Posts for jlun2

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Cyber_Kun wrote:
*Edit. Point of the post for people that don't get the joke. Useless posts that just complain that one person does not agree can be copy/pasted to the same person that said that.*
Well, I'm not laughing. In fact, I'm getting a headache trying to figure out why anyone would want to obsolete an any% run with a playaround. I mean, don't we have the vault tier for pure speed oriented runs or was that once again changed?
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I'm not sure what happened, but it seems someone deleted a bunch of address sets. Is there a way to check which of them were deleted? :o
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Spikestuff wrote:
Zeupar wrote:
Spikestuff wrote:
Spikestuff wrote:
The screenshot must have the main character (unless fps)
Are you completely sure?
....and RPG. Also dat signature Zeupar.
[1444] NES Mega Man 4 by GlitchMan in 34:00.02 Personally, I like pics that can either summarize the run, or does something that looks normal, but to those that played the game would know something's not right.
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http://tasvideos.org/userfiles/info/11914656422298611 I wasn't able to save a frame at the school area. :/ I also had to change the way I move at the hallway because I found out it affects the way the game lags in the dining room and the hall to the bathroom. Even though it looks different, it took the same amount of frames. :P Oh, and pausing/opening DSTS right before the cutscene crashes the game.
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CoolKirby wrote:
The Puni glitch didn't seem to be fixed for me, at least in Direct3D mode (the new OpenGL won't work on my computer). Try this save right after the Chapter 2 Bowser intermission (where all the Punies are seeing Mario off outside the Great Tree) and see if it's fixed for you.
Uh...loading that save file seems to crash Dolphin as soon as the mario heads appear. Oddly enough, making a new savefile and starting a new game doesn't. :o Mind making a savefile in the tree? Edit: https://code.google.com/p/dolphin-emu/issues/detail?id=6525&start=100
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Nach wrote:
I thought this point was obvious. Have you watched the two side by side? Having both would be rather redundant.
And we didn't have that arguement for pokemon Yellow's pi day? How does that work??
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Nach wrote:
feos wrote:
Accepting as "Executes arbitrary code" category.
You're not considering whether it should obsolete [2380] SNES Super Mario World "game end glitch" by Masterjun in 01:39.74 which has the same beginning up to the payload, and is using the same glitches?
Why??
Post subject: Re: Demo tier
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For botted runs, to what extent? I hope this doesn't become a dumping ground for a bunch of easily botted minigames like these. Also, for "Technical achievement with uncertain entertainment value" I know of these: #3525: jlun2's Windows Syobon Action "Random Mode" in 00:08.28 #3080: ais523's DOS NetHack "fastest death" in 00:01.15 #3074: Nitrodon's GBA Fire Emblem "best TAS ever" in 00:31.62 But once again, what extent would be worth publishing? I disagree with publishing minimal presses as a demo. It was only entertaining since the encode included the DDR-like interface. If it were to be viewed on the emulator, I'd say this is more entertaining than a TAS which gameplay looks less than spectacular. Finally, I rather have this published than the NES Test Tas.
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I wasn't referring to loading times in regards with accuracy. I was referring to emulation for games in general. For example, Spider man 2, Spongebob, and most likely a lot more games run much better in 4.0+ than 3.5.
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SoulCal wrote:
Anyway...any objections to me using 3.5? Any good TASing revisions of that? I just want to keep my 9900ptas drop b/c of how rare it is.
Uh...I don't think using an older revision is a good idea since it's less accurate. Does an "improvement" like that even count as an improvement if it can't be done on a later revision of the emulator? :o
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xnamkcor wrote:
If "Getting Bombs" is defined, in the Zelda series, as being able to get them as random drops. It could be said that you always "have" bombs and they are about the same as Rupees, and can have Zero Count without it meaning you missed an item. Also, since it's stored in the save file, would entering each map tile be a requirement for "100%"? Getting the one Ring instead of both follows the precedent set by Ocarina, where the TASer got the Gold Gauntlets before the Silver Gauntlets.
Well, I never played this game, but are the map tiles recorded onto a map like the handheld Castlevania games? If not, then I think it would be pointless. :P
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Nicos wrote:
let's just close the subject and publish this as a showcase publication a la gradius 3.. also for the encode, i propose that we simply use the AGDQ stream... it would serve as good publicity stun and "kinda separate " the run from the rest of the submitions...
I think that stream should only be listed in the movie description, not used as an actual encode.
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Spikestuff wrote:
OH GOOD HELL RETURNS. Where is the nearest cliff?
Oh don't worry. As long as they don't look like this: It's all good.
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Malleoz wrote:
Nope. You have to complete the Thwomp quiz in order to trigger Chapter 7. Otherwise you have to do the chase.
