Posts for CoolKirby

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Thanks for those links, jlun2. I've added them to the page.
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Here's an encode: Link to video
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Warp, no one's guessing here. The original question was already clarified and answered:
CoolKirby wrote:
You mean fast-forwarding when playing it back? Most emulators have a button for Turbo or Throttle.
neonbolt777 wrote:
yes speeding up
FractalFusion wrote:
If your system runs Dolphin slowly, then pressing the turbo/fast-forward/speedup button doesn't make Dolphin go faster. You can try to dump AVI with Dolphin, so you have an encode that you can play back at normal speed.
Because there's no way to "speedup" the run inside Dolphin, we're working with the OP on an alternative solution, encoding the run so that it will play back at full speed.
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A lower compression quality means the quality of the video will be worse (more pixelly), but it will still dump at the same speed. A compression of 90 should be fine for what you want to do.
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I was trying to make it as easy for the OP as possible. I don't know whether he/she even knows how to install codecs or not, so I suggested some built-in ones.
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Any of them except Uncompressed should be fine. You don't need perfect quality if you just want to review your work. Microsoft Video 1 or Cinepak would be good choices.
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1. While riding on Yoshi, your speed is constant, just like walking speed is always constant. 2. It depends on the angle and distance we need to traverse. Usually Yoshi is faster.
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If you want to use FractalFusion's suggestion of dumping an encode from Dolphin, you'll want to go into the Graphics settings, Advanced tab, and check Dump Frames. Then you can play back your TAS to make an encode of it. This will dump only the video though; you can dump the audio as well, but it will be separate from the video and you would have to combine them manually.
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So this is what a bait-and-trap platformer is supposed to be like. I enjoyed this a lot more than the Syobon Action run, and there were some clever tricks in this, such as keeping items to bounce over the traps. Yes vote!
WST wrote:
They should have made a cuter main character :(
I think she was cute enough.
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You mean fast-forwarding when playing it back? Most emulators have a button for Turbo or Throttle. Which emulator are you using?
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jlun2 wrote:
I wonder what's the shortest name other than "A" that could be given to Yoshi? :P
The fastest method of naming him would be either selecting A or choosing to go with the default "Yoshi". They might take an equal amount of time; we won't know until we get there. But nothing other than A or Yoshi would be the fastest name. Also, here's a fix to the end of Chapter 2. It changes up the items we buy in Westside Goods before we go to Chapter 3: Link to video
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I didn't know that was even possible! That's cool. Thanks! Here's an encode. You can add it to the submission text if you want, adelikat. Link to video
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I don't know about anyone else, but I can't open this movie file in BizHawk 1.5.2, even after copying the input over to a new movie file along with the prg setting lines. I always get this error: I can post the Details if someone requests them, but I won't until then because it's pretty long.
Post subject: Chapter 2 encode!
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Here's Chapter 2, everyone!
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I think we're too far along now to restart. That would mean resyncing the entire run (basically redoing it, since this game does not hex well) as well as finding all new RAM addresses for a different version of the game and doing all the luck manipulation again (we just barely managed to get Mega Rush from Charlieton and Power Rush on sale at the end of Chapter 2).
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I think the third screenshot would be good as long as it doesn't reveal too much about the very last action of the run. If it does, then the first one is also really nice with its pleasing color scheme and Patrick's silly jump. Nice to see you've completed the submission text! I'll have to read through it when I wake up tomorrow.
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Way to go, Mothrayas! This looks really good. Looking forward to seeing how much more time you end up saving, and of course the finished run!
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It doesn't seem to me like "Peach only warpless" would be very well received. I think any% warps or warpless would be a better choice.
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Maybe in the future, a TAS can be made that doesn't use Danger/Peril Mario, but it won't be this one that we're working on right now. I feel like it's best to get a speed-oriented run finished first before starting runs with other goals that may not even be publishable. Also, I'll expand on Malleo's point. I started work on the original run in summer 2011, long before the "US version should usually be used" rule was amended. So it was only natural for me to start a TAS on the US version. Plus, there have always been documentation and known tricks and glitches for the US version, but the Japanese version-specific tricks have yet to be thoroughly looked into as well as tested to see if they save time on the speedrun route. The US version is also the one most, if not all, TTYD speedrunners use, so this isn't an OoT-type situation where the community largely prefers the J version. This game has a lot of text too, and it would be a lot harder for most of our viewers to follow along if they don't understand Japanese.
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ALAKTORN wrote:
so anyway what was this about?
MESHUGGAH wrote:
AnS wrote:
Also, wait, didn't the guy actually beat the last boss on this video?
He did (edit: and used original version), and the comments also mentions it's possible to start the level 6 (glitched too) with resetting, not sure it was mentioned already.
I asked about that earlier, and got the response that it can't be done on our current emulators without a greater level of precision (subframe advance). With the limitations of our current tools, we're forced to keep this as an improvement only a future run could make.
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Thanks for sharing that, Fishaman P. The only thing is, we don't post new information every day, or even every week, so most days you'll be disappointed to see nothing new here. If it's any easier for you, you can "Watch this topic for replies", which should've been activated as soon as you posted, and you'll get an e-mail whenever someone posts in this topic. That way, you won't have to come all the way here to see no new posts.
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Go to Tools > Memcard Manager (GC). Load a memory card file (*.raw), click Import GCI and choose the GCI you want to load. That's all you have to do.
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Masterjun's right; all you have to do is make a savestate where you leave off. Then when you wake up in the morning and open up VBA and the game, just press Shift+8 (or whatever combination you set), load your savestate, and resume working. You don't even have to turbo. As for the audio issue, try setting the audio frequency in Options>Audio to 44 KHz. That'll give you the best quality audio.
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Cool hack. The run looks like it could be optimized more though. You should be able to manipulate those jumping robots to stall their jump until you're passing under them, for instance. It looks like lag can be reduced by shooting enemies so there aren't as many on screen (like the section with three giant gears on the same line). You should also try to not miss shots like you did in the Heatman battle; it doesn't look good in a TAS.
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Thanks for posting the information on the glitches! I thought it was a solid run with several nice tricks. I didn't find it too entertaining though, due to it being somewhat repetitive and slow-paced and the minigames just being uninteresting to watch. I have to vote No, but I will watch it again sometime!