Posts for Spikestuff

Spikestuff
They/Them
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Joined: 10/12/2011
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Induviel wrote:
I managed to save 3 frames.
Yeah. That's my issue with this version (and if you know my history it's going to sound hilarious coming from me). This was basically made as a complete shutdown on eladogGames' TAS in which we'd rather have the person learn how to make their TASes and what you made was also done in relatively no time and submitted outright on a whim. This is the exact issue I have with the input you made on Castle Cat. I informed you in DMs whilst providing my section, that I assumed you secretly had the values to the Dragon's Health to which the only reason I gave you the input is because you were going to push something out quickly and you still did without checking with me first. You could've gone and said "Hey I completed this section you were struggling with. Mind taking a look at it?" but instead you said "so the dragon has 11 hitpoints in this port. TAS is pretty much finished, will be submitting shortly and adding you as co-author since you did the work before the boss fight." The reason I fixed your input is because I did the thing I assumed you had done. Which was having the value to the Dragon's Health. All that section was, was jumping under a dragon's head and keeping an eye on its health to which you didn't have, which was something you could've gotten when you completed that section to validate, but I had to find that value after you submitted. This is the exact same issue that Pepper-Color has, and Pepper-Color actually informed me of a flub I made. And I do acknowledge that I also make flubs, no one's perfect. But when you're spending no time on a project? You need to watch what you're making, cause you also have slip ups and you do things too quickly that sometimes they do need another pass. And I know this as fact. Your input isn't clean in some of your TASes that are published, they're only good on a visible level. This submission is good, on a visible level if you ignore what I wrote at the start. You also need to take some time just polishing it and not spending 4 hours on a game, and that's including a single level one.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Spikestuff
They/Them
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Joined: 10/12/2011
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Yeah, archive did a bit of an oopsie, that'll be fixed soon.
MikhailP wrote:
The youtube link works fine, FYI.
Same can't be said about the encode as that has an error in it.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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Stage 1 has visible questionable vehicle management where opting for Player 1 to be in the car may have been the better option. There's also questionable gunplay on the boss of this stage, and you can spawn the boss sooner than you did. Stage 2 has questionable gunplay on the boss of this stage, and you can spawn the boss sooner than you did. Stage 3 has a visible questionable shot on the boss of this stage, you flick right on player 1 to shoot the far right satellite dish that theoretically should've been defeated. There's also questionable ammunition management here. Stage 4 likes to desync when played back in TAStudio at random spots, but it looks fine. Stage 5 and Final. I didn't look at closer due to above, but from a visible perspective it looks fine. The TAS looks like you were still learning how the game operates and once you were reached the end you have an understanding how the game works. Abstained vote.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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I have limited knowledge of Mortal Kombat. But there is a few things that I do know, and part of it is due to the SNES Publication. Bicycle Kick is the most effective move in Mortal Kombat II. However it's not the fastest in quickly ending a round, a mid kick, two quick jabs, anything to get the character to celebrate quickly is more effective. In your input you are holding your input down for Bicycle Kick which is fine. However, this leads to problems such as with the Jax fight where you don't attack for a few visible frames. So you can't say that you're being optimal there, when visibly you're not. This is something that can be avoided if you used TAStudio effectively to clean up your input. Look at the input to the SNES Publication if you want a better understanding about how to clean up your input. Taking any form of chip damage with a block is faster than having a "Flawless Victory" (Perfect Round) as there is less information the game gives you bringing down the time. There is a way to lightly manipulate the AI to give you an attack you want from them that you can effectively block (preferably a projectile), since the TAS is on Medium it's a bit harder. Obviously for the final round with Shao Kahn go for "Flawless Victory" because you're ending input as quickly as you can here. Another thing that can be done is change the Sync Settings on the Arcade dip-switches settings. Change Coinage Source to "Dipswitch" then Coinage from USA-1 to USA-Free Play this will give you some free frames. It's a good start but there's more that can be done. Please take your time and use the tools available to you in BizHawk and use the userfiles.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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MikeTheMerc wrote:
Major new driving tech!
