Posts for Quibus

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Joined: 10/17/2010
Posts: 124
Editor, Emulator Coder, Experienced Forum User, Published Author, Active player (262)
Joined: 10/17/2010
Posts: 124
Editor, Emulator Coder, Experienced Forum User, Published Author, Active player (262)
Joined: 10/17/2010
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So Warp what do you think about this TAS then? Lollorcaust: please do not see my discussion starting here as a personal offense.
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All these (type of) games (with a lot better graphics) also exist for MSX... no one submits these, strangely enough.
Post subject: I don't get it.
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So, I don't get it. Are we going to submit TASes of simple vertical shooters "stage 1" now?? There are dozens of such games (Galaga, Space Invaders, Galaxian, Bosconian, but then you could also do Beam Rider, etc.)... what's the point of TASing them? Especially only 'stage 1'... And if there's a point: go ahead and submit entries for the games I mentioned...
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Well, a dozen or so TASes have been made... so it's not impossible... Scrimpy, any advice here?
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After reversing, openMSX is in a replay mode. It just replays what you entered before. As soon as you give some new input, it will erase the future and starts appending the new events from that moment. That should explain what you see.
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jlun2 wrote:
The glitch I abused involves pausing the game, which after a while, goes into this "Demo" mode where it loops through the whole game (kinda like a preview of it). If you move, normally, it would unpause the game and put you back to where you were. But if you were on a door, it glitches and allows you to enter. I take the subway (yes, that's what the yellow room is) and go to the daily planet to end the game. Note: if the bridge collapse is triggered, you can't win by going to the daily planet. You must do all that crap I listed instead.
Please add that to the submission text, so viewers get an idea what the heck is going on.
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Good emulators will not output at exactly 60 or 50 fps, because the real hardware also doesn't.
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Get your updated scripts here: http://openmsx.svn.sourceforge.net/viewvc/openmsx/openmsx/trunk/share/scripts/ You need tas_tools.tcl and mode.tcl. Or get any openMSX build of SVN revision 12317 or higher.
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Crappy game, great TASing!
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I think I'd really like to see this finished :)
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I hope you'll include some (open)MSX stuff as well!
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Finally this game has got a TAS! This is such a rich game and is extremely hard to optimize, because it is very non-linear. You can roam completely freely in the castle, making a LOT of routes possible. And yes, I'm pre-occupied, because I played this game over and over and over in my childhood and I have always considered it the best MSX game ever. What's after this? Metal Gear? Definitely a yes vote, of course. By the way: can the person who voted No please explain why?
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So, how is this going now?? It's quite a famous game from that time (1984)... So it's interesting :)
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max points? Or is that too obvious?
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It has been more than a decade ago that I played and finished the game (on real hardware), so I can't tell you, really. But try to ask Vampier, he probably knows more about it than I do :) There are probably already videos on YT which play the game in its entirety... There are also maps online and information pages...
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I'd first do a minimal run. It's hard enough as it is.
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I don't think anyone is going to watch this... Who likes to spend a day on watching a TAS? I mean, it's a great great job, but such games are not suitable for TAS, IMHO.
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DarkKobold: most info is already here: http://tasvideos.org/EncodingGuide/VideoDumping.html#Openmsx However, I'm always happy to help anyone out regarding openMSX or MSX in general. You know where to find me.
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Good question: what is your coin strategy? Sometimes, it is as if you don't pick up coins that would cost time and sometimes it is as if you spend extra time to pick up coins. Another question: you do use Wit's special ability now, but I haven't seen any use of Cles's 'walk through air'. Are you sure there was no place to make use of that? Otherwise: a SUPERB run of a fantastic game :)
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I wonder if the MSX version has similar glitches...
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nfq wrote:
Desyncs and variable framerate. Lag is a problem too, but that's a problem in normal speedruns too, if you by lag mean that the framerate drops so that the game doesn't accept input 60 frames per second, but goes more like 20 fps, which is common in N64 games.
Desyncs? Isn't that just caused by bugs in the emulator? Variable framerate seems to be related to lag. Which is actually what you also say.
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Because it takes longer! :) Without the pause, you have less time needed to finish the game.
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Can more people vote on this, please??