Posts for CoolKirby

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Ilari, is this what you're looking for? Great TAS, numerics! I loved every stage! Samus was definitely the best character to use, and I liked the decision to shoot the credits at the end. Big yes vote! I agree with thatguy too; when this is published, I think it should be starred.
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DSmon, I appreciate you coming here to say that, and I apologize if I hurt you with anything I said in my submission text. I actually really liked your speedrun, and I'd give it a very good rating if SDA had such a system in place. I hope you liked watching my TAS too.
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Thanks for doing those calculations, Spikestuff. I wasn't aware the emulator actually increased loading times compared to the console; hope Atari2600Hawk becomes more accurate in the future.
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Why do we need numbers that precise for NES movies if runs of GBx/GBA games are only calculated at 59.7275 fps?
FractalFusion wrote:
this site calculates with 59.7275fps.
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An encode of the improved submission has been added to the submission text.
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The time for Super Mario Bros., as with all NES runs published on the site, is calculated at the NES' frame rate of ~60.098814 fps (or more likely a less precise number). Here is an SDA article that gives precise frame rates for various consoles (with the math used to find them).
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So for the less glitched runs, would it be better to actually name them "less glitched" or something more specific like "no crumbs glitch" and "no stone glitch" (in the case of EarthBound Zero and Kirby's Adventure)?
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Go to Tools>Start AVI Recording... to encode to AVI. If you're encoding a vbm, the AVI will not show all the times you loaded a savestate, which is what you wanted if I recall correctly.
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Looks good! I'm really glad you have the patience and motivation to take on this project. It's a tough game to run. Looking forward to more WIPs!
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If you're using the latest VBA (either 23.6 or 24-M), it will tell you as soon as you press it whether it's on or off. If you've just turned it on, it will say "Movie now read-only", and if you've just turned it off, it will say "Movie now editable" and (edit) will appear after the frame counter. If it's still not doing this, then check what key or key combination is assigned to the Read-Only Mode checkbox under Tools>Movie and either use that or set a new key combination to use this mode.
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The real-world version looks interesting and fun! When this gets published, I think there should be a link to that video in the description since it makes it so much easier for viewers who aren't familiar with the type of game to understand what's going on.
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I don't know how this game works, but it looked like a really good technical achievement, as Spikestuff said. Good job, asutoro! I will also vote Meh.
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A possible solution to your first problem could be a free program called Joy2Key, which allows you to bind keyboard keys to a gamepad. You could use this to assign the current key for Frame Advance (default is N) to one of your controller buttons (or triggers). I don't think there's a way to speed up frame advancing, but I'm not the most knowledgeable person when it comes to VBA.
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For me, that page gives the error "Site Temporarily Unavailable". I don't think the link is dead, but if the site never becomes available again, someone can change or remove that link.
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ALAKTORN might have figured it out; the game runs at 30 frames per second, so every second frame is a lag frame. If that is what's happening, you have nothing to worry about; it'll just be a little different from TASing the 60 fps games you're used to.
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That's great, Weatherton! I'm glad you're making progress on this. I agree with andypanther though; take your time with it, especially since you have real-world commitments to worry about.
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In case anyone's interested, we're about 25 minutes and 31 seconds ahead of the new real-time WR at the fadeout into Chapter 4.
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I see where you're coming from now. As long as it doesn't confuse new users of the emulator, I don't have a problem with it.
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Why does the forum index now list GBA and Genesis among BizHawk's cores? There is no GBA core in the current release (attempting to open a GBA ROM results in an error that no core can load the game) and the Genesis core isn't finished (as adelikat said just today).
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nEilfox, if you'd like to discuss TASing in your native language, you can visit the Chinese language thread in the Other Languages subforum, which Bernka was nice enough to set up.
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Mothrayas wrote:
Turns out to be 7:00.58.
Oh, okay. Apparently the time is calculated by a much more exact number than I had thought. (About 59.72704360644824 fps according to Windows Calculator.)
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Uh, actually Spikestuff, Microstorage's movie time calculation is incorrect (it uses 60 fps instead of the 59.73 fps the GBA actually runs at). The correct time will likely be 7:00.56.
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I think I see what you're saying, but it's not as hard as you think to jump across a room (most of what happened in Chapter 2). Most of the time, it's pretty straightforward: find a single joystick angle that gets you to your destination fastest, and jump to it at that one angle (with the Speed Swap glitch). For more complex situations, it just takes a few dozen tests at the most to find the fastest angle to get around each obstacle. And, of course, we're learning a lot of things as we go, and applying that knowledge to later situations, which saves the time of testing certain things we know to always work a certain way, and thus speeds up the workflow even more. Oh, and the encode is in progress. It should be up within 24 hours.
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VBA-M is more accurate than VBA 23, so the reduction in lag is similar to what you'd see on a real GBA. Good run, Yes vote. I also vote for the first screenshot.
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I don't think any other boss has dialogue like that. Thanks for reminding us of that suggestion though, we'll have to remember that for the final chapter.