ZumoDePapaya wrote:
not actually valid because pcsx2 and 50 fps patch
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Requesting a file replacement with this one. Cleans up the final boss by 18 frames thanks to better jumping at the final boss. Link to video
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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811 frames removed. Another 59 frames (Total of 870 frames). Requesting co-auth. Mid boss and Final boss were heavily improved on-- and for some reason Pepper decided to take a trip into the shop (Gas Station). Link to video
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Kinda disagree a harder to get version which isn't "official" was preferred over an easier to get version, but that's just my two cents that I forgot to mention when I made the previous post. >.>
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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DigitalDuck wrote:
But then that leaves the question of whether a run that prioritises IGT over TAS time should obsolete, or exist in a separate branch from, one that prioritises TAS time over IGT.
Thankfully we have an 8"80 precedent that exists. [2943] PSX Tekken 3 by Spikestuff in 02:21.17 [4164] PSX Tekken 3 by Spikestuff in 02:14.48 Actually we can use all of Tekken as an example. Tekken/Advance - TAStime focused, input's killed at final boss. Nina/Paul are used, slightly slower characters. 2/3 - IGT focused, input's killed on final input. Mainly due to the speed of Yoshi carrying it.
DigitalDuck wrote:
In any case, it's effectively just NG vs. NG+, and it seems wrong to me that a NG+ run would obsolete a NG run. Just my two cents.
Only that it isn't. The only difference in terms of "new content" for a fighting game is that some titles has a rival character that shows up halfway as a mini """boss""". A new character is technically not new content, for a fighting game. Therefore it should just obsolete.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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I'm only quoting this bit, cause it's the only relevant bit to anything you said back to me. Everything you argued, doesn't argue anything I actually argued about and I don't want to repeat my exact same points to everything you wrote, because your arguments are wrong. For the fighting genre. Especially when all my points aren't argued against. Including the part where I used Samsara's second idea in my post (which came from that conversation).
feos wrote:
Why should it outright obsolete?
feos wrote:
There's been a disagreement among staff regarding labeling of save-anchored branches that don't involve unlockable modes.
Cause we argued about this for like 20 hours in staff. And you very much know my position, and if you don't then why did I keep repeating my points to you every time you interpret it wrong? Why did thankfully someone else in Staff actually know what the hell I was on about and agreeing with my comments and trying to also point out to you the exact same thing? And we told you even when you said that we should discuss how it should be dealt with, you ignored it. I'm using my exact same arguments but out here for complete clarity for something you aren't getting. Again. Understand what we, the side that's against this arbitrary branch is trying to tell you. Don't gloss over it. I'm not responding back if you don't get our point of concern, cause everything doesn't always work. And definitely doesn't work here for fighting games.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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The difference with how we're looking at it with the Fighting game genre is the new element being an unlocked character. I can refer to Guilty Gear X: Advance Edition where Ky is obsoleted by Zato as they're both characters available form the start for an instance of a character that wasn't unlocked. I can also refer to Digimon Rumble Arena where an unlocked character wasn't allowed, and instead a character that's available from the start would have been preferred instead. But we're in the new site era now where we have a new submission that's using an unlocked character in Mortal Kombat: Deadly Alliance which should outright obsolete the Kenshi run and be the preferred run. But isn't for some reason. A character name as a branch implies we would accept and publish every character. Which isn't good on the site side, as Judges and Publishers will have to deal with a "mess" of fighting game TASes. But I already experimented with that idea with 5 separate characters in Tekken 3 and they're ineligible to be accepted due to Yoshimitsu (and that puddle can get muddier, but let's avoid that puddle) and of course Guilty Gear X as I referred to earlier. In my opinion the character should obsolete the other regardless if they're an unlocked character or not and if they're an unlock then they should have the tag of well in this case `Second quest/Post game-completion`. We have tags, we should make the tags work at the very least, we still make new ones to this day. This allows it to be simplified, and any other run from an unlocked roster or a standard one can instead go to Playground whilst the actual fastest can obsolete one another. This also allows another type of branch for fighting games, where you have the fastest character, a playaround and then "all endings", at least for the fighting games that show off different endings. SRAM should obsolete, but only for Fighting Games, and the information has to be very clear about it in the Publication. It will also cause the least amount of headaches. tl;dr what I wrote. Is unlock character faster? > Yes Obsolete.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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My issue with this TAS is that it doesn't use the Newgrounds or the Armor Games or the Addicting Games or the Kongregate version. Out of the four, the official version is technically the Addicting Games version as "Primary Sponsorship". The version being used here is from Flashpoint which is indicated by that red bar at the bottom. I did find it leading to a 5th site, but that's an unofficial version. This cuts the Nickelodeon splash due to that red bar. But with that said what's provided is still Walgrey's work, there was adjustments made to it to improve on the run, specifically at the end. Mouse positions were also cleared out to clean it up a bit more as well. Requesting co-auth. Flashpoint version (-137 frames). Newgrounds version (-88 frames). Pushed up to libTAS v1.4.5 and ruffle 2022-12-02 just like the author's (syncs on 2024-01-01).
