Posts for Comicalflop


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It's far from every game, there were many games that were on my initial list that I removed, and that initial list isn;t even every available game. It is a very sizable list however. I'm not sure if all work because I have not tested EVERY single one (there's not a chance in hell I have enough harddrive to have them all.) but if anyone wants to systematically test all of them, feel free.
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I finally figured out where that 1 second difference between mine and Arne's fight, and that's because he hits Krow on the right side to bumb him closer to the nest. I'll have to make sure my fights do that from now on.
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finally removed this huge list. check out the N64 wishlist page.
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oh yah the one on the left. much thanks. mmm much better. Um, the run.... I have not started quite yet, I'll try tonight but with the other things I did I only have like an hour to work on it before hitting the sack... Once this game gets really rolling (if it works plz no desynchs!!!!!) I won't be procrastinating with it at all. Totally OT, but sometimes the music in this game sounds like the B-Movie Space Mutiny. That was one terribly funny Mystery Science Theater 3000 episode.
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Starcraft too can scroll relle fast, micro/macro has many possibilities, and you can group units in a few different ways. It emulating perfectly is good to hear, but could be deceptive- Starcraft is perfect in game, but during some menus it runs into problems. Sounds like another great N64 strategy game, I'll have to look into it. I say go for it, if Starcraft works I'm gonna be swamped with 6 seperate campaigns to submit. A few things about what the TAS itself should look like: I noticed strategy games like this and Starcraft are begging for what I term "TAS menu playing". I've noticed that since many different options are chosen really fast, watching gameplay will be like watching a fast menu selected through. TASes are known for insanely fast menu navigation, and a strategy game like these two should be fast. Micro is a little tough since I'm guessing the analog stick controls the cursor, it is easy to overshoot units/destinations so Nitsuja's TAS plugin should be used. Macro is going to be doable much better than normal play, but still difficult to TAS. You will be able to set commands for certain units, then on the next frame scroll to another section. Plus keeping track of everything that's going on is gonna be hard. As I start starcraft and do some macro TASing, I'll pitch in for strategies on how to TAS this game.
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Arne doesn't respond to PM's, and my friend in IRC hasn't been able to get in touch with him. Either he's gotten sick of game and given up without telling anyone, spending a HECK of a lot of time experimenting with glitches, or working extremely slowly and somewhere close to being done without posting WIPs. I am not him so I don't know.
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The projected length of the TAS Protoss mission 1 is 2:15, whereas the SDA is 2:42. Since it's a mission to get Zeratul to the warp gate, and the SDA run has Zeratul moving most of the time anyways, how can that much time be saved? With TAS I can have Zeratul moving 100% of the time, but besides that and having him always walking in straight lines can that much time relle be saved?
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if not do you have a backup plan? "To the Dukes, nothing sounded better than a plan B."
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Silly TASers. I meant to work on this tonight, but a 4 hour long IM conversation with someone totally sucked up a potential 4 hours that I could've spent test running the first protoss mission... I'll see if I can redeem that with the next 3 hours to work on it. Not making any promises though.
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Yeah I downloaded the SDA runs, my feeling is that they are fast but improveable. I'm currently going through the 78(!) pages of the SDA thread on starcraft, to see when and where addendums to missions are made. I'm also reading stretegy guides on various websites so I can refamiliarize myself. Flagitious made a chart of all TBW and PTW missions times, as well as TAS expected finish times. how accurate are those/should those projected times be the ones to shoot for? One of this things that worries me is the analog stick in this game, my gamepad is not the best for tilting it slightly and overshooting with the cursor is going to happen frequently, since in frame advance at full tilt it moves 1/3 screen per frame. I'll probably have to resort to the GUI to fine select individual units and such. with my finding of map/unit selecting with the D pad and c buttons, I think that a lot of map teleporting is going to happen, especially in missions where you have to destroy all structures, the "bring so-and-so to certain destination" will actually be relaxing, in that not as much macro-managing will be needed. I wonder what glitches are available on 64...
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I would too, I played it for like 10 minutes and liked the cuteness of it, it's better than mario kart 64 in the aspect that it has a much better game to beat with items to collect to unlock new levels, as well as bosses
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I know Super smash bros. was submitted, why wasn't it accepted? would a redo of that game be possible fixing the occassional black screen that appeared?
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Hm, I remember letting go of Y to pass through barrels lsot no speed in DKC2, but I guess it does in this game... bummer excelent reasons for doing what you did, 2 seconds no way compares to the use of the team throw The faster strategies being discovered makes me wonder if you considering DKC3 any% improvment? People have asked me if I want to do DKC2 any% but Arne has yet to reveal if he's still working on it, so I don't know if I can or not.
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So hit the ground and get the jiggy before they come a' snappin'. unless this is impossible... should at least be attempted.
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yeah, that's what miffs me. I think the guard problem was addressed a while ago... I don't know if a solution was found or not, but hopefully by the time guano gets there a solution will be found.
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Yes, I'm in total agreement since this is test run, and more time savers will be searched for this should be one of them that's tried
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Yeah, I assume the animation of grabbing the jiggy would render you invulnerable like most similar animations, especially since grabbing a jiggy cancels *most* (haha glitch) of your actions
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3-4 spin attacks maybe? spin attacks are faster than jumpslashes slightly i think
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I agree it was a very optimal test run, there only very few instances where corners weren't exactly rounded perfectly (especially when going to get a puzzle piece when flying, by a cliff concave, you are brushed against a wall for 2-3 seconds, I know you can't turn but that was quite noticable) overall really good
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Jabo's works, I'll give the WIP a looksie.
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AKA, I definetly noticed the lag in DDD from Spezzafer's run, and your use of camera angles took care of that real nicely.
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um, wrong plugin I think? it asks for me to bring the emulator to full screen mode instead of windowed mode, and it plays all the sounds but the screen is gray with the message that glide64 is blah blah not working try full screen. I can definetly watch Mupen WIPs, it's just I can't get this game to run properly. If I do figure out how to get it to run properly then I definetly can watch .m64's of this run.
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Hm, a few things to say about this level at the beginning there's a barrel on the ground that you jump over. I thought you could roll through barrels by letting go of Y during the range of frames that would make you grab the barrel Sami let the Kongs take hits to avoid having to go in some blast barrels twice, I didn't see any DK barrels along the way but did you consider letting a Kong take a hit to save time in this level? On the good side, Using the team throws was brilliant and saved a lot of time, and finally I see the use of that weird bird, I never knew he had a use in one of the bonuses, I always disregarded it because the thing died easily. The barrels are all really slow in this game, so it's nice to see you breeze quickly through this level. Nice job.
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I know, I'd relle like to watch test runs and everything on the emulator but such is life.
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I'm pretty sure that if you create a savestate at the beginning of the level, and everything previous to that level has no desynchs i.e. you can view the enitre thing up to that level no problem, than when viewing new work done later in that level, if it goes fine then it won't desynch, so in fact you do not have to view the entire thing over and over. At least that's the case for Rayman 2, I had gone 1/3 in Fairy Glade before realizing that it desynched one frame before entering Fairy Glade. As soon as I went back and fixed that business, I created a savestate after entering the level, and checked it and it ran perfectly fine. I proceeded with the level, and whenever I did a section started from the savestate at the beginning of the level (and later I checked from the veyr beginning, and no desynchs.)
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