Posts for nfq

nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
Simon Sternis wrote:
Okay, works with the rerecording V2 but is this one an antidesync version?
I have no idea. I thought this would be the antidesync version. It did feel like it desynced less when I did some Pilotwings 64 TASing, but it could have been a placebo. Everyone keeps talking about this antidesync mupen, but where can it be downloaded? Could you maybe upload your antidesync mupen? Would be interesting to see if it desyncs less.
Heisanevilgenius wrote:
Hah. After the first scene with all the repeated headshots, I thought it would get pretty boring, but after that it was great. The best part was when that soldier lobs the grenade and blows up himself and three other guys.
Thanks. I didn't use any lookdown on this either. On DLTK you don't have much time to look down.
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
Simon Sternis wrote:
I may try Facility, but I feel that just getting a good Doak will be horrible. :P
Hm... actually I think that part would be pretty easy. Doak is determined when you drop down from the vents. You don't have to TAS through the whole level to see if he is on the right place, just push the button code for invincibility and go check where he is :) Facility DLTK sub 55 sounds almost impossible to me, so I'd really like to see that one. The headshot address is not level-specific. If there are different versions of the anti-desync mupen, then maybe that's why it doesn't work. I got my mupen from: http://www.bluetoaster.net/emu/all.htm The address is easy to find by yourself though, or at least I think it's easy because I've become better at using MHS. It only took me a couple of minutes to find it.
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
For those who don't check my channel, here's Control DLTK 4:19: http://www.youtube.com/watch?v=uEZzm-d10EQ Shooting Natalya in the beginning is supposed to make her open the door faster, but I noticed that she was only a few frames slower than in the 00A TAS (even though this part of my DLTK run wasn't perfectly optimized), so I didn't see any reason to shoot her. This TAS gets a little sloppy at the end, it could have been a few seconds faster, but my goal was to get sub 4:30, so I didn't put much time optimizing it. I might edit the ending later some day and get 4:17. By the way, the memory address for the head shots is 00966984 (short) -- works only with the antidesync mupen. It's pretty useful if you want to be sure that you hit someone in the head. I had to do insane amounts of headshots in the beginning, so it was useful there. A guy gave me 5$ for making this TAS. Previously I also got 5$ from two other DLTK TASes. There are still 3 times left that you can get 5 dollars from, so if anyone wants to try them, they are: Train sub-1:50, Facility sub-:55 and Streets sub-2:05. These are probably pretty damn hard though (Streets is easiest), I already got all the easy levels so there's only hard ones left :P (they might even be impossible, Train for example sounds impossible)
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
suarara wrote:
crash in the same time.i don't know if it's problom of the iso .
yeah, could be. the disks that i use aren't called "iso", they are called: Parasite Eve (U) [CD1of2].bin Parasite Eve (U) [CD1of2].cue Parasite Eve (U) [CD2of2].bin Parasite Eve (U) [CD2of2].cue
EX Mode is not my goal
it would probably be 6 hours long anyway :P
nfq
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Joined: 5/10/2005
Posts: 1204
pirate_sephiroth wrote:
awesome that video with the bullets! now I like this kind of video too: http://www.youtube.com/watch?v=-_2xGIwQfik
fred phelps rap: http://www.youtube.com/watch?v=rNuPqhtbDZs funny avatar you have btw :P
nfq
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Joined: 5/10/2005
Posts: 1204
WebNations wrote:
is it possible to get an encode?
sure, you just have to use a program called kkapture. i already have an encode of it, but if i would upload the whole thing to my youtube channel, it would be like 30 parts, so maybe it would be better if you could upload it, so it would only be 1 or 3 parts (it wasn't possible to record disc switch with the emulator yet when i made it, so it's in 3 parts: CD1, CD2, EX Mode). if you upload it, mention my youtube channel (http://www.youtube.com/3iikka), so i get some credit for it.
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
ZeXr0 wrote:
Can someone record the wip of this game please ?