BlackWinnerYoshi wrote:
I also wonder if the death can be avoided by delaying the start of the game, or something
Nope, happens when you enter. Death's mandatory.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Due to lack of information provided by the author I'm going to ask a simple question. Compared to your previous submission's Whale Lagoon why does it have better 2nd and 3rd lap times compared to this movie? Previous submission has a 5.366 & 5.333 compared to this one's 5.583 & 5.366. Using your input I was able to drop Lap 2 & 3 to both be 5.316 laps^... but also I was able to drop your lap 1 to an 18.266 (compared to your 19.466) only adjusting the respawn and not the drive up. Obviously it's not polished either by any means but you need to take care of that input. I have a feeling that your input is done with a controller, which isn't a bad thing, but with what I checked you have not gone over your work. And I'll repeat what I said on Sonic R (adjusted obviously). Blazingmo6 please take your time in actually executing [...] the quick laps as these [are] issues in your runs that [can] be ironed out. ^It might be due to character difference, Shadow the Ultimate Lifeform and an unlockable character, but the time I have is .016 off of the single lap's fastest lap that's on speedrun.com.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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What about porting the open source version to linux and seeing if that works with libTAS? Make it easier on everyone. Similar to the examples above which use the project, but instead of Wii, well Linux. Also Full Tilt! Pinball has 3 tables to go through.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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RompeGD wrote:
Although this category is banned and my TASVideos submission will definitely be REJECTED.
At least you're aware that this is not an acceptable branch. However, it would be more suited to upload these to the userfiles at the very least. Something I forgot to mention in your previous submission. Same issues as the previous submission which I'll quickly reprise as two dot points: You are interested in learning and improving which is great, but I believe you're looking in the wrong direction. Please, take your time and create a full run, on a non-romhack version of the Bootleg, once you have that run done, try and improve on that to the point you believe you have something suitable.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Crap. Yeah. I'll patch it up. It was one of the things that I asked about at the start for what needs to be altered, but I forgot to call for it again at the very end if a non-necessary movement was needed. Edit: Correction has been made (encodes will be updated shortly™). There's also a movement correction which nets me a whole 0 frames :thumbs up: which was only an issue once at endgame besides all the other instances that I did that movement.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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The thing that's immediately throwing me off is that this is a ROMHack Improvement for a Bootleg Title so I don't know how to gauge this. Edit: It isn't the one that I'm referring to, instead another non-ips version that exists online, so I can't provide that link. But that version also a v1.4 addition to this other person's hack of the title. Also this TAS is using a Level Select Code which caused issues for the previous submission of this title.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Quick and dirty Light Spike. Quick and dirty encode (syncs on 2.9 w/ Angrylion): Link to video
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Joined: 10/12/2011
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nymx wrote:
I've cross-examined it with a speedrun. There is not much difference, but this TAS beat out the human effort.
In fairness to the RTA runs, it's literally just spamming a button and praying that you get it fast enough, or knowing the timing to know when to spam a single button. It's amazing how uninvolved this game actually is when you look at the input strings, since it's narrative focused and not much else. As a note, this does sample audio from The Simpsons, so probably an idea to give it the Pokemon treatment. The episode is part of several short stories called 22 Short Films About Springfield the segment is from Skinner & the Superintendent and is from Season 7.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Spikestuff
They/Them
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Joined: 10/12/2011
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Location: The land down under.
wafflewizard1
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Spikestuff
They/Them
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Joined: 10/12/2011
Posts: 6349
Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Spikestuff
They/Them
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Joined: 10/12/2011
Posts: 6349
Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Spikestuff
They/Them
Editor, Experienced Forum User, Published Author, Publisher, Expert player (2336)
Joined: 10/12/2011
Posts: 6349
Location: The land down under.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.