Posts for Spikestuff

Spikestuff
They/Them
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Joined: 10/12/2011
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to anyone doing this as a tas or a speedrun (RTA) take the advice. Use PAL version as when your at language screen hit TRIANGLE also this is also an advantage due to cut-scenes being speedup due to this "Glitch". Also between PAL and NTSC the very start NTSC has 2 loading screens PAL has 1 and that during the very entry of the Adventure mode you are in a disadvantage state due to uka uka/aku aku as they will talk to you for ever compared to PAL. Also the runner of the RTA was running on PAL (which is quite obvious so I won't get into any detail about that)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
That looks nasty. I assume you played this in PSXjin 2.0.2? It looks like an extreme case of Z-depth inaccuracy... A Z-depth inaccuracy means that the emulator fails to get the correct Z-value (how far away into the game world an object) of the graphics so it doesn't know what order to draw them. Which means objects will disappear or have stuff further into the game world drawn on top of them. Did you try to enable various graphical fixes (or combinations of them) in the Graphics Configuration? Does that improve anything or make stuff worse? Also try to enable the Error Console in the Options Configuration and see if you get any interesting errors.
Psxjin 2.0.2 was used but im still experiencing graphic glitches :( the exact same one.... I'll have a look at the Perfect configuration on the fourms Edit: I might go to pcsx-rr if i have to Edit 2: with my friend shadowdevil he showed me his settings yet it still wont work correctly
WebNations/Sabih wrote:
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Spikestuff
They/Them
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antd wrote:
coming through
well that's true cause she was invisible until i took the long turn then she goes visible for a bit... and when i hit her
WebNations/Sabih wrote:
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Spikestuff
They/Them
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AGH! had an emulator failure when i was playing so I did a little show off (using keyboard not remote like I always do) of the graphic problems the Playstation emulator is PSXjin Link to video Don't bother writing down Nice or Fast cause it does the exact same thing (compared to my other emulators to play this game (not sure on psx-rr)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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IM VOTING YES AS THIS PROVES ITS POSSIBLE TO DO ANYTHING I SHALL NOW GO AND DIVIDE SOMETHING WITH 0 *comes back* Not to alarm you or anything but........ ITS THE END OF THE WORLD *facepalm*
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
What could be even more interesting is using the weakest character in the hardest AI setting and still beat the AI without problems.
That would be for arcade mode as Polar or Pura as they are Begginer Controls and they convert to the same stats on arcade mode so there's a good one to do for anyone (Pura and Polar are evenly match and there is no other weak character) Arcade Mode > Cup > Hard > Polar/Pura > Cup 1> Cup 2> Cup 3> Cup 4 Planning to do a TAS on Adventure Dingodile and Tiny are both Advanced and have the exact stats to each other people choose Dingodile more as they say Tiny is more annoying
WebNations/Sabih wrote:
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Spikestuff
They/Them
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hegyak wrote:
CoolKirby, that is a low % run (I think). It only does each race once and gets to the boss races.
sadly it is a Low% run as dingodile I know as i usually RTA as Crash and sit down for one hour for sda im working on a 101% and possibly also for Tasvideos too
WebNations/Sabih wrote:
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Spikestuff
They/Them
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....This game is like my second language not only playing with HARD setting characters (no such thing as difficulty in areas) but also a beg. and a medium (normal) mode for both any% and 100% mode run dont forget about arcade mode.... The speedrun on SDA I could've beat also RTA as Crash ALSO PAL and I'm only 5 mins off his Dingodile run which is a different mode altogether. as soon as I can figure out how to get the psx emulator working properly I will be doing a tas under Normal mode adventure as Crash bandicoot
WebNations/Sabih wrote:
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Spikestuff
They/Them
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link_7777 wrote:
It's a little difficult to tell, but just based on the video something didn't seem right with water levels 2, 13, and 17. A few places going around corners and changing directions didn't seem optimal. Like hugging a wall or swinging wide around a corner. I was wondering if the idea of the Jumping off Ledges common trick applies. Meaning cutting the corner as close as possible at full speed. In levels 6, and 11 it looked like you had to wait for a log to move, and the waiting was done hugging the log. I wondered if you'd be faster getting a run at it and timing it so you get there at full speed just as the log moves out of the way.
I did all water levels at full speed since I have speedrun it before at full speed non tas (didnt upload that to youtube though :/ i have another video instead). Did alot of save states there. nothing helped.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
I can assist with moral support and feedback along the way if you want to try again.
please do. I'm probably going to do a walkathon next as i am quite blank on how to improve this (- missing tons of stuff for no reason but to dodge them)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Samsara wrote:
2. You just admitted yourself that it's boring.
I didnt admit that it was boring a few of us (Youtubers not anyone on Tasvideos) watched this run in a call they liked it and they didnt get bored at all.
WebNations/Sabih wrote:
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Spikestuff
They/Them
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xAzz wrote:
Not only does it look sloppy, but it's quite boring as well.