I've uploaded them to my youtube channel now. Sorry it took me 3 years to record these, but thanks for waiting so patiently, lol
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
Thanks for the comments. I know there are fights in the museum and day 2 that can be avoided. You can also escape the bird fight at 1:38 on your video here: http://www.youtube.com/watch?v=34XADbkBuX4 Did you get the .pxm to play after all? Then i don't need to upload it to youtube? Cool speedrun you have there. I was impressed that you got a super tool here 6:12: http://www.youtube.com/watch?v=HWomlRPuOlQ Are you going to do EX Mode (chrysler building) too?
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
Heisanevilgenius wrote:
Interesting that you say that right after an RPG won TAS of the year.
yeah... it's also interesting that i myself have done several RPG TASes, like this parasite eve TAS that i reuploaded yesterday: http://tasvideos.org/forum/viewtopic.php?t=7723&start=20 RPG TASes are the most boring, but that doesn't necessarily mean that they are boring. another reason why they are boring is that you usually can't do anything to speed up your movement or take different weird glitchy routes like in super mario 64. RPGs are pretty linear games.
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
speedruns/TASes of RPG games are the most boring, because there's a lot of text and you just go from place to place fight a few monsters.
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
I made another "Dark LTK" (all settings on maximum on the customizable 007 difficulty) TAS yesterday (Frigate): http://www.youtube.com/watch?v=x-aXyMfCfig I used the new Glide64 Napalm WX graphics plugin, so both the sky and the water looks perfect :). Earlier I thought the water would be green, but I noticed I had an older napalm version. But one strange thing about this plugin is that when I captured the avi, it was only 256 colors so it looked like shit, so I had to capture with camtasia instead (which worked good). Could someone else try to capture with this plugin too and see if they have the same problem? It's too bad if it can't capture proper avi's, because it's a great plugin. I used backstrafe at the beginning and even though it wasn't so perfect, I noticed that I got up a few frames faster than in the 00A Frigate TAS. I still use a controller when I make TASes. I don't understand how people can use keyboard. It takes ages for me to try to make TASes like that. One thing that I think is useful in DLTK tases is a headshot calculator memory address, because sometimes when a guard is very far away you're not sure if you hit the head or some other part, and in DLTK, if you pause to end the level and see the headshots, you often die because the pause hand animation takes so long. Gameshark would have been useful too (mupen64 doesn't have one), to put on bond invisibility to see if I got the right guard paths. Instead, I had to use button codes.
DaTeL237 wrote:
ps6. From the scaled coordinates (measured by bond_x and bond_y)... you can see that bond does not move in perfectly straight lines. Probably due to imprecisions in calculations... *Maybe* by using tiny turns each frame, bond's movement can be improved to be straighter and to have positive rounding errors? :D
I noticed something like that too a few years ago when I did some tests how the lookdown affects the time. It seemed like bond moved in straighter lines if you used lookdown. I didn't understand everything you said in your post because I'm not so good with that technical stuff, but how much time do you think these improvements could save from the total time?
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
i didn't actually notice much of a stuck at the end (it just seemed like it lagged), but slow gate, yes. and you could try using more look-up or look-down at the end. you also walked really close to the wall at the end, which would be good, but it almost seemed like you walked a little towards the wall and lost time because you didn't have perfect strafe lines (but i could be wrong about this). you should also use the napalm plugin, it's the best for goldeneye, because it emulates the sky and even some water on frigate (although it is green). the rice plugin also emulates some sky and water, but not as good as the napalm plugin. i noticed that henrik's and simon's TAS doesn't use the napalm plugin either. i wonder why, is it because it wasn't available yet when they started it?
nfq
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Joined: 5/10/2005
Posts: 1204
Warp wrote:
Movies are filmed and shown in theaters at 24 frames per second. If the frames of such a movie alternated from being purely black and purely white, you would certainly see the 24-fps flickering (rather than a static gray screen). However, for example the movie showing a person walking does not look jerky but smooth. In order to see jerkiness in the movement, the framerate would need to be dropped to below 16 or such. So it really depends.
