Posts for moozooh

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Saturn wrote:
  • 2 frames gained by managing to unspin and still land on the platform right before Morph Ball. It's only possible by manipulating the falling move as shown there. Very weird but clever tech, which (I'll be straightly honest here) I probably wouldn't be able to find myself. The most useful tech in the smv IMO. Respect.
Even after I put it up for confirmation in my (already outdated) improvement list?
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I've had the problem described by pirate_sephiroth. Can't reproduce it on this computer with 12 beta, though.
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Yes, Hi-Jump may save time in nearly every vertical room, but in the end, there are no known/remembered any% tricks that are possible with it and impossible otherwise, which alone makes it not worth getting in a realtime-oriented run.
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I see. Is it a group project again? :)
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On that note, has 96-exit been recently restarted to include the new tricks like 1/1, or just continued from wherever Fabian left off if he did?
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There are basically four main time guzzlers: 1) luck manipulation; 2) optimization of execution-intensive parts; 3) reducing lag; 4) strategic planning. Obviously, there are games that all four cases are common, and those where none are. For example, in games like Chrono Trigger, #4 is obviously prevalent (the rest won't take remotely as much time), for 16-bit+ Mario games, Metroid and Sonic games, it's #2 and #3, for most puzzle game runs, it's #1. EDIT: Oops.
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Clarification for those who don't know who James Rolfe is: Xipo is referring to Angry Videogame Nerd's Top Gun review.
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FYI, recording video with DOSBox has been possible for nearly two years (which is how old version 0.65 is). It doesn't help even a bit with sync problems, though.
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IronSlayer wrote:
The "manliest" music video ever
Oh my god… Thank you, thank you so very much! This video is orgasm-inducing.
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dzug wrote:
While this is a bit offtopic, is there anything similar to this that can be used to watch the memory of any windows application?
MHS sounds like the thing you need.
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Amazing how broken this run is. And to think the game doesn't even have spindash nor Tails!
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The link above is no glossary, it contains actual instructions on how to affect randomness.
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Dromiceius wrote:
In other words, it allows me record my performance from one WIP, and compare it my current WIP in realtime.
I would like to express my love towards this whole project. You can't even imagine how much of an impact it may have on unassisted speedrunning.
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Reasonably, most games TASed so far have been released in US and/or Europe. Consider the amount of very weakly explored Japan-only games library for each system. I'd say there are at least 50, most likely more, games to be TASed on NES alone.
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Nevermind. I just tried it, and it didn't provide the effect I hoped it would help with, which is: canceling upward CWJ's speed boost. Why would I want to do that? It could help saving a frame each time you can jump a frame earlier to climb up a ledge you're running under where an upward CWJ would bring you too far from the ledge to continue walljumping or land on it on time, and turning around at the last frame wouldn't let you clear the ceiling. Sounds confusing, I know. :D
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Indeed, I remember it mentioned by Michael, but never knew what it was, until I completely forgot about it. I actually have a few rough ideas on when it can be used, which I will try to test in the evening. That sneaky Michael, amazing how many tricks he's found. [EDIT] Re-checked it, and it actually was BoltR's find. Sorry BoltR!
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1. New entry rules have prevalence over obsoletion rules. 2. Super Metroid, Metroid Zero Mission and Metroid Fusion all had ingame-aimed runs published (even when obsoleting existing movies). Also, Sonic. 3. Formalities suck.
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Looks very clean now! Yes vote for a third category.
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wicked wrote:
how do i vote?
Since you've asked this question, the short answer is: stay at the forums and contribute however you can, soon you'll be able to vote in any poll. It's because permissions are granted manually at this point.
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Finally managed to watch this today, and I should say, this looks and feels like it's Saturn's RBO run being reborn in your hands, Kriole, to which some small mistakes pointed out above contribute in some nostalgic manner. The run I was waiting for about 1.5 years. Just great! Looking forward for further progress, Maridia especially. Are you going to make a second version afterwards?
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Petition for a high quality 60fps .avi file. :) I can host it on my Diino account, if you want.
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Warp wrote:
Why are you talking as if the rewinding function would *replace* savestates instead of existing besides them?
No, I'm addressing the point the way you brought it up yourself:
Warp wrote:
Btw, those things would mostly go away if someone finally created a rewinding feature to the emulators
…and my opinion is no, they wouldn't, at least not "mostly" by a long shot — they are to be addressed in a different way, that involves objective-oriented approach. Without addressing this problem, "when to make a savestate" would just be substituted by "how far back to rewind", and so on.