Posts for CtrlAltDestroy

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Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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This game doesn't look half bad. I might play it someday. I didn't see any of the previous TASes of this game, but I enjoyed the movie. I laughed at the part where you died at the finish line on the moon.
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All done. http://www.youtube.com/watch?v=7Iffe_1Qch4 (Wow, Windows Movie Maker really sucks. Why does it resize the video every time a title is added? It didn't do that in the editor...)
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I believe the summary of this movie is inaccurate. In the game show, the final round is played by 2 members of the winning family, not both families.
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I watched it. Pretty cool, I learned a lot, but you did leave out a lot of my favorite quirks. I might do a video response.
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Metroid Prime 2 Echoes: Dark Aether, especially the dark basement of the temple in Torvus Bog. So deep, dark, gloomy, and hostile, it really gave me the impression that it was somewhere that Samus was absolutely never meant to be, yet she was forced to explore it. Sent chills down my spine all the way, especially during boss battles. Donkey Kong Country 2: the bramble levels. Mostly due to the good music, but they were difficult and creative levels. Super Paper Mario: Level 8. Had the best music in the whole game, and the hardest puzzles and situations, and a great color scheme: it was all black, with only white borders and weird decorations here and there. Very moody, and a great final level. This is such a tough, open-ended question, I can only remember those which I've only recently been to.
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Sorry if this was already known, but I was playing SMB3 on the Wii the other day and accidentally did this, and it looks like it could maybe be useful in a 100% TAS, so I'll put it on the table. http://dehacked.2y.net/microstorage.php/info/1921995004/wand.fm2 Grabbing the wand off the top of the screen, take note of how fast the falling sequence happens.
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Apparently if you disable Aero, some emulators will show this problem.
Experienced Forum User, Published Author, Active player (325)
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Warp wrote:
If then I begin watching the movie and notice that 5 minutes of the ending are missing, I have the right to complain. Even if the DVD case had some small print which warned about this, and even if the internet was full of reviews warning about this, I would still have a perfectly good reason to complain. The product did not deliver everything that can commonly be expected for such a product.
Yes, but then the question becomes whether or not you will sell it back. If you do, you are properly expressing your dislike for the product by (usually) re-obtaining a fair portion of the money which you paid for it, thus, you "rented" it for less than the full price, and made an economic statement. If you are unwilling to sell the product back (Perhaps the rest of the movie was really good?), then you have no right to complain, because you are essentially satisfied with your purchase, even if you think you aren't. Poor baby?
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This has to be said: As new and better games come out, old games don't get "worse". They stay the same. It's the players' expectations that change. SMB1 is not a "bad game". It was successful because it found its way into the lives of many people who had lots of fun with it, and a lot of people still enjoy playing the game to this day. It should start getting harder to find people who are willing to find that game fun anymore. (Or maybe not, seeing as it's the top-selling VC game at the moment) If you're going to rate the "goodness" of a game on some objective scale, it would have to be some kind of ratio of critical acclaim to commercial success. I once had this conversation with someone: Them: Halo 2 sucks because it left out the ending! Me: How much would you have paid for them to keep the game in development long enough to add an ending? Them: Nothing! It should have came with the ending already! I would have paid $10 LESS for how it turned out! Me: Well, it's kinda late for that, you already bought the game. Do you plan on selling it? Them: No. Me: Well, I guess you don't have an argument, then.
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Sticky wrote:
I find that the ratings will be skewed regardless of the numbers. So many people use 10s nowadays that one cannot tell a truly great movie from a meh-ish movie.
I think that using the 7-9 scale here is pretty much a necessity. A movie that truly deserves below a 6 probably won't get published anyway, it's just the nature of the movies on this site and the viewers' expectations. I don't rate movies, by the way. I've never understood exactly what my vote is supposed to imply.
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I liked it. Dancing to the music and messing around in the autoscrolling stages was surprisingly entertaining. The boss fights were also very good.
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All I have to say is that the Mecha Dragon battle was the best boss battle I have ever seen in a TAS, ever. Beautiful work. I do believe you all have just outclassed the MM1 run... well, in my book, anyway. Monumental effort and result. This is what TASing is all about!
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Thanks, that helps a bit. Here's my WIP of a script I'm working on to help me with the next version of the Boulder Dash TAS. It's mostly only useful when playing at slow speeds. http://www.rphaven.org/cad/TAS/boulderdash.lua Features: - Counts amoebas on stages that have them. - Shows whether falling objects are about to fall, are falling, are at rest, or will topple to the left or the right side off something else. - Indicates the next direction enemies will move, or if they can't move, shows the direction they will attempt to move. (The arrow turns blue when the enemy will wait a turn. The enemy will still move that turn if their path is unblocked before then.) - Tries to draw a red X on every tile that will kill you if you are standing on it at the beginning of the next turn. (Note: an X can still appear on top of you as you are moving into a tile, and you will be safe as long as you immediately move off that tile.) - Draws the invisible "placeholder" barriers that block movement when certain objects (like the player) move. - Marks the exit tile. Bugs: - Red Xs are only about 95% accurate. I'm still weeding out stuff. - Draws junk on the screen when not in a level. This is my first lua script, I'm pretty satisfied with it so far.
