Posts for jlun2

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Evilagram wrote:
Thank you for the information. I hope that PS2 emulation improves in the future.
It's getting closer... ;)
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Patashu wrote:
I suspect 'whenever someone says 'I'll do it''
Fix'd
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OH MY GOD! They killed Luigi's Mansion! You bastards!!!!!1111111 Now that I got that joke out of the way, that's an amazing find! I wonder what other tricks could come out of this for a 100% run...
Post subject: Re: JPC-RR setup instructions out of date
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Ilari wrote:
BrotherMojo wrote:
In particular, when I try to use the FreeDos floppy .img file, it defaults to 1 Side, 63 Sectors, and "Unsatisfiable" Tracks.
2 sides, 18 sectors (giving 80 tracks) most likely. Can't properly test, because whatever version of Java install I have seems royally screwed. The .img file should be 1,474,560 bytes in size.
Well, not sure if this is helpful, but I have Java 7 Update 17 installed and I seem to be able to open the emulator. But that JPC revision according to the Version INFO is "11.6-WIP". I'll check 11.7 now. Edit: It works.* *Haven't tried any games yet.
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Viewer wrote:
Yes vote. Can I assume this will have a translation into English at some point? Possibly using the status screens from the Sweet Home Translation ?
If it syncs with this run, that'll be nice. But I thought the site doesn't accept translation patches due to changing parts of the game (mainly having different text length resulting in differences in RNG). Btw, K (nice name!), can you mind elaborating what you've done in the run? It'll help non-japanese viewers and potential future TASers. :)
Post subject: Re: Chapter 2
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Patashu wrote:
Isn't the only reason why nitsuja didn't implement mouse support is because he couldn't think of a good way to make mouse support go well with resizeable windows? If a 'hack' version of mouse support was implemented, shouldn't that do for the time being?
Could the mouse be recorded to always mark the point relative to the program's position? Oh, and if the window resizes during runtime, it (hopefully) wouldn't matter if the resizing is deterministic so the mouse could still click at the same spot.
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GhostSonic wrote:
And would it still be a valid verification if done on the normal version of All-Stars rom?
Probably yes considering that the Gradius playaround was done with the (J) rom but synced irl with the (U) rom and is console-verified.
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Sanky wrote:
With regular timing, you'd need to hit Mew over nine times per second. This is clearly impossible to achieve for a human, and probably out of TASing's scope, too. No catching Mew, I'm afraid!
Is it possible in a TAS to somehow shake the board to manipulate the ball to keep hitting mew?
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SoulCal wrote:
It's just weird though because when I compare AVI files, when I minimize the left value the movie file is shorter.
You mean the VI's in the image? Is it because the frame dump only dumps frames where the VI increases?
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Personman wrote:
Well, no one. I guess what I was really asking was whether you're going to, and why not if not.
I know of one reason. ;) Read the quote by "TASVideoAgent", not adelikat's.
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Warepire wrote:
Do you have any other games for which there are TASes?
Is it possible/allowed to use a rewriteable cartridge for this? That'll make testing much cheaper.
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Mothrayas wrote:
I personally wouldn't accept movies on new emulators that don't include any improvements to the runs themselves. That opens up a very nasty can of worms, and I've already seen posts from some users essentially stating they will exploit this, if a precedent like this is accepted. Accepting runs like that are both disrespectful to the original authors, as well as negatively impacting the site's credibility as a record compendium. After all, if runs get obsoleted by slower runs time-wise that are not faster in any way, their records just stop making any sense at all.
I guess if this gets accepted, if it looks pretty much exactly the same, then put the previous author(s) of the runs as authors of this run instead. So people like me won't exploit this and the site can still have runs done with the latest emulators.
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Tangent wrote:
Did anybody actually see if what he says about there being four frames of improvement was actually true? People did ask in the thread for the improvements to be specified and they never were.
Assuming the game only lags during loading, and both emulators feature the same number of lag frames elsewhere, you can compare the frames taken to get from 1 loading point to the next.
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Rydian wrote:
The concern there is that the differences may or may not be up to the emulator used instead of the input created by the TASer. Here, the input and subsequent result is obviously quite different.
Oh, of course. So I can try to obsolete a playaround that uses a less accurate emulator with the exact same emulator used because....well, this run did it so why not?
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Nach wrote:
The more accurate the emulation the better. Gambatte has some of the best DMG and CGB emulation available. A more accurate emulator run cannot be obsoleted by a less accurate emulator run. But the opposite is true.
Why wasn't this done in BizHawk then? VBA isn't even listed as a preferred emulator for GB/GBC/SGB games.
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Mothrayas wrote:
VBA is not deprecated.
Ok. Still..what's the point of "Masterjun's GBC Pokémon Yellow in 01:11.06" which according to the comments, is pretty much identical to the current published run but done in BizHawk if VBA is totally fine with GB(C) games?
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Wait, why is this using a somewhat obsoleted emulator? If this gets accepted, what's the point of this other Pokemon Yellow run being made in BizHawk? I'm confused.
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Spikestuff wrote:
The author just does the any% route.
I wonder if the OP even knew what does "princess only" means.
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OmegaWatcher wrote:
Please, let's not talk about categories, let's talk about the movie, shall we?
Well, anyone please provide a temp encode for us viewers? :)
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NitroGenesis wrote:
I googled it and found this. http://ponibackup.0au.de/story/8076/3/Hour-of-Twilight/Chapter-3%3A-A-Bad-Omen-(Reworked) Is that it?
Thanks!
NitroGenesis wrote:
If it is, lrn to google harderrrr
Sorry, but learning cost irl frames.
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Spikestuff wrote:
OH MRGRUNZ MY SAVIOR <3 Also Metroid, that's one correct? 0%, any% (glitchless), 100%, "glitched" *packs bags*
Hey, I've complained about Super Metroid before! Though I wouldn't go as far as to quit TASing just because a decision that I don't agree on was made, or else I would've quit real life already. :P
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Spikestuff wrote:
Also think of Crash 2 the any% which goes through every level (slower than PeteThePlayer, so we need an update on that) and the "glitched" which shows off one simple glitch and make it look extremely complicated (moving and still managing to hold the glitch), get all the crystals in one level and beat all the bosses in a beautiful fashion.
How is that any%? Wouldn't that make it more of a "glitchless" run? It would be like having a starfy run that goes through all levels without the demo glitch, but instead uses the save glitch to blaze through the levels fast and call it an any% run. :P