Posts for moozooh

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As much as I like this run otherwise, I have to vote no because it uses continues, and as such cannot be qualified as beating the game.
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Ah, you're right. Apparently I was thinking about HDMI and VGA, which are my preferred output methods. But why would you want 480i when none of the X360 games output interlaced signal by default? [EDIT] Ok I'm dumb today. Your recorder doesn't support progressive input.
Post subject: Re: Recording in SD while playing in HD from an Xbox 360
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Mister Epic wrote:
So I wonder one thing. Can the Xbox 360 broadcast an HD 1080p signal and a 480i signal at the same time?
I don't think X360 can output 480i period.
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Awww, that's so demotivating, pirate. You knew that deep inside I considered myself a deep intellectual artist critic poet. Now my whole universe is shattered.
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Very nice. :)
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I often hear some compositions, sometimes rather complex, in my dreams or think them up, but lack tools and abilities to transcribe them, if only because it would take years to master them to an appropriate level. And then I just forget. It would probably be more efficient to wait until the consumer-grade brain-to-pc interface appears on the market. Btw, just a couple hours ago I heard an awesome track in my dreams. I was so excited I woke up, and it turned out what I heard was a heavily distorted version of another track that was playing from my speakers at the time and shared only one common element (really amusing how it transformed in my dream). Gives me more incentive to listen to ambient while asleep. :P
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Wasn't there some in GTA IV or one of its add-ons?
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You can PM each other on these forums, just so you know.
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I haven't watched it yet, but it looked tightly optimized, was fast paced and overall entertaining. I just wanted to chip in and say keep up the good job!
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If your definition of a cooldown is something that turns grey and proceeds slowly refilling, then it's obvious WC3 is your answer and why would you need to look any further at that point is beyond me. If that's what you've been looking for, all these people suggesting different things clearly have wasted their time suggesting their own versions. If you want but one example of a cooldown that did not come from an RPG game, try GigaWing. Nothing turns grey or whatnot, but at least it's older than WC3.
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See, the first problem is you want the definitions for the terms you've chosen to write an article about to be convenient for you. Not accurate, not unambiguous, but convenient. For you, they mean what you choose them to mean. If you're writing an article for somebody else, if you want it to be responsible and informative, you have to choose a reference point that can be universally agreed upon, and stem evolutions of the same concept from it. Because, as tragic as that might be, most of the long-standing innovations have indeed appeared before your birth, or at least when you still were a toddler. You can't just go out and say The Beatles invented rock, Kraftwerk were the first to use a synthesizer, and Brian Eno came up with the concept of ambient music before Erik Satie. Likewise, the first automobile, calculator, and submarine were invented way before the XX century, and if anybody tells you otherwise they are being ignorant, much as you're going to be if you continue on your course, with varying results. The second problem is that some of the people in this thread have already done more research than you should have done in the first place. So I suggest you do exactly that.
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It's also worth noting that MMORPGs were around since 1970s, back when they were turn-based ASCII games, so "before MMORPGs" doesn't leave you with much to choose from. The "X in Y turns" mechanic for spells/abilities, a prime example of what you're talking about, was there since the beginning. Good luck tracking that beginning, though!
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adelikat wrote:
Is there any room for one of these to be a 2-player run?
If it makes the run faster, it should be done on a faster route. If it makes the run slower, then on the slower route, I suppose. In any case I support doing other routes because this game kicks ass and deserves more content.
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Truncated wrote:
SCROLLING.
That one's probably Scramble (1981) but it's pretty hard to tell nowadays. Edit: Nope, Defender had scrolling in 1980.
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JXQ wrote:
Perhaps not exactly what you were looking for, but "Down+Jump = Slide" sure caught on after Mega Man 3 (I think) introduced it.
