Posts for Bisqwit


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Zurreco wrote:
Ok then. I propose an all-character, all-Esper, all-skill (character specific), submission which beats the entire game. I think the only thing that this would skip that most other people would look for are item quests involving the coliseum and maybe a few cool boss fights.
I support this.
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Ferret Warlord wrote:
The Mood Report wrote:
Warning: mysql_fetch_assoc(): supplied argument is not a valid MySQL result resource in /home/WWW/wikisites/nesvideos-site/forum/moodreport.php on line 55
Puuh. I guess I should fix it. Thanks for reminding.
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2-hour movie and an improvement of just 48.6 seconds? Wow... That's a bit anticlimactic... Still, congratulations on finishing it, I'm sure that it is very good. I will watch it.
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CtrlAltDestroy wrote:
Great trailer, but I wouldn't go see this movie if you paid me.
I would. Quite impressive work for an april fools gig. The Ganondorf makeup also looked more professional than that of D'Argo in Farscape :) Though perhaps it was just the camera angles and lighting... In other news, this is off-topic, so it should not have been posted in the General forum.
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I think 100% items should mean ≥1 of each different type of item.
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The falling through floor glitch has been featured in a couple of the previous TASes. It's exactly what it looks like. Simon walks across the edge of a platform, and the exact moment he'd start dropping, he throws the whip. A glitchy animation frame will be shown, and Simon will fall through the floor. However, a luck component is present: sometimes, Simon won't fall through the floor even though the glitchy animation frame is shown. My theory is that it has something to do with either the horizontal or vertical subpixel positioning. And as for why does it happen... It's might be that this game does collision checking only on even or odd frames. Even normally, when you jump or fall, Simon will sink a few pixels into the floor before being normalized. With good luck, you can sunk fewer than a few pixels before the game does collision checking, and by that time, it's too late: he's already in.
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I think chances are that the jump curve calculations are significantly heavier than swapping the walking sprites.
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HHS wrote:
If you're turning off the music, it would be much easier if you alter the emulator itself, since there's practically no way to get rid of the desyncs otherwise.
But if you alter the emulator, you don't really have options besides enabling sound&music and muting it alltogether. Well, you could disable individual channels, but on NES, there are so few channels, that the sound effects are really just played on the same channels as the music. There's no way to distinguish between those, as it's the matter of the game code to produce them.
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Kuwaga wrote:
I guess posting some kind of image of the corrected post has to be more fun than correcting it silently
Also, carries out a lesson much more noticeable to the poster. Usually people tend to not notice moderator/admin edits applied to their own posts -- I'd imagine it being much more likely being ignored if the post's meaning doesn't even change. Sure, would have provided useful public service, but as the lesson goes for teaching a man to fish... You can't just give him fish, or you will have to do that all the time.
Kuwaga wrote:
Apparently not [the only one from Austria]
Wow, both of those have joined after I visited Austria :) I had influence ;)
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To be fair, it's not like everything that AKA writes is complete gibberish.
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AKA wrote:
This is a TAS forum not a grammar wars forum.
On which discussion is carried out. Using grammar. This isn't about nitpicking whether to put a question mark within quotes or after the quotes. This is about making yourself understandable to begin with.
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AKA wrote:
To Bisqwit: You know this falls into JXQ style territory and the immature reaction that will follow it.
Possibly. Still, as an administrator I have no reason to lie to anyone. Whether you believe what I wrote or not is up to you.
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klmz wrote:
the "killer holywater" glitch
What's that?
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AKA wrote:
Long story short, I criticised Bisqwit on IRC for being trigger happy in terms of publishing the recent SMW run, and for allowing no room for discussion about the additional feature he included in the AVI. Consequently Bisqwit starts looking for any excuse to get back at me however childish and pointless it may be.
