Posts for CoolKirby

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Well, that was fast! I didn't expect it to end so soon. Pretty entertaining throughout, and nice to see all that research and planning pay off! Yes vote.
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Nice job on this, guys! It was an enjoyable watch. I especially liked the Spyro-esque glitches. Late yes vote!
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I found this more entertaining than the Air 2 movie, and the hack itself appears to be designed much better. Congratulations on completing this run! Voting Yes.
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Ferret Warlord wrote:
Does it do no good to start with the last prison camp, shooting the other three along the way, to give the POWs a chance to wander towards the embassy?
The POWs always wait for and follow the helicopter; they don't run toward the embassy on their own. Though, in this version of the game, you can't lead them to the embassy from your helicopter either. Even if you could, they move so slow that if 4 of them were standing between two bases and you destroyed one base and landed at it, you could collect all 16 POWs from that base and the running POWs wouldn't even appear on screen until at least 200 frames later. The fastest way to load them is to keep them in their respective bases until you can break them out and land right in front so they won't waste a bunch of time running to the helicopter.
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I had read that topic, but I remember the discussion continuing on into another thread where you explained why the last fm2 MESHUGGAH posted didn't sync. I had read that one, but that was around a year ago, I can't find it and I didn't remember the reason why. When the Mega Man run synced when you added a second controller, I thought the problem for Kirby might have been the absence of the second controller. In any case, I appreciate your detailed explanation and I hope we get a more console-accurate emulator in the future. If I'm still around then, I could try to sync the run on it so you could test it on console. I also linked to your video from the Mega Man run's movie description (starting at 1:53). It can always be changed out in the future for a more "traditional" console-verification video with the camera just watching the TV screen, but I think it's good enough. Plus, in its current form, I think it serves as good advertising for the MultiReplay.
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evknucklehead wrote:
All in all a quite splendid show. Perhaps someone will do a "Maximum Casualties" version at some point? Although, I doubt such a version would be as entertaining as this one, since you pretty much just show up and shoot all the hostages in order. Maybe it's just my lingering frustration at never being able to finish the Apple II version properly talking. That and having a joystick without working buttons...
I actually started such a run, but didn't continue because I was told it wouldn't count as completing the game. I hope you find it entertaining nonetheless.
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Very nice! Would you mind if this video was linked to in the currently published movie, or were you thinking of making a video of just the movie playing back? Also, since MultiReplay can sync NES TASes that use 2 controllers, would it be able to play back Kirby's Adventure "game end glitch"?
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Running an N64 game with Glide64mk2 can cause an odd error to appear the first time the user pauses in any reboot of the N64 core. The error says "Call Spooky" in the title bar and "This wasn't supposed to happen!" in the actual window. You can close it with either the red Close "X" or the "OK" button. Despite the ominous nature of this error, nothing changes after it's closed and subsequent presses of the pause button work perfectly fine. This also seems to affect BKMs that start the core with the Glide64mk2 plugin. Also, it seems that the Play Movie dialog displays an incorrect frame count, at least for Coleco, A7800, NES and N64 movies. This submission is 10113 frames in length but the dialog displays it as 10077 frames long. This also affects the estimated time column. I checked BizHawk 1.7.0 and it looks like the bug was present there too, though BizHawk 1.6.1 displays the correct frame count. Both were tested with fresh config files.
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That's awesome, adelikat! Thank you! Now a TAS of Paper Mario can finally be made.
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Thank you for all the nice comments, everyone! I'm glad you all enjoyed this so much.
creaothceann wrote:
Btw. does the flickering line in the background mean that timing emulation is not good enough?
Derakon wrote:
What's all that stuff on the display above the hostage counts?
Those are graphical errors in BizHawk/EMU7800, as is the blue line at the bottom of the screen. They don't appear at all on the actual console. I think the graphics glitch as well as tank explosions would appear slightly differently on the console as well, since what are the top few rows in BizHawk would be in their correct positions on the bottom of the screen.
Derakon wrote:
And a nice detailed description too.
Thanks! I worked hard on it.
samurai goroh wrote:
This was the game I was expecting the most for the Atari. Thanks CoolKirby :)
Hey, samurai goroh! I was hoping you'd see this. I remember seeing your post in the Atari 7800 wishlist topic with a big smiley next to the game name. You're welcome, and I enjoyed reading the little story in your post. :)
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The latter. The run goes for one easter egg out of three in the game. The Yar% submission similarly goes for a single different easter egg and then completes the game.
