Posts for Zurreco

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Very nice movie. I would have rather seen the any%, but this was good as is. Even though I had played this game countless times before, I never knew some of these things existed. Also, thanks for giving me a way to pass 2 hours of work very quickly :D Yes vote
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I doubt that extending the bounds of the analog will do anything additional. Most games that have a varying movement speed based on analog tilt meet terminal velocity a bit before the stick hits the original bounds. Not to say that something won't come up, but it is pretty improbable.
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Just chill out for a bit. There are movies that have more votes and have been in the submission queue longer that haven't been decided on. There is no rush to get this published.
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Rank is %, and 100p S ranks would make for an interesting 100% run.
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There is a gamepad built in to the N64 controller, you know. left/right with the analog would, theoretically, cancel itself out at (0,0)
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OK, cool, thanks. Wouldn't that make the movie files for future N64 movies huge, compared to their old school counterparts? Rather than simply containing the input hex buttons, it would instead contain a coordinate for the analog on every frame? Hmm... I wonder what would happen when we see what happens if we do left/right with analog, or what the new 'bobbling' might look like.
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The Chain Rod will never match the speed of well timed and controlled dash jumping. If the CR should be used, it should be used from afar, should be retracted while in use, and should be ended as soon as possible. While the CR doesn't completely kill your velocity, it doesn't exactly help a whole lot. So is anyone going to do an any% rankless for this?
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Maybe the boss has a check where it can begin to take damage again if it is physically hitting Simon. However, Simon has an invulnerability phase that can't be undone, so you essentially become the weapon. Therefore, the whip, which is nonlethal to an enemy for a certain amount of frames (say, the amount it takes for a full swing i guess), is tricked into hitting every few frames, as long as the check for the boss clears.
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To follow Bag's example: I don't know, but I am going to assume that Simon has the ability to go Super Saiyan, which obliterates anything on screen. However, this only works if you can get a strong enemy to overlap the pixel that covers up his bald spot, which only happens with this boss. Or, as a serious guess, it probably has to do with an infinite damage loop caused by placing the whip's anchor (Simon) in the boss' vulnerable zone.
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Foxtar's skill is useless. It will never be worth it. The elevator can not be skipped. Not even double jumping with the Recoil launch can do it. Therefore, you will have to fight the enemies. The area runs as long as the enemies are there, so it is best to kill everything on the outer platforms as quickly as possible. I personally don't know the fastest way to fight the miniboss, though. I usually use a fully charged recoil to knock it over, and then I use the 1000 blades move from Deathtanz to slowly but surely destroy the thing.
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Oh yeah, it was useless... Well, keep in mind that I only play this game on cart, so I know nothing of complex combos or maneuvers. It just seems logical that the V-shot is better than the normal buster. You know, 2 shots with more possibilities. Either way, I am definitely looking forward to seeing some WIPs. I assume that, aside from working out Recoil Rod physics, the hardest things will be the boss fights (namely manipulation and the Babies).
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Skip the switches in Chilldre's level. The ranks are averages, so a 100 in the first few levels will make a nice buffer. Also, the buttons only add, what? 4pts each? You can stand to miss out on those points. Plus, Chilldre's EX skill is useless, and you will never need it. It really only helps with the shielded flame spouts, but a jump slash around them also works. Doing Hellbat first is iffy. You don't have many chances to hit him, and so the ice addition would be nice. I'm fairly sure that his level could also be sped up with the burst shot in some areas. Also, a sabre combo on Blazin is just as effective as the Thunder attacks on him. If you hit him with Thunder, he tends to begin a new attack, which makes him move way too much. The V-shot is Biblio's move. My mistake. You can use it in Foxtar's stage, and it speeds a lot of things up there (you can clear the first rooms quickly and maybe charge the lights, one medium charge will be enough to push a generator, it helps clear the bombs easily, etc). I don't think I even know what Foxtar's EX is...
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For the Recoil Rod, you can use it to launch off of things. I don't know if it works against walls in mid-air but doing a dash launch (dashing, and firing a charged RR at the ground) leads to a few decent jumps. I think you can skip a few lame parts of Chilldre's level that way. Also, you can bypass some wall jumping or ladder climbing by launching upwards first. I spoke to mikwuyma about EXskills earlier. The ones a I listed should be plenty, but the only ones that are seemingly necessary as time savers are the burst shot, the downward stab, and the spread shot. The burst shot can save a fraction of a second in Mantisk's level, not to mention it has a bit more stopping power than the normal charge shot. The downward stab is a definitive strike against enemies below you, since the sabre can only strike below you for so many frames. In Elves 2 (I don't know the actual level name), you will need it to keep from going too slow. The spread shot can speed up the rotating generators in Foxtar's level, and the general idea of doubling your fire power and attack range can't hurt. What is your attack pattern? I was thinking it would be Blazin Flizzard -> Chilldre Inharraba -> Hellbat Schilt -> Deathtanz Mantisk -> (Anubis, Blizzack, Hanumachine, Copy-X) -> Volteel Biblio -> Cubit Foxtar -> Glacer le Cactank -> Tretista Kelverian -> Omega. That ensures burst before deathtanz, v-shot before cubit, and double jump for the rest of the levels after that.
