Posts for jlun2

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grassini wrote:
i don't get this^,i thought there weren't coins enough for you to get 100 coin star infinitely,or is it just spawning a black star to use for glitches/exploits?
Dupe things that give coins. In one of his videos, a small box was used over and over.
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I know it was posted that it isn't a 100% requirement for TASes to be console verified for showcasing, but if its possible, I think people may enjoy seeing TASes that require heavy luck manipulation consoled verified, since in my experience viewers sometimes claim the frequent luck (such as constant criticals) as impossible/cheating/hack.
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Is the platform going to be "DOOM" or "DOS"? If it's the former would that make every game that utilizes rerecording in this method be a separate platform?
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Metarkrai wrote:
If not, a corrupted Pokemon with nearly all ribbons would only have to pass all Master Ranks (maybe with some condition as he wouldn't have much).
Now I'm curious about the effects of glitched moves in a contest lol.
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Metarkrai wrote:
grassini : I would prefer a 4 Stars run as getting them in Emerald gives you respect from all the nurses.
I'd support that as well because of being more "completionist" along with being quite interesting to see a 100% pokemon TAS in a non-first generation game.
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I did it. This probably also means the calculator stage is now the fastest. This is going to be "fun" manipulating it to occur twice. Edit: 65091 frames now. Since the calculator was done at the end of the first set, I couldn't use it again. Doing the battery stage ended up fastest taking account time to get there. Just so I don't jump the gun on the final time (again), I'll check the run a bit before submitting.
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TAS done, here's the final times in frames Calculator - 2572 (note stethoscope doesn't unlock with glitch) Catalog - 2574 Cowbell - 2755 Abacus - 3017 Scale - 3697 Batteries - 2352 Science kit - 2647 Pessimos toy - 2842 Lamp - 2880 Celestial globe - 4313 Saw - 2786 Flashlight - 3033 Toolkit - 3054 Chair - 3548 Lightbulbs - 3781 "The End" screen shows at 66270 frames. I can technically press Start and get rid of it, but since there's no credits, I decided to at least show it so people won't complain. I want to fix something a bit before submitting though. I missed a rather large time saver on the calculator stage. Edit: I also messed up the cowbell stage, and every single walk to next house section. >.> Edit2: I think Hammy's abacus stage can be improved using that clipping trick on the bush as well. It only saves a tiny bit of time getting to the abacus, but then I get stuck trying to find a way out of the room. :/
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Aqfaq wrote:
Warp wrote:
Would it be possible to modify the game engine so that ending the input file doesn't end the game?
It might be too complicated. I don't think there is any issue, if we consider the fact that including the ending is a TASVideos standard. This game requires empty input to show the ending. So what? That's how the game is. Oh, I get it now. If the game was TASed with JPC-RR or some other DOS emulator, then the .lmp file would not be needed at all. The game would be played normally without using the game's own replay feature. Input could then be ended early and the ending text and image would keep rolling. Until somebody makes this happen (which might take years), I believe the best thing is to just accept the fact that .lmp file requires empty input to show the ending.
Since its empty input, can that be done for encoders, and for the main movie file don't have that ending so as to not make the time seem longer? :P
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It utilizes gif's loop only once feature. You can download it, then resave it in GIMP with the options "Loop forever" ticked to see it loop over and over. :P
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So...has anyone addressed how to branch the TAS and the current published movie? Or just going back to using "glitched" (which is rather odd considering the current published TAS has the "Heavy glitch abuse" tag lol)
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shockblast4 wrote:
Warp wrote:
Would it desync if the record file were edited so that the level end screens were dismissed faster?
I just tested it and it did not desync for me (for this particular movie), although, personally, I prefer being able to see the actual level time for a level completed. I support standardizing the length of the intermission screens but making them instant somewhat hurts the aesthetic of a run for me. I suppose, specifically for submission to this site, it wouldn't be too hard to edit out all the intermission screens for demos that do not desync, though I would never make any of my Doom TASes have instant intermission screens otherwise.
