Posts for CoolKirby

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I watched the run (and the previous one, to compare). It's a good improvement, but I don't find the gameplay of this game very interesting. Meh vote.
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Looks like the video embed module doesn't support Vimeo, but clicking the (Link to video) will allow you to watch the temp encode.
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EDIT: I got it to sync on FCEUX 2.2.1. I originally thought ROM choice was the issue, but as Noxxa points out below, it requires one of a narrow range of FCEUX versions. Thanks Noxxa. Now that I'm testing other ROMs in 2.2.1 instead of 2.0.3, the run syncs on every ROM I've thrown at it. However, there is only one good ROM, the one despoa added to the publication: Rocman X (Asia) (Unl).nes. It's from the No-Intro set, and is the only valid version as the game was never released outside Asia. I've updated the game's ROM list, which now has four known ROMs. I found a fifth, but it didn't follow any standard naming convention; possibly it was an original dump.
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Congrats on your first solo completed TAS, Garbi! What made you decide to skip OoB glitches? And how different would the run look if you'd used them?
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This run is everything I hoped it would be since I first saw the speedrun route. I am very happy that great recent games like this can be TASed, and glitched so heavily. I also thought your entertainment (honking) was perfectly timed. HONK! YES vote!
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That's just fine then, and the run's no less impressive for staying within RTA viability in this regard. Also, congrats on the sub 10 in RTA timing! (9:59.77)
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That was pretty awesome. The beat 'em up sections were the highlight, they looked well planned out. I voted Yes. I thought your explanations for version choice were clear, and the fastest version should generally be used for the first publication of a game. Someone can always make another TAS that avoids the major skip glitch on the DS version if they want.
No impossible inputs (no left+right and no up+down)
It's been debated before, but currently these are acceptable here because a real GBA accepts them as input, and you can get one to do so by breaking your D-Pad. I'm not sure if avoiding these inputs counts as a speed/entertainment tradeoff or forgoing time-saving glitches; could you have saved time by pressing left+right, up+down, or L+R+U+D?
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I was hoping when you added that mood avatar of a guy holding a honey pot that you'd TAS a Pooh game eventually. I hadn't seen this one before, but it's a beautiful game with nice scenery and 3D models for these beloved characters. I enjoyed all the movement, landing precisely on that log at 20:40, and the cutscene skips. Voted Yes! Is it possible you could've entertained more in Level 3 by changing up the timing, like waiting as late as possible to do the movements or otherwise playing around? Just a small thing, I wouldn't redo it unless you find other improvements you need to implement. By the way, the text glitches in the encode seem to be fixed by running GLideN64 at 640x480 (or bigger should work too).
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Since this publication has video commentary, should we add the "Has commentary" flag and link the video in the description? This was previously done for Paper Mario, and I think some other publications.
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Awosomeandy wrote:
Not going to happen for a while because the only place this TAS syncs is where I made it, not anywhere else. so I am planning on reTASing it someday.
Could you share your Config and Graphics settings for Dolphin, and maybe your PC specs? Maybe someone could sync it if they set their settings the same as yours, or as a last resort, if they have the same graphics card.
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Poor choice of words on my part. What I'm referring to is moving all of 2004G's data into 1473G, and 2254G's data into 16G. This leaves the old, duplicate entries, 2004G and 2254G, bare. In this special case, it would be better to use these useless duplicates for submissions now than to leave them as orphans that could confuse users looking for the real Pokemon Blue and Red entries.
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I didn't expect so much support! Thank you adelikat, feos and Memory! The new Games/List and editing features look really good! I'll let a staff member know if any pages need added or combined. Actually, it looks like there are duplicate entries for Pokémon Blue and Red that were left over from an old GB parsing bug. Could someone in staff please merge those publications, submissions, and userfiles into the standard Blue and Red, respectively? You can repurpose the duplicate entries for the recently accepted Gamera submission and anything from the Wiki: NoGamename list. Thanks in advance!
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Now that I'm just an editor, I can't access Wiki: Games/List; if I try, I get an Access Denied error. I used to be fairly active in maintaining the Games database, filling out metadata and grouping games like this one that still have not been updated by anyone else (after over 3 months). Ideally the publisher should fill this out on creating a game entry, but it almost never happens, so it falls to the Vested Editors to clean it up. It has been this way for seven years, and I don't see it changing now. Can we add a role for editing Games and adding Games to groups? This would not have to include adding or deleting game entries, if that's too much power like Memory said. Or could regular editors also be able to edit game metadata and groups like we can edit the descriptions for them now?
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I mostly only used torrents years ago on my slow DSL connection, for N64 encodes so I didn't have to deal with Mupen. Nowadays I have no reason not to watch in emulator or on YouTube. I cringe when I see the torrent link on every movie because of what they're normally associated with. I won't miss them.
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Yes, they are all fixed. Thanks again!
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Thanks for implementing this, Alyosha! Definitely easier to TAS with than openMSX, and being able to remap keyboard keys is a great feature. I found some minor bugs while testing (Penguin Adventure, Galaga, Back to the Future and Rally-X) and they seem to affect all games on the core:
  • Sound only comes from the left stereo speaker. My computer can play the audio from NESHawk games and mono MP3s from both speakers, so this seems to be an MSXHawk issue.
