Posts for jlun2

Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
goofydylan8 wrote:
I am glad you finally have realized the errors of your ways. Quality or entertainment doesn't matter. All that matters is strict adherence to the rules. TASVideos has been about having fun with a hobby for a bit too long. It is time to get serious here.
Exactly! Here at TASVideos we aim to see how far the staff can be pushed. Instead of walking on the paths they've created for us, we create our own paths, our own legs and so on. And we're not listening to people who say "you can't do that!". inb4ban
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
kaizoman666 wrote:
I must say, this is quite an amazing run. The way you shelled those clips and blocked those duplications was pretty impressive. However, I notice you are not using the recommended ZSNES 1.51; perhaps you should redo this run on that emulator and resubmit.
No. That emulator is not official. Use Dolphin to TAS the VC version of this, which is the OFFICIAL emulator by Nintendo.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
adelikat wrote:
In regards to optimization, I find it a bit of a conceptual mind fuck the idea of optimizing an infinitely long TAS lol However, I did attempt to do so, but it is far from trivial. Anything requiring subpixel precision such as the acceleration tricks at the beginning of levels or the flagpole glitch were impossible to successfully sync on every loop. And for enemies, you can't just avoid them. You have to avoid the entire spectrum of possible locations an enemy could be (even in this game that has no RNG, there is variations in enemy patterns). I'm not saying that this is an "optimal" looping pattern but I am saying that an optimal one would look quite different than from a normal TAS.
Manually TAS the loop until eventually, the subpixels start to repeat themselve I guess? Idk. For the enemies, uh....same thing?
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
What does 1.43 exits mean? Does it crash Snes9x 1.43 v17? Is it even a real goal?
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Even at 6400% speed, which was the fastest fceux could theoretically meet and definitely faster than my computer could attempt to reach it would still take a little over 30 seconds which already is a bit too long.
30 seconds? Are you high? That's insane! I get bored in a span of 10 seconds!
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
RGamma wrote:
Voting "No" for the above reason and because I am not going to be the one who encodes this.
adelikat is streaming it atm here.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Spikestuff wrote:
Spikestuff wrote:
hegyak wrote:
It's April 1st in Russia.
It's been April 1st in Australia for about 10 hrs and 36mins... 24 minutes remain after just writing that it's now 23mins till april 1st for the server
The mistake has something to do with the input file relating to time. ;) Oh well, here's an encode of the first day: Day 1 I'm not supposed to put multiple encodes on the submission page according to the guidelines, so here's the links to the other days: Day 2 Day 3 Day 4
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
No vote as the main loop is sub-optimal. And yes, I watched it loop from world 1 to world 3 and back.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
MUGG wrote:
In 2011 I "liked" and "favorited a lot of MLP videos and I noticed my subscribers would unsubscribe and tell me they don't want to put up with "my MLP crap on their page every morning". So I changed my behavior since.
I haven't watched the episode yet, but you can just make another channel for this stuff. I have 2 channels; one for my WIPs and another for whatever may be completed. Or if you want, you can also troll your subscribers like how I keep getting PM's to show a complete playthrough of Monster House, which I eventually did - with 80% of the run showing an empty room.
Post subject: Re: Force DMG Mode
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Nach wrote:
jlun2 wrote:
Should I have it on or off when TASing?
For vanilla DMG games have it on. For SGB, CGB, AGB, have it off.
But since the GBC run was done in VBA 24, and it mostly syncs in DMG mode, then does that mean future gbc runs done in VBA 24 would/should not be accepted for the site?
Post subject: Force DMG Mode
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
What does this do? I'm asking this because my telefang tas seems to sync up with this option, but makes the game monochrome like a gameboy game. Should I have it on or off when TASing?