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Is this a bug? I've been trying to write a lua script that draws stuff on the screen at certain places. I've found that if you are on a frame where no lua drawing happens, the drawn stuff from the previous frame stays. So if I write a script to draw a box around a certain enemy, and then I walk off the screen so the enemy is not there, the drawn box will get frozen on the screen in the last place it was (as determined by the script that halts the drawing of the box if parts are off the screen), and will not disappear until lua draws something else. I fixed it by drawing a single pixel to the screen every frame, but it doesn't seem like this is the intended behavior. If it is intended behavior (I can see it being useful for certain scripts), is there perhaps a "gui.clear()" command that can be placed at the beginning of the loop to delete all lua stuff from the screen?
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I realized that using the screencap command also fixes the issue. So maybe some kind of refresh command is called in the screencap procedure that could be used in the focus get procedure to fix the problem.
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(Cheetahmen II didn't actually make it to store shelves.) Seriously though, I still don't see why this thread has degenerated. It's a very interesting and plausible theory that could use some actual analysis. Couldn't someone boot up Mario64 and give it a try?
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The problem does happen with SNES9x.
Experienced Forum User, Published Author, Active player (325)
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I've never seen it happen with another emulator. I tested and it doesn't happen on VBA. For SNES9X I couldn't find the "run when inactive" option.
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
Posts: 786
This is a very interesting concept, but I think it requires an illustration of some sort so that people will understand exactly what it means.
Post subject: FCEUX Canvas problem - Bug, or am I doing something wrong?
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I am running Windows Vista, using the latest version of FCEUX (Although this has been a problem for all versions of FCEU I have used.) I am using windowed mode, and all video options are set to default. Now, the problem is when I switch to a different window, then switch back to FCEUX, it seems that FCEUX's drawing canvas gets set wrong, and the display gets broken. The part of the FCEUX window that overlapped with the window I switched out of will be redrawn as normal, but the rest of the window is frozen with the image displayed as it was when I switched over. This is very annoying, as it can cause many user errors when trying to play normally (or even TASing) when half the screen is frozen. It has caused me to lose many battles in many games because I wonder for a second why my character isn't moving, then I die. :/ The problem is fixed as soon as the FCEUX window is moved or resized. But I have to wonder if this is a bug that can be fixed on the Windows platform, or if there could be a video-related workaround for it.
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Note that cheats which modify the actual game can sometimes be considered tools as well, as they can give the TASer more information about the game. For example, someone TASing Zelda 2 could poke around in the RAM to give themselves the Candle and the Cross, even though they did not pick up such items in the game. As a result, they could play through the game with increased visibility, and when playing back the movie, they'd perform the same moves but without visibility. Any cheats which help the player but would not cause a desynch to the movie can be considered tools. Also, codes like super-jumping and flying could give you more information about clipping and level boundaries in areas you couldn't otherwise get to. If you can find a weird hole in the wall you can walk through, you could then manipulate the environment to try to take the shortcut in the TAS or speedrun. That, and I know that some speedrunners like to use cheats such as flying to practice difficult jumps.
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For me, when it gets to "press any key", only ESC and F1 work. No key will start the game.
Post subject: New emulator-based art form?
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I had this thought just now while contemplating the possibilities of Lua. If Lua had a few specific features, it could possibly spawn a brand new form of enjoying emulated games. The features would have to be: the ability to load a save state by file name, and optionally, the ability to load a rom by file name. This would allow the possibility of creating "challenge scripts" that drop you at one point via a save state, watch RAM values to see when you accomplished the challenge and keep score or track of time, then drop you at the next challenge when the current one is over. So, imagine something like a Zelda 2 Boss rush that will cycle through all 7 bosses, then show you a scoreboard of how much damage you took and how much time you took, as the script kept track of the RAM values. Or how about beating the final boss of Zelda 2, then having it drop you into, say, the final boss of Mario 3. A "final boss rush" across multiple games could be created, for example. Then, there could be the possibility of creating hacked savestates, or lua scripts that modify ram values, that offer even more unique and unusual challenges. So... yeah. Any thoughts?
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I remember playing other games this guy has made, in pretty much the similar style. I think it's meant to be randomness for the sake of randomness that makes us realize how much we feel the need to find meaning in things. I mean half the time my brain was throwing up red flags about "anti-corporate satire", but no, it's just all meaningless. I'd have to say it was amusing.
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