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Deliberately using the QuickNES core cause it's "faster" than accurate (NESHawk)?
So the purpose of using a core that is worse (which seriously needs the bucket kicked off the multicore by now) was just cause it loaded up a frame (well two, since restart) faster.
Well you want to know the good news, those crying out for "accuracy dammit!"?
The movie syncs with the more accurate core.
I'd argue for the sake of emulation to use the more accurate core at all times. This is one of those times.
Overall this is still a Yes in my books, short sweet.
Wished I had a translation on that YouTube video... and that I won't have to rely on Google Translate.
And actually hoped you used the better core instead of using something worse for gain.
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^ Also do it by 2's so 200%, 400%, 600% etc.
It's going to look 1:1 tho not 4:3.
So do another Resize Filter and Select "Compute height from ratio" and make the value that went down (y value) be 100% since the x needs to be changed in that bit.
Also for this bit use Lanczos3.
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The same button when you kill a pig and want to get on with it.
Also again, I did provide my input.
(Probably wasn't noticeable in the large of text I provided, but yeah.)
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PAL games after the release of Medievil require SBI files with the bin/cue combo.
For Syphon Filter check with the Core Octoshock is based on, mednafen and see if that works (since that's a game without an SBI requirement).
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I have to ask out of curiosity.
There's a few known before this TAS was submitted that wasn't used such as the Starman skip (which you're now well acquainted with) which requires stutter walking.
And when encountering Buzz Buzz compared to other movies of EarthBound there was a delay before approaching it.
I'm just curious on where these two land.
We're also having probably two EarthBound TASes being made which will probably be done before the new year but with new and old/unused methods (treading the line of glitch vs stutter).
Where does this stand in line for this TAS assuming hypothetically this gets blown out of the water by 10 minutes compared to a single minute this one produces?
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Ok, now unfortunately we're at the end of this submission.
~38 seconds improved from Start to Hogshead for a test file.
I've made a few mistakes which is evident in the mission by mission comparison with yours:
Link to video
There's one hidden issue and it's related to what the game does with controllers.
I put in the analog controller thinking I would need to use it. Best controller choice is D-pad.
Every time a mission is loaded the game checks and spends time figuring out what controller is inserted, d-pad is the quickest. (That's what I'm hypothesizing is the case)
When doing a simple convert (which worked) when placed for a longer period of time, the game will decide to desync.
Again. This is a well created first timer TAS but the issues are hard to overlook with just a quick pickup.
I have provided my input for you to go over if you'd like but I do heavily suggest go over this game again and take your time from scratch.
Move towards the enemy.
Walk in a better direction.
Don't always go full blast.
Don't go on the towers.
Angle your shots.
And
Poison chain multiple enemies. After all, it gives a sneaky victory and less effort.
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2 Things.
1) Hogs of War requires an SBI file alongside the bin/cue combo in order to get past the Piracy Check (PAL at least).
2) I've taken a look at the first level. Comparing to just our shots alone and not showing the AI's (which is pretty much the same for the most part).
I didn't do the animation skipping (what appears to be) as you did, since I didn't know about it, but it can be spliced in simply (hopefully, it is just can't do ASAP since the AI acts worse).
So my initial hypothesis of a low rerecord count for this hour long TAS came out unfortunately true.
This is a good ground work TAS but not an optimal one unfortunately.
Usermovie
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Edit: Oh, and on another note.
You may have wanted to clarified this point better. The half health glitch isn't region exclusive.
From your YouTube:
I'd argue that PAL is more beneficial in the use compared to NTSC.
Also this game is one of the cases of PAL was developed and published first before the look over and polish on the NTSC version.
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I'm sorry. I'm going to have to call you out on that as you actually did do it on a few sections in the first few menus.
And you don't have an explanation on character choice as it hasn't been addressed?
Which I'll assume the answer to is due to the event that your run for the Hogs are based on the Soviet Union.
The cancelling can be figured out further in that section and be addressed correctly when it either brings out the worst or better for it.
But if shaves frames here and there (away from duping) then that might be an important enough revision to treat this as your first attempt and to remake a new one.
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Light Spike: 50096107847681419 (2607 frames)
My one concern about this TAS is that low rerecord count alongside that hour of a 3D PS1 game.
Actually Question.
Why not just choose the first choice (Tommy's Trotters) and have a single letter default team name (or writing your alias or TAS) instead of that?
The latter question is asked since naming conventions usually make sense. "Wan Wan" doesn't make sense.
Edit: And on the topic of the menuing... That menuing is slightly sloppy which puts concerns at other bits of this TAS for me.
Here's a small clipet on just the naming your team. - Here's my input.And here's a streamable on the first menu.
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Yeah we know about it.The bot is poorly made.(Not to mention that the author deleted and reuploaded the video on YouTube and acted like this entire debacle never happened on YouTube. His last hurrah here was a post saying he reuploaded it and gave key points on what he liked in the video and has never returned to the forums since.)
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Let's see best example that's published shall we:
[2636] NES Super Mario Bros., 2, The Lost Levels & 3 by agwawaf in 08:49.78
The big two in this that goofed around in this are SMB and SMB3.
Could've easily just gone and defeated Bowser and GEG the game but nope, 8 minutes of faffing about.
------------------------------------------------------------------------------------------------------------------------
Edit: From looking (not playing, this is important), the field loop hits at the end of round 5 and cycles through in this order.
1,2,1,3,2,1,3,2,1,3,2,1,3,2,1,3,2 -- and so forth.
This TAS ends at 4, a stage too early according to stage layouts. This is from looking.
From playing, you will have to figure out if you can copy and paste your inputs over to each stage loop and see if you need to modify it based on the difficulty presented by the game.
Once the input is straight up copied then trim back before the input being consistent and that should be where it ends. Which in this case is 17.
(This is how you find the loop in NES Pac-Man btw, as a fun bonus fact.)
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Out of curiosity would you submit your 4 player version or consider improving on it?
The TAS is well done and executed, probably something can be found in tight improvements (cause Mario) but this is really well rounded and a great introduction for libTAS.
Yes Vote.
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Quote stealing Memory.
(There are two terms for it Light/Heavy. Light just fixes the start/ending input to where it fixes the input and trims of the input where appropriate. Heavy dives into the input further shaving where it can.)
---
Anyways...
I suggest doing the death if it improves, you don't have to resubmit, you can use the User Movies upload there and relink it back here for a replacement to the submission.
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There's 8521 frames of blank input at the end.
Input has been Lightly Spiked: 49863198309245701
Question. Header Reveals you're using a GIT version of Hawk.
emuVersion GIT HEAD#77bba444f
You made sure your move syncs back fine on latest version correct?
As for the branch, unless Death is significant in going faster there shouldn't be a branch.
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I've converted Randil's FCEU input to NESHawk. And you can download it here.
Input has remained intact. Truncated the ending input (for cleaning sake).
My revision is 52frames behind him mainly cause I'm using the wrong Pac logic.
Encode of this version:
Link to video
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Yeah, 2014 YouTube decided to go "NO THIS IS 360P!" on the reencode.
Nitpicks on your encode: Filtering, Pillar-boxed Encode, Lack of an encoder logo, Lack of information on screen about the run.
Some of us would treat this as a temp encode.
Current Methods of these days on pcsx-rr, attempt to resync it for better audio-- which one third has been done for this game.
And bonus, a question. What did you use to dump?
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