Posts for jlun2

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AngerFist wrote:
First to have the honor to vote yes. Beautiful run jlun. A bit surprised you managed to find improvements on klmz's tightly optimized run. Loved how you synches your moves to the music.
Thanks. I'm sure this run is probably improvable due to better luck, since I wasted some frames throughout the run to manipulate the hooks, ammo drops, and enemy behavior. :/
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Does the current submitted file include Kyman's GWK method?
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Swordless Link wrote:
I'll probably still do one without it. I think the game has a lot of potential.
[joke] In some language other than english? [/joke] Good luck! What's the route?
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NitroGenesis wrote:
Nice work, looking forward to it. How many frames are saved so far?
Only 25 frames. It could've been more, but on the third stage, I got terrible luck on the hooks, drops, and enemy behavior.
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adelikat wrote:
My long term plan would be for bizhawk to replace our current rerecording emulators, yes. However, that is a very aggressive long term plan, but that what I am working towards!
Do you guys replace emulators one by one, or several at once?
Post subject: Re: What is Bizhawk?
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Will BizHawk, or some other future multiplatform emulator eventually replace ALL of the other emulators?
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For the existing FCEUX runs, will the staff convert the .fm2 files into the BizHawk files?
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Is FCEUX development going to be abandoned in favor of BizHawk?
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sonicpacker wrote:
needz moar height Edit: It's slower than the normal method ;(
How much slower is it? Does it have potential to become (slightly) faster?
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DarkKobold wrote:
I'm assuming this is a serious question. It is hard to address your point, because I'm not entirely sure what it is. Thus, I can really only address the examples. Is there a legitimate reason for using the (J) ROM for SMW or SM64? I'm pretty sure the SM64 speedrunning community still uses the (U) ROM.
What about MUGG's "PAL" SMB run?
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Enterim wrote:
No one is arguing that. You obviously can't use the J input on a U run.
I know. I'm just trying to point out that "text differences" isn't just simply longer cutscene/dialogue.
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DarkKobold wrote:
There are many nicovideo TASes that would obsolete our runs, for more than just the text.
Oh, and also, some games have their RNG based on input/delay. Text differences could potentially make alot of difference.
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DarkKobold wrote:
Additionally, as I've said before, I believe this to be a special case, because most of the speedrunning community has switched to the (J) ROM. Thus, future improvements are most likely also going to be done on this ROM.
So, if most of the speedrunning community decided one day to use the "PAL" version of SMB, we should use it too? =/
Post subject: Re: video of improvement
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Kyman wrote:
Here is a temporary video of the improvement that I found... http://www.youtube.com/watch?v=Lu_Oe4SF7xU This uses a GWK to save a wallkick and ends up saving 15 frames (so far) and as of right now, the final time would be 5:02.22.
Can these "glitched wall kicks" be used elsewhere to potentially save more time?
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sonicpacker wrote:
Edit: For some reason, it loses a VI in the transition from BitFS to the B2 fight. Here's the new .m64 with a time of 5'02"75.
Can losing that 1 VI be avoided?
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Experienced Forum User, Published Author, Skilled player (1709)
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evilas wrote:
In my opinion, there should be 5 categories: Low% (debatable whether or not that should be split up), any% no major glitches, any% glitched, MST or All Quests, and 100%. Which ones are done, that's up to the TASers, but those should be the categories.
How exactly do you define "no major glitches"? What if a seemingly minor glitch used in a published, "low glitched" run was found to lead to a major, game-breaking route? =P
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Earlier today, I somehow managed to dupe an item during a race. :P Now if only I could repeat this with the rocket item... I think I figured it out. When an item spawns, it appears in the air. If it is grabbed before it reaches the ground, it will "blink" briefly before disappearing. If 2+ players grab the item before it hits the ground at the same frame, both players recieve the item. Edit: Example of a successful dupe:
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CoolKirby wrote:
I think all three modes have the potential to make a great run. There could be runs on this site for Air Ride, Top Ride, and City Trial (all getting 100/120 boxes, since some take too long to be entertaining).
About that, I just realized that I still need to do 100 laps in Free Run. Since 1 lap takes an average of 5 seconds, would anyone be willing to watch it? The order I'm doing is: Top Ride, Time Attack, Free Run. Btw, I discovered that the game gives a 1 frame window to press start and exit the stage as soon as the race is over, allowing you to skip the replay/results screen and still get the achievements.
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Great news! A 4 player run will reduce the laps needed for the 100 lap achievements to 25 laps/course! How did I know? I paid my friends $10 each to play Kirby's Air Ride with me for 25 laps, and in the end, the achievement was counted as done! So this could be a 4 player, 33.3% run! Why not 100%? That's becuase I'm only doing Top Ride. Also, a certain achievement makes it too long.
Post subject: Re: Prologue improvements mean nothing; Continuing Chapter 1
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CoolKirby wrote:
EDIT: OK, so I saved 4 frames in the Prologue, but those frames were eventually lost through loading screens in the beginning of Chapter 1, so I ended up saving 0 frames total. Well, the Prologue looks a little different now, but anyway, this means I can continue working on Chapter 1!
I got an idea. Add delay frames right before the loading screens to find out the frame rule, so in the future, if you managed to save 'x' amount of frames, but those frames are within the frame rule, you can use them to do something entertaining without losing time.
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natt wrote:
I've been tasked with this encode, and I'm a bit confused about the ending. I got the run to sync and what I see in my emulator matches http://www.youtube.com/watch?v=Wgv2BWJ8oP0 but after the movie ends you're just dropped back at the map screen. Is there no "the end" with credits for this submission? That would match http://tasvideos.org/1479M.html but I just want to be sure before I encode.
jlun2 wrote:
Remember all those password screens at the end of every stage? Well, if credits were shown, the input file would have to be extended to exit the password screen at the end. If input were to end earlier, the credits must be skipped. Sorry.
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Toad King wrote:
Did you also record with dual-core off and idle skipping off? Those settings can also cause desyncs.
I just checked, and it seems they're both on. I'll try turning them off. Edit: It seems to sync now. Thanks!