Posts for Comicalflop


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Just saved 11 seconds on the boss, so good thing I did that tonight while the ideas were still in my head. Star World 1 Boss redone 56 seconds ahead of SDA. The boss is beaten so fast the song doesn't have a chance to get to the second cycle. which is a shame since that's the better half of that awesome music.
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erokky wrote:
You're very...ambitious, comicalflop.
Sometimes the right phrase can show me how overeaching I can be. I can't guarantee if I'll do/give up this idea. It'll sit here for brainstorming purposes.
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Glide64 v0.7 TAS Input Plugin 0.6 Jabo's DirectSound 1.6 RSP emulation Plugin currently it's 45 seconds faster than SDA, and will continue to gain time as the run goes on. Sub 1:20 is probably likely, 1:15 possible, sub 1 hour not likely.
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Final movie should come sooner than you'd think- this is coming along real fast. That's based on it's simplicity and ease, and a pre-made SDA run that has easily noticable mistakes/improvements but shhh! You didn't get that from me. Star World 1 Boss IMO, Kirby 64 has the BEST boss fight music, not of all games, but definetly of most of them. I could just listen to Kirby boss fight music all day. The boss I think can be improved, so I'll try to improve it later. (I think I did not hit the mini-trees at an optimal time, in fact probably missed many oppurtunities for fast hits at the beginning, and the second spike-wave is much better than the first, getting in 3 hits instead of 2.) So yeah, that was 2 levels and one boss in one night... 5 more worlds, this shouldn't take too long hopefully.
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Ellies is the only fully established female animal buddy. But I digress... I'll take a look later, I probably should start homework before the weekend ends...
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Plus, any% is just Fire+Fire the entire time, which is boring as all hell, trust me. Star World level 3 The final boss took a lot of rerecords to hit on the first possible frames. The final boss is a big white mofo, with killer music and the only real 3d movement of the whole game. So 100% it is. Because that's what I was doing anyway.
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I have not said I would do it for sure- or even if I could do it. I was throwing the idea out to see general interest. With all that's on my plate at the moment, plus having no idea how I would actually go about doing this makes my working on it questionable.
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My frustrations on desynching N64 runs were so huge, I completely forgot I was doing this :P Oopsie. It is actually very easy to make, so I'll work on this more often, especially since, while not a fast game, gives me something to do, is easy to do, and TAS'd kind of looks fast, mostly in relation to the SDA run/realtime gameplay. Star World 2 26 seconds faster than SDA so far
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mwl wrote:
Climbing the invisible ladders to Goron Graveyard needs to be done without the Lens. The exact path can be memorized.
The path is already memorized in the SDA movie. And he also preserves the magic meter by activating/disbanding the lens quickly. We'll help you along the way, good luck and may desynchs be damned!
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I really don't know, it's why I'm asking. I guess it's moot since both AKA and FODA know how to minimize lag with camera angles in the laggy levels they're playing.
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I don't know how he's spotted... however his life is a resource, so he keeps on trekking. Wjat's more worrisome than that is like previously mentioned a unit's irrestible temptation to stop and whack at enmies. Interestingly, I found in the setting that I can increase the speed. It's not increased bya huge factor, but still increasable so I may just start from the beginning by going to the menu and increasing the speed, because over time it'll make a difference. BTW, I just played bloodbath single game, there is no way that this game is beatable on N64 in real time playing (at least not by what I've observed.) I tried, and was slaughtered. The controls are both hard and easy at the same time (the shortcuts are simply amazing, but the analog stick to control units is frwaking hard.) I get the feeling that with the resources that are avaliable that everything has to be perfectly planned to avoid the inevitable end. Good thing I'll be TASing this and have perfect reflexes and planning.
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same, it worked for me... the first time, now I have Spocky's exact same problem.
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or maybe facing towards Mario... I wonder if rendering graphics as getting smaller the more Mario comes towards the screen is easier than drawing up-coming objects bigger the closer mario gets to them... I'm sure whatever camera angles are used will minimize any lag, but I guess we'll see when it comes.
