Posts for CoolKirby

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Much better! I especially like the new set of commands for AVI capturing; being able to stop dumping to AVI but keep the movie running should make things easier. I also like that the sound format options were removed. It was cool to see all the different options for audio output, but I don't think I ever would have changed any of them. I noticed that the entire Runtime menu has been taken out. Is that one of the aims of Hourglass-Resurrection, to allow games to run properly without the user having to manually configure those options?
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MrSpEeDrUn wrote:
1. How do people know how many re-records they've used? can i still figure out how many i used even after i finished my TAS?
For Dolphin movie files, you can check the rerecord count at any time by loading the dtm into this handy program.
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Hi Debbie, and welcome to TASVideos! Feel free to ask any other questions you have, we'll be glad to help.
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You're welcome!
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solarplex wrote:
Wasnt there another game they tried at one point that was not a pokemon game?
Yep, it was Keitai Denjū Telefang.
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niamek wrote:
the all levels of STBM for example, that CoolKirby just changed is exactly what made me think
To clarify, what I did was remove a "100% completion" tag that had been mistakenly applied to the "all levels" run of Billy Hatcher (as 100% requires more than just completing all of the levels). The thing is, "special" movies seem to be already covered with the tags we have. Most of the movies that specifically aim to complete a special objective are already tagged with "Demonstration", and most of the runs with "all [insert collectable here]" branch names (like Kirby 64, Sonic Chaos, and Mole Mania "all levels") are just 100% runs with a different branch name (though they include the "100% completion" tag).
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Nice first fight! It's awesome that you're working on this. I think it'll turn out to be really entertaining.
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Thank you very much for the A/V sync build, Fog! It should definitely be useful.
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I'm glad you went back to make sure the run was optimized. It looks even better now. Good work!
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I agree that Super Mario Kart is a good choice for demonstrating the "movement tricks" you listed on that page.
Svimmer wrote:
Relatedly, there was a discussion of whether MM2 features a death abuse. This was pointed out: https://www.youtube.com/watch?v=3SJ077P12cs&t=13m20s but was also deemed not ideal because we want to keep the general order of trick types (the bold headings) as it it and the clip unfortunately does the OOB things first and death abuse after it. They can't really be separated. Furthermore it's probably not the most intuitively clear example to begin with (being inside two rooms at once as it were). So are there any other games we could also be considering? Thanks for any input!
The New Super Mario Bros. run features a clear case of death abuse that saves time by activating a checkpoint later in the level. (Even if a viewer doesn't know the game, they can tell that the mushroom flag right before the death happens is a checkpoint.) Here is where the trick happens in the encode.
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I also like the first one.
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I love the publication screenshot.
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niamek wrote:
I think this run should lose the tag 100% because it's not really a 100% run. It just completes all levels. It doesn't collect all the emblems.
You're right, not sure why it was given that tag. It has been removed now.
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Weatherton wrote:
My goal is this year.
That's great! I'm definitely looking forward to it.
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Nach wrote:
I think the following 3 logical movie classes should be added: Executes arbitrary code. Skips majority of the game via glitches (uses warp does not imply glitches, nor should it) Skips the final boss via glitches.
I also support these, especially "Executes arbitrary code", as that's notable and unique and several movies can be tagged with it. Like feos noted, the second one should probably be shortened to something like "major warp glitch". The third one could possibly be condensed to "skips final boss", as long as it's clear that the final boss isn't supposed to be skipped. (I don't know of any game where beating the game without fighting the final boss (assuming normal/best ending) is intended behavior.) The class might also have to cover cases like this, where the final boss fight is entered and exited early.
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More entertaining than the previous run (which took too long to start executing code in my opinion) and half the length! Yes vote, definitely obsolete the current one.
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I got a little dizzy watching that. I think that movement is just bad enough to go without, even if that would likely be a little slower. 27-32 seconds is a lot, but we don't want viewers to get headaches or nausea.
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Enjoyed watching your WIPs. I didn't think it was possible, but the ring stages are actually somewhat entertaining when TASed, and the indoor levels definitely are. It's too bad about the excess lag, but it doesn't hurt the run that much. Yes vote!
NitroGenesis wrote:
Should the game be referred to as Superman 64 or its official name (Superman: The New Adventures)?
Probably its official name. We can refer to it as Superman 64 in the movie description.
solarplex wrote:
Next TAS I wanna see if people like the idea of it: "Hey hey hey! it's time to make some crazy money! Are you ready? Here! We! Go!" Crazy Taxi! on hardest mode with shortest amount of time.
YES. That would make a great run!
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Looks optimized so far, good work.
Samsara wrote:
Speaking of lag frames, I suppose constant ground-dashing would remove those frames at the cost of probably making this section of the run impossible to watch without feeling sick, so I'm making the decision here to not bother in the slightest out of respect for anyone who watches... Though I'll go back and redo that section tomorrow if people don't mind Superman blazing back and forth 5-6 times a second to save a few lag frames here and there.
I think I'd have to see what this looks like before making that call.
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It's great that you're finished already!
solarplex wrote:
TasVideos time explained to me was 59.7275005696058fps
That's the frame rate for the Game Boy line. Note that frame rates vary between consoles, and according to that page, the N64's is just about 60. I tested one of the published N64 movies (SM64 "120 stars") to see how the site calculates the time and got: 290491 frames / 60 FPS / 60 minutes = 1:20:41.5166667 ~ 1:20:41.52 ...which is the time the site displays for that publication. So it seems the site calculates using exactly 60 FPS after all.
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I also found it entertaining. Definitely keep going!
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What jumped out at me the most about this run is that it really looks superhuman. The seemingly split-second decisions the seaQuest makes, the speed at which it gets the divers, and the obvious planning put into building up the score as fast as possible all set this clearly apart from the real-time run. The information in the submission text makes it even more apparent how technical this run is. So I have to say I was entertained. Yes vote!
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YushiroGowa wrote:
and the little girl who actually gets KILLED by Mario? Not that there's something wrong with Mario I just didn't expect that in a Nintendo game.
As pirohiko said earlier:
She was a ghost. She was looking for a playfellow.
And considering that this is a Nintendo game (as you said) and each character is alive in the cutscene right after you defeat them (except obviously the ghost), it would be logical to conclude that none of them really die anyway.
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Wow, that ground slide really is fast! The rest of the testrun looks really good too, and I laughed at how easily you fooled the beams. Good luck on the polished run!
Post subject: WIP vbm and encode
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Here you go! And here is an encode. In the minigame where you whack away the foosa with Melman, the fastest way to clear a foosa is to have it hit Melman (though this can only be done 4 times without dying). Also, I got to use subpixel optimization for the ledges in the Melman's Sneeze Jump level. Didn't expect to have to do that in this game.