I believe that was Strider (arcade), released a year prior. It also was a hugely popular and influential game at the time that basically started the whole acrobatics thingo in platformers that you can see in Hagane, Spawn, Super Gunstar Heroes. But there may have been even earlier examples, likely among other arcade games since they had a huge hardware advantage over home consoles up until mid-90s. Like, for instance, NES Ninja Gaiden (1988) probably was the first game with walljumping.
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Having the marble offscreen most of the time has its charm indeed, but I by far prefer seeing the gameplay to knowing about it.
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It may not even be a bug, just the way a game handles cheat code input. Why would you do that anyway?
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Invader Zim, I guess.
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Mushihimesama Futari 1.5! :D 22 EUR at AmiAmi, 24 at HMV.
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Nice, I'd love to have it in HQ. :)
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"Tastiest person around".
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Xbox is an odd case because it's essentially a Windows PC on an Intel CPU. A good lot of the code can be executed directly, largely saving the trouble of performance issues and compatibility hacks. Yet, nobody seems to care about it (dare I say there is a reason for that? Ha). There is Cxbx, which is an established project, but the progress is sloooooooow. PSP is actually much better: there are several playable games and development seems to be quite active. I'd suggest monitoring PCSP/JPCSP's progress; in a year or two it will likely be mature enough to run most commercial games. In any case I doubt any of these newer systems are harder to emulate compared to such monstrosity that is Saturn with its 6-something separate processors working in unison. The problem is lack of interest/expertise. 8- and 16-bit systems have been around enough to have been thoroughly documented, so writing a basic emulator for them using the extensive data accumulated to date is not a huge challenge for somebody with coding experience. With stuff like Xbox there's still a lot of experimentation and insight involved to make things less hackish, or even at all working, so development needs proficient coders for that task. And we all know how hard it is to find a proficient coder with required experience AND required free time AND required motivation to work on an emulator they likely won't even use themselves.
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Parallax barrier is not emulated in software, it's a 100% physically-induced optics feature. The game is always rendered at double resolution, so there's no issue with lag. Obviously you won't be able to watch the result in 3D without glasses or other kind of hardware (like a sheet of paper), but dumping it into a video isn't going to be a problem. Also, it's a bit odd to ask here whether an emulator for a yet unreleased system will be released, considering we aren't the ones who are making that decision. None of the new system emulators started on TASVideos, likely because it's not a development forum. Even in cases when TASVideos staff joined the development that was mostly at the stage of adding rerecording support and working on the core features that would ensure rerecording stability. I'm certain a 3DS emulator will be released some day, but the technology involved seems to make it quite a lot more complicated compared to DS — keep in mind that it's an entirely new, powered-up piece of hardware. To give you some food for thought, we've had a fully functional (albeit not perfect) GBA emulator within ~1.5 years since the system's release, but for DS that took four years (and now, almost three years further since, still not all features have been emulated to 100%). All this considered, I wouldn't count on a 3DS emulator to be accepted for TASing before 2014 at the earliest, unless some kind of a miracle happens. We've yet to have Dreamcast and PS2, which are both over a decade old systems. Let's talk about it, say, in half a year, when the system is released, examined, and properly documented, so we could have some perspective and not just make wild guesses and answer questions we aren't qualified to answer.
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It has, many times. Mike McKenzie (mike89) has had a record in Vectorman 2 any%, Kirk LaBuda (BioSpark) has had records on Metroid Fusion, Robin Reigstad (Deign) has had records on Final Fantasy IV, inichi has had a record on Chrono Trigger any%. AndrewG, Seth Glass, and stanski have had unassisted and TAS records for the same game held simultaneously as well, although the TAS records were shared between multiple players. There are definitely more examples. Many of the early contributors were unassisted speedrunners (Josh the FunkDOC, Sleepz, stx-Vile, LLCoolDave, SprintGod, Gigafrost to name a few), so it wouldn't suprise me if the absolute count was even higher in the beginning.
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Likewise, I think 1-6 would be the sanest place to redo from (I take it the game isn't hexable?), and a WIP would be nice to have just in case as an appetizer for the future walljump awesomeness.