Yeah, it depends on how much change there is between the frames. A black frame turning white is as much change as is possible, so it's easy to notice, but if a person in a movie moves 2 cm between two frames when he's walking, it's not as big of a change, so it looks smoother than if he would move 2 m forward in 2 frames. I think people should start filming movies at 60 FPS instead of 24, they would look much better that way. Almost all games are 60 FPS, but there are only a few movies which are 60 FPS, probably because people aren't used to seeing movies so smooth, so they don't "feel like movies" if they are too smooth.
nfq
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Joined: 5/10/2005
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I always thought that the framerate of NES was exactly 60 FPS. I wonder why they chose a weird number like 60.098 instead of a nice and round number like 60.
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
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Bisqwit wrote:
[CO=a=i=C?0:(fseek(fo,0,SEEK_END),r=ftell(fo)/8,rewind(fo), fread(l,8,r,fo),fclose(fo),remove(tmp),z=(by*)In,main(-1,0))]=907;++i<12;P[i ]=P[i-1]*89/84);if(C<0){if(isatty(fileno(fo=stdout)))fo=fopen(A=OF?"/dev/dsp": "/dev/audio","wb");if(!fo){perror(A);exit(-1);}a=c=i=sn[29]=0; for(fprintf(stderr,"Playing %s (
I'm surprised anyone can understand anything about that. You programmers must have a higher IQ than Einstein. All I see is random words, numbers and letters. I watched your youtube video too, and you write really fast. Do you use a normal "qwerty" keyboard layout?
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
MrGrunz wrote:
I work on the run daily, but progress is pretty slow, because I'm a really slow TASer I always need years to TAS stuff, although I have no big rerecord count
This game is really annoying to TAS though because it desyncs so much.
petrie911 wrote:
Nahoc wrote:
I think this TAS will blow more than everything I've ever seen !
You might want to rephrase that.
I lolled too when I read that xD
Post subject: Re: It's been fun.
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
please don't leave, i love you
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
1 million FPS slow motion bullets: http://www.youtube.com/watch?v=QfDoQwIAaXg Check out the bullets at 7:32, it looks so weird. I've recently noticed cheap digital high speed cameras that can record 1000 pictures per second (but very low resolution, something like 200x80). High speed cameras have been really expensive before. I wonder how long we have to wait until there comes high speed digital cameras like in that video that are cheap enough for ordinary consumers. Like 30 years?
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
MrGrunz wrote:
here's a TAS of the Snowhead Early: http://m.youtube.com/watch?v=z_PiDKCL4Xw&
what a weird youtube link. it links to a .3gp video that can't bee seen or downloaded, and what is rtsp? it works though if i remove the "m".
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
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You can add my channel to the list too. The thread started doesn't seem to be active anymore though, but maybe someone else can edit that.
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
I made Aztec "DLTK" (basically, it's the hardest difficulty: all settings on maximum on 007 difficulty) 2:22: http://www.youtube.com/watch?v=sc4emSyrnJ0 Also try out this emulator that can run GoldenEye and Perfect Dark at 60 FPS: http://tasvideos.org/forum/viewtopic.php?t=8972
Post subject: N64 emulator that runs some games at 60 FPS
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
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I found this interesting emulator yesterday: http://www.emutalk.net/showthread.php?t=40311&page=12 It's a modification of the 1964 emulator that allows GoldenEye and Perfect Dark (and some other games too, apparently) to run at 60 FPS. Would be cool to see all N64 TASes run at 60 FPS. Many N64 games have such a low framerate. OoT for example only runs at 20 FPS. It would be easier to make the TASes too if the games ran smoother.
nfq
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BadPotato wrote:
I'm very sorry for this long reply, but do you still have your .pxm ?!!
no, i didn't even do it on a TAS emulator, just a normal emulator (epsxe) with some kind of "gpurecorder" plugin. the only thing it could do is use save states (limited by one "slot"), but i could also slow the game down down by lowering the frame rate from the graphics plugin menu. my time was 6:21 i don't know anything about memory addresses and technical stuff like that
nfq
Experienced Forum User, Published Author, Player (93)
Joined: 5/10/2005
Posts: 1204
merry christmas and happy birthday jesus