Posts for LagDotCom

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Post subject: Re: Too much stupidity for one thread
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Joined: 3/7/2006
Posts: 720
Location: UK
AKA wrote:
Doesn't mean you could automatically arrive back in present time or go into the future.
uh... no, you interpreted what he said incorrectly. Take right now for instance. You're going forward in time! See how that works? The fact that just about everything in the universe is time-travelling forward tends to suggest that it would be easier to 'speed it up' or 'slow it down' than 'reverse it', no?
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I disagree with everything nfq said in his last post containing content. Bisqwit: I can see that you're quite interested in languages and linguistics, and I thought it was quite amusing that nate (Nathan Jahnke of M2K2/SDA) also is. What do you think about that? :)
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GET ON WITH IT
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Wow, that was pretty cool. :) I would rather see a 100% souls run than a nonglitchy run.
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Hmm, the generator crashes on write for me, so I wrote my own simpler version with a smaller featureset. And... that v20 doesn't sync with movies the real v20 does. In fact, the 19.3_bot exe loses sync in exactly the same way, which suggests somethin is wrong. Edit: Oops, no, it plays them back fine... unless it's running in Bot Mode! What's going on?
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I've been trying to make a VBA Bot using windows commands for ages, and you just made one? Coo. One thing though... can you make it work with VBA v20? I'd like to try improving the pokemon green TAS, and the trick doesn't work on v19 because its emulation is a bit wrong. Not that v20 isn't either, but somewhat less wrong. I hope.
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I only watched Defender of the Crown and that was quite funny by itself.
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Yeah the music isn't supposed to fade out. It's one of the more common things to happen when screwing around with the pokemon games. In fact it's possible to set the 'music data pointer' at bad locations in memory and have it play utterly random stuff at you (and usually crash completely)
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There's not much else to say to that but 'rofl'.
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I guess you used up those rerecords after all, Aqfaq. Not like you did it, though... :)
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Well yeah, the point of encoding is to compress (lossily) the video stream. You will get quite small gains by compressing (losslessly) it again.
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Uh. Some people have moral standards too, like 'trying not to break the law'. Encouraging people to download the ROM is probably a no-no for a site like this, too.
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Vote yes for publication, vote no for obsoletion. They're both entertaining, in different ways. The generic save+reset 'bug' has been known for ages, whereas dokokashira is relatively new.
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This run is bizarre and hilarious, I love it. It's like Pokemon's Glitch City meets Earthbound with all its crazy music. I regret that I can't find my work regarding Metroid 2 without killing the Larval Metroids. This'll be funny enough anyway :)
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I thought the whole idea of difficulty was to enhance the sense of victory after completion. He even goes onto say that endings should be 'worth getting to'. Now, I realise that you draw a line between natural and artificial difficulty, but when the hell is 'natural difficulty' when the entire game is the work of some guys in an office somewhere? The challenge in 'beating 1 guy, then quicksaving, then beating another guy' is not exactly the same as 'beating 10 guys then reaching a save point', is it? So neither is the sense of self-worth when you do it. The other stuff is so bland and said years ago that it doesn't really matter one way or another. People will still buy bad games.
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Despite the low pace and linearity of the game (sans item pickup order), I found this quite entertaining. I wish it had more music, though. I vote yes.
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I don't usually watch Megaman movies, but this one is pretty cool because it cuts out most of the things that make Megaman Megaman. Reminds me somewhat of Aqfaq's comment about Dark Castle. Uh, yes.
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AKA wrote:
That logo seems to suggest its a TAS site exclusive for Megaman games
AKA wrote:
aw, man, tasvideos only has zelda games?!
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Chamale: Sounds like the program cannot find the INI file. Make sure it's in the same directory as iv_ship.exe and that's where the program is being run from. I'll get right on that stuff. I'll put as many variables in the INI file as I can. :p Okay, so, version 3! I've stripped almost every numeric literal from the file and stuck it in the INI file so you can completely customise the experience. Aside from that, I've added the slowdown thingy, the ability to map keys to effects, and... multiple movie playback! Check the included readme file for instructions. Update to v3 | Full v3 Aqfaq: Spend those rerecords on improving King's Bounty :D
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Uh, there's no way to play two different movies at the moment. I'd have to generalise my input function a bit more. Also I'd probably change that hackish way to give player count on the command line to -pX or something. I probably should have put a cap on how much the ships can charge, huh. :p Do suggest what weapons Select and Start could do, by the way. I might also put what stuff keys are mapped to in the INI file, so any future replay format could be used as long as the program supports it.
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Your wish is my command. I rewrote my code to be a bit neater (and hopefully also to be more efficient). I've implemented the 'charging weapon' thing. Also a score counter, and some slightly pretty particle effects, heh. Get it here if you didn't download v1, or here if you did (just unzip it over the top of the old one). You can edit that INI file however you see fit. The 'Font.Face' thing is a bit of a hack, it only takes absolute file path and names right now; pygame is a bit iffy when it comes to trying to find 'the default font'.
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I'm open to ideas. :) It should always run at 60fps (if it can), the framerate is limited internally. But yeah, a fire rate limiter would make sense too. I haven't even checked for collisions yet, that shouldn't be too hard. Scoring would be cool. When the input file ends it just exits (or possibly breaks), at the moment. More weapons? Yeah, sure... a frontal screen-long laser would be nice, especially with lots of turning. L/R or Select/Mode could change them, I guess. I wrote the program to be as general as possible; all I have to do is write an extra 2k or so for a new input format, and it'll support GMV, or whatever. The only problem is the names of the buttons. That's why Up and A both make the ship accelerate (and if both are pressed, zoom!)
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Some excellent and funny ideas you have there. :) I'm quite interested in them too! I'm known to do silly things by playing around with demo files, and TAS input seems a natural extension. I'll see what I can rustle up for your 'MorTAS Kombat' idea. I'll try spaceships :) Note: It might be more interesting if any visualisation program were allowed to produce more than one graphic frame for one input frame. Just a thought. Here's my first attempt. It reads FCMs or FMVs. Syntax: iv_ship <filename.ext> [players] players is only necessary with FCMs, they don't store how many there is Yeah, that's a lot of dlls and junk. No idea if it works on linux, probably not. Blame py2exe and pygame. Have fun!
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I think we don't need New Game+ at all, and definitely disagree with having 3 categories. Fastest time and 100% completion seem the way to go, in my eyes.
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Nice, finally this is comparable with the other movie. :) Thoroughly enjoyable, except for perhaps the last boss, but there's not much more you could have done about that. I did enjoy how your shots synced up with the music in the final boss chamber for a while, though. :)
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