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
ventuz wrote:
Files needed to be in main directory (drop one of them then I'll get error): BizHawk.Util.dll BizHawk.Emulation.dll LuaInterface.dll EMU7800.dll Newtonsoft.Json.dll Lua51.dll SlimDX.dll the rest in DLL folder not needed
This is also needed in the latest BizHawk version - 1.4.1 in case anyone has the same problem.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Spikestuff wrote:
jlun2 wrote:
Make it case by case. Like for example, it looks really impressive in runs like these where the input ends way before it's supposed to.
Even this tas and my own one ended early because no input was needed to skip "Ripto Defeated" or the score screen. Maybe a list of early endings is something to look into. And we cannot forget, tas runs start from frame 0.
I've just noticed that all the runs listed so far the end input early are moon tier or better. That kinda agrees with what I said about doing so to "look impressive".
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
jlun2 wrote:
I wonder if this means stage 2 can be improved by lag reduction.
The answer is: I don't know. I managed to save 3 frames through better positioning during the fall, but then I lag more at the circular torrent thing. This may take a while.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Torn338 wrote:
Unfortunately, from saying that.. I would say this movie technically fails to even beat the game as it does not show the credits at all. Play around tases are exceptions of course, but this isn't one. Hard decision from a judge pov but this would be my case if I was one. :/
Funny thing you mentioned that. In the Spongebob Movie run, I totally skipped the credits or else the game would be stuck at the password screen. In the glitched SMW run, there isn't even a credit roll. And in the blob and his boy run, the boy actually runs past the credits somewhere in the middle of the run, yet the game hasn't end yet. So in regards to games with credits, it's not exactly a reliable way to determine when to end input.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Invariel wrote:
MESHUGGAH, does your definition include not requiring any more input? Would a Star Fox TAS that instead fights the giant jackpot machine and defeats it count as "a state which should only occur when the game is beaten"? I ask because I am genuinely interested, and the current Pokemon Yellow jump-to-credits debate has me wondering about such things.
Make it case by case. Like for example, it looks really impressive in runs like these where the input ends way before it's supposed to. But for this run, however, it just looks really bad.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Odongdong wrote:
Hi, I was testing a game called 'ROM CHECK FAIL'(download it from here). I succeeded to boot it, load savestates, and make a movie. But when I tried to playback the movie, it turned out that hourglass didn't capture the randomness of the game, thus resulting in desync. Is this fix-able on current version?
Same for Ao Oni. The passwords change every time you run it.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Warp wrote:
If completing the game is removed as a requirement, then a speedrun of half of the first level of a game could be just as acceptable as a full playthrough. Which would make the whole concept of speedrunning pretty much meaningless.
However, what I can say is that the game executes a code specifically made for THE END.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Sanky wrote:
While this run is impressive, personally, I think that if the game isn't left in a regular post-credits state after the movie, it doesn't count as beating the game. In Pokémon specifically, I would expect the game to create a 'game finished' save, and restart after the credits.
What about runs of games that never end? Or those that use a password system to resume prgress? Does that mean we should unpublish all of those kind of runs? Edit: I don't mean runs that uses passwords. I mean runs of games that uses a password system to resume where you left off.
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
jlun2 wrote:
Edit 2: WIP of the first 2 stages. I also changed the first boss fight slightly, for better or for worse. Feedback would be nice. :)
Just for fun, I ran the WIP in BizHawk, and the first stage syncs perfectly. The second stage desyncs at the fall due to lag. Interestingly, none of the previous runs sync past the first stage on BizHawk. I wonder if this means stage 2 can be improved by lag reduction.
Post subject: Re: Copyright
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Nintendo.com wrote:
The emulator promotes the play of illegal ROMs , NOT authentic games. Thus, not only does it not lead to more sales, it has the opposite effect and purpose.
Doesn't Nintendo simply download roms from the web and repackage them for the virtual console?
Experienced Forum User, Published Author, Skilled player (1709)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Masterjun wrote:
tl;dr: I can't say whether this counts as the correct ending. However, what I can say is that the game executes a code specifically made for THE END. And to clarify it to everyone, it does that infinite times.
That's good enough for me. Thanks!