Posts for CoolKirby

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Dolphin will do that automatically, so you can dump with any codec to get AVIs that split. Not sure why A/V sync Dolphin revisions crash at 2GB split, but even those builds try to split the AVI normally before the crash. Also, thank you Ubercapitalist for the information on what causes those extra frames! I never thought it would be a duplicated frame at the end of each segment that was the cause of the slight desync in my encodes (like the character freezing before entering a loading zone).
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I really like the voice, and it's a good idea, but I think it would be a little better to have a real person read the English translation until text-to-speech voices become more realistic-sounding. You could ask someone here to do it, maybe (I could even present an English commentary if given a text translation of yours).
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This is a great run. Full of action, and completed on a difficulty that's supposed to be impossible! Also enjoyed following the WIPs. Yes vote!
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I updated the description to reflect the current run and fixed the game name. I also tried to add MKDasher's encode to the publication but apparently I don't have the power to add a second encode (that must require publisher rank or higher), so I linked to it in the description instead. I hope that's okay.
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adelikat wrote:
One suggestion though, there are times where you wait for a while for the "exit" to appear and go in, maybe you could move around a bit to keep the "dead air" to a minimum? Or maybe this causes lag or costs time in some way?
When you see me on the very edge of a bird, whale or log, usually I'm in a precise position that would be messed up if I moved (for example, the last 23 seconds of the run). Otherwise, I didn't move around to entertain a lot because I figured it would get old as fast as standing still would, especially due to the limited capacity for entertainment in this game. Edit: Thanks feos! I updated the encode link and submission text to reflect the changes in the improvement.
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Thanks for the in-depth comments, guys. I appreciate knowing it's not my fault the run wasn't entertaining.
Spikestuff wrote:
Patashu wrote:
When's Frogger: He's Back TAS?
CaneofPacci said he was working on it last time I checked...
Right, that's why I haven't worked on that one at all. And I can't believe I didn't realize before that you can hop across multiple lilypads to reach the surface rafts in the last three levels earlier! I guess the last raft isn't as tough to hop to as I thought. So I made this 502 frame improvement; could someone please replace the submitted movie file with this one?
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Whenever Steam games can be TASed, I think it'd be cool to see Angry Video Game Nerd Adventures run, and maybe broken (who knows?).
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After reading in your submission text that you thought this might end up in the Vault, I was surprised to be very entertained by this run. I even found it quite humorous how you dispatched all those tough-looking fighters with only two moves and took mortal damage many times over in the process (especially in the final fight's slow-motion instant replay). Yes vote!
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Good nomination! It has been added. And thanks for catching that error; LoZ "all items" did not belong on the page and has been removed.
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Nice run, Mothrayas. I enjoyed the antics in the autoscroller stages (reckless driving, walking right behind enemies in the last stage) and the platforming of course. Also nice to see all the little sequence breaks that can be done in this game that weren't in the other one. I was entertained, yes vote!
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jlun2 wrote:
I've noticed you gain points every time you move. I wonder what the highest score would be if instead of standing in place, you moved back and forth during the waiting periods to rack up points?
Actually, it looks like you only gain points while making progress vertically (30 points every time you move up the screen) and moving left, right, or down doesn't change the score. I think I got almost the maximum score possible in this run, since time remaining is factored into the score (I didn't hit all the lilypads though). And thanks for your honest comment, FractalFusion.
Post subject: Some RAM Watch bugs
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In BizHawk 1.5.3, when I make and save a RAM Watch .wch file with ColecoHawk or SMSHawk and then load it up again later, all of the data types reset to Signed (though their sizes are kept). GBCHawk's RAM Watch gives this error when attempting to load a wch (but loads it anyway) and this error when you try to save said wch (but saves it anyway). Also, in Atari2600Hawk, something I did caused me to get this error while trying to save a watch file and the wch did not save. I haven't been able to reproduce it though.
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You can use a program like this to check the MD5 checksum of your file. According to redump.org, these are the correct checksums: Super Monkey Ball (USA): 391b8e620d8d924f150dc40343ced8a5 Super Monkey Ball 2 (USA): 29dd871cf4a00b2455c9d03e9328e7bd
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Added Risato's suggestion of SMB "minimum buttons pressed" with a link to SMB3 minimum presses in the description, and links to encodes for all movies. If anyone has more suggestions for movies that should be added, feel free to post them here!
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byrz wrote:
Patashu wrote:
Sanity check: Are both of you using the same version of Dolphin?
I use 4.0.2 as does Barhunga and other SMB2 TASers
I think he means you and keylie. Keylie didn't specify which Dolphin revision his WIP was made on.
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Nice improvement! I was entertained. Yes vote!
zallard wrote:
jlun2 wrote:
Patashu wrote:
Punch-Out Wii next?
I support this notion.
Seconded
I also second this.
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Very cool! Looking forward to the submission!
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It's explained in this thread. Dump both the video and audio with an A/V sync build of Dolphin, combine the audio files, merge the audio and video with an Avisynth script into a video editing program, and then save the synced stream as a video file which can be uploaded to YouTube.
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It has been added.
feos wrote:
Please do it whoever can.
I believe anyone with Editor rank or higher can edit that page.
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You can dump video in Dolphin by checking the box next to Graphics>Advanced tab>Dump Frames. This will dump only the video though. If you want audio too, you will have to dump it separately by checking the Dump Audio box in DSP options. The lengths won't be perfectly matched though, so they can't be easily synced. Usually, it will take an A/V sync build to sync them perfectly. Just dumping the frames is the least trouble though, if you don't mind not having sound.
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Are you using this build? It's the one all the PS2 TASes on Nicovideo were made on. From what I've read, this one's still pretty bad, but it shouldn't desync as much. By the way, there should be some good information about how to set up PCSX2-rr in this thread.
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Okay, here's something! There doesn't appear to be any flickering in the glide64mk2 plugin included in the GUI frontend M64PY for Mupen64Plus (even though there is with the version of that plugin that's currently in BizHawk). That plugin also works in the frontend wxMupen64Plus with the dlls from the M64PY folder. From this, I think I can conclude that a flicker-free plugin exists that works in mupen64plus. Do you think you could implement this obviously more accurate glide64mk2 plugin into BizHawk, either as a replacement for the current one or a standalone, fourth video plugin?
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I don't know, I've never used the original mupen64plus. It works in Project64 2.0 though, if that makes any difference.
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After trying it out in Mupen, it appears that the video plugin Glide64 'Final' fixes the flickering problem almost everywhere (except for some minor flickering when buying an item). The only problems I noticed were some minor graphical glitches and the annoying pause menu lag that every N64 emulator seems to have for this game (though that's probably an emulation problem). Hopefully this plugin can be included in the next release of BizHawk (as I don't see it being hard to implement).
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Radiant wrote:
FractalFusion wrote:
Radiant wrote:
These two movies should still have the "2 players" tag, http://tasvideos.org/105M.html and http://tasvideos.org/17M.html
They both have the movie class "One player in a multiplayer game". I don't know if they need a tag (you mean branch name?) or not.
I meant branch name, yes. That's because in this game, one-player mode is actually faster (and we have a run for that) so the two-player version branch needs to identify itself as such.
I think he means those two runs don't actually use two players, so they don't need a branch name. Patashu: Then how about something like "no OAM data as code" for the slower SMW run?