Posts for mmbossman

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According to this no one has ever submitted a zmv to the site, so I wouldn't doubt that the submission script may not be working. You could try to email it to Bisqwit to see about getting it on the workbench, but I have to warn you that since you chose an emulator that not too many people use, unless you chose a totally kickass game, it probably won't get much attention. Oh, and that page says ZSNES support is tentative. Whether that means we're just waiting for someone to submit a movie to make it approved or it's not fully accepted yet still has to be seen (I'm not sure).
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Hooray for #1000:)
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I haven't tried compiling Dega yet, so I just watched the youtube version. It's at the 3:20 mark there.
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Chamale wrote:
tell me what I should do!
Chamale wrote:
Yes, I have checked several kinds of block, none of which work.
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The leveling up... it... it just keeps going. I'd somehow never watched the glitched run of this game, so this was all new to me, and I liked it even though I had no idea what was going on (other than the killing of Dracula part). Anyway, yes.
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Good run, but I have a question. In level 1 you use one of the spinner bars to speed up and go towards the right faster, but in the vertical part of level 2 (I think?) you didn't use the 4th bar to do the same thing. Any reason why? Otherwise, I was entertained and think this would be a good movie to bolster our fledgling collection of SMS videos.
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This is the first movie of this game I've really actually liked watching. It had a quite a few great moments, and it looked incredibly tight. Great job you two, and a yes of course.
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Post subject: Re: Using a controller is okay, right?
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Warp wrote:
We use tools, any tools, to create runs as close to perfection as possible.
Although I agree it seems like a somewhat strange original question, I think this sentence is downright wrong, as there are a couple types of tools we don't allow. In-game cheat aren't allowed even though they were a part of the original game programming, and hacking tools such as game genies are similarly not allowed. I agree they shouldn't be allowed, but also believe they are tools that we could use to our benefit to create faster (and possibly more entertaining) runs. So maybe while it was obvious to us, the tools we understand to be usable may not be as obvious to new members.
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Chamale, try and think a bit before you post. He wasn't demanding or even requesting anyone to make a run, he was voicing his approval for a run you suggested. You said it would make a good run, and then make a asshat post when someone agrees with you? If your post wasn't meant to be condescending to a new member, then at least try to choose your words a little more carefully next time, since to me it really sounds like you're saying "Get off your lazy ass and do a run that I suggested, noob".
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I've found that most football games for the 64 seem to drop the framerate dramatically in Mupen. I tried playing Madden and had a FPS of like 6, so while I agree it's an interesting idea, I don't know if the emulation is quite there yet.
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Like moozooh said, See here
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Would this still be the same for a frame from an N64 movie with analog input? EDIT: Nevermind, I just learned how to read.
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With my 1 year anniversary of registering coming up tomorrow, I figured a good way to celebrate would be to update this collection. --Dead link deleted-- However, I have a question. Does anyone find this useful at all? I'm not sure if anyone actually downloads this to use (other than the couple of people who have posted in the thread), so if no one really gets any use from it, I'll probably provide an update when we reach movie 1000, and then cease work on it (although I'll still keep doing it for my own benefit). Any input would be helpful.
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Post subject: Re: Drugged up nonsense.
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trezin wrote:
"Marty I got my dick stuck in the flux capacitor."
Ok, that's just hilarious :)
Comicalflop wrote:
pointing me to the movie Equilibrium for what my story idea most resembled.
I remember seeing trailers for this movie my freshman year, and waiting with bated breath until I could see it... then it was never released in theaters (at least not around me). I forgot about it, then downloaded it like 3 years later after I found the trailer on my computer again. I actually now own the DVD. Another few million for productions values and I think it could have done pretty well in theaters... Anyway, on topic, I don't have any works of fiction to submit, but I did write an award winning report on ecstasy (the drug, not the feeling), back about 5 years ago. If anyone wants to read it I could probably dig it up and PDFize it.
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Could you upload a map image of which crease you're talking about in level 4? I've tried to find any sort of sticking, but have only been able to find a (seemingly) useless sticking point on the right side of the climbable wall behind the level entrance. I haven't been able to get stuck in either of the map aberrations to the left of the entrance, but I knew that already.