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Fixed Desynch, now plays up until message to come to the zealots aid. Only 20ish seconds of moving Zeratul, but just showing what I've got so far. I'll keep trying to find a way to draw the enemies away, but based on my units increased desire to attack I think going down and around will just have to be accepted. test run 1 min 30 sec
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watched it, liked it
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Can't wait.
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I just stumbled on this and got the .m64 to work perfectly. Can't believe I never looked at this before, it's good stuff.
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Yes, water levels in DKC1, but most notaby many levels in DKC2. Also there are fewer levels in DKC1 I believe so they will have to be done slower. The IRC Channel... sigh if only I could connect...
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I know... mostly because I currently for the life of me cannot find a solid run to work on... when I was doing DKC2 102% it was clear I was the only one doing it, and I had a goal that I could do it as my first submission, and that I wouldn't have any difficulties in making it. As of now, I've looked at a bunch of different runs- Kirby Dreamland 3, Majora's Mask, Yoshi's Island, Spiderman 64, Worms Armageddon, Rayman 2, Starcraft, DKC2 any%, the list goes on. the N64 runs are desynching like all hell, and the others are either being done or lost interest for me. I just need to find one (two max) runs to work on, and I'm trying to find which one(s) that is. whether it's this or invariably (and most likely) something else, I simply NEED to find something to work on, hence the ambitiousness and "taking on" and abandoning many different projects. I just noticed the popularity of the Megaman Quad run, and thought I'd mention that the Donkey Kong Country games have enough compatibility to possibly do the same.
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I don't know if it's going to be as good as the Megaman dual/quad runs. If 3 is going to be AVI hard the 3rd one can be dropped and just be a dual run, since the first two bear the closest resemblance. I would just need to A) find the goals to complete for all of them, since they all have different ending times for all varying any%/100+% it'd be hard to mesh them together, B) find strategies for doing this, and C) get motivated and actually find out how to make these runs, the concept i understand but not the technicalities. Two/three emulators, with same input from one controller... how do I set that up?
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the save file is not there to begin with.
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Nono, it desynched for me right at the start, not at the engineer. the engineer actions can most likely be optimized by the sound of it, but I can't even get that far.
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Post subject: Donkey Kong Country 1, 2, 3 Tri-Run
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There is a very popular Megaman quad-run going on in the NES forum, does anybody think a tri-run of the three Donkey Kong Country series would be just as entertaining? I'm guessing it'd be input to complete all 3, or potentially 101%, 102% and 105% finished. I'm not sure about them ending at the same time, since each sequel is longer than the last, but I bet it'd be fun. -The first game X does not register as anything, so you can do team throws in the 2nd and 3rd without having any unwanted actions in the 1st besides of course maneuvering the thrown kongs in 2 and 3, as well as charge up/use special ability of the animals in 2 and 3 -all actions when jumping do no register, besides directional movement, however when rolling A and direction can cause rolls to either be interrupted or stop at an inconvenient time. -letting go of Y during a roll generally does not result in a decrease in speed, with the exception of 3 -The glitches in some don't work in the others. -The character speed of 3 is much slower than both 1 and 2, this might cause problems -during fadeout lag, in between levels and when being shot by barrels, input is ignored (except for directional for barrels) -input is required to swim through the water on the overworld map in 3 Any thoughts on if this is doable?
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OgreSlayeR's right, it's a test run. read above post for desynch problems I had when trying to view.
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slight twinge of jealousy that test runs here are making more progress than starcraft... ehh I'll find my groove and hopefully I can get back to work on it I didn't see Nod 2 but I'll look at what's here tonight and comment a little later on it, should be good based on what I've seen so far. Edit: Desyncs. We really need to have everyone petition to the guy that made Mupen to work on a new improvement, the desynch business is just plain frustrating. I don't have the .fla file to delete, since I deleted it beforehand, does it need to be recreated and deleted afterwards to make it work?
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