Posts for CoolKirby

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I can't speak for the optimization level, but I have to give it a No for entertainment.
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It wouldn't be a legitimate TAS if it exploited emulator bugs though. A wrong warping bug would have to be in the game itself, not Mupen64.
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Oh, but you don't have to start from the beginning every time. Just make a savestate after a part that you know syncs and then you can load it in read-only mode and play back your run from there. It'll save you a ton of time. And yes, you can dump an AVI in real time. BizHawk will also let you dump an AVI while holding down the turbo button or running at 1600% speed (or both).
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Well, it's possible SNESHawk just doesn't work too well with Claymates, but there aren't any settings you can adjust to make it work better. And it's better to be a little paranoid in my opinion because you'll find desyncs sooner by somewhat constantly checking your work so they don't mess up more input than they have to. You're welcome! Hope it helps.
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The frustrating thing about desyncs is that they are unpredictable. A good thing to start doing is checking over every level you've done at least once to make sure everything syncs before moving on, so that you don't have a 43 minute run ruined by one desync. And if you want to resume work on your movie later, you can also play the run back in read-only mode, make a savestate where you want to resume, turn off read-only mode, and load the state. I would suggest making a state right before the desync at 4 minutes in and continuing your movie from there instead of starting all over again.
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Sounds amazing! Thanks for your informative announcement post.
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I had been thinking we might be quietly trying to set a record for longest empty queue. (Though that might be a little silly.) It is weird to see it empty for quite a few days. We used to have a steady stream of submissions before the mass unrejections for the Vault, and I feel like it's been slowing down gradually since then, but I didn't expect this would happen. Though, I'm curious how long the queue was empty the other two times it happened. Any veterans happen to know how long it stayed empty back then?
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We weren't able to manipulate the HP Drain without wasting a bunch of time (an hour or more? Something like that), so we just went our original (faster) route. We're at the paper plane flying into the castle right now.
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I'm going with Yes.
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It's a step in the right direction, but you're still acting like you singlehandedly cleared the entire Workbench, when you didn't. Give them more credit than that, like they deserve, like adelikat did in his original post. And if you're going to have a signature reminding everyone of the third cleared queue with every single post you make, don't pretend it was a solo accomplishment.
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It was a team effort, feos. Turska, Mothrayas and Spikestuff deserve credit for the recent runs they judged and published too. Emptying the queue is and was never a solo effort. Congratulations to everyone who made it possible yet again!
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Yes. The codes are remembered for just the game you're currently running. And to turn off a cheat in the Cheats list, just double click it.
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The Cheat List is created as you feed the codes into the emulator. It starts with no cheats. You just add each code one at a time and then you can see them all in Tools>Cheats.
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As said on that page, all you have to do is type your ready-made code into the box in that dialog that says "Game Genie Code" and click Add to Cheat List and it'll immediately become active.
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Wow, that's awesome! Way to go! Now we can make our own Kirby hacks! Are you planning on making and TASing one, UraKn0x? That seems like it would be a fun project.
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feos wrote:
I just did not see the letters in what was suggested. And I'm not going to verify the presence of every pixel from the author's screenshot in his own run. Anyway, here's my opinion:
You wouldn't have to verify every pixel. Just briefly compare the two images for inconsistencies like clearly visible added letters. It would save you a lot more time and effort to just check the screenshot once before publication instead of having to go to the trouble of reading complaints, saving a new screenshot, uploading the new image, and replacing the screenshot (like you have to do now). That's a pretty good screenshot, but it feels like there's too much empty space on the left side of the image. I do like the idea of a screenshot where the mech is clipping into the wall though.
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feos wrote:
Nice job with abusing the unwritten law to use the author's screenshot suggestion for publication. I think after this case it will be revised.
There's nothing wrong with going with the author's selected screenshot as long as it can be verified in the emulator by the publisher. That way, if the author's image differs at all from what the emulator's actually displaying, the publisher can just save the real screenshot and publish the run with that one. A few extra minutes would be all it would take to prevent this trickery from happening again. Also, what should this screenshot be replaced with? An unedited version of the same shot? Or a different image altogether?
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According to the VBM file format description, the frame rate is not stored in the movie file. The frame count is, though, and that's what VBA and the site use to calculate the movie time. VBA always calculates movie times at 60 frames per second, which is why the new site formula's movie time differs from even VBA's time.
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That was pretty amazing! Been waiting for a Double Dash testrun. I wonder if the author is planning to finish it and maybe submit it here.
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I just tested getting to the boss door too (with cheats) and can confirm that it's just an image and doesn't open. Since this hack is apparently unfinished and the first level (Vegetable Valley) is unbeatable, it wouldn't be possible to do an any% run. The only run that could be done would be a "glitched" run, like TASeditor's stone test. It wouldn't stand much of a chance of getting accepted though, being too similar to the Kirby's Adventure glitched run. It's great that you're translating DreamTool, UraKn0x! Once it's in English, someone can make a new Kirby hack or complete this one, and then you can TAS that.
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If we can't figure out how to beat the level through normal testing, here are the tools Puresabe used to make this hack. They're in Japanese, but maybe by studying the editor the hack creator made the hack with, we can figure out how to unlock the next level.
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I didn't know there was a hack of Kirby's Adventure out there! That's really cool! It looks like it's of good quality too, with plenty of differences from the original game. As for your run, there are parts that can be improved. The easiest thing to fix would be delaying a frame or two before you reach Waddle Doos and Sparkies so they don't use their attacks (which both cause a lot of lag). Did you use FCEUX? If you did, you may not have noticed the game lagging because FCEUX's lag counter doesn't work well with this game. You can fix it with this Lua script, which also gives you speed and position values in the corner to help you optimize the run. Also, I love how the damage boost at around 0:53 in your encode gives you a speed increase for a few seconds. Is there a way to keep that momentum going longer? Maybe boost off of more enemies so you're moving that fast for most of the run?
Editor, Experienced Forum User, Published Author, Experienced player (609)
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Editor, Experienced Forum User, Published Author, Experienced player (609)
Joined: 11/8/2010
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You could get a debit card, as Warepire suggested. Those shouldn't cost anything, and you can get one from your bank.
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Thanks for informing me about this fundraiser, henke37. I'm happy to be a backer/becker for a project like this! One of the rewards for $500 is to create a challenge/achievement in the game. It would be cool if someone from TASVideos who was going to donate that much anyway could make an achievement for completing the game in an almost-impossible amount of time and name it "TASer". Also, I like Call's proposed design. She looks really cute.