Posts for scrimpeh

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RainbowSprinklez wrote:
well, it's supposed to display speed and position on screen. instead, it falls in an infinite loop of some sort. so something is obv wrong in my syntax/code
That's weird. Trying the script on another game displays the values fine for me. The game also runs normally. I don't know what's going wrong for you.
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RainbowSprinklez wrote:
thx! btw, this is the code im using: Download this.lua
Language: lua

Why wont this work??
I don't have a ROM of DKC handy, so I can't tell what's wrong with the script. What is the script supposed to do, and what does it do instead?
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RainbowSprinklez wrote:
[string domain = null]) <- what do i replace that with?
This means that "domain" is optional and will be set to null by default if you leave it out. In this case, you should be safe to just leave it out, because you set the domain earlier.
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I enjoyed this run quite a lot. Voting yes.
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This run was incredibly good. I really enjoyed watching it throughout. There were a lot of very cool tricks, but to me the grenade usage stood out: Both using smartly placed grenades to clear out rooms fast but also using grenades to boost yourself. I especially enjoyed the horizontal grenade boosts, these were a treat to watch. Cancelling your fall damage in the boat level was really cool too. I loved how you engraved "I live!" into the wall, only to then die immediately afterwards. Safe to say I didn't expect that. The audio commentary was really entertaining as well, and helped explain a lot of the things that were going on in the TAS. From hereon now, I also demand that any 3D shooter take the time to engrave the Lenny Face in the wall somewhere. It should be the gold standard of TASes, like getting 99 lives in a Mario game. It just needs to be done. Awesome run. Definite yes vote.
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From my own experience, developing for the NES is tedious and hard work, and when you actually do want to do something fancy, the system's hardware limitations will bog you down. It's a fun technical challenge, and personally I definitely enjoy working in 6502, but if I ever seriously wanted to make a game with the intention of finishing it, I'd just learn Game Maker or C and save myself a whole lot of headache. That said, a few quality homebrew games for the NES have been developed, such as the Battle Kid series. They're no Ninja Gaidens to be sure, but they are pretty impressive for what they are.
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Please do remake this movie. The new movement looks much more interesting as well than just running around.
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Load a movie in Read+Write mode (uncheck the read only box in the Play Movie dialog) and load a savestate. You will resume recording from the savestate. Normally, you can just load the state from your previous play session and go right back to where you left off. Alternatively, just play the movie to the point where you want to resume and save and load a save state to get back to TASing. There's also a hotkey to switch between Read-Only and Read+Write mode (Q by default, IIRC). If your run desyncs, there may not be much that you can do other than redoing the input from where it desynced. Check Wiki: DesyncHelpTAS for more information.
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Have you read this section? From what I can gather, increasing the amount of tracks might help.
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Woah, I didn't expect an improvement to Hetfield's Mega Man X movie so soon. Excellent work at any rate, voting yes.
Post subject: ok im done with this i swear
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Being credited is an honor more than anything. In theory, the site could operate on a license that assumes all credit for any movie that a user submits. And that'd be fine, since nobody has to submit their movies to this site anyway. As long as the site clearly states in its license that you surrender your credit to a movie, it'd be perfectly fine. Tasvideos doesn't work on such a license. Instead, co-authorship is used as a mechanism to honor people who have contributed a substantial amount of work to a run. It is their choice to accept this honor however, and if they do not wish to do so, that's perfectly fine. Especially, it is a agreement between users. Nobody can be credited against their wish. Giving credit isn't a matter of lying vs. being truthful. You may voluntarily surrender your credit to something that you worked on if you want to. You might do contract work for which you're not credited for money. By your stubborn view of what credit means, these things would be lying too, when they happen all over the place. This is how the world works, not tasvideos. If you have a problem with this, go complain to the world.
Post subject: blah blah blah welcome to my blog
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For what it's worth, in 2399M, got4n also employed a strategy[1] that I showed him[2] to pull off a certain trick. Like in this case, I have also had reason to be annoyed because the strategy I showed him was not even close to optimized, yet he chose to copy it verbatim. I don't know if it's precisely the same to the frame, but it certainly looks like the same input to what I showed him before. I chose not to say anything about it at the time because I didn't want any credit for the run. I was not actively involved in the creation of the run, and even if got4n recreated some input from mine, I couldn't care less. The TAS had several thousand views on youtube. Did got4n just lie to several thousand people because he presented input that in some small capacity resembled that of someone else as his own?[3] Did tasvideos.org unwittingly lie to several thousand people on the same grounds? Despite not being able to know any better? Did I lie to several thousand people by choosing to not disclose this fact? None of these. If someone doesn't want credit, they're not being credited. That's just how it is, and that is very much how it works outside of the world of TASes as well. After all, you can't force an artist to sign their own painting. [3]: Never mind the fact that credit in a TAS is so much more than just input. Strategies, routing and research are very important as well, but somehow they're not part of the discussion. Why don't all of the people who do that kind of stuff get co-authorship as well?
