Posts for ruadath

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14 15
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
For what it's worth, I started working on this (Lunar 1 SegaCD) about a week ago. Random number stuff has been figured out, and step counting methods + encounter skips too. Expect a WIP in a few days time.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
His movie does not have any additional lag compared to mine. I can match the map generation that he gets, but after that the AI does not sync up at all, despite there being no apparent difference in our inputs...
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Another MegaMan Zero TAS is the works! FeelsGoodMan
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Takanawa's movie is quite a bit faster... although I can't seem to get it to sync on BizHawk. So maybe I should cancel this submission and we should publish his?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Probably has something to do with hardware damage, as I mentioned above.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Unlike stuff like resetting, which can be argued to be a natural part of a game, and is sometimes integral for progression
Just like opening the disc tray is a natural part of the game which is certainly more integral to progression (you have to do it to get to the next part of the game)! Of course, most of the times we reset are not in order to progress to the next part of the game, and similarly I don't think that should be a requirement for disc tray opening. RTA standards have nothing to do with what the TAS community finds acceptable, and usually are due to hardware damage issues. For this reason (among others), RTA communitys usually ban up+down/left+right, but we have no problem with it.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I don't see why it should not be used. It's a legitimate feature that works on console, and its certainly more innocuous than reset midframe the way lsnes does to corrupt SRAM.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
So... is this happening or what?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Crashes.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Dragonstomper -- the first ever console RPG!
Post subject: Trace Logger not working in SegaCD
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Not sure if this is because feature is not implemented or if it is a bug. Details ROM: Lunar - Silver Star (Japan) BIOS: Japan 2.00
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Sorry Spike, minor improvement of (at least) 7 frames incoming... hope you didn't put too much work into publishing yet... EDIT: here is the 13 frame improvement[/submission]
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Answer to the above question is now definitely no, thanks to the new camera scrolling glitch, which cemented D Ending as fastest. Link to video Meanwhile, F Ending sees a major update of over 30 seconds to be completed in just under 7 minutes and 20 seconds!
Experienced Forum User, Published Author, Active player (256)
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Posts: 352
Don't judge/publish this yet. Major new discovery on nico today. Will hopefully have new file ready in a couple of days.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Time is now sub 200 minutes! Link to video
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Not sure what changed but this seems to be working properly in Bizhawk 2.1
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Encode is now available and added to submission text.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
I think it is just dialogue, not sure though.
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Nice! looking forward to seeing the current run obsoleted! And we can always count on high quality work from you, Challenger!
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
Nice job, are you interested in making a any/100% TAS?
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
For what it's worth, they don't accept movies on non official versions, so unless you wait for 0.9.12 to get released, you will have to make your movie on the old versions (found this out the hard way).
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
That's still on VBA-Next though, you want it on mGBA...
Experienced Forum User, Published Author, Active player (256)
Joined: 12/13/2016
Posts: 352
PikachuMan wrote:
I vote yes and I believe this should be a separate publication due to the flagpole glitch working differently.
That's not a significant enough issue to warrant a separate publication. We don't have separate categories for games where enemy stats or a single mechanism work differently if the rest of the gameplay is pretty much analogous and I don't believe it should be the case here either.
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