I have underlined the word in your post that is merely an assumption, and in this case, entirely false. Any perceived relationship between those incidents was completely coincidental. As anyone can tell, I tend to quickly forget the "who" even if I remember the "what", regarding IRC discussions: In fact, I had completely forgot that you (in particular) criticized the publication until your post (quoted above) explicitly reminded about it. In other words. Please don't think it as a revenge. It was a completely isolated incident. I apologize for any inconvenience it has caused to you, but really, I only did it on moment's inspiration. It could have been anyone's post, had it contained an equal level of grammar mistakes. My (tongue-in-cheek) purpose was to make the post's content better understandable for readers, because bad grammar and rife spelling errors do make text hard to read.
Xkeeper wrote:
[…]
My quote did not imply that AKA had posted anything other than what he did post. I only added (clearly marked) spelling corrections (and in doing so, I did not change AKA's intended meaning; I only suggested a corrected grammar and wording). Contrary to someone's first "quote" that pretended that someone said something other than what he really did, and the second "quote" that mocked both my edit and the forum rules by changing someone's post's intended meaning but marking them as "corrections". However, I get the feeling that you weren't really interested in hearing my reasoning, but just wanted to demur for the sake of demurring.
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Highness wrote:
Not sure if it's just my imagination, but is the lag reduced when Simon is jumping without whipping or throwing holy water?
Well, sure, whipping and throwing holy water requires extra processing so it makes sense that it would lag more. However, there are three situations where the author does that: ― When killing an enemy: Reducing enemies reduces lag. ― When manipulating the coordinates for a subsequent falling-through-floor trick. Not really avoidable. ― When trying to lengthen the jump: I guess this makes the movie marginally faster where it occurs. I don't remember seeing it being used in laggy situations.
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Also missed the stair-case trick on the first watching. Very cool. (Encoding.)
Post subject: Re: #1997: zggzdydp's NES Castlevania II - Simon's Quest in
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Nice route you used in the under-lake mansion. Excellent improvement. Accepting.
Post subject: Re: #1997: zggzdydp's NES Castlevania II - Simon's Quest in
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Most unexpected. I will watch it curiously.
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I would be interested to hear about progress!
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So I made a Chrono Cross TAS. Because not everyone follows the RecentChanges or the IRC channel, I'm posting it here… http://tasvideos.org/HomePages/Bisqwit/Projects/ChronoCross Shortly: ― Made with AVI rerecording (no replayable movie file) ― Consequently, available only as .avi.torrent downloads (total size: 1.3 GB, available in segments) ― Speed/Entertainment tradeoffs: Definitely not the fastest route through the game. ― Novel technique and author's first speedrun at this game; lots of things can be improved even considering the tradeoffs. Still, it's pretty nice. FAQ: ― No, the emulator used (pSX) does not have TAS capabilities at this moment. I extended the emulator using a technique that is only available in Linux for now. (It could theoretically be ported for Windows, but I don't have the know-how.) ― Other questions are answered on that page. Length: 9 hours, 8 minutes and 25 seconds (according to the memory card save).
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minglw wrote:
For the Big Boo fight, is there an invisible platform at the top to allow Mario fly across horizontally to the right?
It's just a walljump. Without a jump.
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Blublu wrote:
I seem to remember a trick where you could eat a mushroom in mid-air, then jump again once the growing animation finished. Is it possible that it could also work the other way around, i.e. hit something halfway over the gap, then jump again? It probably won't work but then hey.
Or possibly jump from mid-air when you grow big from hitting an enemy due to the anti-bigness state (small fiery Mario).
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CMiller wrote:
I'm specifically curious about the technique discussed here. There seems to be a lot of steps, but the translation is not very good. Whenever I try, it results in the condition in the first set of pictures.
You must jump on the spot several times in the wall after you disappear at the top of the screen in the first screen. Each jump changes your vertical position. Then hit up (or down) to grab the "ladder" in order to climb, and see where you ended up.
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Lord Tom wrote:
Would it be possible (at the emulator or .avi level) to pull a trick like Bisqwit did with klmz's SMB1 run and have different music playing with the sound effects intact?
Not without A) lots of probable desyncs or B) lots of manual labor. I could attempt it in MM1 and MM2 though. (Not that I will.) I don't know how MM3―MM6 sound engines work, so without more reverse engineering labor, couldn't do.