Posts for CoolKirby

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Pretty cool game, and I liked the route and damage planning you did in this run. The last level was repetitive, and reminded me of some bad dreams I've had about being trapped in a building forever, but it wasn't enough to stop me from being entertained for the rest of the run. Yes vote!
TASVideoAgent wrote:
I chose this game as I found it on Meshuggah's list of SDA runs without a TAS.
Really nice to see people using that page!
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Nach's the only one on the ballot...that makes my choice easy.
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Kurabupengin wrote:
I'm going to update Dragon Ball Advanced Adventure, but I don't know where to get the emu used for it. Can someone pls send me a link to the VBA version of the movie?
This is the list of all VBA builds available. The movie will probably sync on VBA23.6, but if not, it might work on an older version (v17 is the oldest there).
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Here's an encode of my short WIP, to make things easier for solarplex.
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solarplex wrote:
Doing the second and third avatar were something I was thinking about after finishing this one.
Oops, then I'll let you have it. The game's thread should be near the top of the GBA Games subforum. I'll be following your progress, since I used to enjoy playing this when I was younger.
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I have to agree with TehBerral. It was nice seeing the optimized movement and quick fights, but the slow movement speed and all its puzzles made it not so entertaining. Voting Meh.
TehBerral wrote:
Personally, I think the second game would make for a better TAS honestly. From what I've dabbled with there's quite a number more skips and clipping opportunities in that. But I digress... Meh.
Could you make a topic for it and share what you've found? I was thinking of running that one sometime (preferably on mGBA when it's ready for TASing).
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That was awesome! And a nice surprise. Yes vote!
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I was wondering what that was! Thanks, Spikestuff.
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I'm also voting for the second one in Spikestuff's post.
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WST wrote:
Have you guys ever felt fault for giving pain to your character by taking damage?
Yes, but only once I think, while playing Dead Island as Xian. I was taking a lot of damage from zombies and having trouble finding a way out. Suddenly my character's health got really low and she screamed "Don't let me die!" There was no one else she could have been talking to, so it must have been me, the player. I felt bad for her, and it made me determined to get out of that situation and save her, which I did. I haven't felt like that except for that one time, but that could be something a game designer could play on to make you play better in some situations.
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This seems to be doing well in the ratings: 7.0 overall and 6.9 for entertainment. Should it be moved to Moons?
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You could test different things, like not doing the King Skip glitch, or delaying the glitch by some frames, or doing the glitch in the original way for a different level, and seeing which ones save and which don't.
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This sounds great! I'll be sure to use this when it comes out if I ever want to make a GBA TAS. Good luck on the highly accurate GBA emulator!
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Since the "desync" run is the one up for judging now, I'll vote Yes! Well done.
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I haven't watched a S3&K run in years, and I didn't realize how little I remembered of it. I thought this was really entertaining though, and I was delighted by all the clipping OoB, crazy graphical glitches, and clever use of the hammer. It's nice to see another run using Amy too, she's cute and could stand to be in more of our runs.
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Good call adding the "Genre: Action" tag to the publication, fsvgm777. I didn't even think about how often the ghosts try to kill Pac-Man (in one hit, no less) when I was deciding on relevant tags.
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This is a port of an arcade game where you can only move in one direction at a time. Changing direction freezes the character for several frames and leaves it vulnerable to enemy attack. This presents an interesting optimization challenge as you must route the most direct path possible, while either steering around enemies or manipulating luck to get them out of the way. I made a WIP of the first room before noticing that Lollorcaust wanted to TAS this. It might not be fully optimized, but I remember having trouble improving it: User movie #19347860626276044 YouTube encode The userfile should still sync on recent BizHawks. Also in recent BizHawks, the Coleco BIOS intro is required for accuracy; luckily, this WIP already included it. In this room, I face a total of 7 different directions. 6 are to progress to the treasure, reach the exit door and avoid obstacles, while the last one is just to shoot an enemy. This makes a total of 6 direction changes. It's possible there may be a more direct route though, perhaps by wasting frames to manipulate enemy positions. We'll see if Lollorcaust ever picks this up, otherwise I might when I'm done with my other projects.
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Yeah, something like that! That would be pretty interesting and helpful, I'd think.
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I agree with Samsara's suggestion of more advanced techniques. I think it's good to be able to teach how to TAS in more ways than one. We already have text tutorials on how to use advanced tools and such, but some newcomers are more visual learners and might learn better by seeing them demonstrated by a skilled TASer.
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Very cool hack. I was surprised to see characters like Yoshi and Chucksters added in; that must have taken a while to code. And the final stage and boss caught me by surprise. Count Bleck! The run is a little suboptimal, but it wasn't exactly obvious except in a few small places. I think this is good enough to should be published for now. Yes vote.
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In case you still want to see the level-skip glitch demonstrated, I've made some DTMs for Dolphin 4.0.2 and Dolphin 4.0-4575 (the most recent revision) showing how to do it. It's an easy glitch to perform (with frame advance, of course).
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The new ones look like a big improvement to me. Good work. You might want the opinion of someone experienced with PNG file sizes before the current ones are replaced, though.
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Glad you're taking this back up. Will you be able to use the Nunchuk TAS input in recent 4.0 revisions? If not, maybe someone could backport it to 4.0.2 for you.
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Wow, that was fast. Looking forward to the encode in about a month!
Malleoz wrote:
Get hype!
I'm hyped!
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Nice to see you've finished this. The movement looks smooth and you did a really good job luck manipulating better spawns and positions. Yes vote! Thanks for thanking me, too!