Posts for moozooh

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Yeah, I said the same thing when I finished watching it. :D
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m.r.bob wrote:
It seems like we're obligated to give this a star considering how much its improved over the last video or so (which was given a star).
That would also mean removing a star from the 100% run, which uses a more conventional route, isn't much (not even twice as) longer and has more interesting moments to showcase. Although this is rather moot since JXQ is working on an improvement, so it might as well be better to give a star to any% as it's considerably more up-to-date.
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Link_enfant wrote:
Why do you collect the Varia suit since you take Gravity before it ? =o
It halves the damage taken from Mother Brain's beam attack.
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It's probably 2:40 where Xkeeper lives, again.
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Is there any progress yet, btw? I'm itching to see what you will come up with to preserve your speed everywhere. :)
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Yes vote. Venom 2nd part is a vile level, I remember struggling to have 100% on it when I was a kid, but I always got something like 98%, which pissed me off considerably. :)
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The game with awesome music returns. :D I already see Guybrush having nightmares about it.
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Mukki wrote:
Also, you have a large list of ROMs there that isn't really doing anything and you haven't made it clear what is meant to be done. You do say, yes these ROMs will be tested, but elaborate.
Well, I can suggest an evaluation/description format. First, we decide the best combination of plugins (all except video). I believe it's not that hard. Next step: testing the game with that combination + various video plugins. The format would be: <Game name> / overall performance rank <flawless/problematic/unTASable> / video plugin #1 works <good/with problems/doesn't work>,… video plugin #n works <good/with problems/doesn't work> / other plugins work <good/with problems/don't work> / tested <fluently/extensively>. It can be expanded if there is more than one usable input/audio/RSP plugin, and it can be integrated in a table without much effort.
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FAQ is there for a reason. ;)
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The scene in question is The Scene. I know, that's a good name. %)
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I mean Quake 64, not just Quake.
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Well this is a tough situation, since more surreal != more pleasing. How significant the bhopping is in this game?
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Dromiceius wrote:
I enjoyed that... well, there's still 20 minutes left, but it's not bad. Super Metroid is one of those rare games that has so much ambiance that it takes awhile for it to sink in.
True. Also, by Saturn's request, behold: one of my failed single-segment attempts. It's rather good in the beginning but starts to get progressively worse somewhere after the morphball. :D Up to the point where I forgot the sequence of keypresses responsible for activating horizontal shinespark. Enjoy the misery.
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Well, I'm not surprised to see nitsuja's name mentioned here, with this much hyperspeed offscreen action. ;) I like this run, and especially the constant feeling that Vinnie isn't even going on track — more like being pushed between and through walls (since it's not rare to see him moving in the opposite direction in those brief moments he's on screen), although I think it's not as interesting as it could've been with camhack. But it's a yes vote, nonetheless. :)
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Saturn wrote:
Giving a example would probably be a more helpful option. :-)
Well, I've been producing "the example" for quite some time, and still don't see you somersaulting after doing a corner boost. Then, your Brinstar powerbomb blockade room on the way left could've been at least 3-4 frames faster both times you went through it (I don't even have a chance to stand on that last little block because I'm already falling when the unmorphing animation stops). I also have a feeling that the three-tube room with the loose wall on the way to Spore Spawn can be done faster since you can skip unmorphing until immediately before the knockback, as I demonstrated on my progress blog. I'm sure there are other moments I have overlooked due to being unable to fully view and compare, but you get the general idea.
Saturn wrote:
You can actually make it fullscreen or change to any desirable size with this button
Oh, no, no no no, you won't get me to watch youtube videos in full screen. It's even worse than watching them in the original resolution, since upscaling is primitive and the quality is so bad to begin with that the whole screen turns into a whirling mess. %)
Saturn wrote:
Ok, I will look if I can upload the original AVI somewhere, so you can watch it with a clean 60fps and save on HDD if needed.
I can capture and host the files along my own SMR videos here, or you can do it yourself if you set up an account. It's free, accessible, and doesn't expire after 30 days.
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laughing_gas wrote:
Would Quake 64 be a good choice or redundant? Unlike the PC version, you can't aim while moving and bunnyhopping doesn't make you go faster, so I'm not sure if people would want to watch a TAS of it when quake done quick (with a vengeance) is already available.
If it allows new techs/shortcuts impossible in the PC version (or at least in an unassisted run) and doesn't have ludicrous amounts of lag (I'm looking at you, Duke Nukem 64!), then likely yes. But no, it won't be as impressive as QdQwav, and even less so than its upcoming improvement.
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Sonic 3 & Knuckles has pretty much everything needed for it. As for some shooting action, think Super Metroid: Redesign (minus door transitions and other waiting scenes, minus the long escape sequence, minus all the luck manipulation problems).
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laughing_gas wrote:
I'm a bit surprised that AKA's run wasn't accepted sooner, it's almost as if the judges expected this new submission.
While this indeed is a fertile ground for conspiracy theories, Rikku's previous run wasn't accepted instantly as well, and it was published in three weeks after submitting. So nothing really surprising here. :)
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Drewseph wrote:
The only con I see is waiting for it to load. however its not dark at all, and there are no frame rate problems other than its not running at full 30 fps. but there was no lag or choppiness for me
1. Requires a fast (and preferrably not on pay-per-MB basis) connection, a flash plugin and internet access EVERY time you'd want to watch it, unless you rip the video off the browser cache. 2. Half the normal frame rate. 3. Crappier quality. 4. No free resize (I'm not watching emulator videos in their original resolution, ever). 5. No slowdown/frame advance. 6. No input watch, no memory watch, no frame counts (efficiently making it impossible to compare movies). Note that a standalone .avi would solve at least a half of that problems, and .smv would solve all of them.
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Damn, I don't remember if I've ever seen such heated competition occurring for such an entertaining game before. It's hardly arguable that watching SM64 wars is better than watching Donkey Kong, Monopoly or SMB1 wars. EDIT: Also, voting yes and nominating for a star.
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Wow, and it's still improvable by a lot of frames. :D EDIT: Also, I join the forces of .smv-lovers.
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Alright, I've been waiting for a new Super Metroid any% for about 1.5 years, and finally, it is here. :D Very good work done in very short time. Allow me to give this run its first big yes vote!
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:DDDDDDDDDDD Dude, that totally made my day. This video is made of absolute awesomeness and pure win.
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That only goes for the games that don't have internal timer available. Otherwise you'd see Super Metroid in one hour, not 32 minutes.
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You come from SDA and you don't know how do they measure time? o_0 Either that, or I didn't understand your question. If the game has working ingame timer, the total time is measured by it. If the game has separate levels with separate timing, the total time is a sum of the levels' times. Ending credits are obviously ignored, since the ingame timer isn't running during them. Submissions here are measured by frame count, but if you apply the same timing rules, it'll yield the needed result, which I mentioned earlier.