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Try not to get too discouraged, the first one you do has the highest learning curve. But one of the things that is discouraged around here is "fuzzy" goals. If this run uses a second player on a couple of occasions when it saves a lot of time, but doesn't use it on multiple other occasions that might only save a little time, it has a fuzzy goal. It can't be published as a one player movie because the contribution from player 2 may make impossible to obsolete it without a similar trick. However, if player 2 is only used for the couple of large time savers, and not for those smaller improvements, it may not be seen as optimal enough to be published as a 2 player run. However this is only an issue if there's no way using player 2 in other places will save time. If the couple of major time savers are the only place that player 2 is actually help at all, then throw in those 4 frames of input, submit it as a two person run, and be happy it's done. There's nothing wrong with only using that character a little bit, however there's a lot wrong in not using the character as much as possible. Entertainment with player 2 is another issue, but don't worry about that, it's your first TAS. Also, I don't know enough about the game or your run to know which instance is appropriate. If you find that more time is saved using player 2, don't be afraid to start over. I've had 4 runs published, and 3 of them had to have complete overhauls after I was done with the entire thing. Yeah, it sucks, and yeah it's frustrating, but keep with it.
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I remember being able to see through some walls using an actual cartridge, but definitely not to the extent that are visible in this movie, you're right. So far I haven't tried testing other plugins, but I have made a conscious effort to stay far enough away from most walls when strafing to avoid the "see-through" effect. Whether the run gets encoded with Jabos or not doesn't matter to me at all, but I'm not going to mess with it now, since the walls are emulated correctly, other than close-up views. Thankfully, this game doesn't suffer from desyncing at all, so swapping plugins around after it's all finished shouldn't be too big of an issue. EDIT: The deathwarp in level 4 is looking like a wash. I did some calculations on the route deviations to see how long various events take, and here's what I came up with:
    Getting the grenades in level 4: roughly 3 seconds From the 2nd key of level 4 to the checkpoint: 11 seconds Death warp: 4 seconds Getting the grenades in level 5: roughly 14 seconds
So the current route takes 14 seconds total (3+11). The new route would take at least 15 seconds(14-3+4). With allowing for some errors in measurement, it looks like it would be exactly the same length to slightly faster to keep the current route. However, if I find a way to either wall-jump or wall cannon to the first key in level 4, I'd certainly incorporate the deathwarp since I wouldn't have the opportunity to get the grenade launcher. I'm going to wait a while before continuing to do some more testing, especially the spots nfq mentioned with the wall cannons that may be of use.
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I didn't boost out of any walls in this one, the only known application for wall cannons are in level 6, and possibly level 7. But I hope you liked the walking on water:)
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Oh, that's a good point about the backpack, I forgot you had one for the Mantis. That totally makes sense. I'll have to see exactly how much time it would take to get the launcher from lvl 5 vs lvl 4, and see if it is a big enough difference to negate the manipulation I'd have to do with ammo spawns at the mantis. You're probably right that it would be best to have the extra ammo, since grenades do the second most damage per time spent reloading (95hp/ 24 frames before another round is fired, ratio of 3.96). Explosive shells are first with a ratio of 4.17, so I'll probably try to manip some more of them for the mantis instead of using the pulse rifle... Anyways, that's a long way off. If you would be so kind, I'd love to see which walls you were able to boost out of, just for me to play around with and see if I can figure out how they work a little better (for whichever levels you found them in). I know what you mean about getting boosted in the wrong direction, with the one in level 7 you get thrown immediately backwards if you're too low. I haven't tested whether it's possible to get thrown sideways some yet. I might be able to kill the 1st priest in level 5 somewhat faster, but that door does open up pretty slowly. I may end up running over to the switch on the left side of the room to open the path that I need to take later on in the level, just so I don't have to wait for it when I need it. I'm almost positive I've had nukes spawn when playing on my 64, but I'll check that out too. EDIT: Nope Thanks for the food for thought nfq, you certainly are masterful at route planning for this game. EDIT: Something I just found out playing around with the campaigner that I didn't know is that his shield that protects him from explosives damage disappears at points, and seems to fully disappear when he's down to around 2000 HP. I know you didn't really try too hard on your campaigner fight, so I'm unsure if you knew about this (you probably did), but that opens the door for grenades and rockets (although they're super slow at firing). Nuking him still does nothing though:(
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LagDotCom wrote:
Surely this should be split?
