Posts for Atma


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Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Randil wrote:
However, I agree with what Comicalflop said about the slightly low action to movie ratio. I would love to see an encode where all these Alia messages and cutscenes are cut out, and only the action remains!
While it's not entirely what you desire, how about this? It cuts out about 17 minutes of alia/other messages and cutscenes between stages. I chose not to cut the teleport/fade in/fade out of stages for the most part (the exception being in the final stage between the boss refights) just so that it signified beating a stage/starting a new stage.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
That was pretty damn awesome. I especially liked the final sigma fights, as he was dominated ridiculously fast even with the limitations you had. The only thing I had a minor wonder about was in wire sponge stage: When you got to the elevator portion, if you had taken the left side instead of the right, would it have been faster to go over the elevator to progress onwards, as opposed to waiting for it to get high enough to jump under? Judging by how it looked, I doubt it is, but I'm just curious as to whether or not you tested it out. Anyhow, as I said, this was awesome and totally gets my yes vote.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Only if it looks awesome. You can do awesome, right?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
You sure did like punching guys in the groin, didn't you?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
"100% kills" seems kind of questionable as a goal, given that all the enemies have health left when the stage is cleared of blocks. If the stage is cleared of blocks, I presume that the enemy die automatically regardless of how much health it has left? Alternatively, if you get the enemy to 0 health, what happens? if the stage is automatically passed when they have 0 health regardless of the amount of blocks left, I'd class that as "100% kills".
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
I recall that the video and audio when dumped by pcsx-rr didn't sync.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
[URL=http://www.speedtest.net][/URL] Screw you angerfist, we only *wish* we could get that here. damn stupid monopolies.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Solon wrote:
Can't believe you're starting over AGAIN. This will make, what, four times you've basically run the whole game?
He did that at least a dozen times in breath of fire 2, and it's almost 5 hours in length. In a sense, it shouldn't come as a surprise, he just has that much patience.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
I can't actually comment on the end credits for this game, but every other monkey ball game I've played allows you to skip the credits after going through them once. I just finished watching the youtube video, which was of questionable quality, but I was pretty entertained. I didn't even skip any of the credits, but saw that you dropped the baby after a bit. so a couple of questions: 1) what version of desmume are you using to record this, and which version of the game? 2) does using a different monkey (eg. gon gon) have an effect on the physics?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
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you'd need to wait for the next version to tas this game, as .9.4 doesn't actually display sprites iirc (the current svn does though). Anyway. Normal mode would be the choice to take, and the difference between grey and ashe is in their busters while in A form.
Experienced Forum User, Published Author, Former player
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From what I saw before it desynced (I tried .9.4 and .9.4+, desynced at the same point in both), it looks pretty good so far. depending on how you manage later stages, it could be pretty entertaining to watch more.
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Joined: 9/1/2005
Posts: 803
Eratyx wrote:
I have only one thing to say: I can steer bees.
I just finished watching this. When you did the temple I thought "that was kinda cool". When you did the place of peace, I couldn't help but say "dude." a few times, as that was pretty fucking awesome. Keep up the ingenuity of the run :)
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
it's in a rather convenient location, isn't it? or was that another upgrade?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
I'd say go with speed. The entertainment factor from that alone wouldn't really make up for the time spent going to get it (I'd ponder if the same is also true for wrens positron bolt). If you were to go for entertainment, I'd suggest lowering the text speed to a level where even at maximum skip speed it's still readable.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Blaise wrote:
I'm actually a little inspired to start my BoF3 speedrun now.
I started one of these way back with pcsx 0.0.3 or 0.0.5 , but didn't get very far due to the version change, and the fact that random battles were seemingly unavoidable, though what you could fight could easily be changed. I watched this movie a couple of days ago. The only thing I could think of improvement wise would be to cut out the second trip to gantz and buy everything you needed the first time around, unless your funding wasn't good enough for that. Given that you improved my years old test run by a solid 40 minutes and bought it under 5 hours, I feel that this deserves a yes vote.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Is it a svn version (should say "svn##" in the title bar)? If it's the latest, I've experienced some difficulties with the latest svn of the 1.43 branch that weren't previously present, so you'd either have to revert to an earlier version, or wait it out.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
I can't comment on zsnes having never used it for rerecording, but what version of snes9x are you using?
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
A question, and a suggestion. Why didn't you take a 5th party member? kyra and raja are higher levels than the rest of your party. At least one of them is bound to save you some time in the final battle, but I might be wrong. As a stylistic choice, I reckon you should totally finish PD3 off with destruction. It'd be a cool looking way to end the movie, even if it is slightly slower due to less damage.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
That skip was awesomely impressive to watch, good work on pulling it off. I can't really think of anything else to add apart from that actually, so yeah.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Did you previously have a dual monitor setup, with the display being output onto the second monitor? If yes, the config files for your emulators at least might have them spawning on the now nonexistent monitor. If no, and you have a nvidia graphics card (ati might also have a similar option, but I haven't used it in years), in the other nvidia control panel (not the one linked in the right click menu), you should be able to force everything to display on your primary monitor. I had a similar issue with xp64, but haven't had it with 7 myself since I only used a single monitor from the get go.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
That was quite a nice wip you posted, however I noticed what may or may not be a flaw. You damage boost quite nicely off of most enemies in your path, but there was one enemy which you didn't despite it being almost directly in your way. The amount of health you had wasn't an issue since you purposely took more damage from the wolf. Would boosting off of that enemy (twice, since you went past it twice and didn't dama boost either time) be faster, or did you already try it and have the resulting boost turn out slower than just walking past it?
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Joined: 9/1/2005
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Time/SpaceMage wrote:
Eh, so you're not going for the best ending this time?
I think he means that unless he can heal Ganer externally, then even damaging him partially to improve takedown speed of the guardeyes is a bad idea, as at least one of them drains his HP iirc.
Post subject: Re: Using hacked save data for clean hard mode
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
So I take it from that post that you don't want time to carry over? I would suggest doing what pirate_sephiroth did for the aria of sorrow hard mode TAS he did, and finish your other movie, then simply delete the existing save file, and start from that slightly modified one. You can still start from hard mode without all that elaborate work you did.
Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Mastania wrote:
Also, waaay back in the Portal fight, how is Ryu able to do 512 damage with the dragon while having only 20/21 AP?
The dragon damage formula has a few quirks like that. I used it at least once in my old massively obseleted test run too.
Experienced Forum User, Published Author, Former player
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Definitely impressive to watch, keep at it for sure.
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