Please go troll somewhere else Crash Bandicoot on GBA is hard to make interesting unless it's on Playstation then it's possible to make it interesting
WebNations/Sabih wrote:
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Spikestuff
They/Them
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mklip2001 wrote:
There are too many air stages though... * In stage 3, you have to pause to get through a 2x2 pile of blocks, because you're up against them before you jump and spin. Why not just bounce off the TNT block to their left and spin during that bounce? * In stage 17, it looks like you take too much time moving far away from obstacles instead of approaching enemies more closely. * In stage 18, you wait a long while before you start firing at the first midboss. It seems you should be able to fire much sooner, take a whole bunch of damage, and then heal at the first health block afterward. * In stage 20, you slide past one piston, but your slide ends too early so that you have to spend a lot of time crawling. It seems faster to walk under the piston and start your slide later. * There's also the issue with missed shots in the air stages that Warepire mentioned.
Yeah I agree with the amount of air stages making them ententaining is hard Stage 3: Taken to account Stage 17: I think i know what you mean Stage 18: I start shooting when I was dodging obviously shooting the good damn planes wouldve been faster Stage 20: Couldnt find at what point but I think I know where you mean where I got damage abuse late Missing air shots at the non blimps health were deliberate I just was trying to tune with the song. Take note: I did Dingodile a hell loads faster than before
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
I will refrain from voting until that bodyslam question is answered.
The body slam like that actually speeds up time as the sprites movement is shorten if i went down further I wouldve lost more time
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Side note: This is the fastest I can go for this game if your recomending me hitting Huge Adventure I will decline as XS is known to be faster (even with the language selection)
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Spikestuff
They/Them
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Not voting till I see an encode as all psxtas emulators dont work for me -_-
WebNations/Sabih wrote:
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Spikestuff
They/Them
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jlun2 wrote:
Actually, they do allow that. For encoders, which you aren't. =p
well poop, ill be on my way to get there. (+100 to not paying attention) (+10 to sleep deprived)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Dada wrote:
I'll make a Youtube encode for this when the final input file becomes available.
I already am encoding this tool-assisted speedrun. I was told to wait for the new version (which tasvideos should allow in edit and updated encode but obviously they haven't done that).
WebNations/Sabih wrote:
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Spikestuff
They/Them
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rchokler wrote:
I just finished making final adjustments to my TAS, but don't know how I can attach it so that a moderator would be able to replace the file. Could I get some help? I really don't want to cancel another submission. Anyways, the new version is 104737, which is 321 frames (5.3 seconds) faster.
Cancel this as you have obsoleted your own run and it makes it easier for the encoders cause I am still planning to encode this when you post the updated version
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Spikestuff
They/Them
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rchokler wrote:
To Spikestuff. I will try to update this submission to make some improvements suggested to me by Nitrodon. You may want to hold off on the encoding until that update.
Dont know why you didn't use edit..... but anyway I will hold off I might upload this one as a WIP submition
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Spikestuff
They/Them
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and I had the encode ready =P oh well Ill encode it again XD
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Spikestuff
They/Them
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I see that this was a Tas edit run. How long did that take. btw ill encode this run
WebNations/Sabih wrote:
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Spikestuff
They/Them
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jlun2 wrote:
You beat a TAS record without Frame Advance? You seem good at this game. Do you have this game for real? Maybe you could try recording it, and submitting to SDA (Assuming you have a Gameboy player, as I don't think SDA accepts emulator runs). ;)
Dont forget with only slide. Yes I do own a legit copy of this game I think my speedrun time was 44minutes so I'm thinking of revisiting that as a nontas run. Yes I know who sda is a speedrunner bet my time of 1hr20minutes on Crash Tram Racing With Crash Bandicoot throughout the adventure (the record has dingodile). Once I get use to frame advance especially with ngin and the blimps I will being a new Tas but for now I'll Be doing some RTA's on Crash XS and cause I'm clocking near 7mins Tetris Party deluxe on Wii
WebNations/Sabih wrote:
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Spikestuff
They/Them
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jlun2 wrote:
The run doesn't seem like it is frame precise. =/ Speaking of which, did you use Frame Advance for the entire run, or for only parts of the run?
I tried a all out non frame advance..... Just writing that makes me feel silly =/ anyway run is canceled and I will be fixing it after school exams (im in Australia and we have exams now -_-)
WebNations/Sabih wrote:
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Spikestuff
They/Them
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Warepire wrote:
You missed a spin attack on a shark in the first scuba level costing you a mask (for a TAS this is really sloppy), for all scuba levels you seem to have problems staying in an optimal direction, you often take corners way too loosely.
I used damage to go through and pass another obstical also in the way
"Warepire wrote:
In the first blimp level you miss shots. In a TAS you do not want to miss shots unless you are going to write something funny in downtime, manipulate luck or use it to increase your speed in any other way. (I.e.: Missed shots need a purpose). Since it's practically an auto-scroller a tip for entertainment is to go for 100% kills and all boxes.
Yes I do agree I could've used frame step at certain points in blimp level I just waited so I screwed around in there cause of how long it is to get to another blimp.
"Warepire wrote:
In level 16 you missed a body slam.... Later you waited unnecessarily long at a boxwall (double highjump lets you jump 4 boxes).
I see what you mean where i abused aku in the wrong spot. the other 2 levels you wrote about I cannot find but seeing what you wrote Ill try and fix and do better by also including frame steps
WebNations/Sabih wrote:
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