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ALAKTORN wrote:
Mothrayas wrote:
And I said in the rest of my post how while authorship is a given fact (as you have been arguing), credit is not, as that can be freely left to the publisher or the respective authors.
But then you’re just lying, if you don’t give credit where credit is due. You’re admitting Masterjun is an author… but not crediting him as such.
He asked not to be credited. He definitely has a right to be credited, but he chose not to exercise it. What is there not to get about this?
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RainbowSprinklez wrote:
I got this to sort of work. it only seems small values like 2 work. 500 DOES NOT work however. my question is, is the game somehow smart enough to not allow what i'm trying?
This is definitely possible. Games work differently from eachother, and some only allow some maximum total speed. You would have to experiment a bit and see how the game reacts. Maybe try finding the maximum value the game allows by trial and error.
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This is an interesting game, I've never seen it before. The TAS looked pretty well made overall, although I wonder if it's not faster to jump down ledges, rather than just dropping down (see 5:45, for example). Regardless, this was an entertaining run, so I'm voting yes.
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Thanks for the commentary encode, temmy. What an excellent improvement to the previous MGS run. The Out of Bounds stuff was really cray, and I enjoyed the text commentary as well. Obvious yes vote.
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Thanks to xy2_ for the encode. *votes yes rather nonchalantly*
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Very good work. I'm glad you actually put forth the effort and dedication to come back and improve the movie. As a result, I found the run very entertaining. Voting yes.
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I've taken the liberty of uploading a temp encode, as no one else has done this yet. https://www.youtube.com/watch?v=hwL0w_Ww8E8 Other than that, this looks like a run for the vault, since the RNG manipulation is clearly extraordinary play but there's not much entertainment. Still, it's a Yes vote, I suppose.
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I've never played any Paper Mario game before or watched any of the previous TASes for this game. Because of this, I'm really glad for the audio commentary encode, since it helped me follow much better what was going on, both in terms of TAS play but also the story. It also helped bridge some of the dull time during cutscenes for me. With that said, this was a very entertaining run with some pretty incredible skips. Yes vote from me.
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boct1584 wrote:
scrimpeh wrote:
...I don't know the low% route well enough to understand the exact missile and health requirements the run has.
As far as ammunition, you need a total of 18 projectiles to fully break Mother Brain 1's glass case, and then I think she has 6000 health, so once the glass is at least opened, enough of your missiles/Supers need to hit her directly to drop that to 0 by the time the glass breaks. For energy, Mother Brain 2's Rainbow Beam does 300 damage, and there is no way to pause during it to manually trip your reserve tanks, so you need at least 1 energy tank, and then any combination of 2 more energy tanks / 2 reserve tanks. Both of these apply to all categories.
Oh, that clears a lot of things up. Thanks for explaining.
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You need to figure out where and in what format the game stores its map data. Generally, this map data will be stored in some kind of grid where each byte corresponds to a tile. If you're lucky, the game stores the entire map data for the current level uncompressed in RAM, and finding and reading it will be pretty easy. If you're less lucky, things will be more complicated. To find this data, try looking for values that change only when the level changes. Try looking for large tables of data that don't seem to change in the game's memory using a Hex Editor. If you try to modify them and a tile changes on screen, bingo, there's your map data. If Rayman GBC is even anything like the other Rayman games, there will be two tile grids for a level, one containing the visual tiles you see on the screen, and another containing the block types, which determine a tile's properties. You will want the second grid. I hope this may be somewhat helpful to you.
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I enjoyed the testrun quite a lot. I've never seen this particular route in conjunction with the tricks used before. It's also very funny to see a low% get an a reverse tank, since that is one of the less important items of the game, but then again, I don't know the low% route well enough to understand the exact missile and health requirements the run has. I'm looking forward to how an optimized version might look. Dem moonwalks tho.
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This page contains most of the basics. Bizhawk works pretty much the same as most other emulators. If you have specific questions along the way, feel free to ask here.
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Man, this game seems like a big show off for parallax scrolling on the NES. Can't say I mind. Also, youtube continues to impress me yet again. Why does the video on the website only support 144p, while the flash embed runs at a considerably more watchable 240p? GJ, youtube. With that said, the run was entertaining enough. The action was smooth, and there were no significant downtimes, except for the Stage 6 boss, but that wasn't so bad. Voting yes as a nice improvement to a published run.