Posts for jlun2

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Suggested ScreenShot: Frame 3001 The emulator settings are the same as the previous submission; 30 FPS, System Time 0, and everything else default.
Experienced Forum User, Published Author, Skilled player (1709)
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I took the whole day to redo the entire run. Cancelling... PS: Sorry Mods!
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was0x wrote:
This is the fastest I know. 1:53.80
I saw the video. The player seems to have ended input early, like my improved run.
sgrunt wrote:
Are you going to submit that as a separate run, or do you want the submission file here replaced (so that you can un-cancel the run)?
Can you please update the file? Thanks!
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Experienced Forum User, Published Author, Skilled player (1709)
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Wierd, I just managed to improve the second level. Sorry! Cancelling for now.
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Oel-Boy wrote:
ps: tasedit doesnt work on ds, how can you combine inputs?
I use Notepad, but I'm sure there are better text editors out there.
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ALAKTORN wrote:
^there’s already a full Yume Nikki TAS, if you read back in the topic I think you might find info
The game I mentioned is a fangame based on Yume Nikki. It is a platformer, unlike the original.
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Hi! I tried running this game in hourglass, and it worked! But how exactly do I record audio? Right now, even with "Capture Audio Only" selected, it doesn't record it. If it helps, my settings for the game is: Multithreading Mode -> Allow(normal thread creation) Multimedia Timer Mode -> Asynchronous (run timers in seperate threads) Message Sync Mode -> Asynchronous (any timeouts) Wait Sync Mode -> Asynchronous (unchecked waits) DLL Loading -> Allow loading any custom/installed DLLs Frames per Second: 60 System Time: 0
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I have this game. I tried TASing it before, but gave up. I wish you luck.
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I found a faster way to accelerate! But... Strangely enough, not only did this resulted in horrible luck involving enemy placement, it also caused unexplained lag of ~13 frames in some of the rooms in chapter 3. For the mentioned reasons, I've decided not to implement that trick, which saved around 11 frames, into the run so far.
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Master of Pigs wrote:
The Japanese version is very fast, it's the same mechanics. I voted no
Says the user who did the same thing for the WL3 TAS. >.>
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klmz wrote:
From what we've been seeing and will be seeing, I can tell that the old good v1.7.2.560->v7.23.5.x is the most popular and widely used. It should be maintained without becoming incompatible (or the whole point is lost).
So...there would be 2 branches of the emulator like the SNES? Wouldn't that make it hard to compare runs made in different branches and also make it annoying to maintain both branches?
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Oh, sorry. Ok, for this game, it requires DIP Switches on the NES cartridge to set the timer to end the game. I want to edit the switches, but once I did, I got no idea if they were toggled or not. So yea. =p
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MUGG wrote:
http://tasvideos.org/LuaScripting/Registers.html while true do- loops don't work in Desmume yet. Try other registers.
Thanks!
Post subject: DIP Switch
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Hello! I managed to set a hotkey to toggle the DIP Switches for the NES, but I got no clue wheter or not they are actually toggled. Can anyone help me?
Experienced Forum User, Published Author, Skilled player (1709)
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Hello! I found a lua related bug. I wrote a primitive lua script for my Dementium WIP, but for some reason, lua seems to cause lag that desyncs the movie. The version I'm using is DeSmuME_0.9.7 and this is the script:
Language: lua

while true do local y = memory.readwordunsigned(0x020DCB14) -- Stylus Vertical local x = memory.readwordunsigned(0x020DCB0C) -- Stylus Horizontal local h = memory.readbytesigned(0x02261831) -- Health if h > 7 then gui.line(0, y/8 - 1,255, y/8 - 1, "green") gui.line(x/8 -1,0,x/8 -1,192,"green") else if h <= 4 then gui.line(0, y/8 - 1,255, y/8 - 1, "red") gui.line(x/8 -1,0,x/8 -1,192,"red") else gui.line(0, y/8 - 1,255, y/8 - 1, "yellow") gui.line(x/8 -1,0,x/8 -1,192,"yellow") end end emu.frameadvance() end
Experienced Forum User, Published Author, Skilled player (1709)
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On Topic: I regret starting TASes that I couldn't finish due to horrid luck/demotivation/something. =/
Experienced Forum User, Published Author, Skilled player (1709)
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Experienced Forum User, Published Author, Skilled player (1709)
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SoulCal wrote:
I may need the semi-auto rifle (35,000) for the MachineGun Zealot to avoid a chase scene
I thought there was a glitch to avoid that chase scene? (skip to 2:30)
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SoulCal wrote:
Well everyone, my official lab project for Texas Tech this semester is to have a TAS run on the N64 console. Wish me luck. I'm currently reverse engineering the controller, but to show any sort of progress will take me a month or so.
I doubt Mupen is accurate enough to have any runs sync on a real console, but good luck!
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MUGG wrote:
So changing 0xa2d5 is more like screwing up the game engine and glitching to the next scene which happens to be the credits instead of setting the end-credits "flag".
Does that still count as "beating" the game? I'm planning to do something similar in another game, so I want to know.
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Experienced Forum User, Published Author, Skilled player (1709)
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I suddenly got a strange feeling that camera angles affect speed. I might have to restart the run again if it's true. >.>
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I found a glitch in the Flying Dutchman's graveyard. In the level where you're suposed to stop the slime flow so you can reach the sponge ball, I decided not to stop the flow and jumped at the sponge ball. It worked! I think it can save some time as you don't have to use that 5 second long bubble move to stop the slime.
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Mukki wrote:
Are the DS and PSX versions of this game sufficiently different to warrant having both published on the site and why? If not which version should be favoured and why? Discuss.
Yes, they're different because the DS version doesn't have those annoying door transitions. I'd say, publish both; the DS version for people who only wanted to watch the run, and the PSX for those who want nostalgia.