Probably into one of the 7 dozen threads and discussions already about what should, could, might be, and out to be changed about the voting system :-\
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I haven't compared times, but I do think level 4 takes a little less time than level 5, but it won't be by much because a lot of the long, dull corridors will be skipped. You are right in that it is the first place an accessible minigun is avaiable (you're also right about the one in level 2), but other than sounding cool, it's not very useful because it's pretty weak. It just sprays a whole lot of lead very fast. I'll probably use it on taking down some of the weaker enemies, since I won't be using it for any of the bosses. EDIT: WIP time To the start of level 4 I'm 43 seconds ahead. The swimming in this game sucks balls, but I was able to get all my swimming times at least respectable, although they look slow at some points. Also, check out a possible screen shot at input frame #16534.
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Triple post time: Is there any benefit from doing level 5 before 4? I will have 95 life force tokens at the end of level 2 (100 for an extra life), so I won't have any problems utilizing all three of the death warps in level 4 and level 6 (and if I end up being a couple shy on the last level 6 warp there are some purple lifeforces right before the last key). I think, although haven't tested, that getting the grenade launcher is faster in level 4, so that is a positive right there, and I haven't been able to think of any other reason to do level 5 first. Anyone? Some notes on walls: * There seem to be three types of wall glitches that can be performed. The first, and most worthless, is the wall where you can get stuck in between polygons, but are unable to do anything useful when positioned there except run in place. Stop running and you fall out of the wall. All the walls surrounding the last two keys of level 2 are like this. * The second, and somewhat more helpful, is the walljump-able walls, as seen in levels 3 and 2 so far. They are great for slicing off chunks of the game when you need to head straight up. I haven't found any more of these than nfq found for his run. * The third, and (when used correctly), most helpful, are the walls that allow you to become stuck, and then move Turok upwards in a short, jerky motion. They react to gunfire by launching Turok sideways at an extremely high rate of speed (ie I call them wall cannons), although they don't add any height other than that garnered by regular jumping during the launch. These are seen in level 6 and 7 (see the links in the above post). If I manage to find more of type 3 walls I will certainly try to apply them, because not only are they useful, but they look really cool. A few other things that I've noticed and come up with from working on this in the past week. -There's no need to get the assault rifle after the first high priest in level 5, since it has a poor rate of fire and does moderate damage (30 hp if all 3 bullets connect). - With ram watching I may be able to fire a couple grenades in the air at the 2nd high priest guarding the last key of level 4. Grenades do a max of 95 hp (sometimes 96?) damage, and those dudes only have 210, so a quick volley of 4 grenades (2 per preist), followed by 2 quick pulse rifle shots should allow me to run right on through without wasting time with them. - If I utilize the wall cannon in level 7 as shown, it would mean I have to skip two boxes of grenades and a backpack. The grenades aren't a big deal since there's another 15 near the end of the level, but the backpack worries me, since I wouldn't be able to carry 3 nuke charges. I may try to use the wall cannon to just fire me around the corner if possible, so I can still skip the alien room, and be able to get the backpack. If not, and the wall cannon saves a ton of time, I may decide to make my Thunder fight a tad longer to manipulate a couple nuke ammo spawns. -Right now I'm at the last checkpoint of level 2, and expect to be done with the level tomorrow. From the longhunter to this point I managed to save around 5 seconds from my previous try, and am overall 40 seconds faster. At my current rate of saving time I will be able to complete this run in 36.7 minutes, but that figure could change dramatically with new discoveries. A WIP will be coming at the end of level 2. Any thoughts or comments?
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Kles wrote:
Of course, not everyone will like them, but from what I can see, more people would like this kind of video than say, a speed run of Dark Castle. Here we are, still publishing 6 frame time savers on really shitty, boring games that honestly no one wants to see, and yet there's a debate about whether a video that is entertaining to 60-80% of the community is worth publishing or not. Unbelievable.
First off, I agree with you in thinking we should broaden our horizons and look into games with entertainment more as a focus. However, some people (myself included) find entertainment knowing that a game has been beaten in the absolute shortest time possible. So those 6 frame improvements, while not changing the movie much, increases my entertainment from it by simply knowing it's kicked the game's ass that much more.
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If Contra and Sonic Spinball got drunk, got freaky, and then 9 months later had a bastard child, this game would be it (and I mean that in the best possible way). So much rolling around, great shooting, good graphics, fast paced.... This movie entertained me more that 95% of all the movies I've seen in the past month. Great, great job!
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Question for you DeHackEd: Why won't microstorage accept .m64 files that are created from an external savestate? I think I've done similar things with other formats (although I may be mistaken). Is there any specific reason?
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