Posts for LagDotCom

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Experienced Forum User
Joined: 3/7/2006
Posts: 720
Location: UK
It's not a bug. v19 runs the GB slightly too fast (probably related to why certain bugs occurred on there - lazy processing)
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Joined: 3/7/2006
Posts: 720
Location: UK
P.JBoy wrote:
Why do you think they programed it so that the in-game timer stops during non-action scenes. It's because it doesn't matter anyway, why should it affect gameplay.
Yeah, you're right, however, it does affect entertainment.
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Just watched - I'm not too sure what to vote. I didn't enjoy the pause screen at Phantoon, and some errors (I think, I'm not too well-versed in SM tricks) practically punched me in the face. The mother brain fight looked very uninteresting, too. :) Yeah, made up my mind; I'd rather see real-time frames improved. This was certainly less entertaining. Sorry, but I have to vote no.
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Joined: 3/7/2006
Posts: 720
Location: UK
LOOK AT THE POST ABOVE YOURS
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Joined: 3/7/2006
Posts: 720
Location: UK
If we include all Street Fighters, I would say Hokuto and Cycloid Beta from the EX series. She has some fun moves like the auto-counter, and Kiren-Eki is an excellent hyper. The cycloid has an amazing mix of moves, unfortunately Gouga is a hyper, when it's merely a super for Garuda. :) If not the EX series, I would say Karin. Huge rush combinations and counterattacks too. Go me. If you mean the classic one, Sagat. It's the only way I can win. :)
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Guybrush wrote:
That doesn't make the viewers go away or stop them thinking like they think.
Policing other people's thoughts is probably a bad idea. All we need do is label them for what they are, and if there is still misunderstanding, it is only because of laziness on the part of the viewer.
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Hup. Whee! I loved the crazy play on the low gravity stage. The rest is nice too, especially the speed potion madness. Yes.
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Bob A wrote:
now it gives a bunch of undefined reference errors for "VBAMovie" type functions. by the way, the compiler its using i think is g++.
I was just trying to compile that too. It's because the SDL side of the VBA source doesn't include movie.c/h at all. I tried writing bindings to it, but none of the GUI is there either, so no chance. Would have to copy the MFC GUI over.
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Experienced Forum User
Joined: 3/7/2006
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Location: UK
Absolutely amazing. High octane madness, glitches, luck manipulation and nice music too. Yes.
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Joined: 3/7/2006
Posts: 720
Location: UK
Save the drama... Seriously, this doesn't belong here. Wait for the official (FINAL) release, then start TASing. Bugs now may not be bugs later.
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Joined: 3/7/2006
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Somebody (probably Atma) did a test TAS of Breath of Fire 2. It's pretty good, but he didn't submit it, so obviously not good enough. :)
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Somebody on IRC wrote:
The games aren't related to the anime, except for Yellow.
I never had a manual for the first generation, so I don't know if it says it in there.
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Joined: 3/7/2006
Posts: 720
Location: UK
That sounds completely unnecessary. What is 'Concept Demos' for again? Maybe it should have an expanded role, but it's there. Also, "Tool-assisted superplay movies" according to the site.
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Joined: 3/7/2006
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Location: UK
Fast-paced mayhem with an excellent soundtrack. Easy yes vote.
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Experienced Forum User
Joined: 3/7/2006
Posts: 720
Location: UK
primorial#soup wrote:
grey
The preview thingy on filefront very rarely ever works.
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Joined: 3/7/2006
Posts: 720
Location: UK
♀ gained 53 EXP. Points! ♀ grew to level 100! Also, I love the symmetry in seeing a Meowth, and next finding the Mew. :) Screenshot suggestion: or possibly when riding over water instead.
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Joined: 3/7/2006
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Location: UK
Surefire way to get this effect: Open up Pokemon Red/Blue/Green in v20, and hit frame advance twice. Frame counter: 0, 1, 13. I've never seen this effect during a period in which a game would accept input. As for the movie, bravo! I really want to see a select-glitch version now. :)
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Interesting at first, but tailed off towards the end and in the dark levels. The skiing was a nice surprise. :) Gets a Meh from me.
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Thanks for trying to be constructive, Rridgway. However, that is already used in the current runs. Defense is obviously an unimportant one to manipulate, though.
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Location: UK
Great! A fast run made even faster. Optimisation is a noble goal, and you seem to have excelled at it. :)
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Joined: 3/7/2006
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Location: UK
Wow, that 100% run was very interesting! Some of the rooms were a bit samey, but the relentless pace (and hilarious skipping of the Battle Arena) made up for it. Good job - I would vote yes on this if submitted. Great luck manipulation for the Mind Ups too.
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Joined: 3/7/2006
Posts: 720
Location: UK
Look at adelikat's Gradius for an example of a movie that ends input extremely early - further input can actually kill the player. It's assumed that a watcher would not provide the input, thus, the movie completes the game.
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Joined: 3/7/2006
Posts: 720
Location: UK
I just wrote a program to solve these. It only works if it does not have to do guesswork - i.e. all the rules can be applied until the picture is resolved. It managed 4-O in about 6 seconds (while my PC is doing other stuff, of course). It's very brute-forcy, though. :) Note: My program is too large for code golf, hehe.
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Argh, took me a while, but I did that 4-O. My process must be wrong, because it got to the point where I just had to try each choice for the last column and see if it worked.
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Joined: 3/7/2006
Posts: 720
Location: UK
I somewhat agree with Xkeeper, actually. Strange physics abuse is interesting, but non-physics abuse isn't so much. Compare, say, bomb-jumping to edge-walking on Ocarina of Time. One occurs because the game is designed in a fairly open-ended engine; the other occurs because of a bug brought on by lazy design. Also, the only star is in Dire Dire Docks? That's the most annoying level to watch, because your movement speed is totally limited. I would rather watch the previous, 16-star run.
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