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RTA timing starts when you gain control of the character and ends at a common ending point (in this case, when the princess appears after Bowser is defeated). TAS timing starts from power-on and ends at the last input needed to complete the game. A TAS would start from 0:01 in the video and end at 10:04 when Mario throws the second Mechakoopa.
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Oh man, I know how morbid that is, but I laughed hard at that. Thanks for that, Derakon. Also, the run is finished and has been submitted!
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For NES, I definitely recommend Nostalgia.NES. It's free and runs games much better than other free Android emulators, especially old NESoid. For SNES, I recommend Snes9x EX+. It's the best SNES emulator I've found, and it's also free. Both of them support Bluetooth controllers too.
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Thanks for your response, grassini! Yeah, I kind of figured letting the hostages die wasn't a real ending, haha. I'll just submit the one that saves them all.
grassini wrote:
but all death 2 sure would be fun.
Here's the first part of what a "no hostages" run would look like, for your amusement: Link to video
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TAG wrote:
snow head might feature the back to the future theme, since this game is about time and stuff. what do you guys think?
That would be perfect, I think. You should play that one, at least for Snowhead.
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That's too bad, because that clip is really cool-looking. It's not worth losing time for though. You are really optimizing this game though. I just watched 3-1 and 3-2 of JXQ's TAS and comparing it to your WIP is like comparing my 39.07 second "stone glitch" submission to the final 35.91 second publication. Just great work, and definitely looking forward to more.
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I'm working on a run of this Atari 7800 game. What I want to ask is, how many actual endings is this game considered to have? These are the possible "endings" of the game: Ending 1: Achieved by losing all three of your lives. Clear, obvious game over which plays distinct "you failed" music. Ending 2: Achieved by either killing or rescuing the last of the 64 hostages with one or more hostages dead. It flashes GAME OVER on the screen and plays the sortie start music (opening to The Battle Hymn of the Republic). Story-wise, you've finished the mission as best as you "could" have done, as all hostages are accounted for. Though, in a TAS, it would be fastest to kill every hostage yourself, defeating the purpose of "doing all you could" since you don't try to save anyone. Ending 3: Achieved by turning in the last of 64 rescued hostages. It flashes both GAME OVER and CONGRATULATIONS! on the screen, and plays the very happy title screen music. Story-wise, this is clearly the "best ending": the mission was a complete success and you didn't even have to kill any enemies if you didn't want to (this ending can be accomplished "pacifist" without wasting any time). Here's a video showing the different endings. The counters at the top are, from left to right: dead hostages, hostages in your helicopter, and hostages rescued (in the safe building). Link to video The run I'm almost done with is of Ending 3, but I'd like to know if I should bother doing Ending 2 next or if it isn't considered a real ending (since it just displays GAME OVER, plus the TAS route would make you a traitor).
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WST wrote:
Seriously? This thread is now dead?
This thread doesn't usually have new posts less than a month after the previous one. Also, this seems to be a lot more of a literal "gallery" than a discussion thread; people only come here to post pictures or look at new picture posts and then leave without commenting. The thread isn't dead, it's just serving its purpose. I like your gaze in this picture though, off into the distance. It feels like a piece of art.
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This is a cool find, nice work! I think Twisted Eye is right. It looks like you can only duplicate items from your regular inventory, that you can drop and pick back up (you can't do that with Star Pieces and letters).
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RachelB wrote:
Yeah, i know, it was fixed last month i think. We won't be restarting to make use of it though.
That's understandable. You've come too far to go back now.
RachelB wrote:
We hadn't been working on this for a while now, but we started to again a few days ago.
Great! Good luck with the next part of the run!
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Yes! Another Kirby's Adventure WIP! I was just thinking today that I hoped you would release another one soon.
TASeditor wrote:
The problem is that those two enemies will always attack and create to much lag.
I just tested that myself after reading this, since I never could get to those enemies before they hit me in real-time and wanted to see if it could be done. I couldn't get to them before they attacked either, no matter what flying or jumping pattern I used. I don't think it can be done, and I think you should continue on without it. I would enjoy seeing what that room looks like with the clip though, if you could provide a movie file or encode of that. I'm sure it's entertaining.
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Spikestuff wrote:
Yea, I didn't abandon this. I just... I just... vanishes
It's okay. This was entertaining once again! I enjoyed Mario and Luigi's antics (and that backwards walking thing is funny too).
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xnamkcor wrote:
If low% sacrifices time to complete the game less you put that label?
Yes, exactly. The label is only valid when getting the lowest percent completion is slower than finishing the game as fast as possible (any%).
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OK, looking forward to it!