  • Loading a savestate doesn't display the screen at that state right away. You have to advance a frame for the screen to update. Works normally in NESHawk and other cores.
  • Changing either of the MSX Sync Settings does not cause the "Core reboot needed for this setting" message to appear, even though they should both require a reboot so that they can't be changed mid-TAS.
I hope it's not too much trouble to fix these. Thanks in advance.
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How about adding this one to the Technical Foul section? #7009: itsPersonnal's GC SpongeBob SquarePants: Battle for Bikini Bottom in 39:53.67 Like Metroid Prime, which is already on the page, 7009S was a highly anticipated run that ran into sync issues. It's a good TAS of a good speedgame, and people may come to the site looking specifically for it. Gruefood Delight would be a good place to do so, especially since Metroid Prime is already there.
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Dual core should always be off when TASing. See this thread for other sync-related settings that should be set. Which Dolphin version are you using? In general, you should use 5.0 or newer. Sometimes issues crop up on an older version or when using a specific renderer, like Direct3D11 or OpenGL. I made an input file on Dolphin 5.0-15421, dual-core off, Direct3D11 renderer. It goes to the beginning of Chapter 1. Try it on the Dolphin version I mentioned and see if it crashes for you.
Post subject: Missing encodes and added runs
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I added some of the requested runs along with some other fun AFD submissions. Apparently dozens of DailyMotion's thumbnails expired(?) so I also replaced those with their archive.org equivalents. There are a few runs that have no encodes at the moment. Some may have been auto-set to Private by YouTube, so we might first want to contact each of the uploaders and see if they can fix it on their end. If not, we might need helpers to re-encode these videos on their own channel(s). Gruefood Delight entries with no encode: #5656: Soig's Genesis Contra: Hard Corps "100%" in 1:17:21.79 #5066: dekutony's NES Pocket Monster "game end glitch" in 00:51.91 #5073: Samsara's Windows Minecraft "game end glitch" in 05:11.35 (Actually, Samsara mentioned that the joke died with the removal of the encode; do we still want to keep this run on Gruefood Delight?) EDIT: Despoa is making new encodes for these and other Gruefood runs, which are already being added to the GD page.
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Thanks despoa! That does make it more watchable. This was one of my favorite AFD submissions, and a very memorable one.
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Guernsey wrote:
So you can switch cores?
Yes. On the top menus where you see File, Emulation, View, Config, etc., go to Config > Cores > SNES and choose BSNES.
Guernsey wrote:
Does this apply to the GBA one as well?
No, because there is only one GBA core in BizHawk now. So if you have BizHawk 2.5 or newer, you are already using mGBA.
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EDIT: Both of these issues have been fixed in BizHawk 2.7. Thanks again! Original message: In Choplifter on BizHawk 2.6.3, the title screen automatically ends too early. It should play music followed by just over 6 seconds of helicopter blade sounds, as heard here on console. But if you open the game in A7800Hawk, you will notice the sound effect is skipped and the game starts right away, even though no button has been pressed. The ending of the game also jumps back to the title screen earlier than it should, after playing the same piece of music. What's more pressing, though, is a determinism bug in Atari7800Hawk, or possibly BizHawk: 1. Play this userfile until frame 4151. 2. Once there, save a state. 3. Optionally, continue playback for another second to see the glitched reset that's supposed to happen. 4. Load the state in Read+Write mode and hold Up+Right for at least five frames. The reset will still occur. 5. Load state again and don't press anything for the same amount of time. (The reset will not occur.) 6. Repeat step 4. Although the same input is pressed, you do not get the same outcome (reset). You can try again and again, it won't work. I don't know whether this creates a "bad" savestate, or if the glitch performs some operation like an automatic soft reset that gets interrupted, but either way this should be looked into.
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I was testing out how a TAS would look and sound with the hopping sound turned off, when I stumbled upon a new glitch that lets you hop on water tiles: User movie #74821290378450750 Link to video I'm calling it Phantom Log, since it acts like an extension of the passing logs and seems to disappear once they pass by. There are also water tiles like the first one I step on that are always safe to land on; maybe the developers forgot to set them as hazardous. Also I attempted to resync my published run of this game but it desynced at about frame 13700. I think it'd be better to just redo the run, with sound effects turned off to make it less painful to watch. It takes 16 frames to turn off the sfx, and I noticed after doing so that some enemy positions changed. So TASeditor was right, and I should've investigated luck manipulation better. Thanks TASeditor!
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Due to my country's proximity to Mexico, Mexican food is popular here. I found a recipe for a large rectangle of quesadillas made in a sheet pan and modified the vegetables to my liking. You can also substitute ground beef with chicken, or for a vegan version, substitute all meat and cheese with Daiya dairy-free "cheese". Vegetables and tortillas ready to be topped with meat and cheese: A finished quesadilla square:
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L-Spiro wrote:
I’ve been wanting to make a TAS and participate in a much more on-topic manner for a long time, but one of the members here makes that largely impossible!
There are lots of games that haven't been TASed yet. Some are in helpful lists like the List of Ideas and SDA Runs, and there's bound to be one you like that this person hasn't already done. If you need an easy and short game to start with, try the Atari 2600, it's full of such games!