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Since Mediafire links are bound to expire sometime, if someone would like to upload the encode which removes the loading screens to dailymotion or archive.org, it should be edited it into the description to replace the current link. I have to run soon, otherwise I'd do it myself, but I can take care of it in few hours if no one gets around to it tonight.
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I also think the modifiers 'gigantic', 'colossal', and 'enormous' should be used for luck manip and glitching [/blatant sarcasm]
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Will these be awarded to prior years winners, or will this be for this year (and forward) only?
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I like the controller idea :)
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How about being constructive for a change and reporting when it's causing a desync, with what game, etc., instead of whining like a 4 year old brat? Thx
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Good response. My underlying point is: Why have a special "lots'o'luck manipulation" tag if it will just provide something else for people to argue over? One simple tag of "Manipulates luck", without trying to classify the various levels of manipulation, works just fine.
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If you're referring to this thread: http://tasvideos.org/forum/viewtopic.php?p=218474#218474 I saw many examples, but didn't see any sort of definition, or how you would differentiate "moderate" luck manipulation vs. "heavy". Basically, how would you describe heavy luck manip without bring entirely subjective?
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Warp: Can you please define "heavy" for us all?
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max12187566 wrote:
But you make a mistake as me in stage 1
Yeah, I caught that after I submitted. The first fall can be cancelled with using the grappling hook, then jumping. Doing that would save another 11-12 frames, and I have tried to hex it in, but because the boss movement can be manipulated by single frame key presses, I haven't had much sucess. I'll keep trying, and if I can get it fixed, I'll update the submission file. Until then, consider this one improvable by a fifth of a second :) EDIT: Trying to hex in the landing animation cancel with the grappling hook leads to the screen scrolling slightly differently, which causes a desync. I'm going to try to run the first level and see if I can't hex it in from there, and if that doesn't work I'll try the boss. After that, I'll give up. EDIT2: Yup, this game's scrolling is a pain in the ass, and for some reason a sync during the first boss will lead to a desync in the second level, although there shouldn't be any reason for it to be. I officially concede a 12 frame improvement :P
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Did you hex in the improvements or did you redo the whole movie?
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Heh, I'd almost forgotten about this game, but not quite... it's always been in the back of my head as a decent run to try. I liked the WIP, how does it compare to my previous work on the first level?
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Yeah, you need FCEUX 2.1.2 for this to work properly, prior versions didn't handle disc switching. And yeah, the download link seems borked for the time being. I will try to upload a backup .zip soon. EDIT: Here's a link to the zip file for the most recent FCEUX http://www.wikiupload.com/download_page.php?id=200832
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Zurreco wrote:
don't be so defensive.
This is what you should have quoted, arukAdo. Some people won't like your movie. It happens. Get over it and just move on.
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I also think this should result in a double elimination, for the reasons mklip2001 pointed out, along with the fact that the no minibosses run is basically an extended concept demo.
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I watched it and enjoyed it, however having worked on a 100% run for a while, this seemed somewhat unoptimized. Particularly the climb up the first shaft. It just didn't seem to have the quality movement that the two runs by Lord Tom did. However, it is an improvement, and I don't have any specific critcisms, only general ones, so I think this should be published. But... This is one case where I don't think a quick acceptance should have been granted. For one, the quality issue. For another, there have been several conversations regarding whether we need 4 metroid runs and whether a new publication should result in a double obsoletion. So before this gets rushed to the front page, let's have some discussion about it a bit more.
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PCSX is one of, if not the most, unstable emulators we consider usable on the site. I don't have any specific answers to your questions, unfortunately, but the reality is that a couple of our emulators are less polished than others.
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Fixing an erroneous publication should have higher priority than new encodes.
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Hence why my repeated use of the phrase "courteous to the author" was instead replaced with "ZOMG will we be sued?!?!?". Being the nerds that we are I suppose it's just easier to discuss things which have a black and white answer versus those that have moral implications.
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N. Harmonik wrote:
Besides, I was fairly certain that you're supposed to use the first version, no matter what the game, (in this case, PlayStation)
Did you happen to see this viewpoint anywhere in the rules/guidelines/etc.? I have looked to see if there were any documentation from years past regarding the issue, but haven't found any.
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Figured I'd post this here, so whoever cares can relate it to the DeSmuME community: the OS X port does not appear to actually be a Universal binary, as it is not recognized by my G5 (running 10.5.8). Instead, a warning screen states: 'You can't open the application "desmume" because it is not supported on this architecture.' It may still very well run on an intel machine, but I unfortunately don't have any way to test that.
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Wow, very nice Cpadolf! It's been a while since I watched my old movie, but yours felt a lot smoother, particularly in day 3. I'm looking forward to seeing the rest of this completed.
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I don't know the specifics of this game, but you should play this on the hardest difficulty possible, unless it's not available from the start, or unless there's no gameplay differences other than a higher amount of enemy HP.
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That has been discussed as an option, yes. It will have to be discussed when one of the runs (hopefully the 1 item run) is submitted, though.
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We talked about a few of these things via PM last night, but I just wanted to document it here as well
mike89 wrote:
- At the end of level 1 (Terraport), once you hit the ground the camera scrolls back to the centre before the boss appears. Ideally one would land in the middle and there would be no scrolling, but I think there was a bit of sideways scrolling in this one (perhaps matching the six frames mentioned earlier?)
Excellent find, and there may be more bosses like this, I cannot remember.
mike89 wrote:
- I strongly suspect that the Absolute Zero boss (the polar bear) can be done faster; I would prefer to land the final hit with the fourth boost-jump.
I don't think so, boosting damage is not done on a per-frame basis, the maximum damage that can be done per boost is 16 IIRC. Some time may be able to be saved by taking less damage before the boss to be used to get better positioning for boosting though
mike89 wrote:
- I think some of the large enemies in level 6 (Bamboo Mill) can be handled better, I'm pretty sure you can effect whether it will shoot at you by shooting it at the right time.
Could be, I don't remember the specifics of those guys too much, but I seem to want to say that it was impossible to boost through them without a large damage knockback. Could be very wrong though.
mike89 wrote:
- Also, the boss of the same level would lag substantially less if you stood away from it, I think?
Most likely. His invulnerability period is pretty long, so it would probably be feasible.
mike89 wrote:
- Consider an entirely new strategy for level 13 (or any level with a satellite, but 13 is the most likely): destroy the satellite to go to the bonus stage and then quickly fail out of it. This will probably be slower, but at least worth considering
Huh, never thought of that, and my memory is too foggy to give a good answer. Worth looking into though.
mike89 wrote:
- Consider an alternative strategy for level 15: near the start of the level is a jet powerup, which can be taken quite some way through the level as demonstrated in the real time speedrun
Yeah, that clip you showed me would likely be a good strategy change. Route planning has never been my strong point, particularly when I was new to TASing.
mike89 wrote:
If I were to make the improvements myself, it'd probably be in the S3&K cut-and-paste style rather than a full redo
:(
mike89 wrote:
Anyone else is free to take this information and apply it to a new run, of course. :)
If you decide against doing these improvements, or if hexing doesn't work out for you, I would certainly take the time to work on this again. I actually had a note to myself on my personal page about looking into it again to see what else I could find. Keep us posted!
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Are there timing changes with this game between 1.43 and 1.51? And are they relevant?
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