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Herro herro
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Well, I was wondering: Since the GBA has better graphics, has a good color palette, has a better processor, etc etc. when compared to the GBx games, why don't we just record all of our GBx games using the GBA set up in VBA? Personally, I don't see why the GBx and GBA games are separated. As long as they don't require external conversions (read: Super Game Boy), shouldn't we treat them as equals?
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Walker: those are GB games, not GBA.
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Mario and Luigi Superstar Saga Castlevania: Harmony of Dissonance Fire Emblem Fire Emblem: The Sacred Stones the Tony Hawk games Boktai Metroid Fusion *insert glares here* Megaman and Bass Metal Slug Advance the Astro Boy game Wario Ware (heh) the GBA version of Zelda 3 That's a decent start.
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For EX Skills, you will really only want Foxtar Cubit's spread shot, Blazin Flizzard's burst shot, Hellbat Schilt's dive slash, and whoever it is that gives you the uppercut slash. The reasons are: -the split shot cleans out levels pretty quickly, and it doesn't seem to weaken the shots -the burst shot packs more of a punch than the normal buster shot, and it can access the shortcut in Mantisk's stage early on. -the dive slash is just as strong as the jump slash... i think, and it therefore opens up a few new directions for your sword to move in. also, the shockwaves it makes with the thunder chip can help speed up blazin' flizzard. -the uppercut is a quick way to kill ceiling monsters. Also, it can probably speed up Chilldre's fight, especially when teamed up with the burst shot. I think the hardest part of this game will be both avoiding disks and abusing the Recoil Rod to shoot around all over the place. Maybe you should locate the auto-charge head chip, as it really gives your keyboard a break. That or the quick charge chip. Also, I doubt it would be good to get the ultimate foot chip, but I think it would be pretty cool if you decided to fight Phantom for it. Maybe an additional 2 minutes to the over all movie? and MMZ2 is a lot harder than MMZ3.
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Glee. If you can get the memory shared, I will buy you a cake. And no, I am not kidding. In other good news, my computer decided to wake up again. I will have to check out my mother board's settings to see if it has been overheating lately. If that isn't the case, then my problem should be that my power supply is too weak, which can be remedied with a quick trip to Fry's. Either way, things are comin' up Aria!
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FODA wrote:
I think its like a mouse position. There's position x=0 and y=0 (which would be neutral). If you put the analog stick on x=50 and y=-50 you're moving down-right. The only difference is that the boundaries aren't in a rectangle shape, its a circle (i suppose).
That would be Cartesian Coordinates. Can anyone verify this, though?
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That is so out of left field... "TSA, I love the quality of those pictures. It reminds me of IRON CHEF BOBBY FLAY's AMAZING BBQ SKILLS!" Concordently, H.264 isn't exclusive to Bisqwit's site. He just happens to be a proprieter of that codec. Regardless, I don't mean to come off as brash, AngerFist. To get back on topic: which emulator would hypothetically be the first to harness rerecording features? As it stands, I have only tinkered with Project64, but I can't seem to input any analog control. Furthermore, how would the analog input data be recorded into the input files? Is it based on a cartesian coordinate system, or is it more of a polar coordinate system?
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AngerFist wrote:
MY GOD!! now that some H264 quality shit!! Wish Radix did that, thank god for Bisqwit. Yo Bisqwit, thank you, you, god bless, god speed Bissy!
What are you talking about?
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At some point, though, the histories will read: version N: playerA finds a lot of new tricks and glitches to shave off minutes of time compared to version N-1 version N+1: playerB takes said tricks and shaves off a few seconds by controlling situations better In turn, a lot of people will read that as "playerB played the game better than playerA, although they didnt really contribute a whole lot". A history of the hosted movies would be fine, but defining how and why they were obsoleted is a bad idea. Using Bisqwit's example, simply listing movies with their past times and authors is ok. Anything more is asking for trouble.
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If it does, why not just .rar the SRAM and send it off as that?
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TNSe: will said movie states actually contain enough information to allow for hard modes to be accepted? I thought that, in order to activate hard modes, your SRAM had to have a specific line check that you have at least one game cleared. If you load a movie state AFTER the reset, it theoretically won't contain anything that will adjust the SRAM, since it is essentially like turning on a clean ROM. I don't have the best handle of how everything works, but it sounds like this would be the case. To me, anyway.
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