Uh....... Flurrie glitch into the elevator/other rooms?
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Malleoz wrote:
Because you can levitate over the elevator doors and go straight up with levitation. You can't actually use the elevators without the card key and you have to go a floor higher.
Oh. Can this at least be used to skip the White bobomb goose-chase?
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Malleoz wrote:
When entering Chapter 7 from the teleporter room, the elevators get screwed up and you can't use them, and also the keys to use them aren't accessible there I think. Also, tyvm ti-will for finding that! So TTYD can go Koopless. I'm also glad there is finally a use for the superslide.
It was mentioned by Almo while he streamed the TAS that the crystal star would've been possible to get early using the levitation cheat. I wonder how does that work?
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ti-will_154 wrote:
Because the chests are already loaded, you can directly interact with them. No need to re-enter the room. EDIT: In the same mood... http://www.youtube.com/watch?v=SIZDPwTJ1JQ
:o Hey, is it possible to go to that teleport room using this glitch to get Crystal Star early?
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Experienced Forum User, Published Author, Skilled player (1709)
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:o I'm wondering if this can be applied elsewhere, like in Glitzville or Bobery's house. Edit: CoolKirby, Angerfist posted this:
AngerFist wrote:
This deserves to be highlighted: https://code.google.com/p/dolphin-emu/source/detail?r=ed67d1ae2f9693ed42867a2e79b7cae4427574e3 As the commit says, it fixes heat effect glitch. Abahbob helped delroth, kudos to him. This commit supposedly fixes some glitch in paper mario aswell.
Since I don't have a savefile for the game atm, mind checking does that fix refer to the puni glitch?
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AngerFist wrote:
This deserves to be highlighted: https://code.google.com/p/dolphin-emu/source/detail?r=ed67d1ae2f9693ed42867a2e79b7cae4427574e3 As the commit says, it fixes heat effect glitch. Abahbob helped delroth, kudos to him. This commit supposedly fixes some glitch in paper mario aswell.
Is it the puni graphical glitch where the punis are shown as MissingNo.'s?
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[2352] NES Sweet Home by K in 40:05.09 I'm not sure why this isn't listed, but the run is incredible. For a game where the encounters are unavoidable, the run manages to utilize every single battle into the TAS. In fact, I was surprised there were no power leveling sections at all.
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I have no words to describe this properly, so I'm just going to let that announcer from SSBM say his line:
Wow! Incredible!
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SoulCal wrote:
I'm attempting to begin a new TAS. I'm considering creating this new TAS with 3.0 like my other one, because I can sync it up until the 9900ptas drop and then everything from then on will be new. Would anyone object to me still using Dolphin 3.0 instead of 4.0? I just don't see myself getting another 9900ptas drop, unless we can access the RNG info in the game. If there are any preferred builds of 3.0 to TAS with (with better TAS tools or A/V sync, etc), I will use those. Dolphin 4.0 also seems to have faster load times, and I'm already 6 seconds ahead of my previous TAS before the first enemy just from loading differences. I've thought of the ideal route to use, but the odds of this occurring are very small. 1st Area - Get 2 hand grenades just like previous TAS. (2 Hand Grenades) Village - Get 9900ptas drop. Throw HG at spawning group 1, and get 1 grenade drop, while manipulating other enemies to drop more grenades or gold in that group. Using the HG just obtained, throw grenade behind house and get 1 HG and some gold. After villagers leave, grab additional item drops from group 1 and exit. Continue until bookcase in cabin and throw grenade. End of chapter. Hopefully will have 2 HGs. Cliffs - In the TNT area, have enemies blow themselves up and collect a HG and gold. Finish Chapter as normal. Maybe have 3HGs. Ch.1-3 - This is where things could be interesting. There are 3 treasures in the merchant cave worth 13,000 but if I can get 30,000ptas before here, I can avoid switching to the handgun to collect them and remove two pauses, as well as merchant menu to sell those items (just go straight to buying a rocket launcher). I would also have the faster moving speed in the church and swamp areas from holding a grenade.
I suggest using Dolphin 4.0 since I assume GCN emulation would be far more stable between revisions there, so forward compatibility wouldn't be too much of an issue there unlike 3.5.
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Well...
RachelB wrote:
(posting in English because i'm tired and don't feel like thinking right now) We can't merge natt's a/v sync hack because there are a few problems with it, and it's not very clean code. Someone is planning to rewrite the video dumping feature from scratch, but it's going to take a while. In the mean time, we unfortunately, just have to keep doing what we have been.
and since one of the devs did ask what improvements could be implemented, is it possible for this to get fixed?