignored" means they don't even care about our problem? I notice the issue says that happens for versions up to 7506. I assume that was the latest version as of the time of that post, since that still happens on r7573, the one I usually use.
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I started TASing with VBA, and while working on my first TAS, it was natural to just stop recording, play the movie, and skip to a savestate to check for desyncs. When I let Dolphin play the movie while I'm doing something else, I usually miss the part I'm looking for and have to start the playback all over again. It wouldn't even be as bad if I was working on VBA or FCEUX, because those run at normal speed and you can even throttle them. Dolphin, however, runs at 12-14% speed when playing back (on my computer), so what should take 45 seconds takes over 6 minutes. And you can't even throttle it.
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I mean it records my input. I will load a savestate in read-only mode and it will start recording input from that savestate, as if "read-only mode" was turned off! Do you know how to fix this or have an alternative option for loading savestates in read-only mode?