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I think the point people were trying to make is that you shouldn't use a password to get to the last level, no matter how many lives you don't get to use. If the difficulty simply increases or decreases the number of lives you have, use the whatever difficulty you want to, as long as you can provide reasoning for why. And unless you plan on utilizing death warps excessively, just choose the difficulty that the game normally starts you out on.
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Post subject: Re: Creating a TAS doesn't seem very user friendly
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gbagcn wrote:
Whats worse is that since these choices aren't really gameplay related so they aren't that fun to make.
I respectfully disagree.
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Anyone with moderator powers, Could this please: A) Be stickied, and B) Have the direct link be included somewhere on the official emulator downloads page?
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I think he probably couldn't see the image... which might make it kinda hard to get the joke. Nice sculpture btw.
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Making some good progress, level 5 is done, and the Mantis boss has been turned into a big ball of bug goo. I am now done with 5 levels and 2 bosses, and have 3 levels and 2 bosses left to do. I am currently 80 seconds ahead of nfq's rejected run, and at the entrance of level 6 I have a total time of exactly 20 minutes. I'm on pace to finish up somewhere between 36 minutes flat and 36:30. As before, if you wanna WIP, just shoot me a PM. Hooray for the triple post!
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How is it different from this?
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Ummm.... you do know what save states are right? I have a run that I've been working on for the better part of a year and a half, so I'd suggest you read through the FAQs if you have no idea what I'm talking about.
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Working with this game will be like working with SM64 that you started with. Without frame-advance, you'll never end up with the amount of precision that is expected from many of the members. If you absolutely cannot stand frame advance, use the slowest possible setting (ie 2 or 3% if I remember VBA correctly) for basically everything.
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JXQ wrote:
Can't this thread discuss anything besides the fucking credit ladder for each frame saved in this game? What a waste of time.
Amen brother, amen. If this keeps up I will vote no on every single one, just for them all being pride movies :-/
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"The unprecedentedly small margin of improvement is a result of how close to perfection this movie has become. This is most likely the final optimization of this game." Once again, our collective powers of predicting the future fall short;) Good job on this, it's amazing there was even more to pull out of this seemingly simple game.
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Whenever I see a rerecord to time ratio that small, I think one of two things. One, the run has a ton of room for improvement, and is incredibly sloppy. Or two, the game is so linear that the author just needed to hold one direction the whole time and push an attack or jump every once in a while. This run has a little of 1 and a lot of 2. There are definiite improvements to be made, but overall the first level bored me quite a bit because it was so damn linear! There wasn't anything to do but run to the end! Sure you got some stars for an extra life (that doesn't mean anything in a TAS though, unless you're planning on heavy death abuse, which I kinda doubt). Overall I think this game lacks diversity. As for improvements, the first thing I noticed was the wobbiling from side to side. With a tool like the TAS plug-in, you should never have any motion be one you don't want. Go in a straight line whenever possible (which in the first level is all the time). Second, for the small amount of speed burst you get from the power punch thingy, I don't know if the long animation is worth it. This is especially true in the 2nd level at the very end, when not only do you have to wait for the animation to go, you have to wait for the power to stop before you can enter the teleporter. Would have been a lot faster I think to just skip it and run to the teleporter. I'm sure there's a few other things I could pick out if I were to watch it a second time, but that's enough to keep you busy with for now. Although some people might disagree, I think this isn't the best game choice because it is so linear and from what I've seen, doesn't have much to surprise an audience (ie a skilled player could probably play this as well as you did in real time). The later levels might be better though, I dunno. Anyway, good luck with it.
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System Error wrote:
Gonna have to say no to this one. This movie is too big a mindfuck to exist, let alone be published. In fact, I move that we publicly execute the creator of this movie in Times Square just to prove we mean business about this sort of thing. Mindfucking people is not something that should be tolerated! Death to the infidel! DEATH TO THE INFIDEL!
Yeeeeeaaaahhhh, alright turbo, settle down. Have some Ritalin and vodka, and lets keep the public death threats to a minimum, mkay?
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http://tasvideos.org/1435S.html There's the submission page for the previous 100% run by Chef Stef. There isn't an .avi available since it wasn't published (unless someone did it as a bonus), but hopefully this helps.
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The first 4 levels of Turok are completed in under 16 minutes. WIP available via PM for those who are interested, but I won't post a direct link so that those who want to wait to see the whole run aren't tempted.
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I have the mentality of "If it ain't broke, don't fix it". VBA v20 and SNES9x 1.51 fall into that category for me. The prior versions have worked well for a couple years, but as soon as a newer version comes out, it's assumed it will be better than the previous version. They're obviously not, due to the amount of complaints about bugs present. Note that I do not include Mupen in this category, since we didn't have a working N64 emulator before this. While some might not agree with me, I also tend to think that "A moderately workable emulator is better than no emulator at all."
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Aqfaq wrote:
Saturn wrote:
I'm not a person who does halfass TASes in 2 days.
Saturn wrote:
...Taco, finally got a perfect Ceres time after 1 year of work (which I did in ~2 days...
LOL
Out of all the arguments and evil eyes being given, I found this really funny.
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And I was just about to comment about how there haven't been any pissing contests on the boards for a while. Go venomous wrath!
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You also didn't skip the flagpole animation at the end of each level.
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Unfortunately the weapons don't seem to have anything to do with the wall-jump, except for the ejection process. My theory: At certain points in some very select walls, Turok is able to get stuck between polygons. In normal walls that just means he stays there suspended in air, but can't do anything. Other walls have a slightly tilted (not straight up and down) configuration, that allows him to jump. And the third types of walls have offsetting polygons on either side, which means that when Turok is standing on top of one, he's in the middle of another. The game doesn't like this, so it tries to eject him one polygon upwards. However, this usually gets him stuck in the polygon right above on the other "side" of the wall, which repeats the process. On the other walls, it's easy to get out of them by just moving the controller in a different direction. However with the wall cannon walls, this doesn't do anything. I believe that when a gun is fired it pushes Turok backwards just a slight amount, so that he's now stuck in the front part of the polygon, and the game ejects him sideways. So in effect the gun acts as a trigger to the movement, but doesn't actually provide a significant amount of propulsion. As for memory watching, I was entirely opposed to it when I first learned the very bare bones of it when I was working on my Vectorman run. I thought it would make runs boring. However, I quickly realized I was being massively retarded for not using it as much as possible, because not only does it make working with a game faster, it gives you something tangible to look at instead of just a sprite. The only reason I didn't start doing it for this game sooner was because I didn't know of any good RAM watcher for Mupen. But L-Spiro is awesome, so that's solved.
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So you want us to try and help you improve a movie that was thought to be perfect for 2 years, until it was improved by 84 frames recently. And your time is currently 3600 frames behind. And you can't use the .fcm or the .avi. Sorry dude, but no one here will respond with any sort of constructive feedback because your request is pretty ridiculous. First bit of advice: get a better ISP that doesn't try and fuck you over by saying what you can and can't download.
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Try downloading the AVI from bittorrent. There's waaaaaaay too many things to try and list.
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Hmmm.... last post was 19 months ago. I'm thinking it's RIP for right now. But I do applaud you for not starting another thread, and thanks for searching!
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Congrats on your first accepted (and soon to be published) run!
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By the end of the year I'll hopefully have published movies for each and every system, so ask me in a year:) (right now I'd say Genesis)
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Just watched this and noticed the end score screen never disappears, so the credits look odd. It's not a big deal to me since the gameplay isn't affected, but I know a lot of people are picky about their AVIs so I thought I'd point it out.
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