Well, at least make it short but visible as done with punch out.
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Experienced Forum User, Published Author, Skilled player (1709)
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Spikestuff wrote:
turska wrote:
Another consideration is [2727] SNES Classic Kong Complete by Fortranm in 02:12.76, a homebrew SNES port of Donkey Kong. If DKOE and DK NES were both kept, we'd have three published ports of Donkey Kong, of which the two NES versions are very similar.
Don't worry, there are many other versions of Donkey Kong yet to be done. Arcade, 2600, 7800, ColecoVision, Commodore 64, MSX, etc. etc.
Well, for different platforms, it's not really an issue since it's allowed for vault rules. If it ends up something like this however... lol
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Kurabupengin wrote:
Is it really a good idea to publish a new platform that isn't a platform at all? Does this doesn't need to be able to publish it as a Windows or DOS game?
I'm more concerned that if other games with their own input file/method gets submitted they all become a new platform lol. I support publishing/categorizing it as a DOS/Windows TAS. :P
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Console verify please that would be amazing lol. Edit: Oh, and I thought the site didn't used "glitched" any more. It's technically not a "game end glitch" either since you do fight the boss, sorta, so what do?
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Change of tastes over time perhaps? But anyways I'm not sure how to vote for this; the other TAS made by phil was "unique", but this one according to the submission text is the mostly the same as the other but with an added level. That makes it hard to vote since I'm tempted to vote "meh" since I'm not "surprised" anymore.
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Does 100% count as all levels for this game? Based on the submission text of the rejected submission that doesn't seem to be the case as well as being far too long. An encode would be nice.
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hopper wrote:
It's the same question as how you would treat an Ocarina of Time Master Quest TAS. Master Quest was only released for the GameCube, but it was an N64 ROM running in an emulator. The key words here are "N64 ROM". If it's an N64 ROM, it's an N64 game. NES ROM, NES game. Not complicated, is it?
So....does that mean no deku stick on B and this glitch using VC? I hope this remains true rather than a policy change because of popular game/slower than RTA/whatever. :P
Post subject: Re: Yes vote, Yes for star, can I show this at a *GDQ?
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Derakon wrote:
jlun2 wrote:
But console verifying a later generation would be amazing to the viewers. :o
Load times for disc-based consoles are fundamentally nondeterministic, unfortunately. I suppose it's possible that some games might still be verifiable if you had some kind of feedback loop (i.e. the input mechanism includes some way of checking the current state of the game so that inputs happen at the right time after loading), but a) that assumes that nothing significant happens while loading, in particular stuff like advancing RNGs, b) it would be horrifically complicated to implement, and of course c) it'd be specific to the game you implemented it for, not a generalizable solution.
Would running it using a usb loader eliminate the nondeterminism of loading times? Also for the above, idk. :P
Post subject: Re: Yes vote, Yes for star, can I show this at a *GDQ?
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dwangoAC wrote:
I had watched several of the WIP encodes and seeing the full run did not disappoint. Thank you for all of the hard work. Yes vote, nomination for Star, and a request from the author - keylie, may I exhibit this TAS at an upcoming *GDQ event (now that I've set in motion the possibility of showing TAS's that are not being replayed on the original console)? Gradius didn't quite take and I want a second chance to show the broader GDQ viewership what a perfect autoscrolling shooter can look like.
But console verifying a later generation would be amazing to the viewers. :o
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Sir VG wrote:
Voting yes and hoping that the XBLA or PC versions will be emulated someday to replace the GC version, because I'm always sad that the story was removed from the GC version.
I thought it was allowed to have separate console versions now. :P Anyways I have no idea what I was looking at, but the colors were nice. Yes vote.
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Link to video Apparently clipping out by climbing like that is possible. No need to lure the cats anymore. :D Edit: This also breaks the Science kit stage since it works on the Sofas in the same room as the kit. lol
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I'm just wondering what emulator to use for that OoT bug where it crashes on N64 but works on VC. :P
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