Posts for CoolKirby

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I support this. I remember downloading the Modern HQ MP4 for the Ocarina of Time MST run in July and finding it a little blurry. Not enough to make it unwatchable but it would be nice if there was an Aktan-tier HQ option as well. I would download it. I think it should be on a case-by-case basis though, as it is an additional time commitment to an already time-consuming job. Publishers should be able to make them if they want to (and they can be motivated by popular demand), not because they have to.
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Good job skipping the raft section entirely! Nice to see more progress on this, too.
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Which codec are you using? Something like Microsoft Video 1 or Cinepak should work fine for a quick encode.
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hegyak wrote:
I think something is wrong here. Why write 12 bytes of reserved data over the Tick Count's value? Or should that have been written as 0xF5 N/A 12 Reserved?
Fog had said that the implementation of the tick count was buggy, but I don't know if he released a Dolphin revision that fixed it. You could contact him to ask what he changed. Though, that might not be helpful to know, since hundreds of Dolphin revisions have already been released with the tick count bug and DTM Editor will have to support those movies as well.
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Very entertaining! Congrats on the first submitted C64 run, too! Yes vote.
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Cheats are not allowed here. Glitches are acceptable as long as they aren't introduced through cheats. Also, you should really ask on the forums first before making a run with a strange category like this. We have threads for other languages if English isn't your first language.
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thommy3 wrote:
What's after level 6? Another level 6, or does it get harder in any way?
It looks like the difficulty stops increasing after level 5. The pattern of where and when people will open doors changes (due to RNG), but otherwise they're the same. (I edited my post to make that more clear. My bad.)
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I did some more testing. Levels that the game can start on are shown in bold: Level 1: Robbers can set bombs. Level 2: Robbers can hold up customers. Level 3: Robbers can steal money from doors and jump out after a customer leaves, and green-shirted robbers can carry two guns. Level 4: Nothing new. Level 5: Robbers can tie up customers, then jump out and shoot you. Level 6: Nothing new. Level 7+: Nothing new. Based on this, should I submit my TAS of Level 6 or instead make and submit one of Levels 1-5?
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This is really good for the Genesis' hardware! It's cool how they were even able to create multiple floors as well as large images in the background a la Mario Kart: Super Circuit. I enjoyed watching this run. It's fast-paced and the levels are varied enough that it doesn't get repetitive. Good job, Dimon12321! Yes vote.
Post subject: Bank Panic
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I'm working on a run of the SG-1000 version of this game. I'm wondering if I should only TAS one level, since it seems all the levels are the same, save for minor later variations like innocents being pushed aside by robbers and robbers who carry two guns. Here's what a single level TAS would look like on level 6, the hardest available from the start: Link to video
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Good job, once again, on this run! I like the new final boss fight; those spitballs do look hard to dodge. Voting Yes!
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Very cool and enjoyable to watch! The Brock Through Walls glitch was hilarious and I never thought you could get to and beat the Elite Four so early. I don't know how this would be categorized, but if nothing else, it can always be "published" in Gruefood Delight. Yes vote!
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I believe the decision was that the 21 minute Chrono Trigger one can't be a current publication because it relies on inaccurate emulation to do the save glitch that's central to the run. It's unfortunate, as it was really entertaining.
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I don't think we generally replace screenshots because the current one is how the game looks at that point on FCEU. If the run gets obsoleted by one done on FCEUX or BizHawk, that movie's screenshot will have the more accurate colors. I do like this screenshot better than the current one though.
Post subject: Rerecord count
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Oops, I just noticed the rerecord count is listed as unknown. If anyone's curious, the correct rerecord count is 1039 (according to DTM Reader 1.2).
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Ah, okay. Thanks for the answers, guys. I look forward to working with GBAHawk in the future!
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That's pretty cool! I wonder if they had seen this run.
PikachuMan wrote:
The player put in BIKE and the game only took the consonants and the game interpreted it as HORSEBACK.
Wow, the word recognition system is more broken than I thought.
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I believe the SG-1000 came out before the SMS, although they run on the same core (SMSHawk). The SG must be a less powerful system because its games run significantly faster on my computer than SMS games. Thanks for all your prompt responses to my questions and bug reports, by the way. It's nice to know I'm being heard.
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Minor bug: SG-1000 movies are created with the Core listed as SMS instead of SG. In 1.7.2, this prevented SG-1000 movies from being recorded, though 1.7.3 fixed this side-effect. The core is listed correctly in BizHawk 1.7.1. Changing it to SG and attempting to load the movie will result in an "unhandled exception" error because "movie does not match the currently loaded system".
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The platforming stages look solid; good job on those and the entertainment in them! I'm wondering if there's a way to speed up the driving stages though. Did you figure out what cycles the RNG? Maybe wasting frames or entering different input? For the final boss fight, I think it would look more impressive if you stayed near the middle of the screen and weaved between the little spitballs. I'm assuming the collision detection in this game would be lazy enough to allow that. By the way, those annotations really help a viewer understand what's going on. They'll have to included in the final movie as soft subtitles.
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Looks good, Spikestuff! Despite this being on a black and white handheld, it still feels like a Klonoa game. I hope you can continue this someday.
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A savestate contains a backup of the movie so far. It's not possible to have a savestate of a frame in the 8 millions unless you advance that far and create one. Also, if you're going for a submittable run, it would be much, much easier to settle for a less perfect RNG. While the less perfect luck is slower in itself, saving 37 hours would be well worth a comparatively infinitesimal time loss. See the Level 1 comments of my Barnyard Blaster run for a (much) less extreme example.
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Great work on this level! I'm glad you're continuing this. Also, don't worry about loading times; they're more accurate in the revision you're using, so yours are technically the TAS world record because of that.
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Jabo support is great news! I tested Jabo against Rice in 1.8.1 with Super Mario 64 and it's at least 50% faster throughout the game. Plus, unlike Rice, the graphics still look great at the lowest screen resolution. Fantastic work, micro500 and BizHawk team! By the way, how does vba-next compare to VBA in terms of accuracy? The few sites I could find with information on vba-next said it's based on an older VBA-M but with added speed hacks. Were these hacks removed before it was ported into BizHawk?
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ripz wrote:
Sorry for all the newbie questions, but now that I know that it's included, I tried to extract both Emu and DiscoHawk (not sure what the difference between them is) and nothing is happening. Any tips?
Extract everything into a folder. EmuHawk (which is the emulator exe) depends on dlls located in the dll folder, and possibly other files, and can't access them from inside the .zip.